```metadata title: The World of Eldoria - The Guidebook description: The Tabletop RPG, The World of Eldoria by Justin Lewis tags: - WorldofEldoria - WoE - TTRPG systems: [] renderer: V3 theme: 5ePHB ``` ```css /* Page Size: 8.5 x 11 */ .page { width : 8.5in; /* 8.5 inches After Bleed is Trimmed*/ height : 11in; /* 11 inches After Bleed is Trimmed*/ padding: 0.125in; } /* Remove Default Styling */ .page h3{ border-bottom: unset; } /* Removing Table Backgrounds */ .page table tbody tr:nth-child(odd), .page table tbody tr:nth-child(even){ background-color: unset; } /* Removes Drop Caps */ .page h1+p:first-letter { all: unset; } /* Removes Small-Caps in first line */ .page h1+p:first-line { all: unset; } /* Fix Page Count */ .#p3.page::after { counter-reset:page-numbers; } /* Center H1's */ .page h1{ text-align: center; } /* Header Color*/ .page h1, .page h2, .page h3, .page h4, .page h5, .page h6{ color: #754309; text-decoration: none; font-weight: 500; } /* Main Text Color*/ .page p{ color: black; } .footnote h3{ color: white; } /* Page Styling */ .page { background-color: null; background-blend-mode: null; line-height: 1.1em; /*Extra Font Spacing */ font-style: normal; font-size: 9pt; padding-top: 1.3cm; padding-left: 2cm; padding-right: 2cm; padding-bottom: 1.3cm; } /* Adding Underlines */ .underline{ font-weight: 800; border-bottom: solid; border-width: 2px; } .center{ text-align: center; } .left{ text-align: left; } .right{ text-align: right; } /* Note Styling */ .page .note { font-family: open sans; font-weight: 500; font-size: 8pt; line-height: 1.2em; background-color: #d9d69c; border-style: solid; border-image: url('https://i.ibb.co/PMLjst9/note-border2.png') 130 repeat; border-image-outset: 0px; border-width: 10px; border-image-width: 10px; padding: 0.25cm 0.25cm; filter: brightness(107%); text-align: center; } .frame { border-image: url('https://i.ibb.co/PMLjst9/note-border2.png') 130 repeat; border-style: solid; border-image: url('https://i.ibb.co/PMLjst9/note-border2.png') 130 repeat; border-image-outset: 0px; border-width: 10px; border-image-width: 10px; padding: 0.25cm 0.25cm; } /* Center H2 Elements in Notes */ .page .note h2{ text-align: center; } /* Specific Changes */ .page .wealth{ text-align: center; } /* Senses Changes */ .page .sense .note{ position:absolute; width: 50%; left: 25%; bottom: 25% } /* Senses Changes */ .page .sense .note h1{ font-weight: 800; border-bottom: solid; border-width: 2px; } /* Color Change Darkspawn? */ .page:nth-child(78) img{ filter: hue-rotate(90); } /* Hue Shift Artwork Page 31*/ /* Remove Footer on Artwork Page 31, figue out how to add other pages here, or copy paste this down and make a ridiculously long list*/ .page:nth-child(14)::after{ background-image: url(); } .page:nth-child(32)::after{ background-image: url(); } .page:nth-child(36-45){ background-color: #3ab399; background-image: unset background-blend-mode: overlay; } .page::after{ background-image: url(); } /* Uknown */ .page:nth-child(107) .note table tbody td{ padding-right: 1%; } /* Unknown */ .page:nth-child(107) .note table tbody tr:nth-child(even){ background-color: #bdb08c; } /*Explosives Crafting Table*/ /*Headers*/ .page:nth-child(201) th{ font-size: 12pt; padding-top: 2%; padding-bottom: 2%; border: 1px solid; } /*Row Colors*/ .page:nth-child(201) table tbody tr:nth-child(even){ background-color: lightyellow; } /*Entries*/ .page:nth-child(201) table tbody td{ padding-top: 2%; padding-bottom: 2%; border: 1px solid; vertical-align: ; } /*Unused */ .page .banner{ background-image: url('https://i.ibb.co/MfyXtYP/Banner.png'); } .page:nth-child(564) .note{ text-align:left; } .frame{ border-style: solid; border-image: url('https://i.ibb.co/PMLjst9/note-border2.png') 130 repeat; border-image-outset: 0px; border-width: 10px; border-image-width: 10px; padding: 0.25cm 0.25cm; filter: brightness(107%); } /*Tables for Countries*/ .page .Homeland note{ border-bottom:solid; border-width:1px; } .page .Homeland table td { padding:0.75%; vertical-align: middle; text-align:center; font-size: 10.5pt; } .page .Homeland table td{ border-bottom: solid; border-width:0.25px; } .page .Homeland table th:nth-child(1) { width:40%; } .page .Homeland table tr { } .page .Homeland table tr:nth-child(odd){ background-color: unset; } .page .Homeland table td:nth-child(odd) { text-align: center; } .page .Homeland table td:nth-child(even) { text-align:left; background-color: unset; } #explore-a-world-like-never-before { color:lightblue; } .page .ColorTable tbody tr:nth-child(even){ background-color: lightyellow; } .page .monster table thead, .page .monster table td strong{ color: #754309; font-weight: 600; letter-spacing: 0.05em; } .page .monster2 table thead{ color: #754309; font-weight: 600; letter-spacing: 0.025em; } ``` {{frontCover}} {{Title # The World of Eldoria }} {{Subtitle ## The Guidebook }} {{footnote ## Alpha Version 34 : ### Explore a deep world with easy to remember rules }} ![background image](https://i.ibb.co/q719bSH/11.jpg){position:absolute,bottom:0,left:0,height:100%,width:100%} \page {{insideCover}} # The World of Eldoria ## Guidebook {{imageMaskCenter1,--offsetX:0%,--offsetY:0%,--rotation:0,mix-blend-mode:darken ![background image](https://i.ibb.co/3r9HG2D/Test4.png){position:absolute,bottom:20%,left:-16%,height:80%} }} \page {{note ## Credits :::: ### Designed, Written, Edited and Artwork by: #### Justin Lewis :::: ### Alpha Testing Group #### Alan Hunt #### Danny Lehman #### Elise Lewis #### Logan Chace #### Octavia Lewis #### Seth Swink #### Zachary Haddix :: ### Tools For Artwork Include: #### Midjourney AI, and #### G.I.M.P }} {{imageMaskEdge2,--offset:10%,--rotation:275,mix-blend-mode:darken ![](https://i.ibb.co/dQbDdSj/smallfolk.png){right:0%,height:100%,width:55%} }} {{pageNumber,auto}} \page # *Table of Contents* :::::::: {{wide # Player References : ## Races - Beastfolk and the like - Common Fantasy Races - Uncommon Fantasy Races : ## Classes - Class Essentials - Feats Levels 3 & 5 - Feats Levels 7 & 9 - Class Spell List : ## Homelands and Hometowns (For WoE Setting) : ## Professions : ## Items & Equipment : ## Bonus Feats : ## Vehicles : ## Spellbook : # Game Master References : ## Random Creation Tables : ## Book of Bosses : ## Creature Compendium : ## Commoner Census : ## Monster Manual }} {{pageNumber,auto}} \page # Dedication {{wide This books dedication starts here. }} {{pageNumber,auto}} \page # Preface {{wide #### Intention This book is intended to be a stand alone table top roleplaying game (TTRPG). In which you can explore the world of Eldoria or ignore the setting and just use the Guidebook for your own gameworld. #### The World Is optional but encouraged The World Anvil Campaign Setting of Eldoria is an optional but also the encouraged setting of the world. If you'd instead like to run a sci-fi campaign or prehistoric one, understand that everything on the world anvil is intended to be used in a medieval fantasy setting, but feel free to take the stats and adjust the names and descriptions as you see fit, during your game sessions. : #### Digital or In-Person The game uses a suggested mixture of digital and physical tools to enhance your in-person or digital experience. At a minimum you'll want a set of polyhedral dice or a dice rolling app for each player, along with some scratch paper, and pens or pencils you might have laying around. However it is encouraged to print out the sample character sheet to keep track of a few things, but if one's not available, it's ok to run the game with just paper and pencils but don't lose your papers! #### Sprucing Things Up That being said you can also enhance your game sessions by using additional online resources for music and such. As I suggested, you can use the World Anvil Campaign Setting, in order to run your game; it's the world I've been running for my players and it has over 30,000 words so far, if there is a difference between the world anvil and the copy of this book you are reading feel free to go with whatever ruling you see best for your table. These rules are intended to be more like guidelines allowing your group to ebb and flow as some players may join or leave during a campaign.

#### Navigating the Guidebook Using the table of contents will help you to find the various sections you'll need to reference in order to be able to play. However, do only reference what you need, as the guidebook is meant to give you a plentiful amount of options and you don't have to use all of them. {{imageMaskCenter1,--offsetX:3%,--offsetY:-28%,--rotation:90,mix-blend-mode:darken ![background image](https://i.ibb.co/gR70WL2/Bank-Vault.png){position:absolute,bottom:3%,left:10%,width:80%,height:50%} }} }} {{pageNumber,auto}} \page {{partCover}} # PART 1 ## Preparations & : ## Guidelines {{imageMaskEdge,--offset:15cm,--rotation:180 ![Background image](https://i.ibb.co/5cXKzPB/Intro-part-cover.png){position:absolute,bottom:0,left:-1px,width:101%,height:100%} }} \page # Preparations ## Before Playing : ### Selecting a Gamemaster The Gamemaster (GM), while a player also acts as the narrator and referee of each game session(s). While they will describe things that the Player-characters (PCs) can sense and interact with including the non-playable characters (NPCs) that make up the inhabitants of this world. It is recommended to appoint one of the more creative players to fulfill this role if everyone is equally unexperienced, as there will be many times that improvising will be necessary, even when it comes to interpreting the "rules". Don't sweat it if it's your first time in the GM's seat, the only important part is that you have fun and get along with your friends while playing this imaginary game. Oh, and don't forget that it's ok to trade seats and let someone else GM if you or your friends feel that someone else at your table may be better suited, you never know until you try it! {{quote Keep in mind As you look at the proposed playstyles that players focus on (including you GM) it's good to have a healthy balance of a few different playstyles. When organizing play I try to cater to the majority of player's playstyles most of the time, however I do like to change things up as I see their interests shift, it is inevitable that players will lose interest in what they normally like, and that doesn't mean you are doing a bad job, it just means they are ready to focus on another aspect of play. Which is why you should allow them to take some time to explore, shop, and do all of the things that you all would like to do. }} ### Choose a plot - Are you and your friends going to investigate a missing pearl necklace from a member of royalty? : - Fight and kill hordes of monsters and attempt to save towns requesting help? : - Maybe your group are the bad guys on the run after some elaborate heist (like stealing a pearl necklace), : - Or you can simply make it up as you go which happens 90% of the time anyways because your players can't take the most obvious of hints / suggestions. Plan as much as you like, or as little as your like. Just be aware that the less you plan for, the more flexible you will have to be with coming up with things on the spot. \column ## Player Playstyles #### Acting Players who enjoy acting out their characters are known to come dressed up as their character or bring props to assist in their roleplay. They may create a voice for their character and fall into and out of character as they play and tend to make decisions not based on what they would do, but act truly according to what their character would do. #### Exploring Players who enjoy exploring will often be considered to be the first to break from the rest of the group in order to scout ahead and see what looms around every dark corner. #### Instigating Players who enjoy instigating, may often be accused of being distruptive but what these players really enjoy is seeing the influence of their actions, in the game world. These players will often enjoy interacting with NPCs in ways that allow them to influence townmasters or leaders of organizations. Any way in which you can demonstrate to these players that their actions are having an impact will mitigate any negative impact that they may have while instigating within the group should they find themselves unable to tap into this aspect of play. #### Fighting Players who enjoy fighting will thrive in combat encounters but are often the last to suggest that the party should run away. Players who enjoy fighting will often find themselves caught in a struggle of weighing the rewards for winning a fight against the threat of their PC's death. #### Optimizing Players who enjoy optimizing may choose aspects of their character not based on what they would like to play but instead by determining what is most optimal and for this reason may limit their PC's usefulness and utility in order to maximize certain aspects about their character. #### Problem Solving Players who enjoy problem solving love puzzles, mazes, and riddles. #### Storytelling Players who enjoy storytelling with often want to tie elements of their character into the overall story, whether that is having a contact that they can communicate with the gain critical information to the story's progression by overcoming a challenge with an unknown solution, or something as simple as knowing the layout of the town the party finds themselves in without the need to purchase a map of that town. {{pageNumber,auto}} \page ## Character Creation Now that you have selected the Gamemaster, you can have each player begin by creating their character. Players, each section will grant you different bonuses or penalties depending on what you choose. Skim over some of the options and create the character you want to play as.
To do this simply choose your:
Race & Subrace, Subclass, Hometown, and Profession. : #### Races Your subrace is part of a larger group, referred to as your race. Which means that you may share common ancenstors, that may have some of the same physical adaptations, cultures, settlements, or outlooks on othergroups; as your subrace does. #### Classes Your subclass is part of a larger group, referred to as your class. Which means that you may share common adventuring styles similar in their combative styles, or exploration and social proclivities. #### Professions What did your character do to sustain their way of life? Were they a street urchin begging for anything that they could get, or were they an accomplished blacksmith. #### Hometown & Homeland Where did your character grow up, or alternatively where have they spent the majority of their time? : #### Session 0 Because World of Eldoria is a roleplaying game, it's a good idea to talk about what kinds of topics you and your players may or may not be ok with roleplaying, as well as what aspects of the game they would like to focus on, and whether or not they are trying to focus on more of a realism, power-fantasy, sandbox or an epic adventure. : #### Planning for a session You can either attempt to pre-plan story beats that you'd like to guide the party towards as the GM, or use a more Free Form style of play, the latter is what the World Anvil has been designed around, to give you plenty of information to reference, but do not feel as though you must have to follow all of the infromation exactly, feel free to improvise! : {{note ##### Meeting The Party It is ok for members to leave how they met their party members out, if this is the case, the beginning of the first game session will start with how they meet. **GM Note**: It is not uncommon for adventurers to meet at a branch of the Adventurer's Guild located in many of the towns you may choose to start in. If an Adventurer's Guild is not present another common meeting area such as a tavern, town square or other similar facility can be used, alternatively you can use large events like festivals or attacks in order to gather the party. }} \column ## The Dice ### D-notation Is the method used to describe dice using shorthand terminology. The number of sides on the dice typically comes after a lowercase "d". So the dice are respectively called a "d" four, six, eight, ten, twelve, twenty or one-hundred. : ### Which dice do I use The d20 is everyone's best friend and worst enemy. Some even become superstitous that some dice are cursed or that other dice are "lucky dice". The d20 is the most versatile dice and will be used when attempting or saving which make up the majority of your rolls, including attacking, hiding and many other actions. The rest of the dice are often referred to as "Damage Dice" as they typically don't see much used outside of the amount of minimum or maximum damage that a character may do with a give weapon or spell, with that being said they can also be used for modifications to d20 rolls, or other effects when explicitly outlined. : ### Attempts / Checks The d20 is going to be your go-to resolution mechanic when you describe what you would like to do, your GM will choose a target number known as the Difficulty of the Check (DC) Often times your GM will ask you to make either a Generic or Specific type of roll. A generic roll may be used if there is no specific skill associated with the needed outcome; a specific roll is more common allowing the player to utilize both any specific skill they may have and the core stat associated with that skill. : ### Saves Also utilizing the d20, saves are generic rolls that require the unit to utilize their core stat associated with the save. So a Strength Save would utilize the unit's Strength stat, and the same goes for other types of saves. : ### Advantage & Disadvantage You will often find yourself in a situation where you or your opponent has a tactical advantage, or perhaps the shopkeeper you are speaking to is in desperate need of coin in order to pay his taxes on his shop or buy more supplies, in scenarios like this your GM may allow you to roll any Attempts made with an additional dice accepting the outcome of either the higher or lower die, respectively. {{pageNumber,auto}} \page {{wide ## Overview of Stats Your Stats refer to your 6 main attributes used to calculate many of your other core values. To calculate your array of values roll 6 regular dice in order to get your values which you can then place into any Stat as long as you use each once. }} ::::: ## Strength Your character's physical power and muscle. It is crucial for characters that rely on physical force to overcome obstacles, defeat enemies, and carry heavy equipment or treasures. Effects - Your Ability to wield heavy weapons and armor with ease. - Your Defense against forced movement. - Your effectiveness in tasks requiring brute force, such as breaking down doors, raising a portcullis, Intimidation, or Arm-wrestling. - Bonus combat damage with specific weapons. - Carrying Capacity ::::: ## Agility Your character's speed, reflexes, and overall physical coordination. It is vital for characters who depend on their ability to move quickly, dodge attacks, or perform delicate tasks. - Defense: Evade Attacks. - Skill such as: . ::::: ## Vitality Your character's health, stamina, and overall physical resilience. It reflects how much damage a character can take before being incapacitated, as well as their endurance to physical exertion and disease. - Total hit points (HP) or the amount of damage a character can sustain. - Resistance to poisons, diseases, and other debilitating conditions. - Stamina for enduring long marches, swimming, or other sustained physical activity. \column ::::: ## Spirit Your character's fighting spirit, willpower, and connection to magical and the Divine or Occult. It is essential for characters who cast spells by invoking divine or occult powers, or need to resist attacks of this nautre. - Ability to cast certain spells or use magical items. - Resistance against fear, and other psychic or magical attacks. - Communication or interaction with supernatural entities or forces. ::::: ## Mind Your character's intellect, Spirit, and mental acuity. It encompasses memory, reasoning, and the capacity to learn and apply knowledge. This attribute is crucial for problem-solving, understanding complex information, and magical comprehension. - Skill in strategy, puzzles, and deciphering languages or codes. - Knowledge about lore, magic, history, and the sciences. - Effectiveness of spells or abilities that rely on mental power or manipulation. - Resistance against mind-control and detect Influence. ::::: ## Charm Your character's personal magnetism, persuasiveness, and ability to lead. It affects social interactions, from negotiation and Influence to inspiring others or calming tense situations. - Ability to influence, deceive, or befriend NPCs and other characters. - Leadership and the capacity to rally allies or command respect. - Effectiveness in performing arts, such as singing, oratory, or playing instruments. - Resistance against being charmed. {{pageNumber,auto}} \page # Overview of Core Values : ## Avoiding Attacks : ### Evasion *Agility + Armor Bonus + Mastery* Your character's ability to dodge weapon attacks. : ### Being Struck : ### Aegis Your character's ability to defend against magic with their spiritual defense. : *10 + Spirit + Training* : ### Armor Your character's ability to reduce damage by mitigating it with their armor. : *Vitality + Armor + Training* ## Critical Hits {{quote : You critically-strike a target when you roll a 20 before modifiers on your attack roll, your opponent does not get to reduce the incoming damage by their armor value. }} ## Health Values ### Maxiumum Health Base Health + ( Class Health (1d4) x Level ) + (Vitality x Level) ### Blessing A Divine Bonus applied to your Maximum Health. Blessing is reduced before your Health, acting as a kind of magic shield. ### Curses An Occult Penalty applied to your Maximum Health. Curses reduces your Max Health by the Curse value multiplied by your vitality. \column : ## Damage : ### Types Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder : ### Immunity You ignore damage of this type. : ### Resistance You take half as much damage of this type, rounded down. : ### Vulenrability You take twice as much damage of this type, rounded up. ## Resources : ### Mana Your character's well of spiritual energy that can be tapped into by spirit using either divine, occult, or primal spellcasting, or their mind using arcane spellcasting. : You gain 2 Maximum Mana per level. : *Your Recover and amount of Mana equal to your Spirit stat on a Long Rest, this is referred to as your Mana Recovery.* : ### Stamina Represents your character's physical energy, and the amount they can push themselves before physical exhaustion begins to set in. You gain 2 per Level. : *You regain all of your Stamina on a Short Rest.* {{pageNumber,auto}} \page ## Progression : ### Starting Level It is advised that you and your party begin at level 1 as this gives you time to learn new abilities as your character would, however if you and your GM decide to start at a higher level understand that you may have more to learn in a shorter amount of time if you are not already familiar with how the system is utilized to resolve narrative and conflict elements. : ### Session Points & Leveling A reward you are given every 4 hours of playtime or when the GM denotes a notable event adding towards your progress as an adventurer. You gain a level when you gain an amount of session points equal to your level. You gain **1 session point** at the end of every game session; players can also recommened other players get *up to 1 additional session point for memorable play but cannot recommend themselves*, which is ultimately decided by the GM. *The GM may also penalize session points for behavior deemed unacceptable by the group, the amount of seesion points lost is decided by the GM depending on the severity of the behavior.* It is reccomended that you generally should not hand out session points for repetative behavior. This allows everyone's efforts to shine and keeps the pace of leveling consistent. So if someone already got an additional session point last session, it may be wise for them to allow others to try out the spotlight this session or assume the extra risks needed to gain that extra point. : ### Maximum Level Your characters maximum level is 10, and can generally be achieved in 20 to 30 sessions of weekly play, assuming your GM is handing out additional Session Points to Players roughly every other session or more, of course this will vary by frequency of sessions and session length. : ### Connections As you play you will develop relationships with Non-player Characters, these NPCs can come in handy, and you can have a number of connection equal to your Charm stat (min 1). As you adventure you can call on favors by communicating with your contact(s), perhaps even allowing them to stay in a "base" made by you and your group. An NPC's Rapport is what they think of your Player Character and can influence the kinds of favors they are willing to accept. : ### Skill Training* As you progress you will also have notable moments of which you can mark down progress towards increasing your bonus to specific skill attempts or saves, this would typically be during key moments in your adventure where success in this skill has earned you an additional Session Point. : ### Wealth : {{pageNumber,auto}} \page {{position:absolute,height:103%,right:0% {{position:absolute,left:8%,top:2%,width:40% #### Agility : **Acrobatics** Your innate sense of Balance, and ability to Flip / Tumble / or otherwise Maneuver with grace. : **Aiming** The ability to hit targets with ranged weapons. : **Endurance** Your ability to keep pushing yourself beyond your limits. : **Stealth** How quietly you can stay out of sight, and sneak past enemies, or otherwise avoid detection. : **Trickery** Your Sleight of Hand, Misdirection, and Pick-pocketing skill. }} {{position:absolute,left:8%,top:29%,height:33%,width:40% #### Strength : **Athletics** Used in tests of Climbing, Swimming, Jumping, and Lifting Heavy Objects. : **Intimidation** Using your physical presence, force, and demeanor to coerce, frighten, assert dominance, or manipulate others through fear, force of surrender, and to discourage would-be opponents. : **Grapple** Your ability to Restrain a target with your own might. : **Knockout** To non-lethally subdue a target by knocking them unconscious. : **Topple** Knock a target off-balance and onto the ground. }} {{position:absolute,left:8%,top:58%,height:55%,width:40% #### Vitality : **Illness** Resilience to diseases or infections that attempt to weaken the body over time. : **Fortitude** Represents your resistance to the elements including extreme temperatures, exposure, hunger, and physical strain in surviving prolonged hardships. : **Healing** Your ability for your body to heal naturally during periods of rest. : **Pain** Your Threshold to endure immediate sources of Pain. : **Poison** Resist toxins, venoms, and hazardous substances, poisonous attacks, harmful potions, or environmental hazards like noxious fumes. }} }} {{position:absolute,height:107%,right:0%,top:2% {{note,position:absolute,right:5%,top:2%,width:40%,height:25% ![Agility](https://cdn.midjourney.com/a89663ad-b9a9-4989-b7a0-25f3f6043136/0_2.png) {position:absolute,right:0%,top:0%,height:100%,width:100%} }} {{note,position:absolute,right:5%,top:30%,width:40%,height:25% ![Strength](https://cdn.midjourney.com/e30cb41e-b478-47a8-bcd3-39b90211ee25/0_0.png){position:absolute,right:0%,top:0%,height:100%,width:100%} }} {{note,position:absolute,right:5%,top:59%,width:40%,height:25% ![Vitality](https://cdn.midjourney.com/29992e93-63f1-456e-b95c-5fe6ae606aec/0_2.png){position:absolute,right:0%,top:0%,height:100%,width:100%} }} }} {{pageNumber,auto}} \page {{position:absolute,height:103%,right:0% {{position:absolute,right:8%,top:%,width:40% #### Spirit **Blessing** Bestow positive energies and protection upon others, enhancing their abilities and well-being. : **Curse** Inflict negative influences or misfortune upon others, weakening their strength or imposing suffering. : **Morale** Influence relationships with potential allies and contacts, improving your ability to establish trust and camaraderie. : **Restore** Recover mana during rest periods, replenishing your energy for further magical or spiritual endeavors. : **Rites** Perform sacred rituals and ceremonies, channeling spiritual power to achieve desired effects or honor divine entities. }} {{position:absolute,right:8%,top:30.5%,height:55%,width:40% #### Mind : **Crafting** Create, repair, and modify objects, including knowledge of materials, schematics, and techniques for various trades. : **History** Knowledge of Past events, ancient civilizations, folklore, significant figures, historical artifacts, and traditions. : **Investigation** Analyze clues, search for hidden details, and solve mysteries, detect inconsistencies, and examine evidence. : **Religion** Understanding of deities, rituals, religious texts, and spiritual traditions, performing sacred rites, and interpreting omens. : **Survival** Knowledge of tracking, foraging, navigating harsh environments, and identifying wildlife. }} {{position:absolute,right:8%,top:60%,height:55%,width:40% #### Charm : **Diplomacy** Navigate social situations with tact, negotiating tense situations, and brokering deals, easing tensions, and maintaining peaceful relations. : **Influence** Sway opinions, manipulate emotions, and gain favor, persuasion, leadership, and coercion in social or political settings. : **Performance** Entertain, captivate, and express emotions through art, music, storytelling, or theatrics, impressing audiences, earning money, or distracting others. : **Society** Knowledge of social structures, etiquette, laws, and political systems. Used for understanding customs, maneuvering through noble courts, and recognizing societal trends. }} }} {{position:absolute,height:107%,right:0%,top:2% {{note,position:absolute,left:5%,top:2%,width:40%,height:25% ![Spirit](https://cdn.midjourney.com/3496eac2-5644-4779-b0b0-651e3b6323f0/0_3.png) {position:absolute,right:0%,top:0%,height:100%,width:100%} }} {{note,position:absolute,left:5%,top:30%,width:40%,height:25% ![Mind](https://cdn.midjourney.com/951fa095-fd24-4533-949a-f03a1326ff9b/0_0.png){position:absolute,right:0%,top:0%,height:100%,width:100%} }} {{note,position:absolute,left:5%,top:59%,width:40%,height:25% ![Charm](https://cdn.midjourney.com/87caf87a-04d0-4a24-a7b1-84a36804cf45/0_2.png){position:absolute,right:0%,top:0%,height:100%,width:100%} }} }} {{pageNumber,auto}} \page # Combat Conditions : ### Effects on Health : #### Blessings The target is healed by an amount of Health equal to a number of d6 per Mana spent by the caster (minimum 1) plus the caster's Spirit, which may exceed the target's normal maximum health. #### Curses The target's Maximum Health is decreased by an amount of Health equal to the amount of damage taken plus the attacker's Spirit, which may exceed the target's normal maximum health. If your Maximum Health is reduced by more than half of your original maximum health, you become Doomed. Cursed Health can stack. : ### Damage over Time : #### Bleeding Each round after this effect is applied to you, on the start of your turn you make a Pain (VIT) saving throw, where the Difficulty of the save is equal to the amount of damage originally dealt to you. A natural 20 always succeeds this save. : #### Poisoned You take the initial poison damage at the start of each turns that you don't succeed a Vitality saving throw to end this condition. : You have Disadvantage on all rolls you make. : ### Perceptual Changes : #### Blinded You automatically fail any rolls made that rely soley on sight, otherwise if the roll partially relies on sight, you roll with Disadvantage, on unaffected rolls are rolled as normal. : #### Charmed You cannot attack, use abilities, or cast spells on your charmer, and you cannot willingly commit other actions that may be harmful to them. The charmer has Advantage on all Charm checks against you. : #### Deafened You automatically fail any check that relies on hearing. : #### Invisible Cannot be seen except for by magical or extrasensory means. : Attack rolls toward you have disadvantage and the attacks you make have advantage. \column : ### Movement Impaired : #### Fatigue The number of Fatigue stacks you have are subtracted from all rolls, and your Speed is reduced by 5 ft for each stack that you have, at 6 stacks you die. : #### Frightened You have Disadvantage on Attacks, Abilities and Spells towards the source of your fear. : You cannot willingly move towards the source of your fear. : #### Grappled You cannot move. : Attacks you make have Disadvantage. : #### Paralyzed You cannot declare declare any actions or move this turn. : #### Petrified You are turned to stone. : You cannot move. : You cannot declare actions or speak. : *Bleeding* and *Poison* conditions stop until the condition ends. : You become Immune to All Types of Damage. : #### Restrained You may not move, and actions you declare are made with disadvantage, unless the action is to attempt to break your restraint. {{pageNumber,auto}} \page # Stages of Wounds and Dying : #### Beaten At or below half of your maximum health. : #### Bloodied At or below one quarter of your maximum health. : #### Fatal Your health falls to or below twice your Vitality. : #### Doomed If this character's Health drops to 0 this character *Dies*. : #### Dying As long as you are not Doomed, when you reach or exceed 0 health then you must make a Death Save, the difficulty of which is 10 + 1 for every 5 negative health you have. A successful roll allows you to restore health equal to your Vitality each round until you have at least 1 health at which point you can get back up to fight again, but an unsuccessful roll means that you have died. {{pageNumber,auto}} \page # Spellcasting ## Spell Costs Each spell has different effects that you may use when crafting your spells during combat. Each spell condition adds to the overall cost of the spell. ## Casting Spells When you cast a spell there are a couple of factors to weigh before checking the final outcome. : A minimum number of conditions of a spell must be stated before the spell may be cast. : - Number of targets - Size of the spell - Helpful or Harmful - If Harmful does the spell deal damage - Does it apply a Condition - If the Spell restores health (Equal to Spirit x Mana) removes diseases ( 7 minus Spirit is the cost per disease removed), grants blessing (Spirit x Mana), removes curses ( 7 minus Spirit is the cost per disease removed), modifies speed (increments of 5 ft), Restores Stamina (1 per Mana), Damage Type, Condition, Skill check or save modification (+/- Spirit) - Which action is being used to cast the spell (Reaction, Bonus, Regular, or *Full*) - If the effect of the spell persists for more than 1 round - Does the spell allow you to create something or pehaps modify something? : NOTES: - The minimum number of targets is one, this can include yourself. - The effect of the spell can be beneficial or Harmful. - Hepful Area effects may exclude enemies, but Harmful Area effects may not exclude allies. - Your spirit is always used to dictate the strength of a spells effect, but must always succeed against a target's Aegis in order to take effect, half damage is the harmful effect that may apply to a successful save. - Any increases of these effects require 1 additional mana to be spent and you may not declare more effects than your character level. - Reaction spells may only have a maximum of 1 effect \column ## Example Spell Casting *James the Epic 3rd level Wizard* : James has 18 Mana (He has a Spirit of 6 multiplied by his 3 levels for a total of 18). : James would like to cast a spell toward a group of three enemies standing beside each other who are all within 5 ft of one another. : James decides to target all 3 enemies which requires 2 additional mana [1st Effect], James would like the spell to be Harmful and deal Fire Damage, James knows that all spells deal 1d4 + Spirit but would like to increase the spells damage to 1d6 by spending 1 additional mana [2nd Effect], and James would like this damage to persist next round as well [3rd Effect] : James Expends his 3 Mana, readys his dice and rolls a 9 plus his Spirit of 6 for a total of 15 to compare to the targets' Aegis. : The Gamemaster checks the targets' Aegis and lets him know that 2 of them are successful hits, while the 3rd dodges out of the way taking half damage but remaining in their occupied space. : James *Rolls his Damage Dice 1d6 + 6 (Spirit), and rolls a 5 totaling to 11 Fire Damage* : The Gamemaster notes that the 2 enemies that the attack succeeded take 11 Fire Damage (Unless they have some bonus against that) and the 3rd enemy takes 5 Damage, as damage is always rounded down. : James turn is now over : The Gamemaster prepares to take his turn and in doing so, takes note of James' earlier statement that the damage would persist until the next round, so he marks down an additional 6 Fire Damage from each enemy (From Jame's Spirit). Takes his turn and leaves James *Very Bloodied* : James' other allies are unable to act (Dead), so the turn goes back to James, which he uses to run away from the enemies. : As the gamemaster begins their next turn the enemies take the 6 Fire Damage again, and die leaving James barely alive to fight another day (Or begin a new quest attempting to resurrect his allies). {{pageNumber,auto}} \page {{note,width:110% ## Exploration Guidelines }} :: {{note,width:110% ## Encounters **Finding points of interest Talking to a passing individuals or groups Voluntarily halting to explore the surrounding area and Encountering a wild creature or unknown group** }} :: {{note,width:110% ## Small Scale Travel (Town to Town) **You may or may not have an encounter.** :: ## General Travel (Regional) **You may have 1 or 2 encounters before arriving to your destination.** :: ## Large Scale Travel **Depending on the depth of play the players and GM may choose to make this immediate, or play out over the course of a session, it is not reccomended to make this take multiple sessions unless this is part of an overarching goal that is the focus of the campaign.** ## Difficult Terrain **While traveling you take twice as long to move through difficult terrain, unless someone in your group is familiar in navigating in the current difficult terrain, in that case everyone in the group treats it as normal terrain.** *Taking longer could mean more stops* }} :: {{note,width:110% ## WARNING: **Many creatures have known to roam the lands, without doing proper research on which creatures may roam the lands in the areas you intend to travel through, venturing out into the world could easily prove deadly.** }} {{imageMaskEdge1,--offset:7%,--rotation:-90 ![](https://i.ibb.co/mbVMDLH/travel-part-cover.png){left:15%,height:100%,} }} {{pageNumber,auto}} \page ## Fall Damage Is equal to the number of spaces that you fell last round. Typically this will range from 1-36 d6 of damage. ### Falling When you fall you have enough time to perform an Action before you begin to fall. If you are unable to do anything to stop yourself from falling, you fall at a rate of 180 feet or 36 spaces per round. ### Reducing Fall Damage Races, Classes, Items (Nonmagical and Magical) all have the ability to reduce your fall damage, for specifics you'll need to look at the source of the bonus to find out how they work. ### Types of Fall Damage If you would normally take fall damage, but fall onto a sharp enough object, you may get impaled, if that happens, convert the fall damage (bludeoning damage) you would normally recieve, to piercing damage. ## Holding Your Breath Equal to your vitality, in rounds. Taking damage reduces this number by 1. Upon hitting 0, if you do not breath you fall unconscious. If you are unconscious for more than 1 round, you die on the beginning of your next turn. \column {{note,position:absolute,width:44%,height:40%,top:4% ![Cliffs](https://i.ibb.co/Sf4Gz2Q/Cliffs.png){position:absolute,top:0%,right:0%,width:100%,height:100%,} }} {{note,position:absolute,width:44%,height:50%,bottom:4% ::::::::::::::::::::::::::::::::::::::::::::::::: ![HoldYourBreathe](https://cdn.midjourney.com/c56f5f36-95d6-4c83-a15e-ab8ceec07f8a/0_2.png){position:absolute,top:0%,right:0%,width:100%,height:100%,} }} {{pageNumber,auto}} \page : ## Action Guidelines Actions are often classified as either Full Actions or Bonus Actions depending on their amount of time and effort. Generally Actions are classified in the following table, but may change for certain characters depending on bonuses they may recieve from their race, class, or profession. {{note,narrow | Full Action | Bonus Action | Either | |:---|:---|:---|   |*Attack*| *Help* | *Cast a Spell* | | *Dash* | *Improvise* | | *Dodge*| *Prepare* | | *Grapple*| *React* | | *Hide*| *Reduced Cost Action* | |*Shove*| *Search*| |*Topple*| }} ## Movement : ### Combat and Travel Speed Refers to your character's general movement speed, for most characters this will be 30 ft. per round of combat, refreshing at the end of your turn. Many of your different types of movement speed will be determined from this value. #### Climbing Speed In order to begin climbing, if you do not have a climbing speed you will need to succeed an Agility check set by your GM depending on the difficulty of the surface described. You can then move equal to half of your land speed while climbing before another check may be required by your GM. #### Jump Distance and Height When jumping, most characters can easily jump across gaps that are 5ft even without a running start. When attempting to jump a greater distance you'll need to succeed an Athletics (Strength) check, for every 5 ft beyond the first, and the diddiculty of the check increases by 5 for every 5ft attempted. If you take a running start at your jump you can subtract 5 from the difficulty check. \column ## Distances & Heights ### Traveling by foot #### Short Within 20 miles #### Moderate Within 50 miles #### Long Over 50 miles ### Climbing #### Short A short climb is anything 5 to 10 feet tall. #### Moderate A moderate climb is anything 10 to 25 feet tall. #### Long A long climb is anything taller than 25 feet. {{pageNumber,auto}} \page # Resting : ## Short Rests : A Short Rest is a break in activity lasting at least 1 hour, where characters avoid strenous activity allowing them to catch their breath. During a short rest each character who decides to take a short rest may recover 1 point of Exhaustion, heal equal to your (Vitality x Your Level / 2) rounded up, and restore all of their Stamina and 1 Mana. If the rest is interrupted the character will have to restart their rest. You cannot benefit from more than 2 Short Rests in a day. {{note #### Short Rest Example Rico has a 12 Health out of his 39 Max Health. : Rico is level 4 and his Vitality is 3. Divided by 2. : Rico takes a Short Rest with his allies and they successfully complete the Short Rest. : Rico's heals 6. : Rico's new Health total is 18 out of 39. }} ## Long Rests : A Long Rest is when the characters bed down for the night anywhere other than a town. During this time they can make 2 hours of progress on a project related to their current profession or perhaps one that they are training for. During a long rest a character can heal equal to their (Vitality x Your Level), rounded up, and regain half of their maximum mana. {{note #### Long Rest Example Rico has 12 Health out of his 39 Max Health. : Rico takes a Long Rest with his allies and they successfully complete a long rest. : Half of Rico's Max Health would be 19.5, so Rico Heals 20 health. : Rico's new health total is 32 Health out of 39. }} ## Full Rests : A Full Rest is when the characters bed down in a Town, City, or other safe location determined by the GM. The characters must still sleep for 6 hours and spend 2 hours of light activity. During this time characters may also choose to do 1 downtime activity on their own while in town before meeting back up with their group to discuss their next adventure. Characters who complete a Full Rest fully heal to their maximum health and recover all of their Stamina, Mana, and most ailments. \column : ## Interrupted Rests : When a character's rest is interrupted, that character does not gain the benefits of that rest. Some ways that a character's rest can be interrupted is if: - Combat Occurs - Environmental Hazard - Trap Activation - Wandering Traveler - Thief fails to steal something - Illness or Injury prevents them from doing so - Nightmares or Flashbacks - Visions or Spectral Visitations - A Group Member disturbs their rest {{imageMaskEdge2,--offset:-4%,--rotation:0 ![](https://i.ibb.co/1smy2VV/Medieval-Inn-Room.png){right:-1%,bottom:-1%,width:52%,height:100%,transform:scaleX(1),transform:scaleY(1)} }} {{pageNumber,auto}} \page ## Time to Train* To train during downtime, you must specify how you would like to train. If the training requires a mentor, you must first be able to communicate with them. To determine if you pass your training, roll a d20 and add the relevant stat from the skill category. The difficulty is calculated as 20 minus your stat. No other bonuses can be added to this roll, as it would interfere with the learning process. Passing a training session allows you to mark one increment of progress towards gaining mastery in a skill. The total increments needed to gain mastery are determined by 9 minus your stat value. {{pageNumber,auto}} \page # Languages : ## Who Speaks The Common Languages? : **Common** is spoken by nearly every race, and is the main language used for trade and negotiations. : **Dwarvish** is the language spoken by the dwarves, it's made up of a mixture of common and terran words. Much like terran it has many brutish and deep sounding words that have been simplified. : **Elvish** is the language spoken by the elves, it's made up of a mixture of common and celestial words. Much like celestial it has many sophisticated and high-pitched vocals that have been simplified. : **Giant** is the language spoken by the giants, its made up of a mixture of common and dwarvish words. Much like orcish, they have simplified the language even further to mostly be a series of different grunts and gestures. : **Gnomish** is the language spoken by the gnomes, it's made up of a mixture of dwarvish words that have been increased in their sophistication, due to the gnomes inability to form the harsh tones required to speak terran. : **Goblin** is the language spoken by the goblins, its made up of a mixture of orcish words that have been increased in their sophistication, due the goblins inability to form the harsh tones required to speak orchish. : **Orcish** is the language spoken by the orcs, its made up of a mixture of common and giant. Much like dwarvish they have simplified the language to short sounding harsh tones. : **Sylvan** is the language spoken by plantfolk and beastfolk. It can be used to convey simple ideas, but has complex language around communicating threats in the environment, including natural disasters. : **Terran** is the language spoken by all other subterranian races. It can be used to convey simple ideas, but has complex language around threatening or being threatened. \column : ## Who Speaks The Uncommon Languages? : **Aquatic** is the language spoken by all aquarids and other aquatic races. It can be used to convey simple ideas, but has complex language around the threats and the ecosystem. : **Avian** is the language spoken primarily by avians. It can be used to convey simple ideas, but has complex language around weather. : **Celestial** is the language spoken primarily by lightspawn. It can be used to convey simple ideas, but has complex language around cosmic events and darkspawn threats. : **Draconic** is the language spoken by dragons. It can be used to convey simple ideas, but has complex language around specific territories and boundaries. : **Fairy** is the language spoken by fairies. It can be used to convey simple ideas, but has complex language around nature : **Pheremonics** is the language spoken almost exclusively by insecterids. It's made up of a series of smells produces by the insecterids called pheremones. It can be used to convey simple ideas, but has complex language around professions and food storage. : **Small Talk** is a language spoken almost exclusively by smallfolk. It can be used to convey simple ideas, but has complex language around leisure and play. : **Vibronics** is a language spoken by arachnarids, batfolk, and some insecterids. It's made up of high-pitched frequencies that cannot normally be heard by other creatures. ## Who Speaks Primordial? : **Primordial** is the language spoken almost exclusively by the Gods and their underlings, although a handful of people throughout history have been rumored to have learned this language, almost all of them who have made this claim have since died. {{pageNumber,auto}} \page
{{note # Senses ## Adaptive Vision Your eyes allow you to see well in both light and dark. ## Arcanic Sense You can sense the prescence of magical items, place and entities. ## Blood Scent You gain *Advantage* on *Awareness Checks* against *Bleeding* targets. ## Earth Sense You can sense the vibrations of others nearby. ## Dark Sense You can sense the prescence of Darkspawn. ## Light Sense You can sense the prescence of Lightspawn. ## Poor Eyes You have disadvantage on Awareness checks that rely on sight. ## Pheremonic Sense You can sense what other creatures are trying to tell you by their smell. ## Spiritual Sense You can sense the spirits of all nearby entities. ## Terran Sense You can sense the prescence of subterrainians. ## True Sense You can sense the prescence of any unit within range. ## Vibronics You can sense the movement or vibrations of nearby units. }}
{{pageNumber,auto}} \page ## Social Status**

There are two types of favorability, Rapport and Renown. ### Familiar Faces As you explore, you may comes across people that you have met before, or otherwise contacted by them. These people can be invaluable in aiding you against the enemies you face. {{note ##### Familiar Faces While those that you help, may be willing to offer aid. Those that you fail to help, or otherwise harm may become the ones who you would have needed to rely on the most. Alternatively, these people may even begin plotting an agenda of their own, to bring about your end. }} ### Reputation As you accomplish deeds and quests, some of these deeds may gain the attention of surrounding settlements in the region. When this occurs, the average person you come across already has an impression of you, adjusted by one or more level of Rapport.

Once the people of a region become overcome with Admiration or Hatred towards you and your allies, it will garner the attention of greater organizations such as guilds and governments. This is how many great adventurers begin to find their places within the history books, and how many villians find themselves leaving a scar on the world.

{{note ##### Guilds and Governments Once you have gained attention from a guild or government, see the Guilds and Governments Section of this book. }} \column ### Building Rapport Rapport is the measurement of what others think of you and your group. #### Neutral Most of the people that you come across in this world, may have never heard of you and your deeds. Unless you have gained Renown in a Region, then it is unlikely that your deeds will have an impact on these people. #### Liked Some people may find comfort in your appearance, personality, or deeds that you have done. When a person likes you, they are more willing to offer aid, discounts, and other forms of bonuses to you and your allies. #### Disliked Some people may find discomfort in your appearance, personality, or deeds that you have done. When a person dislikes you, they are more willing to report you to the proper authorities, even over small violations, increase the prices of items, and other forms of penalties to you and your allies. #### Admired Once people begin to really gain an understanding of you, they may come to admire you. When this happens, a person may give you gifts, propose marriage, risk imprisonment or even lay their own life on the line to protect yours. #### Hated Once people begin to really gain an understanding of you, they may come to hate you. When this happens, a person may attempt to steal things from you, request your exile from the settlement, attempt to arrest you (Even when no crime has been committed) or attempt to kill you or your allies. {{pageNumber,auto}} \page
{{note,wide # Social Economics }} {{note ## Currency Table*

| Amount | Coins | Currency | |:------------------:|:-----------------:|:-:| | 100 | Platinum | Platinum Bar |
| 100 | Gold | Gold Bar |
| 100 | Silver | Silver Bar |
| 100 | Copper | Copper Bar |
| 100 | Gold | Platinum Piece|
| 100 | Silver | Gold Coin |
}} {{note #### Platinum Pieces Almost exclusively used by the Upper Class and Nobility. : #### Gold Coins Almost exclusively used by the Middle and Upper Class. : #### Silver Coins Almost exclusively used by the Middle Class. : #### Copper Pieces Almost exclusively used Serfs and Peasants.

}} {{note ##### Trade with other classes All trades occur with people that have limited resources, even if it seems limitless when compared to the amount of wealth you currently possess. As you gain wealth, keep in mind that most people make up of the lower and middle class, and therefore trading more valuable items will become a challenge. Using your rapport with Aristocrats and Nobles can be a great way of exchanging valuable items for currency, or vice versa in order to acquire rare and valuable items that most shops may not possess. }} \column
{{note ### Nobility #### King / Queen
#### Duke / Duchess
#### Count / Countess
#### Baron / Baroness
#### Lord / Lady
}} {{note,text-align:center; : ### Upper Class : #### Aristocrats Wealthy Minor Political Influence Lords or Ladies ::: ### Middle Class :: #### Freemen
May Own Land Owns their own possessions ::: ### Lower Class :: #### Serfs Is Taxed for their Home Own possessions : #### Peasant Works for their Home Owns few possessions they have : #### Slaves Own No Land Own Little to No Possessions Forced Labor }}
{{pageNumber,auto}} \page # Strongholds : ### Settling Down : Groups often insist that they want to focus on keeping their supplies on a ship, or their covered wagon that can support their gear and gathered goods, but Bandits, pirates, bad weather and other unfortunate events will remind them of the need for the safety of precious resources or artifacts recovered. Once your group has gained resources worth protecting they'll want to settle down by looking for a suitable location within their means. This could mean building a cabin in a forest, or purchasing a house within a town or city, repairing damage to ruins or anything else your group may think of. Once your group can establish this location by describing their means of maintaining occupancy (perhaps by hiring some servants or having a known contact live there) and a way to exchange goods between this location and contact, the contact can begin making improvements to the location. : **Building The Basics** The basics to cover the groups needs require a room for each party member, a place to cook such as a wood stove or kitchen, an outhouse or bathroom : **Constructon** Each room takes 1 day to build when utilizing magic, or 1 week to build with traditional labor. : **Hired Help** If you hire a group of skilled laborers it will tend cost you around 100s per room, and take 1d4 days to complete. : **Repairs** Repairs assume that the room has suffered damage but has not been completely destroyed, and will always cost half of the rooms original cost to repair. : **Specialized Rooms** Rooms that serve a specific purpose outside of serving your basic needs take 2d4 days to build, and cost 200s per room. \column ### Basic Rooms {{note | Room Type | Purpose | Notes | |------------|---------|-------|   | Bedroom | Sleeping Space & Personal Storage. | Required |   | Bathroom | Waste Disposal | Required |   | Kitchen | Cooking meals and food preparation | Required | }} ### Specialized Rooms {{note | Room Type | Purpose | Notes | |------------|---------|-------|   | Armory | Storing weapons, armor, and combat gear | Can include a practice area for training. |   | Greenhouse | Growing food, herbs, or exotic plants | Useful for herbalists, alchemists, and self-sustainability. |   | Guest Room | Accommodates visitors | 1 day | Can be used for NPC allies or travelers. |   | Library | Storing books and researching knowledge | Helps with spell research and lore gathering. |   | Magic Chamber | Safely Practice Magic | Isolates the inhabitants |   | Planning Room | Meeting space for strategy & research| Can include a table, maps, and records. |   | Storage Room | Stores Basic Supplies | Shared by the group and allies |   | Vault | Securely storing valuables | Can be reinforced for extra protection. |   | Workshops | Group Professions may require the space | Each workshop can serve a different purpose | }} {{pageNumber,auto}} \page {{partCover}} # PART 2 ## Races {{imageMaskEdge3,--offset:15cm,--rotation:180 ![REPLACE ME IN BETA](https://i.ibb.co/dkqR5FG/races2.png){position:absolute,bottom:-0%,left:-1%,width:101%,height:101%} }} \page # Selecting A Race : ## What does it give you? : Your race gives you a couple of things that all members of your race, including different subraces than the one you choose, will share. - Statline Option - Racial Health - Movement Speeds - Senses - Language - Features - Actions - Penalties ### Statline Options : Below is a list of potential stats you could get when rolling for your stats, using the standard 1d10-4 method to determine your character's stats. {{note ##### Stats |Stength|Agility|Vitality|Spirit|Mind|Charm| |:---:|:---:|:---:|:---:|:---:|:---:| | -2 | +6 | +3 | +4 | 1 | -3 | }} ### Starting Health / Racial Health When you first create your character, you can add their racial health as the first component of your max health total. ### Class Health Bonus As the second component of your health total, you also gain a bonus to your health from your charactr's class, add this to your racial health when you make your character. ### Max Health Finally once, you've added the two together, you can add your Vitality bonus to your Max Health. It should look as follows. {{note Racial Health + Class Health + Vitality }} ### Gaining Max Health Each time you level up, you'll gain your Vitality as additional Max Health. If you are not starting at level 1 use the formula: {{note Racial Health + Class Health + ( Vitality x Level ) }} \column : ### Movement Speeds Your Land speed is your base movement speed given out by your race and determines how far you can move during a single turn in combat without any other bonuses such as the Dash action. ### Actions Racial actions allow you to spend action points or stamina in order to gain their various effects. Example: Anthrok's *Spider Web* uses Stamina to create difficult terrain for others, or provide a utility rope to their group. ### Senses Senses are often shared by many different races, however rare senses may be exclusive to a specific race. These senses can help you to pick up on otherwise undetected languages, symbols, or percieve enemies when others cannot. ### Languages For the most part, the racial language you get will have a name similar to that of your race, allowing you to speak the language of your people. ### Features Racial features grant you conditional bonuses that does use action points or stamina, such as being able to ignore a specific type of *Difficult Terrain*. {{note ##### Spider Climb. You have the ability to climb on walls and ceilings, your climbing speed is 30 ft. You automatically succeed on climbing checks unless it's considered a "Slick or Icy" in which case you make a flat check instead of Disadvantage. }} ### Penalties Sometimes when a race is granted a particularly strong set of actions and features they may be also granted a penalty that will need to be taken into account and played around. ### Author's Note On the next few pages, we'll cover the different lists of racial information that may need to be referenced when you select your character's race. {{pageNumber,auto}} \page # Racial Groups #### Anthrok - Spider-like humanoids, that have settled within many of the caves, swamps, forests and mountains. #### Aquarids - Aquatic humanoids that have settled in underwater lakes and caverns, coral reefs, estuaries, rivers and streams. #### Avian - Bird-like humanoids that have settled atop many of the mountains, allowing them to create settlements, which often appear as just nests stuffed into different parts of the mountain, perhaps with a cover for storms. #### Batfolk - These Bat-like humanoids tend to be migrate with their groups within the caves, swamps, forests, and mountains preferring to take refuge in areas directly in or near abandoned settlements of other races. #### Beastfolk - These beast-like humanoids make up the rest of the hybrid humanoids and have made much of The Great Savannah their home, with a few beastfolk managing to make their way to other countries and forming small settlements. #### Constructs - These created humanoids are made up of a mixture of magic and raw spiritual energy. #### Darkspawn - Creatures of Earth and Darkness originate deep within the Earth, ascending up to the surface at night to unleash havoc, but some are curious enough that they do not attack, instead opting to learn from these civilizations, exposing their weaknesses and choosing to exploit those weaknesses causing them to "Fall on their own." \column #### Dwarves - The forgers of our world, who seems to be able to make any tool, armor, shield, or weapon better than all the rest. Only the Elves rival them in the quality of their equipment. #### Elves - The greatest of the mages live among the elves, and they understand spellcasting better than any other race. However when it comes to harnessing the magic for use among the common folk, the dwarven and even gnomish equipment surpasses that of the elves. Keeping to a more natural approach to magic their technology is limit and more similar to that of the druids. #### Fairy - These fey often become lost in our world, although we are unsure why, some have found that they have the ability to summon these creatures, dragging them here against their will. #### Giant - These hulking individuals roam often roam the foothills occasionally migrating either to the plains or the mountain tops. They love to topple above ground gnomish settlements, but some have begun learning to dig into the gnomish settlements and even further beneath the earth. Fewer have begun to claim the tops of mountains. #### Goblin - Often mistaken as being extremely hostile, the little green folk try hard to fix the impressions that so many of their outcast brethren have left on the greater world. {{pageNumber,auto}} \page #### Human - Depending on their environment these people can be either the most heart warming individuals you will ever meet, or the biggest cut-throat you have ever seen. #### Insecterid - Often accused of lacking Mind and an appropriate language, Insecterids can actually have very complicated settlements where many of the messages sent back and forth are by smell. #### Lightspawn - Creatures of Air and Light originate where the light from the sun meets the clouds, descending down the seek to drive the darkspawn back below the surface acting as agents of peace. #### Orcs - The larger cousins of goblins, the origins of these people are not known or well documented, Orcs tend to be harsh pillaging individuals, but a few have managed to move from their lands and take refuge where accepted. #### Plantfolk - Unsure of how they gained their life, many believe that they are conjured, others think that some ancient tree of life created them, whatever the case they are here now, and oddly accepted by many. #### Reptilians - All but the tortles seem to be hated and shunned by most other societies. #### Smallfolk - The fabled small folk, allegedly live off the southern coast of Arindor, but legend has it you can only traven to the legendary Haven Forest, if you have a smallfolk with you, or if you have been their before, which is difficult considering only a few have ever left. #### Spiritwalkers - These fabled... {{imageMaskEdge8,--offset:-40%,--rotation:0,mix-blend-mode:multiply,filter:brightness(110%) ![](https://i.ibb.co/p3F3fpX/regular-eyed-orc.png){height:90%,right:-0%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Axolin *Humanoid, Aquarid* : #### Base Health 5 #### Speed Land 25 ft Swim 35 ft : #### Senses True Sense 15 ft Poor Eyes 30 ft #### Languages Aquatic #### Mastery Health Survival }} ### Amphibious You can breathe on land and in water. ### Axolin's Regeneration Your body has an uncanny regenerative ability capable of growing back missing or damaged body parts, in order for this to occur your skin must be *Hydrated* by submerging yourself in water or by expending 1 water source per day. While your skin is *Hydrated*, should you begin *Dying* you can roll your death saving throw with Advantage. : **Reactive Regeneration** After taking damage, you can spend a Bonus Action to heal 1d4 plus 1/2 Vitality, Rounded Down as a *Reaction*. : **Focused Regeneration** During your turn you can spend 2 Stamina to choose one of the following conditions to remove from yourself: *Blinded, Deafened, Paralyzed, or Stunned* : ### Strong Swimmer You can use the dash action in water. Dashing only costs a Bonus Action while in water. : ### Poor Eyes You naturally have bad eyes, giving you disadvantage on checks made beyond close range, however this can be offset by any advantage you may have from spells and tools that aid your ability to see beyond close ranges. \column ### Subraces : **Arctic Axolin** You gain Resistance to *Cold Damage*. : **Deep Axolin** Your True Sense increases to 30 ft. : **Pond Axolin** Your *Focused Regeneration* can be used to remove *Diseases*. : **River Axolin** Swimming upstream does not cost you additional movement. {{imageMaskEdge8,--offset:-33%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/5XZvF4f/placeholder-axolotl.png){bottom:3%,right:5%,width:40%,height:60%} }} {{pageNumber,auto}} \page # Axolin Details ### Anatomy Axolins are similar to most other humanoids except for the fact that their skin provides them with extremely potent regenerative abilities. When their skin is properly hydrated that can recover from mortal wounds. ### Behavior & Psychology Axolotls tend to live solitary lifestyles. However they do not mind the company of their own kin, due to their rarity as a species they tend to have a hard time finding one another. They also tend to have multiple children at one time. If desperate they may be hostile towards Insecterids and small Fishfolk. Axolotls tend to have a very whimsical personality. They prefer to live a carefree lifestyle but are sure to avoid predators when necessary. Axolotls tend to have an insatiable curiosity about them, often finding themselves getting into trouble, have having to wait for their regeneration to help them out before moving on. ### Biological Traits **Height** Axolins tend to stand around 3 to 4 feet tall. **Weight** Axolins tend to weigh around 40 to 75 lbs, with the average weighing about 60lbs. ### Biological Cycle Larva - Terrestrial - Adulthood ### Body Tint, Coloring , and Markings Axolins tend to be pink. ### Ecology and Habitat Axolins tend to prefer the open ocean where they can make use of their speed to get away from predators, however some have adapted to rivers, streams, and ponds. ### Growth Rate & Stages of Development Axolins tend to grow very quickly reaching maturity quicker than most other races, this gives them plenty of time to seek out their elusive mates. ### Geographic Distribution Sparse and Unknown \column ### Perception & Sensory / Extrasensory While Axolins eyes may not be the best they make up for it with their uncanny sense to detect others using their gills which resemble hairs on the top of their heads. ### Percieved Mind Due to their curiosity and lack of fear when it comes to enountering danger, Axolotls are often considered foolish or careless by almost all other races. ### Physique Axolins tend to be slender which is believed to aid them in traversing quickly through the water. ### Distinguishing Characteristics By far the most eye catching parts of their appearance is their noticably slender figure, pale skin, and their signature pink gills that many mistake for their hair.
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{{pageNumber,auto}} \page {{note ## Dolphkin *Humanoid, Aquarid* #### Base Health 10 #### Speeds Land 25 ft Swim 35 ft #### Senses Echolocation 60 ft #### Languages Aquatic Vibronics #### Mastery Arcane Medicine }} #### Amphibious You can breathe on land and in water. #### Healing Water You gain the ability to magically enchant water, when you do so the water looks no different except for being slightly more reflective. The water acts as *Healing Potions* to those who drink from it, and can be used a number of times equal to your *Spirit* score before it loses its magic. : #### Internal Compass You always know the direction to your Homeland. : #### One Eye Open When your group beds down for the night, you are able to keep watch, as you enter a semi-conscious state of mind. You can keep one eye open and rest as usual. You can make an *Awareness* check while the rest of the group sleeps, but have disadvantage on that *Awareness* check if it relies soley on sight. : #### Strong Swimmer You can use the dash action in water. Dashing only costs a Bonus Action while in water. : #### Telepath You can cast the spell *Telepathy* once per day without expending your mana. \column ### Subraces **Blueskin** You gain *Resistance* against Cold damage. : **Goldenskin** While basking in the sunlight, regain 2 mana points during a *Short-Rest*. : **Shortfin** Your Land Speed increases by 5 ft. : **Snubnose** Your Swim Speed increases by 5 ft. : {{imageMaskEdge8,--offset:-33%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/z43xPt7/Dolpholk-Test-2.png){bottom:3%,right:3%,width:45%,height:69%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Dolphkin Details #### Anatomy Dolphkin are humanoid creatures with sleek, streamlined bodies and smooth, glistening skin that ranges in color from shades of blue and green to iridescent hues reminiscent of tropical fish. They possess elongated limbs, webbed hands and feet, and a powerful tail resembling that of a dolphin, which propels them through the water with remarkable speed and agility. Dolphkin have large, expressive eyes adapted for seeing in the dim light of the ocean depths, and their mouths are filled with sharp teeth suited for catching fish and other prey. #### Towns and Cities **Coral Reefs:** Dolphkin establish their settlements amidst vibrant coral reefs, where they find shelter, protection, and abundant food sources. These underwater cities are constructed from a combination of coral, shells, and seaweed, blending seamlessly with their natural surroundings. : **Submarine Caverns:** In addition to coral reefs, Dolphkin carve out living spaces within submarine caverns and grottos, where they find shelter from predators and inclement weather. These caverns are adorned with bioluminescent algae and shimmering crystals, creating a dazzling display of color and light. #### Religious Beliefs **Sea Spirits:** Dolphkin worship a pantheon of sea spirits, including deities of the ocean, storms, tides, and marine life. They believe that these spirits watch over them, guiding their journeys and protecting them from harm. : **Ancestral Guardians:** Dolphkin honor their ancestors through rituals and ceremonies, believing that the spirits of their forebears continue to watch over and guide them from the depths of the ocean. Ancestor worship is an integral part of Dolpholk culture, with elders and ancestors revered for their Spirit, strength, and resilience. #### Biological Traits **Height:** 5 to 6 ft **Weight:** 150 to 250 pounds #### Geographic Distribution Arctic, Glacial, Tundra Coastlines, Taiga Coastlines \column #### Perception and Sensory / Extrasensory Echolocation #### Percieved Mind Dolpholk are seen by many other races as extremely intelligent. While this may be true for many Dolpholk this is more of a generalization than a rule.
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{{pageNumber,auto}} \page {{note ## Fishfolk *Humanoid, Aquarid* : #### Health 5 #### Speeds Land 25 ft Swim 35 ft #### Senses Adaptive Vision 30 ft #### Languages Aquatic Vibronics }} #### Amphibious You can breathe on land and in water. : #### Move Like Water While submerged you have Advantage on Stealth checks. : #### Fish Brain You gain Advantage on *Mind* saving throws. : #### Scale Armor Your Armor equals 10 + VIT while not wearing Armor. : #### Strong Swimmer You can use the dash action in water. Dashing costs a Bonus Action. : ### Subraces **Arctic Fishfolk** You gain *Cold Resistance*. : **Golden Fishfolk** While basking in the sunlight, regain 2 mana points during a *Short-Rest*. : **Marshland Fishfolk** Your Adaptive Vision increases to Far. : **Tropical Fishfolk:** You gain *Fire Resistance*. {{imageMaskEdge8,--offset:-33%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/TrqYjKG/Fishfolk-test.png){bottom:3%,right:5%,width:40%,height:60%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Fishfolk Details #### Anatomy Fishfolk are humanoid creatures with sleek, streamlined bodies and scales that shimmer in a kaleidoscope of colors, ranging from vibrant blues and greens to shimmering golds and silvers. They possess fins along their arms and legs, webbed hands and feet, and a long, undulating tail that propels them through the water with grace and agility. Fishfolk have large, expressive eyes adapted for seeing in the dim light of the ocean depths, and their mouths are filled with rows of sharp teeth suited for catching fish and other prey. #### Main Settlement Type: Maritime #### Settlements: **Underwater Villages:** Fishfolk establish their settlements in underwater villages built amidst coral reefs, where they find shelter, protection, and abundant food sources. These villages are constructed from a combination of coral, shells, and seaweed, blending seamlessly with their natural surroundings. : **Kelp Forests:** In addition to coral reefs, Fishfolk build their homes within dense kelp forests, where they find shelter from predators and inclement weather. These underwater communities are interconnected by a network of trails and pathways woven from strands of kelp and seaweed. #### Community **Oceanic Tribes:** Fishfolk live in tightly knit tribes or shoals that roam the vast expanses of the ocean, following the currents and tides in search of food, shelter, and adventure. : **Communal Harmony:** Fishfolk value cooperation, mutual respect, and shared responsibility within their communities. They believe in the importance of working together to ensure the well-being and survival of the group as a whole. : **Natural Empathy:** Fishfolk possess a deep empathy and understanding of the sea and its inhabitants, viewing themselves as stewards of the ocean and its fragile ecosystems. They strive to live in harmony with nature, taking only what they need and give back to the sea in return in the forms of prayer and offerings to their deities. #### Religious Beliefs **Ocean Deities:** Fishfolk worship a pantheon of ocean deities, including gods and goddesses of the sea, storms, tides, and marine life. They believe that these deities watch over them, guiding their journeys and protecting them from harm. #### Biological Traits Height: 4 to 5 ft Weight: 100 to 200 pounds \column #### Geographic Distribution Arctic, Glacial, Tundra Coastlines, Taiga Coastlines #### Percieved Mind Generally Fishfolk are considered to be less intelligent than other Aquarids.
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{{pageNumber,auto}} \page {{note ## Merfolk *Humanoid, Aquarid* #### Health 10 #### Speeds Land 25 ft Swim 35 ft #### Senses Adaptive Vision 30 ft #### Languages Aquatic Vibronics }} #### Amphibious You can breathe on land and in water. : #### Merfolk Claws Your claws deal 1d4 + Agility as *Slashing Damage*. : **On Land:** You can spend 1 Stamina once you've hit a target to hit them with your other claw as well, dealing an additional 1d4 + Agility *Slashing Damage.* : **In Water:** When you strike an opponent with your Merfolk Claws, you can apply the damage from your offhand attack to the total damage. : #### Natural Lore You have an innate understanding of the sea and its inhabitants, granting you mastery in Nature and advantage on checks related to oceanic knowledge. : #### Oceanic Connection You have a natural affinity with sea creatures, granting you advantage on Animal Handling checks related to aquatic creatures. : #### Strong Swimmer You can use the dash action in water, when you do so dashing only costs a Bonus Action. \column ### Subraces **Arctic Merfolk** You gain *Cold Resistance*. : **Deep Merfolk*** Your Adaptive Vision increases to 60ft : **Tempest Merfolk** You can spend 1 Mana enrage natural waters and create storms turning a body of water into *Difficult Terrain*. You can do this once per day. : **Tidecaller Merfolk** You can spend 1 Mana to calm natural waters making it safe to traverse turning *Difficult Terrain* into natural terrain. {{imageMaskEdge8,--offset:-33%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/hB9vcx8/merfolk-male-test.png){bottom:3%,right:5%,width:45%,height:65%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Merfolk Details #### Anatomy Merfolk are humanoid creatures with upper bodies resembling those of humans and lower bodies resembling those of fish. Their upper bodies are sleek and graceful, with smooth skin ranging in color from pale blues and greens to vibrant hues of red and gold. They possess long, flowing hair that matches the color of their scales, and their eyes are large and expressive, adapted for seeing in the dim light of the ocean depths. Merfolk have webbed hands and feet that propels them through the water with remarkable speed and agility. #### Main Settlement Type: Aquatic #### Towns and Cities **Undersea Cities:** Merfolk establish their settlements in sprawling undersea cities built amidst coral reefs and underwater caverns. These cities are architectural marvels, constructed from a combination of coral, shells, and enchanted materials that shimmer with iridescent light. : **Pearl Temples:** In addition to undersea cities, Merfolk build grand temples and sanctuaries dedicated to the sea and its deities. These pearl temples are adorned with intricate carvings and shimmering mosaics, serving as centers of worship and cultural exchange for Merfolk communities. #### Community **Oceanic Tribes:** Merfolk live in tightly knit tribes or clans that inhabit the depths of the ocean, forming close bonds with one another and with the creatures of the sea. They navigate the currents and explore the hidden depths of the ocean in search of food, shelter, and adventure. : **Symbiotic Harmony:** Merfolk have a deep respect for the natural world and its interconnected ecosystems. They believe in living in harmony with the creatures of the sea, forming symbiotic relationships with marine life and caring for the ocean as a sacred and vital resource. : **Mystical Traditions:** Merfolk possess a rich tradition of magic and mysticism, with shamans and seers playing prominent roles in their society. They believe in the power of the sea and its hidden depths, performing rituals and ceremonies to honor the spirits of the ocean and seek their guidance and protection. #### Biological Traits **Height:** 5 to 7 ft **Weight:** 150 - 250 pounds #### Geographic Distribution Arctic, Deep #### Perception and Sensory / Extrasensory Adaptive Vision #### Percieved Mind Merfolk are often seen as extremely intelligent. \column #### Religious Beliefs **Ocean Deities:** Merfolk worship a pantheon of ocean deities, including gods and goddesses of the sea, storms, tides, and marine life. They believe that these deities watch over them, guiding their journeys and protecting them from harm. : **Ancestral Spirits:** Merfolk honor their ancestors through rituals and ceremonies, believing that the spirits of their forebears continue to watch over and guide them from the depths of the ocean. Ancestor worship is an integral part of Merfolk culture, with elders and ancestors revered for their Spirit, strength, and resilience.
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{{pageNumber,auto}} \page {{note ## Sharkin *Humanoid, Aquarid* #### Health 15 #### Speed Land 25 ft Swim 35 ft #### Senses Blood Scent 60 ft #### Languages Aquatic }} ### Primal Urges While *Blood Scent* is active you gain the following bonuses. #### Blood Hunt Dashing costs a Bonus Action while moving towards *Blood Scented* targets. #### Shark Bite When you hit with an unarmed attack, you can bite the target dealing 1d6 + Strength as piercing damage. You gain advantage on attacks made with *Shark Bite* against *Blood Scented* targets. #### Strong Swimmer You can use the dash action in water, when you do so dashing only costs a Bonus Action. #### Tough Skin Your Armor is equal to 13 + Vitality. Unarmed attacks that hit you cause the attacker to take half of the reduced damage as *Slashing Damage*, rounded down. \column ### Subraces : **Bull Sharkin** You are an agressive solo-hunter, when you deal damage to an enemy that is not engaged with one of your allies, you gain an additional weapon damage die on your bite attack. : **Great White Sharkin** You gain Adaptive Vision 60 ft. : **Hammerhead Sharkin** You can make an unarmed attack to headbutt the target, dealing 1d6 + Strength as bludgeoning damage, when you make this attack against a target that is smaller than you, deal 2d6 + Strength instead. : **Tiger Sharkin** Your kind is among the most inquisitive, you gain +1 Mind to your stats and gain a +2 in Investigation. {{imageMaskEdge8,--offset:0%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/jvhVmQz/sharkin-male-test-2.png){bottom:2%,right:0%,width:45%,height:63%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Sharkin Details #### Anatomy Sharkin have humanoid forms, having 2 legs and 2 arms much like a human, but they tend to be much broader than the average human, and have massive heads supported by their sturdy frame. Having a large head, allows them to use their powerful jaws as weapons against would be attackers. #### Behavior & Psychology Sharkin tend to be self-centered, but are extremely loyal to those who help them to meet their dietary needs. However, if they do not eat they have a tendency to become violent even towards those whom they may care about. #### Biological Traits **Height:** Sharkin stand around 5 to 7 feet tall. **Weight:** Sharkin weigh around 220 to 600 lbs, with the average weighing about 400lbs. #### Biological Cycle Skarkin Pup - Adolescent - Adult - Elder #### Body Tint, Coloring , and Markings Sharkin tend to be brown, grey or olive in coloring. Some ten to have speckled patterns, or stripes while others remain solid in color. #### Ecology and Habitat Sharkin begin living their lives in the water unless adopted by another reluctant race, as it can be dangerous raising a Sharkin Pup. Sharkin are most adapted to the salt-water oceans of Eldoria, but occasionally make their home on land when the ocean becomes too dangerous even from them, where they are able to assess and plot to take care of threats from the comfort that the lands provides. When they do venture onto land with the intent to stay for any length of time they almost always stick to tropical or wetland areas as this makes it to where they do not have to worry about their skin drying out. #### Growth Rate & Stages of Development Sharkin start out as Pups, either being born in the water or on land, Pups born on the land are not yet well adapted to this world and will die, Pups born in the water will have to find prey if they plan to survive often feeding on the scraps of other predators once they've had their fill. As they grow older, they may begin making their way to land hunting small animals for food. As they rise to adulthood they begin to learn other ways of meeting their massive carniverous dietary needs. Some learn that attacking is the best way to secure food, while others begin to learn how to deal with the settlements of others. #### Geographic Distribution Sharkin are fairly limited in where they settle, as they tend to prefer humid environments or the salt of the sea. \column #### Perception and Sensory / Extrasensory Sharkin can sense by their eyes, ears, mouth, and nose as well as their sense of touch. Allowing them to see, hear, taste, smell and sense touch from those around them. Of these their sense of sight and smell are the most remarkable, they can see in almost pitch-black areas, and smell ferrous-blood extremely well. #### Percieved Mind Although Sharkin are fairly average or even superior to other races in Mind their preference for the hunt has left them being seen as barbaric and brutish by most. #### Physique Although Sharkin may not be the tallest race they are among the stronger races and with a vitality to match you wouldn't want to come head-to-head against them lightly. #### Distinguishing Characteristics Lacking really any kind of body hair, including facial hair has left most Sharkin to even mistake other Sharkin that they know for someone else, for this reason many of them come to know each other by the clothing and jewlery that they adorn themselves with.
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{{pageNumber,auto}} \page {{note ## Batkin *Humanoid, Avian* #### Health 10 #### Speed Land Speed 30 ft Flying Speed 30 ft #### Senses Echolocation 60ft Blood Scent 60 ft #### Languages Avian Vibronics #### Mastery Natural Weapon Stealth Survival }} #### Natural Weapon: Bat Fangs Your Bite deals 1d4 + Agility as *Piercing Damage*. You gain advantage on attacks made with *Bat Fangs* against *Blood Scented* targets. : #### Guano Harvesting Batkin have an affinity for harvesting and utilizing their guano (bat droppings) for various purposes, such as crafting potions, fertilizing crops, or creating explosives that deal 1d4 *Force Damage* when it explodes increased by 1d4 with a successful crafting check of DC 15, or increased by 2d4 DC 20 and so on. : #### Nimble Claws Your claws count as *Thieve's Tools* when attempting to perform actions such as *Lockpicking*. : #### Primal Urge While *Blood Scent* is active you gain the following bonus. : **Blood Hunt** - Dashing costs a Bonus Action while moving towards *Blood Scented* targets. You can *Dash* while *Flying*. : #### Sonic Scream You have the ability to generate a Sonic Scream causing each target within 30 ft of you to take 1d8 + Vitality *Thunder Damage* and make a Vitality saving-throw or be *Deafened* until their next round. \column ### Subraces **Cave Bat** Your bite deals 1d6 + Agility as *Piercing Damage*. : **Fruit Bat** You regain 1 hit point from eating berries, once per turn, you can spend a Bonus Action to eat up to 5 berries. Doing this more times than equal to your Vitality score before a short-rest, causes you to become sick throwing up the berries with no benefit. : **Mountain Bat** Your flying speed increases to 40ft. : **Swamp Bat** You have a unique immune system that allows you to transfer diseases affecting you to those you bite, cleansing you of these afflictions. {{imageMaskEdge3,--offset:-16%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/GvsYxhR/Batkin-male-test.png){bottom:2%,right:0%,width:40%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Batkin Details #### Anatomy Batkin are humanoid creatures with features resembling those of bats. They have slender, agile bodies covered in a thin layer of fur that ranges in color from dark browns and blacks to muted grays and whites. Their faces are characterized by pointed ears, a prominent nose, and large, expressive eyes adapted for seeing in low light. Batkin possess membranous wings that extend from their arms to their sides, allowing them to glide effortlessly through the air. They also have sharp teeth and claws suited for hunting and navigating their environment. #### Main Settlement Type: Subterranean #### Settlements **Cavern Enclaves:** Batkin establish their settlements within cavernous enclaves hidden away from prying eyes. These underground communities are built into the natural rock formations, providing shelter, protection, and a sense of security for the inhabitants. : **Forest Hideaways:** In addition to cavern enclaves, Batkin build their homes within dense forests or jungles, where they find shelter amidst the dense foliage and tangled undergrowth. These forest hideaways are camouflaged to blend in with their surroundings, making them difficult for outsiders to detect. #### Community **Nocturnal Societies:** Batkin are primarily nocturnal beings, preferring to conduct their activities under the cover of darkness. They have adapted to thrive in low-light conditions and possess keen senses that allow them to navigate their surroundings with ease. : **Tribal Communities:** Batkin typically live in tight-knit tribal communities nestled in caverns, forests, or other secluded habitats. They value cooperation, mutual support, and shared responsibility within their communities, working together to ensure the well-being and survival of the group. #### Religious Beliefs **Nature Spirits:** Batkin worship spirits of the natural world, including guardians of the forests, caves, and nocturnal creatures. They believe in the importance of living in harmony with nature, respecting the balance and interconnectedness of all living things. #### Biological Traits Height: 4 to 5 ft Weight: 80 - 160 pounds #### Geographic Distribution Caves, Mountains, Forests, Swamps \column #### Perception and Sensory / Extrasensory **Echolocation:** Batkin possess the ability to use echolocation to navigate and locate objects in their environment. This keen sense of hearing allows them to detect subtle changes in air currents and identify potential threats or sources of food. {{imageMaskCorner25,--offsetX:0%,--offsetY:-30%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/KFstyrp/batkin-settlement-test.png){bottom:-8%,right:-0%,width:50%,height:80%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Falkin *Humanoid, Avian* #### Health 10 #### Speed Land Speed 25 ft Flying Speed 30 ft #### Senses No Additional #### Languages Common, Avian #### Mastery Evasion Natural Weapon Acrobatics Crafting Investigation }} : ### Beak and Talons Your Beak deals 1d8 + Agility *Piercing Damage*. Your Talons deal 1d6 + Agility *Slashing Damage*. When you strike with your talons you can spend 1 Stamina to deal 2d6 + Agility as *Slashing Damage* instead. : ### Birds Eye View* You have Advantage on Awareness checks while flying at least 30 ft in the air. ### Internal Compass You always know the direction back to your Homeland. : ### Swooping Attack When you take the descend at least 30 ft while flying you gain Advantage on your next attack roll and deal an additional 1d6 damage for every 10 ft you descended before making the attack. Making this attack can be very taxing on you, so you cannot use this again until completing a Short Rest. : ### Talon's Grasp You have Advantage grapple checks on targets that are smaller than you, when you successfully grappple a target, you deal 2d4 + Agility *Piercing Damage* \column ### Subraces **Ironbeak** Your Beak deals 1d10 + Agility *Piercing Damage*. : **Copperwing** *Dense Foliage* do not count as *Difficult Terrain* for you, even when flying. : **Silverwing** Your *Flying Speed* increases to 40 ft. : **Goldenwing** When you spend Actions points you can flap your wings against the air creating a gust of wind that cracks so loud that each target in a 15ft cone centered on you, the target must make a Vitality saving throw against your attack roll or take 1d8 + Vitality as *Thunder Damage* and succeed a *Bulwark* check against your roll or be knocked back the distance of your attack. You can do this a number of times equal to your Vitality (Min. 1) per Long Rest. : {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/HYZ12qx/falkin-male-test.png){bottom:2.5%,right:0%,width:45%,height:65%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Falkin Details #### Anatomy Falkins are humanoid creatures with feathered bodies and bird-like features, including wings, beaks, and taloned feet. Their eyes are keen and bright, reflecting their affinity for the sky, and their feathers are sleek and well-groomed, allowing them to glide effortlessly through the air. #### Body Tint, Coloring , and Markings They possess vibrant plumage in a variety of colors, ranging from earthy browns and greens to vivid blues and reds. #### Biological Traits **Height:** 5 to 7 ft tall **Weight:** Approximately 100-200lbs #### Main Settlement Type **Nomadic Tribes:** Falkin society is largely nomadic, with tribes traveling from one roosting site to another in search of favorable weather conditions and abundant food sources. Each tribe is led by a Headfeather, who is responsible for guiding their people and making decisions for the good of the group. #### Towns and Cities **Roosting Sites:** Falkins establish temporary settlements known as roosting sites, where they gather to rest, socialize, and engage in communal activities. Roosting sites are often located atop high cliffs, in dense forests, or on remote mountaintops, providing expansive views of the surrounding landscape and easy access to the sky. : **Aerie Cities:** In some regions, Falkins have constructed permanent cities known as aeries, built among the clouds and perched on the highest peaks. These aeries are architectural marvels, featuring soaring towers, intricate bridges, and open-air marketplaces. Aerie cities serve as cultural hubs where Falkins from different tribes gather to trade, exchange knowledge, and celebrate festivals. #### Religous Beliefs **Honor of the Skies:** Falkins hold a deep reverence for the sky and the elements, viewing them as sacred and worthy of respect. They believe that their wings are gifts from the gods, granting them the freedom to soar above the earth and commune with the heavens. As such, Falkins often perform rituals and ceremonies to honor the sky and pay homage to their avian ancestors. : **Celestial Worship:** Falkins believe in a pantheon of sky gods and goddesses, each associated with different aspects of the sky, such as the sun, moon, stars, and storms. They offer prayers and offerings to these deities, seeking their blessings and protection in their travels. #### Geographic Distribution Remote Mountaintops, Cliffs, and Forests. \column #### Perception and Sensory / Extrasensory Falkin have keen senses and extrodinary eye sight. #### Percieved Mind Falkin are seen as Intuitive and are known for being good planners. Their ability to plan for nearly any possible attack on their settlements as well as their remote nature has led few to ever try and disrupt their civilizations. {{imageMaskCorner25,--offsetX:51%,--offsetY:5%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/s5WmqQB/Falkin-settlement-test.png){bottom:-8%,right:-0%,width:50%,height:80%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Owlin *Humanoid, Avian* #### Health 10 #### Speed Land Speed 25 ft Flying Speed 35 ft #### Senses Adaptive Vision 30 ft #### Languages Common Avian #### Mastery Stealth Investigation }} : ### Beak and Talons Your Beak deals 1d4 + Agility *Piercing Damage*. Your Talons deal 1d4 + Agility *Slashing Damage*. : ### Bird's-Eye View You gain Advantage on Awareness checks while flying 30 ft or higher. : ### Talon's Grasp You have Advantage grapple checks on targets that are smaller than you, when you successfully grappple a target, you deal 2d4 + Agility *Piercing Damage* : ### Internal Compass You always know the direction back to your Homeland. : ### Owlin Foresight At the start of your Adventuring Day, roll 1d20. You can replace 1 roll of any check or saving throw made you witness throughout the day with this roll before the outcome is stated, as it is an event that you have forseen. \column ### Subraces **Cave Owlin** Your Adaptive Vision increases to 60 ft. You gain mastery in *Stealth*. : **Sunburst Owlin** You can glow brightly activating your feathers costs a Bonus Action to light up a 30 ft radius. You can also increase the intensity of the glow by spending an Action in an attempt to *Blind* all nearby creatures in line of sight of you. Each target must make a VIT saving throw or be *Blinded*. When you use this ability your feathers lose their ability to glow for 1 minute. : **Forest Owlin** You can fly through dense forests without it being considered *Difficult Terrain*. You gain mastery in the *Herbalist's Toolkit*. : **Mountain Owlin** Your Flying Speed increases to 40ft. {{imageMaskEdge3,--offset:-15%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/Dtxskmr/owlin-test.png){bottom:2.5%,right:0%,width:45%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Owlin Details #### Anatomy Owlins have a striking appearance that combines the features of humans and owls. They are covered in soft, feathered plumage that ranges in color from snowy white to deep brown and mottled grey, allowing them to blend into their environments. Their faces bear a distinct resemblance to owls, with large, forward-facing eyes that provide exceptional night vision, a sharp, curved beak instead of a nose, and tufts of feathers that may resemble ears. Their hands are talon-like, with sharp claws, but capable of delicate manipulation, and their arms are dual-purpose, functioning as both limbs and wings, enabling them to glide silently. #### Main Settlement Type: Forest **Treetop Sanctuaries:** Owlins build their homes high in the trees of ancient forests, creating sprawling sanctuaries that blend seamlessly into their surroundings. These structures are made from natural materials and are designed to accommodate their flight, with open platforms and perches. : **Mountain Eyries:** Some Owlins prefer the solitude of mountainous regions, where they build eyries on cliff faces and in high caves. These settlements offer a commanding view of the surrounding landscape and the night sky, ideal for their astronomical studies. #### Community **Spirit and Knowledge:** Owlins place a high value on the pursuit of knowledge and Spirit. They are often seen as scholars and sages within the communities they inhabit or interact with. Their societies emphasize learning, and many Owlins dedicate their lives to studying ancient texts, magic, and the natural world. : **Guardians of the Forest:** Living in harmony with their environment, Owlins see themselves as guardians of the forests and mountains where they make their homes. They are deeply connected to nature and often act as intermediaries between the wilds and other races. #### Biological Traits **Height:** 4 to 5 ft **Weight:** 50 to 100 pounds #### Geographic Distribution Forests, Mountains, Swamps, Caves #### Religious Beliefs **Lunar Deities:** Owlins worship deities associated with the moon and the night sky. They believe the moon guides their Spirit and enhances their magical abilities. Lunar festivals are significant, with rituals performed under the full moon. : **Ancestor Spirits:** Like their reverence for Spirit, Owlins also honor the spirits of their ancestors. They believe that their ancestors' knowledge and strength are passed down through generations, and they seek guidance through meditation and rituals. \column #### Perception and Sensory / Extrasensory Owlin have excellent Adaptive Vision. #### Percieved Mind Owlin are seen as among the smartest of racist often being considered well equipped to become Seers, peering into the fortunes of those who seek their guidance. {{imageMaskCorner25,--offsetX:55%,--offsetY:-30%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/FVtgX4N/owlin-settlement-test.png){bottom:-8%,right:-0%,width:50%,height:80%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Penglin *Humanoid, Avian* #### Health 10 #### Speed Land Speed 25 ft Swim Speed 35 ft #### Senses Adaptive Vision 60ft #### Languages Common Avian }} #### Natural Weapon: Beak Your Beak deals 1d4 + Agility as *Piercing Damage*. : #### Arctic Blessing You gain *Cold Resistance* and Advantage on *Fortitude* saves against extremely cold conditions. : #### Internal Compass You always know the direction back to your Homeland. : #### Fishing Expertise Penglins are proficient with *Fishing Tools* and have Advantage on *Survival* checks made to catch *Fish* and other aquatic creatures. : #### Social Bonds Penglins have Advantage on *Influence* and *Diplomacy* checks made to interact with other Penglins due to their communal values. \column ### Subraces **Adélie Penglins:** Your Agility increases by 1. : **Emperor Penglins:** Your Charm increases by 1. : **Gentoo Penglins:** Your Mind increases by 1. : **Rockhopper Penglins:** Your Strength increases by 1. {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/DgqwVJn/penglin-male-test.png){bottom:2.5%,right:0%,width:45%,height:65%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Penglin Details : #### Anatomy Penglins are bipedal creatures with stout bodies, covered in sleek feathers that range in color from snowy white to shades of gray and blue. They have distinctive black markings around their eyes and on their wings, resembling a mask. Penglins possess flipper-like arms that allow them to swim gracefully through icy waters and walk with ease on land. Their beaks are sharp and pointed, ideal for catching fish and other aquatic prey, and their eyes are keen and alert, adapted for both underwater and surface navigation. : #### Settlement Type: Maritime **Seafaring Traditions:** Penglins are born navigators, with a deep-seated affinity for the sea and a strong connection to maritime traditions. They are skilled sailors, fishermen, and explorers, traversing icy waters in search of food, resources, and new lands to settle. : #### Towns and Cities **Rookeries:** Penglins build their settlements, known as rookeries, along the icy shores of remote islands or frozen coastlines. These rookeries consist of interconnected burrows and nests, constructed from ice, snow, and stones. Each rookery is governed by a council of elders, who make decisions for the welfare of the community and ensure that resources are distributed fairly among its members. : **Icebound Outposts:** In addition to rookeries, Penglins establish icebound outposts in more inhospitable regions, such as polar ice caps or drifting icebergs. These outposts serve as temporary bases for hunting expeditions, fishing voyages, and exploratory missions into uncharted waters. : #### Values **Community Bonds:** Penglins place great value on community and cooperation, working together to overcome the challenges of their harsh environment. They live in tight-knit communities known as rookeries, where they share resources, support one another, and celebrate their successes as a collective. : #### Biological Traits **Height:** 4 to 5 ft **Weight:** 80 to 160 pounds : #### Geographic Distribution Glacier, Tundra, Taiga : #### Percieved Mind Because of their extremely adaptive nature, Penglins are generally regarded as fairly intelligent, however not all see them this way. \column : #### Religion **Sea Worship:** Penglins worship a pantheon of deities associated with the sea, including gods and goddesses of the ocean, storms, tides, and marine life. These deities are believed to hold sway over different aspects of the sea and are often invoked for protection, guidance, and blessings. : **Celestial Guardians:** Penglins also revere celestial bodies such as the sun, moon, and stars as manifestations of divine power and influence. They believe that these celestial guardians watch over them, guiding their journeys and illuminating their path through the darkness of the sea. : **Nature Spirits and Ancestor Worship:** Spirits of Nature: Penglins believe that the natural world is inhabited by spirits and guardians, including spirits of the sea, sky, and land. These nature spirits are seen as benevolent entities that protect and nurture the world around them, ensuring the balance and harmony of nature. : **Ancestor Veneration:** Penglins honor their ancestors through rituals and offerings, believing that the spirits of their forebears continue to watch over and guide them from the afterlife. Ancestor worship is an integral part of Penglin culture, with elders and ancestors revered for their Spirit, strength, and resilience. {{imageMaskCorner25,--offsetX:0%,--offsetY:6%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/VMP9Z9T/penglin-settlement-test.png){bottom:-8%,right:-0%,width:50%,height:60%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Badgerfolk *Humanoid, Beastfolk* #### Health 15 #### Speed Land Speed 25 ft Burrow Speed 15ft #### Senses Adaptive Vision 60ft Blood Scent 120 ft #### Languages Common Beast Speech }} : #### Natural Weapon: Teeth and Claws Your Bite deals 1d6 + Agility as *Piercing Damage*. You gain advantage on attacks made with *Badger Fangs* against *Blood Scented* targets. : #### Blood Hunt Dashing costs a Bonus Action while moving towards *Blood Scented* targets. You can also dash while flying. : #### Digging Implements Your claws can be used to dig through the dirt, clay or similar ground. You gain a burrowing speed of 15 ft but when you do so it leaves behind a tunnel your size. : #### Poison Resistance You have advantage on saving throws against non-magical poisons and reduce poison damage taken by half. \column ### Subraces : **Eastern Badgerfolk** Your Agility increases by 1. : **Western Badgerfolk** Your Strength increases by 1. : {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/SKJPNSN/badgerfolk-male-test.png){bottom:2.5%,right:0%,width:45%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Badgerfolk Details #### Anatomy Badgerfolk are humanoid creatures with sturdy, muscular bodies and fur-covered skin ranging in color from shades of gray to deep browns and blacks. They have distinctive black and white facial markings reminiscent of a badger's mask, with sharp claws and keen eyes adapted for both terrestrial and subterranean life. Badgerfolk possess a powerful build, well-suited for digging, burrowing, and foraging in their underground habitats. : #### Main Settlement Type: Subterranean **Burrow Communities:** Badgerfolk live in tight-knit communities known as burrows, which they construct beneath the earth's surface. These burrows consist of interconnected tunnels and chambers, providing shelter, protection, and communal gathering spaces for the inhabitants. #### Settlements **Burrows:** Badgerfolk construct their settlements, known as burrows, beneath the earth's surface, where they live, work, and raise their families. These burrows are carefully constructed to withstand the pressures of the earth and provide protection from predators and inclement weather. : **Underground Strongholds:** In addition to burrows, Badgerfolk establish underground strongholds in strategic locations, such as rocky outcroppings or mountainous terrain. These strongholds serve as defensive fortifications, housing armories, workshops, and communal areas for training and gatherings. : #### Values **Close-Knit Families:** Family bonds are highly valued among Badgerfolk, with multiple generations often living together within the same burrow. They place great importance on loyalty, cooperation, and mutual support, working together to ensure the well-being and survival of their community. : **Craftsmanship and Resourcefulness:** Badgerfolk are skilled craftsmen and artisans, known for their ingenuity and resourcefulness in utilizing materials found in their underground environment. They excel in stonework, metalworking, and woodworking, crafting tools, weapons, and works of art that reflect their connection to the earth. : #### Geographic Distribution Dandleheim, and The Emerald Glade \column #### Religious Beliefs **Earth Spirits:** Badgerfolk worship spirits of the earth, including guardians of the soil, stone, and underground caverns. They believe that these earth spirits watch over them, guiding their actions and protecting their burrows from harm. : **Ancestral Veneration:** Badgerfolk honor their ancestors through rituals and ceremonies, believing that the spirits of their forebears continue to watch over and guide them from the afterlife. Ancestor worship is an integral part of Badgerfolk culture, with elders and ancestors revered for their Spirit, strength, and resilience. \column {{imageMaskCorner25,--offsetX:10%,--offsetY:-40%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/s2qjNHf/badger-settlement-test.png){bottom:-17%,right:-11%,width:50%,height:80%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Catkin *Humanoid, Beastfolk* #### Health 5 #### Speed Land Speed: 30 ft. Climbing Speed 20ft. #### Senses Adaptive Vision 60ft #### Languages Common Beast Speech }} #### Feline Instinct Spending a Bonus Action negates fall damage up to 40ft. #### Natural Weapons: Teeth and Claws Your Bite deals 1d4 + Agility as *Piercing Damage*. Your Claws deal 1d6 + Agility *Slashing Damage*. #### Agile Recovery If a you are knocked prone, you spend a Bonus Action as a reaction to immediately stand up. This ability showcases the Catkin's remarkable balance and flexibility, echoing the agility of their feline counterparts. #### Pounce You can use their powerful hind legs to perform a pounce as part of your movement. Jumping at least 15 feet towards a target allows you to attack that target, if the attack hits the target is knocked prone unless it is larger than you. Limitation: Agility per Short Rest. \column ### Subraces ###### Sunlit Prowlers You gain Resistance to *Radiant Damage*. You gain Advantage on Agility saving throws made while in sunlight. : ###### Moonshadow Stalkers You gain Resistance to *Necrotic Damage* You gain mastery in Stealth. : ###### Jungle Whiskers You can climb difficult surfaces, including upside down while on ceilings. : ###### Frostfur Nomads You are Acclimated to cold environments. You gain Resistance to *Cold Damage*. You have Advantage on Stealth checks while in Snowy or Icy environments. {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/Yj0ypyK/Catkin-test.png){bottom:2.5%,right:0%,width:45%,height:65%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Catkin Details #### Anatomy Catkin are humanoid beings with feline features, including cat-like ears, tails, eyes as well as teeth and claws. They have sleek, fur-covered bodies that come in a variety of colors and patterns, resembling those of real-world cats. Their eyes are often vivid and expressive, with vertical slit pupils. #### Biological Traits Height: 4 to 6 ft Weight: 75 to 125 pounds #### Main Settlement Type: #### Settlements **Tents and Lean-tos**: Catkin shelters are simple and portable, often consisting of tents made from woven grasses or hides stretched over wooden frames. These structures are easy to set up and take down, allowing Catkin to adapt to changing environments quickly. : **Catkin Manors**: Occasionally Catkin will gather together to create large settlements referred to as Manors, which interconnect different buildings forming what seems like 1 giant building with rooms for different activities and occasionally inner courtyards enclosed by the manor. #### Community **Nomadic Tribes**: Catkin are known for their nomadic lifestyle, roaming vast territories in search of food and shelter. They establish temporary campsites in forests, plains, or mountains, where they can easily move from one location to another. #### Geographic Distribution Forests, Grasslands, Deserts, and Mountains #### Religious Beliefs **Nature Worship**: Catkin revere nature and the spirits of the wild, believing that all living things are connected and deserving of respect. They often perform rituals to honor the spirits of the land, water, and sky, seeking their blessings and guidance. : **Moon Deities**: Many Catkin tribes worship deities associated with the moon and the night sky, believing that the moon's phases influence their lives and destinies. Lunar festivals and ceremonies are common among Catkin communities, with rituals performed under the light of the full moon. \column {{imageMaskCorner25,--offsetX:10%,--offsetY:-10%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/5K3K5Bz/Catkin-Manor-Test-Image.png){bottom:3%,right:-10%,width:50%,height:90%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Doggin *Humanoid, Beastfolk* #### Health 10 #### Speed Land Speed 30 ft #### Senses Color Blind Keen Smell 60ft #### Languages Common Beast Speech }} #### Natural Weapon: Teeth and Claws Your Bite attack deals 1d6 + Strength as *Piercing Damage*. Your Claws deal 1d4 + Strength as *Slashing Damage* #### Call of the Pack As an action you spend a Bonus Action to give your allies the following bonuses, these bonuses last for 1 minute or until they gain the *Dying* condition. : **Inspiring Presence:** Allies affected by the "Call of the Pack" gain advantage on saving throws against being frightened and cannot be charmed. : **Pack Advantage:** Allies affected by the "Call of the Pack" gain advantage on attack rolls against any creature within 5 feet of an ally. : **Resilient Unity:** Allies affected by the "Call of the Pack" gain temporary hit points equal to your Charm at the start of each of their turns; this effect does not stack with itself. #### Doggin Diplomacy You gain Advantage on Diplomacy checks made against *Humanoids*. #### Puppy Eyes You can attempt to Charm a humanoid target, when you do so the target must make a Charm saving throw where the difficulty is 10 + Charm + Spell Mastery. If they fail, they become *Charmed* for 1 minute by you. \column ### Subraces **Blood Hound** Gain Blood Scent 60ft. : **Fox Hound** You can squeeze into small crevasses 2.5ft x 2.5ft. : **Iron Mastiff** Your Strength increases by 2. : **Saint Bernard** You have advantage on *Aid* and *Help* checks. {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/tq6fHMV/dogfolk-test.png){bottom:0%,right:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Doggin Details #### Anatomy Doggins typically stand on two legs, with a digitigrade stance similar to that of real-world canines. They have muscular builds, covered in fur that ranges in color from earthy browns and greys to vibrant reds and golds. Their fur can be short and sleek or long and flowing, depending on the individual and their environmental adaptations. Doggins possess expressive faces with keen eyes, alert ears, and sharp teeth that reflect their predatory ancestry. #### Biological Traits Height: 5 to 6 feet Weight: 150 to 250 pounds #### Maint Settlement Type: Cave Doggins are communal creatures who thrive in close-knit pack structures referred to as "The Dog House." Their main settlement type is often a series of interconnected buildings sometimes large enough to have inner courtyards, often constructed in wooded areas or grasslands where they can easily blend into their surroundings. These dens serve as central hubs for the pack, providing shelter, security, and a sense of community for its members. #### Geographic Distribution Doggins can be found in a wide range of habitats, including forests, grasslands, mountains, and tundras. They are highly adaptable creatures capable of thriving in diverse environments, from temperate woodlands to harsh arctic landscapes. Doggins tend to prefer areas with ample prey and access to fresh water sources, but they can adjust to almost any geographic conditions with the right adaptations. #### Religious Beliefs Doggins typically follow animistic belief systems that emphasize a deep reverence for nature and the spirits of the land. They view the world as a interconnected web of life, where every creature has a vital role to play in maintaining balance and harmony. Doggins honor the spirits of their ancestors and the guardians of the wilderness through rituals, ceremonies, and offerings, seeking their blessings and guidance in times of need. They may also venerate specific nature deities or celestial bodies, such as the moon or the sun, as symbols of life, renewal, and protection. #### Values All life has meaning and is interconnected in the web we call life, Doggins tend to knock their enemies prone and give them a second chance at life, they will snarl and bare their teeth attempting to intimidate their restrained foe and if they do not submit by exposing their neck in remorse then it will certainly be ripped out by the Doggins teeth. \column {{imageMaskCorner25,--offsetX:30%,--offsetY:-8%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/NmG7csR/Doggin-House-Style-Test-2.png){bottom:3%,right:0%,width:50%,height:90%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Hippoks *Humanoid, Beastfolk* #### Health 15 #### Speed Land Speed 35 ft Swim Speed 30 ft #### Senses Adaptive Vision 60ft Blood Scent 60 ft #### Languages Common Beast Speech }} #### Natural Weapon: Teeth and Claws Your Bite deals 1d8 + Strength as *Piercing Damage*. Your Claws deal 1d6 + Strength as *Slashing Damage*. Additionally as a part of your attack action, you can spend 1 additional action point to attack with both of your claws dealing 2d6 + Strength as *Slashing Damage*. #### Hippok's Hold Breath You can hold your breath equal to a number of minutes equal to your vitality. Each time you take damage the amount of time you can hold your breath drops by 15 secs. #### Charge When you move at least 10 ft before moving through the same space as your target(s) at least 1 size smaller than you, the creature must make an Agility saving throw of DC 12, if they fails it is knocked prone, if the creature is more than 1 size smaller that you it automatically fails this saving throw. #### Trample When you move through the same space as another creature that is knocked prone, you can spend a Bonus Action to deal damage 1d6 + Strength as *Blundeoning Damage* to the target. \column ### Subraces **Pond Hippok** Your Charm increases by 1. : **Forest Hippok** Using *Charge* increases your land speed by 10 for 1 turn. : **Marshland Hippok** You ignore *Difficult Terrain* while traversing *Wetlands*. : **Swamp Hippok** You are unaffected by swimming in *Swamp Water*. {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/qdJYKgh/Hippok-test-image.png){bottom:3.25%,right:0%,width:42%,height:65%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Hippok Details #### Anatomy Hippoks possess a humanoid form with stout, barrel-like bodies and thick, leathery skin that ranges in color from dark grey to muddy brown. They have broad, muscular frames and short, sturdy legs that end in wide, flat feet, allowing them to traverse swampy terrain with ease. Hippoks have large, expressive eyes set beneath heavy brows, giving them a formidable gaze. #### Biological Traits Height: 5 ½ to 7 ft Weight: 500 to 800 pounds #### Main Settlement Type: Wetland Hippoks are semi-aquatic creatures who favor habitats near bodies of water, such as rivers, lakes, and swamps. Their main settlement type is often a series of interconnected mud-brick villages or floating platforms built on stilts above the water's surface. These settlements provide Hippoks with protection from predators and access to abundant food sources, such as fish, aquatic plants, and small mammals. #### Other Settlements In addition to their main villages, Hippoks may also establish smaller fishing camps or trading outposts along riverbanks or coastal regions. These settlements serve as temporary resting places during long journeys or as strategic points for resource gathering and trade. Hippoks are skilled builders who can construct sturdy shelters and fortifications using natural materials found in their environment, such as mud, reeds, and wood. #### Geographic Distribution Savannah, Wetlands #### Religious Beliefs Hippoks typically follow animistic belief systems that emphasize a deep connection to the natural world and the spirits of the waterways. They view rivers, lakes, and swamps as sacred places inhabited by powerful nature deities and ancestral spirits, whom they honor and appease through rituals, ceremonies, and offerings. Hippoks believe in the cyclical rhythms of nature and the importance of maintaining harmony and balance within their ecosystems, seeking guidance and protection from the forces of the water and the earth. \column ###### {{imageMaskCorner25,--offsetX:55%,--offsetY:-4%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/stCxqn1/Hippok-Settlement-Test-Image.png){bottom:0%,right:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Rabbitfolk *Humanoid, Beastfolk* #### Health 5 #### Speed Movement Speed: 40 ft. Tunneling speed: 10 ft. #### Senses Superior Hearing #### Languages Common, Beast Speech #### Mastery Agility Saving Throws Natural Weapons Acrobatics Influence Trickery }} #### Natural Weapon: Precise Bite Your Bite deals 1d6 + Agility as *Piercing Damage*. Your Claws deal 1d4 + Agility as *Slashing Damage*. Additionally attacking with your Claws allows you to choose to spend an additional action point to instead deal 2d4 + Agility as *Slashing Damage*. #### Lucky Rabbit Foot Rabbitfolk possess innate agility and lightning-fast reflexes, granting them advantage on Agility saving throws against effects they can see. #### Hopper You automatically succeed on *Jumping* a distance equal to or less than your Agility. #### Quickened Your Dash only costs a Bonus Action. \column ### Subraces **Marshland Hoppers** You gain a Swim speed of 40ft. : **Forest Darters** You gain mastery in stealth and evasion. You can move through natural difficult terrain without making noise. : **Mountain Sprinters** You have advantage on ability checks and saving throws to avoid falling while climbing or traversing rocky terrain. : **Snowbound Scurriers** You are resilient to cold climates. You gain Resistance to *Cold Damage* and can endure extreme cold temperatures without suffering ill effects. {{imageMaskEdge3,--offset:-12%,--rotation:-10,mix-blend-mode:multiply ![](https://i.ibb.co/HTNPXJS/rabbitfolk-bard.png){bottom:4.5%,right:0%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Rabbitfolk Details #### Anatomy Rabbitfolk possess a humanoid form with slender, athletic bodies and fur-covered limbs that range in color from soft brown to pure white, with variations in between. They have long, powerful legs that end in padded feet, equipped with sharp claws for digging and gripping terrain. Rabbitfolk have expressive faces with large, upright ears that swivel independently to detect sounds from all directions, and bright, alert eyes that convey curiosity and Mind. #### Biological Traits **Height**: 4.5 to 6 feet **Weight:** 100 to 150 pounds #### Geographic Distribution Rabbitfolk can be found in a variety of temperate and grassland habitats across the world, from lush meadows and rolling hills to dense forests and scrublands. They are well adapted to environments with abundant vegetation and soft, sandy soils, where they can dig burrows and forage for food with ease. Rabbitfolk are territorial creatures who prefer to inhabit areas with ample food and shelter, but they can adapt to a range of geographic conditions with the right environmental adaptations. #### Main Settlement Type Rabbitfolk are burrowing creatures who favor habitats with soft, sandy soils, such as grasslands, meadows, and forests. Their main settlement type is often a series of interconnected warrens or underground tunnels dug into the earth. These burrows provide Rabbitfolk with protection from predators and the elements, as well as a safe place to raise their families and store food. #### Additional Settlements In addition to their main warrens, Rabbitfolk may also establish smaller above-ground settlements or outposts in open fields or wooded areas. These settlements serve as gathering places for communal activities such as farming, crafting, and socializing. Rabbitfolk are skilled builders who can construct sturdy shelters and fences using natural materials found in their environment, such as branches, vines, and woven grass. #### Religious Beliefs Rabbitfolk typically follow animistic belief systems that emphasize a deep connection to the natural world and the spirits of the earth. They view the land as a sacred place inhabited by powerful nature deities and ancestral spirits, whom they honor and appease through rituals, ceremonies, and offerings. Rabbitfolk believe in the importance of living in harmony with nature and respecting the balance of the ecosystem, seeking guidance and protection from the forces of the earth and the elements. \column {{imageMaskCorner25,--offsetX:10%,--offsetY:-10%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/8XRMZpF/Rabbitfolk-Settlement-Unsure.png){bottom:3%,right:-0.5%,width:45%,height:85%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Ratfolk *Humanoid, Beastfolk* #### Health 5 #### Speed Movement Speed 25 ft Burrow Speed 15 ft #### Senses Sense Disease 30ft #### Languages Common Beast Speech }} #### Cheek Pouches You can store up to 3 small items in your cheeks, when you do so your speech is more difficult to understand. #### Pack Rat You are better are packing items into a container, you can pack twice the number of items into a container as the containers capacity, if you take 5 minutes to organize it. #### Bite and Claw Your Bite deals 1d4 + Agility as *Piercing Damage*. Your Claws deal 1d4 + Agility as *Slashing Damage*. When you hit with your Claw Attack, you can use a Bonus Action to attack with both Claws dealing 2d4 + Agility as *Slashing Damage*. #### House Rat / Giant Rat You gain the ability to transform into either a *House Rat* or *Giant Rat*, you decide which when you use this ability. This form lasts for 1 minute. - House Rat: You shrink can squeeze through cracks and crevasses 1 inch in diameter. : - Giant Rat: You grow in size up to *Medium*. Your Movement Speed increases by 5 ft. Your Bite attack inceases to 1d8 + Agility. Your Claw attacks increase to 1d6 + Agility. \column ### Subraces **Cave Rat** You gain Mastery in *Cave Navigation* and *Stealth*. Your teeth grow larger allowing your Bite to deal 1d6 + Agility as *Piercing Damage* instead of 1d4. : **Sewer Rat** When you successfully hit with your Bite or Claw Attacks, your target must make a Vitality saving throw equal to 8 + Vitality + Ability Mastery or take 1d4 necrotic damage. You gain Mastery in *Stealth* and *Trickery*. : **Urban Rat** You gain Mastery in *Urban Navigation* and *Acrobatics*. : **Farm Rat** You gain Mastery in *Nature* and *Survival*. {{imageMaskEdge3,--offset:9%,--rotation:270,mix-blend-mode:darken ![](https://i.ibb.co/jkmgtk4/ratfolk-fighter-test-image.png){bottom:4%,right:0%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Ratfolk Details #### Anatomy Ratfolk possess a humanoid form with slender, wiry bodies and fur-covered limbs that range in color from dark grey to light brown, with variations in between. They have long, flexible tails that aid in balance and communication, as well as large, expressive eyes that gleam with Mind and curiosity. Ratfolk have pointed ears and sharp, twitching whiskers that allow them to navigate their surroundings with precision and alertness. #### Biological Traits **Height:** 3.5 to 5 feet **Weight:** 80 to 120 pounds #### Main Settlement Type Ratfolk are adaptable creatures who can thrive in a variety of environments, from bustling cities to underground tunnels and warrens. Their main settlement type is often a series of interconnected burrows or sewers hidden beneath urban centers, where they can scavenge for food and resources while avoiding detection. #### Other Settlements In addition to their main underground warrens, Ratfolk may also establish smaller above-ground settlements or hideouts in abandoned buildings or ruins. These settlements serve as gathering places for communal activities such as crafting, trading, and socializing. Ratfolk are skilled scavengers and engineers who can repurpose discarded materials and salvage valuable items from their surroundings. #### Geographic Distribution Ratfolk can be found in a wide range of urban and rural environments across the world, from sprawling metropolises to remote villages and frontier outposts. They are highly adaptable creatures who can thrive in almost any setting, as long as there is access to food and shelter. Ratfolk are opportunistic survivors who can exploit even the most inhospitable environments to their advantage, making them a ubiquitous presence in both civilized and untamed lands. #### Religious Beliefs Ratfolk typically follow pragmatic belief systems that emphasize survival and self-preservation above all else. They view the world as a harsh and unforgiving place, where only the cunning and resourceful can hope to prosper. Ratfolk may venerate deities associated with luck, trickery, and protection, seeking their favor and guidance in times of need. They are pragmatic and adaptable creatures who value practicality over dogma, embracing whatever beliefs and traditions help them survive in their harsh and unforgiving world. \column {{imageMaskCorner25,--offsetX:-5%,--offsetY:-0%,--rotation:180,mix-blend-mode:darken ![](https://i.ibb.co/MNdFKmw/Ratfolk-Settlement-Test-Image.png){bottom:-4%,right:-2%,width:50%,height:90%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Ursine *Humanoid, Beastfolk* #### Health 15 #### Speed Land Speed: 30 ft. #### Senses Blood Scent 60ft. #### Languages Common, Beast Speech }} : ### Teeth and Claws Your Bite deals 1d8 + Strength as *Piercing Damage*. Your Claws deal 1d6 + Strength as *Slashing Damage*. : ### Maul You may spend 1 Stamina on a *Prone* target, you may make an attack with both claws dealing 2d6 + Strength *Slashing Damage*. Dealing 10 or more damage this way inflicts a stack of *Bleed* on the target dealing 1d4 damage until the target succeeds a Vitality saving throw against your *Maul* (10 + Strength + Melee Weapon Mastery) : ### Blood Scent You can move twice as far towards *Bleeding* targets. : ### Bear Hug When you successfully grapple a target. You can spend 1 Stamina to automatically succeed your contest to maintain your grapple on the targets next turn. : ### Bear's Resilience You have *Advantage* on *Saving Throws* against being *Poisoned*, and you have Resistance to *Poison Damage*. : ### Mighty Roar You can spend 1 Stamina on your turn to let out a mighty roar, causing fear in targets of your choice within 30 feet of you. Each creature in that area must succeed on a Strength Saving Throw (10 + Strength + Intimidation Mastery) or become *Frightened* of you for 1 minute. The *Frightened* targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \column ### Subraces **Grizzly Bear** When using your *Maul* you can reroll either of the dice. : **Polar Bear** You gain Resistance to *Cold Damage*. : **Black Bear** You have Advantage on *Stealth Checks* while in *Forests*. : **Sun Bear** You have Advantage on *Saving Throws* when being *Charmed*. {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://cdn.midjourney.com/9d301674-ebf7-4077-9cde-d77fdbff3e72/0_3.webp){bottom:2.5%,right:0%,width:50%,height:75%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Ursine Details #### Anatomy Ursines are large, powerful humanoid creatures with the characteristics of bears. They have thick fur covering their bodies, ranging in color from brown, black, and white to various shades of gray. Ursines typically stand on two legs, but they can also move on all fours when necessary. They have sharp claws and teeth, well-suited for both hunting and self-defense. #### Biological Traits Height: 6 to 8 feet Weight: 300 to 800 pounds #### Settlement Type: Forests and Mountains Ursines are primarily found in forested areas and mountain ranges, where they build dens and caves for shelter. They are skilled climbers and often create elaborate networks of tunnels and chambers within their dens. These settlements provide protection from predators and harsh weather conditions, as well as a sense of community for the Ursine tribes. #### Geographic Distribution Ursines are most commonly found in temperate and colder regions, such as the northern forests and mountains. However, they can adapt to various environments, including grasslands, tundras, and even urban areas. They are highly adaptable creatures, capable of thriving in diverse habitats with access to food and water sources. #### Cultural Practices Ursines are known for their strong sense of family and community. They live in tight-knit tribes led by chieftains or elders, who are respected for their Spirit and strength. Ursines value strength, courage, and loyalty, and they often engage in rituals and ceremonies to honor their ancestors and the spirits of the land. They have a deep connection to nature and strive to live in harmony with the natural world. #### Values Ursines place great importance on strength, both physical and spiritual. They believe in the importance of family, loyalty, and honor, and they are willing to fight fiercely to protect their loved ones and their territory. Despite their formidable appearance, Ursines are also known for their gentle and nurturing side, especially when caring for their young or injured members of their tribe. \column {{imageMaskCorner25,--offsetX:55%,--offsetY:-10%,--rotation:0,mix-blend-mode:multiply ![](https://i.ibb.co/F5dyJJJ/Ursine-Entrance-1.png){bottom:0%,right:0%,width:50%,height:93%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Wolfkin *Humanoid, Beastfolk* #### Health 10 #### Speed Movement Speed: 35 ft. #### Senses Blood Scent 60ft. #### Languages Common, Beast Speech }} #### Natural Weapon: Teeth and Claws Your Bite deals 1d6 + Agility *Piercing Damage*. Your Claws 1d4 + Agility as *Slashing Damage*. Additionally if you spend an additional action point, you may make an attack with both claws dealing 2d6 + Agility *Slashing Damage*. #### Blood Scent As a predator, you have a knack for the smell of blood, when a creature is bleeding near you, you gain double your movement speed when moving toward them, additionally all attack rolls made against them add double your agility and deal an additional weapon damage die worth of damage. #### Pack Tactics You have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the target and the ally isn't Incapacitated. #### Howl of the Pack As an action, you can let out a howl, rallying your allies. Each creature of your choice within 30 feet of you gains advantage on the next attack roll it makes before the end of their next turn. Once you use this ability, you must rest before you can use it again. \column ### Subraces **Gray Wolf** Your Agility increases by 1. : **Dire Wolf** Your Strength increases by 1. : **Arctic Wolf** You have Resistance to *Cold Damage*. You gain Mastery in *Arctic Navigation*. : **Timber Wolf** You gain Mastery in the survival. You gain Mastery in *Forest Navigation*. {{imageMaskCorner25,--offsetX:74%,--offsetY:-17%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/2NHRs8n/possible-wolfkin.png){bottom:0%,right:-0.1%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Wolfkin Details #### Anatomy Wolfkin resemble humanoid wolves, with fur covering their bodies in shades of gray, brown, black, and white. They have keen eyes, pointed ears, and sharp teeth, reflecting their predatory nature. Wolfkin typically move on two legs, but they can also run on all fours with remarkable speed and agility. They are well-adapted to various environments, from forests and mountains to plains and tundras. #### Biological Traits Height: 5 to 7 feet Weight: 150 to 250 pounds #### Settlement Type: Packs Wolfkin live in packs led by alpha leaders, who are respected for their strength and Spirit. These packs establish territories in the wilderness, marking their boundaries with scent markers and patrols. Wolfkin dens are often located in caves, forests, or other natural shelters, providing protection from predators and harsh weather conditions. They are skilled hunters and gatherers, relying on their keen senses and teamwork to survive in the wild. #### Geographic Distribution Wolfkin can be found in various regions, including forests, mountains, plains, and tundras. They are highly adaptable creatures, capable of thriving in diverse environments with access to prey and water sources. Wolfkin are known for their nomadic lifestyle, moving their packs to different territories as needed to hunt and avoid conflicts with other creatures. #### Cultural Practices Wolfkin value loyalty, courage, and cooperation, traits that are essential for survival in their harsh wilderness habitats. They have a strong sense of pack identity, prioritizing the needs of the group over individual desires. Wolfkin communicate through a combination of vocalizations, body language, and scent marking, allowing them to coordinate hunts, establish dominance hierarchies, and resolve conflicts within their packs. #### Values Wolfkin believe in the importance of family, community, and the natural world. They respect the balance of nature and strive to live in harmony with their environment, taking only what they need and giving back to the land through rituals and offerings. Wolfkin are fiercely protective of their territory and their pack members, willing to fight to the death to defend their home and loved ones from threats. \column {{imageMaskCorner25,--offsetX:55%,--offsetY:0%,--rotation:180,mix-blend-mode:multiply ![](https://i.ibb.co/HGSG9dY/Wolfkin-Example-1.png){bottom:0%,right:0%,width:50%,height:80%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Anthrok *Humanoid, Spiderkin* #### Racial Health 10 #### Human Form Land Speed 30 ft. #### Spider Form Land Speed 35 ft Climbing Speed 35 ft #### Senses Adaptive Vision 60 ft #### Languages Common Pheremonics Vibronics #### Mastery Natural Weapons Influence Cave Nagivation }} #### Spider Form You can spend a Bonus Action to transform into a *Giant Spider*, when you do so you gain access to: *Spider Fangs, Envenomate, Spider Legs, and Spider Web.* #### Spider Fangs Your Bite deals 1d4 + STR or AGI as *Piercing Damage*. Additionally, you can spend 1 Stamina when you hit with this attack to *Envenomate* your target. #### Envenomate When you envenomate a target, the target takes 1d6 + Vitality as *Poison Damage*, and must succeed a Vitality saving throw or become *Poisoned*. #### Exoskeleton Your armor equals 13 + Vitality while not wearing armor. #### Spider Legs Your Climbing Speed increases to your movement speed and you automatically succeed climbings checks. #### Spider Web You can spend an Action and 2 Stamina to produce your spider web. Your spider web takes up a 5ft area of the battlefield and is considered difficult terrain. Anyone in your spider web must make a Strength saving throw or be *Restrained*, Grapple checks made against *Restrained* targets in your web automatically succeed. Your spider web can also be shot 25 ft. in a line attatching to solid surfaces and counts as rope when a creature attempt to climb it, your spider rope can support up to 500lbs. \column ### Subraces ***Cave Anthrok*** Advantage on stealth checks when climbing on *Ceilings*. : ***Spotted Anthrok*** Your *Envenomate* damage increases to 1d8 from 1d6. : ***Roaming Anthrok*** Your *Spider Fangs* damage increases to 1d6 from 1d4. : ***Mistwood Anthrok*** Spider Web costs 1 Stamina. {{imageMaskEdge8,--offset:0%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/w7W5SpM/anthrok-test.png){bottom:2%,right:5%,width:45%,height:65%} }} {{pageNumber,auto}} \page # Anthrok Details #### Anatomy Anthrok are a fascinating and enigmatic race of humanoid beings with a striking resemblance to spiders, both in appearance and physiology. Standing upright on two legs, Anthrok possess a slender and agile frame, reminiscent of the elegant proportions of their arachnid counterparts. Their bodies are covered in a sleek exoskeleton, which varies in coloration but commonly exhibits a blend of deep black and vibrant shades of purple, creating an alluring and ominous contrast. #### Behavior & Psychology Anthrok are very individualistic when on their own and while in their anthrok settlements have a sense of duty to their own and their Broodmother often referred to as the Queen, even if she only presides over her own settlement. #### Biological Traits Height: 4 to 5 feet Weight: 100 to 200 pounds #### Body Tint, Coloring , and Markings Anthrok tend to be a mixture of black and purple, and occasionally have different patterns of their coloring often being hereditary. #### Ecology Habitat and Diet Anthrok tend to prefer the caves and hills or forests. Their diet consists of whatever wanders into their webs. Animals and some unfortunate people will wander into their webs in dark caves, or while traveling through forests at night, but the hill anthrok don't typically wait for their prey to wander into the webs they place over tunnel entrances, but instead attack prey directly, even during the day. #### Main Settlement Type: Cave Settlement #### Settlements #### Geographic Distribution Caves, Forests, Hills, and Mountains. #### Perception and Sensory / Extrasensory Pheremonics and Vibronics are the two additional senses that Anthroks have, allowing them to excel in suprising others than may otherwise be hard to detect. #### Percieved Mind Due to their precise planning, Anthrok are often considered highly intelligent by others, but when compared to others are often no more intelligent than other races, their habits just require more planning to meet their daily needs than the rest. #### Physique Dense and Slender, their bones weigh quite a bit more than the average race for how tall they end up growing. #### Distinguishing Characteristics Distinct coloring and abnormal density for their size and tendency to be more slender despite their weight. {{imageMaskCorner25,--offsetX:55%,--offsetY:-44%,--rotation:0,mix-blend-mode:multiply ![](https://i.ibb.co/2yVwxXJ/mistwood-segment.png){bottom:0%,right:-5.85%,width:55%,height:60%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Constructs *Humanoid, Construct* #### Health 15 #### Speed Movement Speed: 30 ft #### Senses Arcane Sense 30 ft #### Languages Common Other #### Mastery *Arcane* *Bulwark* }} ### Materials #### Clay **Malleable Form:** As a clay golem, your body can be reshaped and molded to fit different situations. You have advantage on saving throws against effects that would restrain or grapple you, and you can squeeze through spaces as if you were small. #### Iron **Iron Resilience:** Being composed of iron, you have exceptional resilience against physical attacks. You gain Resistance to *Slashing and Piercing Damage*. #### Rock **Earthbound Strength:** As a rock golem, your connection to the earth grants you immense strength. You have advantage on Bulwark checks and saving throws made to resist forced-movement, additionally you gain Immunity to being *Petrified*. #### Flesh **Undying Resilience:** Despite being crafted from flesh, you possess a remarkable durability. When you would be reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can't use this feature again until you finish a long rest. \column ### Racial Features #### Constructed Resilience Constructs have immunity to being poisoned, and have advantage on saving throws against being *Charmed, ...* #### Consumption Constructs still require a source of nourishment of whatever material they are made of in order for their bodies to repair themselves. They must eat a sufficient amount of these materials each day as any other humanoid would, and require a period of inactivity similar to a humanoid's long rest in order for their body to make necessary repairs. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![](https://i.ibb.co/SsyHCfz/Stone-Golem-test-1.png){bottom:2.25%,right:0%,width:45%,height765%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ## Golem Details ### Anatomy Golems are artificial constructs created through the arcane infusion of elemental materials such as clay, iron, stone, or flesh. They typically resemble humanoid figures, although their appearance can vary widely depending on their composition and the intentions of their creators. Golems are often bulky and robust, with sturdy frames designed to withstand punishment in combat. Despite their artificial nature, golems possess a semblance of sentience and can follow simple commands issued by their creators. ### Creation Process The creation of a golem is a complex and intricate process that requires skilled craftsmanship and arcane knowledge. The exact method varies depending on the type of golem being created, but it typically involves sculpting the raw materials into the desired form, infusing them with arcane energy, and inscribing magical runes or glyphs to animate the construct. Golem crafting is a closely guarded secret among arcane practitioners, and the knowledge required to create these constructs is often passed down through generations of master craftsmen. ### Purpose Golems are created for a variety of purposes, ranging from menial labor and guard duty to serving as powerful weapons of war. They are often employed by powerful wizards, sorcerers, or artificers to carry out tasks that require immense strength or resilience. Golems can be programmed with specific instructions or commands, allowing them to perform repetitive tasks or carry out complex maneuvers in battle. Some golems are imbued with rudimentary Mind, while others simply follow the orders of their creators without question. ### Behavioral Traits Golems typically exhibit a single-minded focus on their assigned tasks, carrying them out with unwavering determination and efficiency. They are immune to fatigue, fear, and pain, allowing them to continue functioning even in the face of overwhelming odds. Golems do not possess emotions or desires of their own, instead acting as obedient servants to their creators. However, some golems may develop a degree of autonomy or self-awareness over time, especially if they are left to operate independently for extended periods. ### Weaknesses Despite their formidable strength and resilience, golems are not without their weaknesses. They are vulnerable to certain types of magic, particularly spells that target constructs or disrupt arcane energy. Additionally, golems can be rendered inert if their magical core or animating force is destroyed, leaving them little more than lifeless statues. Golems also require regular maintenance and repair to remain functional, as wear and tear can degrade their structural integrity over time. \column {{imageMaskEdge7,--offset:7.5%,--rotation:270,mix-blend-mode:darken ![](https://i.ibb.co/1mJc27Q/stone-ruins.png){bottom:-0%,right:-0.1%,width:50%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Centaurs *Humanoid, Fae* #### Health 15 #### Speed Movement Speed: 30 ft #### Senses Arcane Sense 30 ft #### Languages Common Other #### Mastery *Arcane* *Bulwark* }} #### Plains Centaur **Fleet of Hoof:** As a plains centaur, you are naturally swift and agile. You gain advantage on Dexterity saving throws against effects that would restrain or slow you, and your movement is unaffected by nonmagical difficult terrain. #### Mountain Centaur **Stalwart Frame:** Your powerful physique grants you advantage on Strength (Athletics) checks, and you can carry, push, drag, and lift twice the normal weight. #### Woodland Centaur **Natural Camouflage:** You are adept at blending into forest environments. You have proficiency in Stealth and can attempt to hide when lightly obscured by foliage, mist, or natural terrain. #### War Centaur **Battle Charger:** Your training in warfare allows you to trample foes. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. \column ### Racial Features #### Quadrupedal Build Due to your centaur body, you count as one size larger for carrying capacity and the weight you can push, drag, or lift. #### Hooves Your hooves are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength. #### Endurance Centaurs are known for their Stamina and Resilience. You have advantage on saving throws against exhaustion and can travel for twice as long before needing to take a rest. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Centaurs](https://i.ibb.co/hRfm69LK/centaur.png){bottom:2.25%,right:-2.5%,width:60%,height:70%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Centaur Details : ### Anatomy Centaurs are majestic and powerful beings with the upper torso of a humanoid and the lower body of a horse. They stand between 6 and 7 feet tall at the humanoid torso and can reach lengths of up to 9 feet from head to tail. Their strong, muscular equine legs grant them incredible speed and endurance, making them formidable travelers and warriors alike. Centaurs possess keen eyesight, strong builds, and a deep connection to the natural world. ### Biological Traits **Height**: 6 to 7 feet (torso), 9 to 10 feet (total length) **Weight**: 900 to 1,500 pounds ### Settlement Type: Nomadic Tribe Centaurs primarily live in roaming tribes, traveling across vast landscapes such as open plains, dense forests, and rolling hills. They establish temporary encampments where they can rest, trade, and perform rituals. While most centaurs prefer a nomadic lifestyle, some settle in established communities, often integrating with druids or other nature-focused societies. ### Geographic Distribution Centaurs are most commonly found in large open plains, dense woodlands, and mountainous valleys where they can roam freely. Their tribes often migrate with the seasons, following herds of game or seeking the best grazing lands. They avoid dense urban areas, preferring the vast, open wilderness where they can live in harmony with nature. ### Cultural Practices Centaur culture revolves around deep respect for nature, ancestral traditions, and tribal unity. They worship nature spirits and celestial bodies, performing elaborate rituals under the stars to honor their gods. Centaurs are skilled hunters, archers, and healers, using their knowledge of the land to thrive. Storytelling, music, and dance play an essential role in their communities, preserving history and strengthening social bonds. ### Values Centaurs cherish freedom, honor, and loyalty above all else. They are fiercely protective of their kin and territory, willing to fight to defend their way of life. While they can be wary of outsiders, centaurs respect those who prove themselves honorable and strong. They view themselves as guardians of the land, ensuring the balance between civilization and the natural world remains intact. \column {{imageMaskEdge7,--offset:7.5%,--rotation:270,mix-blend-mode:darken ![](https://cdn.midjourney.com/ee852d1c-e5fd-4426-bbf2-1b2df07e583c/0_0.png){bottom:-0%,right:-0.1%,width:50%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Darkspawn *Humanoid, Darkspawn* #### Health 10 #### Speed Land Speed 30 ft. #### Senses Adaptive Vision 60ft #### Languages Common Primordial #### Mastery Stealth Influence }} ### Shadow Form #### Shadowed Weapon You gain a weapon of your choice. It gains the following properties: - Instead appears as a black shadowy form of itself. - Deals its normal weapon damage as necrotic damage. - Allows you to cast *Shadow Step* a limited number of times per day equal to your *Mind* score. #### Penalty: Immolate - Spending too much time in the sun is dangerous for you, and Radiant damage is especially fatal. You gain *Vulnerability* to Radiant damage, and the sun deals 1d6 Radiant damage to you for each round you spend in the sun. This effect is negated at night and during dusk and dawn the damage is 1d4. #### Dark Resilience - You gain *Advantage* on saving throws against spells and effects that deal Necrotic Damage or attempt to Charm or Frighten you. Additionally, you gain *Resistance* to Necrotic Damage. ### Shape Shifted Form - You can shape shift into a specific person that you know, this person must be a *Humanoid*. - You do not suffer the effects of *Immolate* while in this form. - You can change the specific person during a Long Rest. \column ### Subraces : **Corruption** *Corrupted Steel* - Melee Attacks that hit you must make a *Durability* check starting at Difficulty 1, and increases each time it hits you. *Grappled* targets take 1d6 necrotic damage at the start of their turn. : **Nightmarling** When you find a sleeping target and attack them, your necrotic spells deal an additional 2d12 + Level as Necrotic Damage as you infest their dreams with their true terrors. You gain mastery in *Investigation*. : **Shadow** You gain mastery in Stealth. Your *Shadow Weapon* always deals maximum damage to targets that have not seen you. : **Voidborn** Your *Shadow Step* is upgraded to the *Void Walk* spell, and you can create a smaller voidspawn minion which has 1 hit point and can be resummoned by spending a Bonus Action. : {{imageMask,mix-blend-mode:darken ![](https://i.ibb.co/vVZmsd6/possible-darkspawn-2.png){bottom:3%,right:-4%,width:42%,height:60%,transform:scaleY(1),transform:scaleX(-1)} }} {{pageNumber,auto}} \page ## Darkspawn Details #### Anatomy The Darkspawn are a race of sinister beings born from the depths of the void, embodying darkness, corruption, and malevolence. They are often associated with the forces of chaos and evil, dwelling in shadowy realms and spreading fear and despair wherever they roam. #### Main Settlement Type: None #### Settlements Darkspawn do not establish settlements in the traditional sense, but rather gather in dark and desolate places where the veil between the material world and the void is thin. These locations may include: : **Cursed Ruins:** Darkspawn often infest ancient ruins, twisting them into dark reflections of their former glory. These ruins serve as gathering places for darkspawn hordes and may contain hidden chambers where dark rituals are performed. : **Shadowy Realms** Some darkspawn dwell in shadowy realms that exist beyond the boundaries of the material world. These realms are shrouded in perpetual darkness and are home to all manner of nightmarish creatures. : **Abyssal Pits:** Deep chasms and abyssal pits serve as entrances to the void, where darkspawn gather to worship their dark masters and perform dark rituals to summon forth even greater horrors. : #### Community Structure Darkspawn do not form cohesive communities in the same way as other races. Instead, they are driven by primal instincts and the will of their dark overlords. However, within darkspawn hordes, there may be leaders or champions who rise to prominence through sheer strength or cunning. These individuals may exert some degree of influence over their lesser kin, directing them in raids, ambushes, or acts of sabotage. #### Religious Beliefs The religion of the darkspawn is centered around the worship of dark and malevolent entities that dwell in the void. These entities may include demon lords, elder gods of darkness, or other eldritch beings that embody the forces of chaos and destruction. Darkspawn offer sacrifices and perform dark rituals to appease their dark masters, seeking their favor and protection in return. The religion of the darkspawn is steeped in blood and shadow, with rituals involving dark magic, necromancy, and the summoning of infernal beings from the void. #### Biological Traits **Height:** 5 to 6 ft **Weight:** 75 to 150 lbs #### Geographic Distribution The Void, Cursed Ruins \column {{imageMaskEdge4,--offset:6.25%,--rotation:270 ![](https://i.ibb.co/7y4q4yh/darkspawn-ruin-red.png){bottom:0%,right:-35%,width:100%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Dwarves *Humanoid, Dwarf* #### Health 10 #### Speed Movement Speed: 30 ft. #### Senses Adaptive Vision 60ft #### Languages Common, Dwarven #### Mastery Armor Axes and Hammers Artisan's Tools Cave Navigation }} #### Natural Spelunker You treat difficult in caves as normal terrain. #### Gem Meister You can *Appraise* up to 10 *Gems*, during a *Short Rest*. #### Gem Miner When you *Mine Gems* they are worth twice as much. #### The Comfort of Ale Once per *Short Rest* you can recover a point of *Fatigue* when you consume *Alcohol*. {{imageMaskCorner1,--offsetX:-25%,--offsetY:-42%,--rotation:0,mix-blend-mode:multiply ![](https://i.ibb.co/FmWdsZY/Gems-test-2.png){left:5%,bottom:2%,height:35%,transform:rotate(0deg)} }} \column ### Subraces : **Ironforge Dwarf*** You have Advantage when crafting checks to make *Tools* using Blacksmith's, Mason's or Smithing Tools. : **Hammerhold Dwarf** You gain Advantage on Mind saving throws. : **Thunderian Dwarf*** You gain Advantage on crafting checks to make *Arcane Items*. : **Deep Dwarf** Your *Adaptive Vision* increases to 120ft. {{imageMaskCenter1,--offset:0%,--rotation:180,mix-blend-mode: ![](https://i.ibb.co/m4YxDB6/Example-Cave-Dwarf.png){bottom:11%,right:6%,width:42%,height:65%,transform:scaleX(-1),transform:scaleY(-1)} }} {{pageNumber,auto}} \page # Dwarf Details #### Anatomy Dwarves are stout and sturdy humanoids, known for their muscular builds and stocky frames. They typically have broad shoulders, thick limbs, and strong jaws, reflecting their physical resilience and endurance. Dwarves have rugged features, with weather-beaten skin, prominent brows, and beards that are often worn long and braided as a sign of status and cultural pride. Despite their short stature, dwarves exude an aura of strength and determination, making them formidable allies and fearsome foes on the battlefield. #### Biological Traits Height: 4 to 5 feet Weight: 150 to 250 pounds #### Settlement Type: Strongholds Dwarves are known for their skill in craftsmanship and their love of stone, which they use to build sturdy fortresses and underground strongholds known as dwarven holds. These settlements are often located deep within mountains or hills, hidden from the outside world and fortified against intruders. Dwarven strongholds are meticulously constructed, with intricate tunnels, grand halls, and elaborate chambers that serve as homes, workshops, and places of worship for their inhabitants. #### Geographic Distribution Dwarves can be found in mountainous regions, hills, and underground caverns throughout the world. They have a strong connection to the earth and the natural elements, preferring environments rich in mineral resources and geological formations. Dwarves are skilled miners, prospectors, and artisans, capable of extracting valuable ores and gems from the depths of the earth and transforming them into exquisite works of art and craftsmanship. #### Cultural Practices Dwarven culture is steeped in tradition, with a deep reverence for ancestry, craftsmanship, and honor. Dwarves place great importance on family ties and clan loyalties, forming close-knit communities that share common goals and values. Dwarven society is organized around guilds and professions, with each individual contributing their skills and expertise to the collective prosperity of the community. Dwarves are known for their love of feasting, storytelling, and ale, celebrating their victories and mourning their losses with equal fervor. #### Values Dwarves value hard work, honesty, and loyalty above all else, striving to uphold the honor of their ancestors and the traditions of their people. They are fiercely protective of their homes and families, willing to defend them with their lives if necessary. Dwarves have a deep respect for the natural world and the balance of life, viewing themselves as stewards of the earth and its resources. They are known for their resilience in the face of adversity and their unwavering determination to overcome any obstacle in their path. \column {{imageMaskCorner25,--offsetX:55%,--offsetY:-8%,--rotation:180,mix-blend-mode:multiply ![](https://cdn.midjourney.com/07aa2f45-5820-41ed-bf57-15a2f9e14738/0_3.webp){bottom:3%,right:0%,width:100%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{note ## Elves *Humanoid, Elf* #### Health 10 #### Speed Movement Speed: 30 ft. #### Senses N/a #### Languages Common, Elvish #### Mastery Arcana Crafting Insight Choice Instrument Forest Navigation: Homeland }} #### Arcane Bloodline You learn a 1st Level Spell and 1 mana. #### Inspiring Song When you take a short-rest, you can strengthen the resolve of others, they gain twice their normal amount of Vitality during a short-rest, this bonus is able to push them past their normal limits temporarily increasing their maximum health by this amount, until they take damage. Their hit point maximum then returns to normal. #### Mana Infusion You can infuse your non-magical attacks with your Arcane power, when you attack with a non-magical attack you can spend 1 mana to add an additional weapon damage die if you hit. #### Natural Explorer You can infuse your magical focus with your arcane power, when you do so you spend 1 mana to treat it as Navigator's Tools. #### Woodland Dweller You ignore difficult terrain in Forests. \column ### Subraces : **Dark Elf** You can infuse your non-magical attacks with magical darkness by spending 1 mana, if you hit the target becomes *Blinded* until their next turn. : **Mountain Elf** You gain a climbing speed equal to your movement speed. : **Snow Elf** You gain *Resistance* to *Cold Damage*. : **Wood Elf** You have advantage on stealth checks made while hiding in the forest. {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:multiply ![](https://i.ibb.co/w6RLJ1t/elf-male-test-2.png){bottom:2%,right:0%,width:45%,height:63%} }} {{pageNumber,auto}} \page # Elf Details #### Anatomy Similar to humans although much taller on average, Elves seems to have an otherworldliness to their anatomy allowing them to maintain their slender figure at their increased height. : #### Behavior & Psychology Elves tend to be peaceful and reclusive in nature, while a few large Elven settlements exist the vast majority attempt to stay out of the dealings with others. : #### Biological Traits Life Span: Indefinite Life Expectancy: A few Hundred Years Height: 6 to 7 ft tall Weight: approximately 150 lbs on average #### Biological Cycle Infancy - Adolescence - Adulthood - Elder #### Body Tint, Coloring , and Markings Depending on their subrace their skin can either be various shades of purple, yellow tan or grey. #### Ecology and Habitat Most Elves tend to live in or near forests or mountains and a few have ventured into the caves of the underground. : #### Growth Rate & Stages of Development Elves mature very slowly sometimes taking decades before growing out of old behaviors and are not seen as "mature" until reaching at least 100 years old. #### Geographic Distribution The largest of elves are in Aetheria, The Emerald Glade, and beneath the Surface of Vaeloria and a sparse few have ventured to the mountain tops. #### Perception and Sensory / Extrasensory Elves tend to have a similar ability to percieve the world around them much like humans, however their ability to percieve magic and to tell Illusion from reality is greatly increased when compared to humans. : #### Percieved Mind Elves are percieved as among the most intelligent due to their highly adaptive nature and their extremely long lifespans that allow the oldest elders to share their insights with the younger elves. : #### Distinguishing Characteristics Elves tend to be tall and slender often having pale skin regardless of their skin color, they also tend to have lighter hair although dark elves and wood elves do appear to have more dominant hair, eye, and skin color when compared to light or mountain elves. : {{imageMaskCorner25,--offsetX:55%,--offsetY:-15%,--rotation:0,mix-blend-mode: ![](https://cdn.midjourney.com/7b99ffb8-2ae2-4459-ae22-a1a309b42da8/0_3.webp){bottom:2.85%,right:-1%,width:100%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Fairy Racial Abilities #### Flight Fairies possess delicate wings that allow them to fly with agility and grace. You have a flying speed of 30 feet. #### Nature's Blessing You have a natural affinity for the flora and fauna of the natural world. You can cast the *Druidcraft* cantrip at will, using your Spirit as your spellcasting ability. #### Gossamer Veil Fairies can blend seamlessly with their surroundings, becoming almost invisible to the naked eye. As a bonus action, you can magically become invisible until the start of your next turn or until you attack or cast a spell. #### Fey Resilience Your connection to the Feywild grants you resistance to being charmed, and magic can't put you to sleep. ### Subraces #### Moonlight Sprite **Lunar Affinity:** You have advantage on saving throws against spells and effects that deal radiant damage. #### Sunbeam Sylph **Solar Flare:** You can cast the *Light* cantrip at will, using your Spirit as your spellcasting ability. **Blinding Radiance:** Once per long rest, you can emit a blinding light in a 10-foot radius. Each creature of your choice in that area must succeed on a Spirit saving throw or be blinded until the end of your next turn. #### Twilight Faerie **Twilight Sight:** You have darkvision with a range of 60 feet. **Shadow Step:** Once per short rest, you can teleport up to 30 feet to an unoccupied space that you can see in dim light or darkness. #### Starfall Pixie **Stellar Magic:** You can cast the *Guidance* cantrip at will, using your Spirit as your spellcasting ability. **Starlight Dash:** As a reaction when you are hit by an attack, you can magically teleport up to 10 feet to an unoccupied space that you can see. {{note ## Fairies *Humanoid, Fairy* #### Health 5 #### Speed Land Speed: 25 ft. Fly Speed: 30 ft. #### Senses N/a #### Languages Common Faerie }} \column {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:multiply ![](https://i.ibb.co/WsYWP6M/fairy-test.png){bottom:3%,right:0%,width:45%,height:63%} }} {{pageNumber,auto}} \page ## Fairy Details #### Anatomy Fairies are diminutive humanoid creatures with delicate features and gossamer wings that shimmer with iridescent colors. They stand no taller than 1 foot and possess slender, graceful bodies adorned with intricate patterns reminiscent of nature's beauty. #### Behavior & Psychology Fairies are known for their mischievous nature and boundless curiosity. They are whimsical and playful, often flitting about in the forests and meadows, exploring the wonders of the natural world. Despite their small size, fairies possess a fierce sense of loyalty to their kin and are fiercely protective of their homes and allies. #### Biological Traits - **Height:** Up to 1 foot - **Weight:** Very light, typically less than 1 lb #### Biological Cycle Infancy - Adolescence - Adulthood - Elder #### Body Tint, Coloring, and Markings Fairies come in a variety of vibrant colors, reflecting the flora and fauna of their natural habitats. Their delicate wings can display intricate patterns and hues, ranging from soft pastels to vivid jewel tones. #### Ecology and Habitat Fairies are creatures of the wilderness, dwelling in lush forests, enchanted groves, and sun-dappled meadows. They have an affinity for natural beauty and are often found amidst the flora and fauna, frolicking amidst the flowers and singing songs of joy. #### Growth Rate & Stages of Development Fairies mature at a relatively steady rate, reaching adulthood after a few decades. However, they retain their youthful appearance and boundless energy throughout their long lives, remaining eternally youthful and sprightly. #### Geographic Distribution Fairies can be found in verdant landscapes across the world, from ancient forests to secluded glens and hidden valleys. They are elusive creatures, often flitting between realms and rarely seen by mortals. #### Distinguishing Characteristics Fairies are known for their ethereal beauty and graceful movements. They have delicate features, pointed ears, and luminous eyes that seem to sparkle with mischief. Their wings are their most distinctive feature, shimmering with iridescent colors and allowing them to soar through the skies with unparalleled grace and agility. {{imageMaskEdge1,--offset:5%,--rotation:-90,mix-blend-mode:multiply ![](https://cdn.midjourney.com/4aded217-f396-4a82-a238-40e5630239e8/0_3.png){bottom:0%,right:-5%,width:60%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Giant *Humanoid, Giantkin* #### Health 20 #### Senses: Basic #### Languages: Common, Giant #### Mastery Natural Armor }} #### Giant Weapons Your weapons gain an additional weapon damage dice. All weapon costs are doubled. Unarmed Attacks 1d6 + Strength *Bludgeoning Damage*. #### Giant Stature Your imposing presence grants you advantage on Intimidation checks. You gain advantage on saving-throws against *Frightened*. #### Giant's Might You gain advantage in Strength saving-throws. ## Subraces #### **Hill Giant** **Massive Endurance** When you take damage, you can spend a Bonus Action as a reaction to reduce the damage by an amount equal to your vitality (Minimum of 1). : #### **Frost Giant** **Frost Resistance** You have resistance to cold damage. : #### **Stone Giant** **Stone's Resilience** You have advantage on saving throws against being petrified. : #### **Storm Giant** **Thunderous Roar** You can spend an Action to unleash your *Thunderous Roar* that can be heard up to 300 feet away. All targets in range within 30 feet of you must make a Vitality saving throw , DC 8 + your Vitality + your Intimidation Mastery, or be Stunned until the end of your next turn. Once you use this feature, you can't use it again until you a rest. \column {{imageMaskEdge8,--offset:3%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/z8NZDHd/mountain-giant-male-test.png){bottom:-3%,right:0%,width:60%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Giant Details #### Anatomy Giants are towering humanoids with muscular frames and immense strength. They typically stand between 10 and 15 feet tall, with broad shoulders, thick limbs, and massive hands capable of crushing boulders and tearing trees from the ground. Giants have rugged features, with weather-beaten skin, prominent brows, and deep-set eyes that reflect their formidable nature. They often wear simple clothing or armor made from animal hides, furs, or metal plates, depending on their cultural traditions and environmental adaptations. #### Biological Traits Height: 10 to 15 feet Weight: 1,000 to 2,000 pounds #### Settlement Type: Nomadic / Established Giants are often nomadic people who roam the wilderness in search of food, territory, and resources, often establishing temporary campsites and hunting grounds in the wilderness, often near fertile plains, lush forests, or abundant game. Giants are skilled hunters, fishermen, and foragers, capable of surviving in many environments and adapting to changing conditions. At times they have even been seen constructing large strongholds but few go through the troubles and dangers of venturing near them. #### Geographic Distribution Giants can be found in remote wilderness areas, ranging from icy tundras and snow-capped mountains to dense forests and open plains. They are apex predators and territorial creatures, fiercely defending their hunting grounds and ancestral territories from rival clans and intruders. Giants are solitary hunters by nature, but they may form temporary alliances or pack bonds with other creatures, such as wolves, bears, or dire animals, to increase their hunting success and ensure their survival in the harsh wilderness. #### Cultural Practices Giant culture is steeped in tradition, with a deep reverence for nature, ancestry, and the spirits of the land. Giants worship elemental deities and nature spirits, offering prayers, sacrifices, and rituals to honor the forces of creation and destruction. They are skilled craftsmen and artisans, creating tools, weapons, and works of art from natural materials such as bone, stone, and wood. Giants value strength, courage, and resilience above all else, admiring those who demonstrate prowess in battle and skill in hunting. #### Values Giants value freedom, independence, and self-reliance above all else, cherishing their autonomy and sovereignty in the wild. They are fiercely protective of their territory and resources, defending them with unmatched ferocity and determination. Giants have a deep respect for the natural world and its inhabitants, viewing themselves as guardians of the wilderness and stewards of the earth. \column {{imageMaskCorner25,--offsetX:54%,--offsetY:-17%,--rotation:0,mix-blend-mode:multiply ![](https://cdn.midjourney.com/6e67180e-0f93-41bf-9693-96bd1f0375db/0_3.webp){bottom:0%,right:0%,width:60%,height:89%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Gnome *Humanoid, Gnome* #### Health 5 #### Speed Land Speed: 25 ft. #### Senses Darkvision 60 ft. #### Languages Common Gnomish #### Mastery Evasion Crafting }} #### Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns. #### Gnomish Cunning You have advantage on all Mind, Spirit, and Charm saving throws against magic. #### Artificer's Lore Whenever you make an Mind (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. \column ### Subraces **Forest Gnome** #### Natural Illusionist You know the Minor Illusion cantrip. Mind is your spellcasting ability for it. **Rock Gnome** #### Tinkerer You gain +2 in Crafting. **Deep Gnome** #### Superior Darkvision Your darkvision has a radius of 120 feet. **Rock Gnome** #### Svirfneblin Magic You know the *Nondetection* spell. Mind is your spellcasting ability for it. {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:multiply ![](https://i.ibb.co/vXp7Xby/gnome-male-2-test.png){bottom:2%,right:4%,width:40%,height:67%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ## Gnome Details #### Anatomy Gnomes are small, standing between 3 and 4 feet tall on average. They have slender builds and delicate features, with pointed ears and bright, expressive eyes. Their skin tones vary widely, from pale to ruddy, and their hair can be any color of the rainbow, often styled in intricate braids or adorned with beads and baubles. Gnomes typically dress in colorful clothing adorned with elaborate patterns, reflecting their vibrant personalities and love of creativity. #### Biological Traits Height: 3 to 4 feet Weight: 40 to 45 pounds #### Main Settlement Type: Underground Cities Gnomes are skilled miners and craftsmen, known for their intricate underground cities carved into the depths of mountains or hidden beneath the earth. These subterranean communities feature winding tunnels, cozy burrows, and elaborate workshops where gnomes pursue their passions for invention, alchemy, and magic. Despite their preference for underground living, gnomes are also adept at blending into surface societies, often establishing bustling trading outposts and vibrant marketplaces in forest glades, rocky crags, and other hidden corners of the world. #### Geographic Distribution Gnomes can be found in a variety of environments, from lush forests and rolling hills to rugged mountains and deep caverns. They are adaptable creatures with a knack for thriving in almost any setting, using their ingenuity and resourcefulness to overcome challenges and build thriving communities. While gnomes tend to favor underground habitats, they can be encountered in both rural and urban areas, where they contribute their unique skills and talents to the wider world. #### Cultural Traditions Gnomish culture is rich and diverse, encompassing a wide range of interests and pursuits. Gnomes are natural-born tinkerers and inventors, constantly tinkering with gadgets, contraptions, and magical devices to improve their lives and expand their knowledge. They have a deep respect for nature and the natural world, often forming close bonds with animals and spirits of the land. Gnomes are also known for their love of storytelling, music, and celebration, with festivals and gatherings playing an important role in their social and cultural life. #### Values Gnomes place great value on creativity, curiosity, and ingenuity, viewing the world as a playground of endless possibilities and opportunities for exploration. They embrace change and innovation, always seeking new ways to push the boundaries of what is possible and challenge the status quo. Despite their small stature, gnomes possess boundless energy and enthusiasm, approaching every task with enthusiasm and a sense of wonder that inspires those around them. : \column {{imageMaskCorner25,--offsetX:51%,--offsetY:4%,--rotation:0,mix-blend-mode:multiply ![](https://i.ibb.co/whQ2cMq/Upper-Class-Gnomish-Settlement-test.png){bottom:2.85%,right:-1%,width:51%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Racial Abilities #### Nimble Escape Goblins only spend a Bonus Action to "Hide" on each of their turns. #### Tribal Tactics When Goblins are within 5 feet of an ally, they gain a +2 bonus to attack rolls. #### Goblin Resilience Goblins have advantage against being *Charmed or Frightened*. ## Subraces ### Cave Goblins **Appearance:** Slender, Pale Skinned, White Hair or Bald : **Stalwart Resilience:** Cave Goblins gain *Poison Damage* Resistance. ### Forest Goblins **Appearance:** Slender, Olive Skinned, Brown or Black Hair : **Natural Camouflage**: Forest Goblins can attempt to hide even when they are only lightly obscured by foliage, mist, and other natural phenomena. : **Sylvan Tongue**: Forest Goblins gain the *Beast Speech* Language, allowing them to communicate with animals. ### Swamp Goblins **Appearance:** Slender, Evergreen Skinned, Brown or Black Hair : **Muck Dwellers**: Swamp Goblins have Advantage against *Diseases*. : **Toxic Resistance:** Swamp Goblins gain *Poison Damage* Resistance. : ### Mountain Goblins **High Altitude Adaptation:** Mountain Goblins Advantage on *Endurance* . : **Rock Climbers:** Mountain Goblins gain mastery in the Athletics skill and have a Climbing Speed equal to their Land Speed. : **Avalanche Awareness:** Mountain Goblins have Advantage on Agility saving throws to avoid falling rocks and debris in mountainous areas. \column {{note ## Goblin *Humanoid, Goblin* #### Health 5 #### Speed Land Speed: 30 ft. #### Senses Adaptive Vision 60ft #### Languages Common Goblin }} {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:multiply ![](https://i.ibb.co/6Xf5w5m/goblin-male-test-1.png){bottom:0%,right:0%,width:45%,height:72%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Goblin Details #### Anatomy Goblins are small, typically standing between 3 and 4 feet tall. They have wiry builds, with lean muscles and sharp features. Their skin tones range from shades of green to yellow and brown, often mottled or covered in patches of rough scales. Goblins have large, pointed ears and narrow, beady eyes that gleam with mischief and cunning. They are known for their sharp teeth and claws, which they use both for hunting and self-defense. Despite their diminutive size, goblins are surprisingly agile and quick, capable of moving with remarkable speed and stealth. #### Biological Traits Height: 3 to 4 feet Weight: 40 to 60 pounds #### Main Settlement Type: Tribal Encampments Goblins are tribal creatures, typically living in makeshift encampments hidden deep within forests, swamps, or mountain valleys. These settlements are often little more than collections of crude huts and shelters, constructed from scavenged materials and hidden from prying eyes. Goblins are expert scavengers and hunters, using their cunning and resourcefulness to survive in the wilderness. While they are capable of living in larger communities, goblins tend to prefer the close-knit bonds of their own tribes, where they can rely on each other for protection and support. #### Geographic Distribution Goblins can be found in almost any environment, from dense jungles and mist-shrouded marshes to barren deserts and frozen tundras. They are highly adaptable creatures, capable of thriving in harsh and unforgiving conditions where other races would struggle to survive. Goblins are skilled climbers and swimmers, able to navigate even the most treacherous terrain with ease. While they are often viewed with suspicion and fear by other races, goblins are resourceful allies and dangerous foes, with a talent for ambushes and guerrilla tactics. #### Cultural Traditions Goblin culture is steeped in tradition and superstition, with a strong emphasis on tribal loyalty and survival of the fittest. Goblins value strength and cunning above all else, respecting those who can outwit their enemies and outmaneuver their rivals. They have a deep reverence for nature and the spirits of the wild, often incorporating rituals and offerings into their daily lives to appease the spirits and ensure their continued protection. Goblins are also skilled craftsmen and artisans, known for their intricate carvings, bone jewelry, and primitive weapons. #### Values Goblins value cunning, adaptability, and resourcefulness, viewing life as a constant struggle for survival in a world full of dangers and challenges. They are fiercely loyal to their tribes and clans, willing to fight to the death to protect their kin and territory. Despite their reputation as ruthless raiders and scavengers, goblins are not inherently evil; they simply prioritize their own survival above all else and will do whatever it takes to ensure the continued prosperity of their tribe. \column {{imageMaskCorner25,--offsetX:51%,--offsetY:4%,--rotation:0,mix-blend-mode:multiply ![](https://i.ibb.co/whQ2cMq/Upper-Class-Gnomish-Settlement-test.png){bottom:2.85%,right:-1%,width:51%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page #### Traits - **Versatile:** Humans gain mastery in one skill of their choice from each of the Categories: Skills, Navigation,, Combat, Tools,. - **Expertise:** Humans an additional +2 in 1 of the skills they already have mastery in. - **Determined:** Humans have advantage on saving throws against being *Frightened*. - **Resilient:** Humans have a natural resilience to endure hardships and recover from adversity. When you take a short rest, you can choose to roll one additional Hit Die to regain hit points. : ## Human Details #### Physical Traits - **Height:** Varies widely, typically between 5 and 6.5 feet - **Weight:** Varies widely, depending on build and lifestyle #### Settlement Type Varies: Humans are adaptable and can be found in almost any type of settlement, from bustling cities to remote villages. #### Geographic Distribution Humans inhabit nearly every corner of the world, with diverse populations spread across continents and regions. #### Cultural Practices Human cultures vary greatly, with traditions, customs, and beliefs shaped by geographical, historical, and societal factors. Humans are known for their innovation, creativity, and ability to adapt to new environments and challenges. #### Values Human values encompass a wide range of ideals, including freedom, equality, justice, compassion, and ambition. Human societies are often characterized by a strong sense of individualism and a commitment to personal liberty and opportunity. #### Role in Society Humans play diverse roles in society, ranging from farmers and craftsmen to scholars, merchants, warriors, and rulers. Their adaptability and versatility make them well-suited for a wide range of professions and pursuits. #### Appearance Humans exhibit a wide variety of physical features, including different skin tones, hair colors, eye colors, and facial features. Their appearance is influenced by genetic factors as well as environmental and cultural influences. \column {{note ## Humans *Humanoid, Human* #### Health 10 #### Speed Land Speed: 30 ft. #### Languages Common and 1 Choice Language #### Mastery Choose 1 Mastery from each category }} {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:multiply ![](https://i.ibb.co/PcmLpv6/human-test-2.png){bottom:0%,right:5%,width:45%,height:70%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ![](https://i.ibb.co/Nn6hH0d/humans-settlement.png){position:absolute,bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} {{pageNumber,auto}} \page ### Racial Abilities : **Exoskeletal Resilience** Insecterids have a natural exoskeleton that provides them with increased durability. They have resistance to piercing damage. : **Antennae Communication** Insecterids can communicate telepathically with other members of their hive within 60 ft, allowing for swift and silent coordination. : **Swift Limbs** Insecterids gain Advantage in Agility Saving Throws. ### Subraces #### Beetleborn **Natural Armor:** Beetleborn have an even tougher exoskeleton than other Insecterids, granting them *Unarmored Defense* of 10 + VIT and you can use shields and retain your *Unarmored Defense*. #### Antborn **Swarm Tactics:** Antborn are adept at working together in groups. When within 5 feet of an ally, they gain a +2 to attack rolls and ability checks. #### Mantisborn **Predatory Strike:** Mantisborn have a natural proclivity to combat. They can choose to add their Agility to damage rolls with melee attacks. #### Hornetborn You gain a Fly Speed of 30 ft. : **Venomous Sting**: Hornetborn have a venomous stinger that they can use to make a melee attack. On a hit, the target must make a Vitality saving throw (DC 10 + the Insecterid's Vitality ) or be Poisoned for 1d4+Vitality *Poison Damage*. \column {{note ## Insecterid *Humanoid, Insecterid* #### Health 10 #### Speed Land Speed 40 ft #### Senses n/a #### Languages Common Hive Speak }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![](https://i.ibb.co/KbDPpZ0/insecterid-test.png){bottom:-1%,right:0%,width:40%,height:67%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Insecterid Details #### Anatomy The Insecterids are a race of humanoid beings with insect-like features, including segmented exoskeletons, compound eyes, and antennae. They come in various sizes and shapes, resembling different types of insects such as beetles, ants, or mantises. Despite their insectoid appearance, they possess human-like limbs and dexterous appendages, allowing them to manipulate tools and weapons with precision. #### Settlement Type: Hive Colonies Insecterids live in large hive colonies, constructed from organic materials such as hardened secretions and woven fibers. These hives are intricate structures with interconnected chambers and tunnels, serving as homes, nurseries, and defensive fortifications for the Insecterid community. Each hive is ruled by a queen, who lays eggs and directs the activities of her subjects with pheromones and telepathic signals. #### Geographic Distribution Insecterids are primarily found in regions with abundant flora and fauna, as they rely on these resources for sustenance and nesting materials. They thrive in temperate forests, grasslands, and jungles, where they can forage for food and establish their hives without interference from other races. Insecterid colonies are often hidden from view, concealed within dense vegetation or underground tunnels to protect against predators and invaders. #### Cultural Practices The culture of the Insecterids revolves around the collective welfare of the hive and the obedience to the queen's will. They are highly organized and efficient in their tasks, with each member fulfilling a specific role within the colony, such as workers, soldiers, or caretakers. Insecterids communicate through a combination of pheromones, body language, and telepathic signals, allowing them to coordinate their actions and respond to threats with precision and speed. #### Values Insecterids value unity, cooperation, and loyalty above all else, viewing the hive as the ultimate expression of community and purpose. They are fiercely protective of their queen and fellow hive members, willing to sacrifice their lives in defense of the colony. Insecterids have a deep respect for the natural world and the cycle of life and death, seeing themselves as integral parts of the ecosystem in which they reside. \column {{imageMaskEdge7,--offset:7%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/N2P233v/Enchanted-Forest.png){bottom:0%,right:-0.2%,width:50%,height:101%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Lightborn *Humanoid, Darkspawn* #### Health 10 #### Speed Land Speed: 30 ft #### Senses Sense Darkspawn 30 ft #### Languages Common Primordial #### Mastery Evasion Natural Weapon Mountai Navigation }} ### Radiant Form : #### Natural Weapon: Radiant Weapon You gain a weapon of your choice. It gains the following properties: - Instead appears as a black shadowy form of itself. - Deals its normal weapon damage as necrotic damage. - Allows you to cast *Shadow Step* a limited number of times per day equal to your *Mind* score. : #### Penalty: Encroachment* - Spending too much time in the dark is dangerous for you, and Necrotic damage is especially fatal. You gain *Vulnerability* to Necrotic damage, and the darkness deals 1d6 Necrotic damage to you for each round you spend in the dark. This effect is negated during the day and during dusk and dawn the damage is 1d4. : #### Light Resilience - You gain *Advantage* on saving throws against spells and effects that deal Radiant Damage or attempt to Charm or Frighten you. Additionally, you gain *Resistance* to Radiant Damage. ### Shape Shifted Form : - You can shape shift into a specific person that you know, this person must be a *Humanoid*. - You do not suffer the effects of *Immolate* while in this form. - You can change the specific person during a Long Rest. \column #### Radiant Lightborn **Sunburst** You can exert a burst of light towards each enemy within 30 ft causing them to make a Spirit Saving Throw (DC 8 + Spirit + Ability Mastery) or take 1d8 + Spirit be *Blinded*. #### Starborn Lightborn Use can cast *Guiding Light* a number of times equal to your Spirit per Long Rest. #### Dawnborn You can use your healing light to heal yourself or an ally you can touch equal to 1d8 + Spirit once per short rest. #### Lunar Lightborn Shadow Affinity You gain mastery in Stealth. {{imageMask25,mix-blend-mode:darken ![](https://i.ibb.co/ccrHb0V/lightborn-test.png){bottom:3%,right:2%,width:44%,height:68%,transform:scaleY(1),transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Lightborn Details ### Anatomy Lightborn are beings infused with light, displaying humanoid forms with luminescent markings. Their eyes shimmer like stars, with hair that mimics flowing light, symbolizing their connection to benevolence, healing, and protection. ### Main Settlement Type: Sanctuaries #### Settlements Lightborn live in areas rich with light or where they can oppose darkness, including: - **Enchanted Groves**: Nestled in ancient forests, bathed in sunlight and shielded by magic. - **Mountain Monasteries**: Perched on high peaks, serving as spiritual retreats. - **Cities of Light**: Urban havens glowing with eternal light, safe from darkness. ### Community Structure Their societies value harmony and equality, led by spiritually attuned individuals focusing on cooperation and protection against darkness. ### Religious Beliefs Worship revolves around light, creation, and purity, emphasizing hope, healing, and protection through ceremonies that honor celestial bodies and divine forces. ### Biological Traits - **Height**: 5 to 7 ft - **Weight**: 100 to 200 lbs, their bodies partially composed of light. ### Geographic Distribution - Found in **The Celestial Spheres**, enchanted forests, and mountain peaks, often guarding against darkness. \column {{imageMaskEdge4,--offset:6.25%,--rotation:270 ![](https://i.ibb.co/h8KHTdX/lightborn-mount.png){bottom:0%,right:-0.1%,width:50%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Orcs *Humanoid, Orc* #### Health 15 #### Speed Land Speed: 30 ft. #### Senses Adaptive Vision 60ft #### Languages Common, Gnomish #### Mastery Athletics Intimidation }} ### Subraces : #### Bloodbound **Bloodied Strikes** Gain advantage on attack rolls against enemies below half hit points. : **Hot Temper** Once per short rest, enter a frenzied state, gaining Blessed Health equal to their Vitality and Increasing their Damage by 1d6 for 1 minute. #### Ironhide **Iron Will** Gain mastery in Spirit saving throws. : **Iron Resilience** As a Reaction, Reduce damage taken by your Vitality + Level, a number of times equal to your Vitality per Long Rest. #### Shadow Touched **Shadow Blend** Gain advantage on Stealth Checks in dim light or darkness. : **Shadow Step** Once per short rest, teleport a short distance to an unoccupied space in dim light or darkness. #### Firebrand **Fiery Temper** Gain resistance to fire damage. : **Flameborn Fury** Once per short rest, imbue your weapon with fire damage depending on your level, additional *Fire Damage* on each successful hit for 1 minute, or until you are disarmed or knocked unconscious. | Level | Damage | |:------:|:-----:| | 2 | 1d4 | | 4 | 1d6 | | 6 | 1d8 | | 8 | 1d10 | | 10 | 1d12 | \column #### Ferocity When you take the Attack action you can use your Bonus Action as well to make a total of 2 attacks on your turn. #### Orkish Resilience Orcs gain advantage on poison saving throws and have Resistance to *Poison Damage.* #### Intimidation Orcs gain mastery in the Intimidation skill. Additionally, they have advantage on Charm (Intimidation) checks made during combat. {{imageMaskEdge8,--offset:-20%,--rotation:210,mix-blend-mode:darken ![](https://i.ibb.co/FwLWstj/Orc-male-test-4.png){bottom:2.5%,right:3.5%,width:45%,height765%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ## Orc Details ### Anatomy Orcs are robust humanoids known for their muscular builds, prominent tusks, and coarse, often greenish skin. They possess a rugged appearance, with broad shoulders, thick limbs, and a formidable stature that commands respect on the battlefield. ### Main Settlement Type: Tribal Orcs typically dwell in tribal communities scattered across rugged terrain such as mountains, forests, or desolate plains. Their settlements range from crude encampments to fortified strongholds, reflecting their nomadic lifestyle and fierce independence. ### Community Structure Orc society is hierarchical, with strong leaders and fierce warriors holding positions of authority. Tribal chieftains and warlords command respect through strength and martial prowess, while shamans and spiritual leaders guide their communities through connection with the spirits of nature and ancestors. ### Religious Beliefs Orcs revere primal spirits of nature, ancestors, and war. They offer sacrifices and conduct rituals to appease these spirits, seeking their favor in battle, hunt, and daily life. Orcish religion emphasizes strength, endurance, and the survival of the tribe above all else. ### Biological Traits - Height: 6 to 7 feet - Weight: 200 to 300 pounds ### Geographic Distribution Orcs are often found in rugged, inhospitable regions, such as mountain ranges, dense forests, or harsh deserts. They thrive in environments where their physical prowess and resilience offer an advantage, carving out territories and battling rivals for dominance. ### Values Orcs value strength, courage, and loyalty to the tribe above all else. They prioritize survival and the prosperity of their kin, willing to endure great hardship and make sacrifices to ensure the tribe's success. Honor and respect are earned through deeds of valor and loyalty to the tribe. \column {{imageMaskEdge6,--offset:6.5%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/tYCLkhY/tribal-hut.png){right:-5%,height:90%} }} {{pageNumber,auto}} \page #### Photosynthesis Plantfolk can harness sunlight to nourish themselves, gaining sustenance and energy from exposure to sunlight. During periods of bright sunlight, they regain hit points equal to their Vitality at the start of each of their turns if they have at least 1 hit point. #### Natural Camouflage Plantfolk have the ability to blend in seamlessly with their surroundings, granting them Advantage on Stealth checks made to hide in natural terrain such as forests, jungles, or dense foliage. #### Rooted Resilience Plantfolk have a strong connection to the earth, granting them resistance to poison damage and advantage on saving throws against being poisoned. #### Floral Regeneration Plantfolk have the ability to regenerate and repair themselves over time. During a short rest, they can spend Hit Dice to regain hit points as if they had completed a long rest. Additionally, they have advantage on saving throws against diseases. ### Subraces #### Oakheart **Natural Armor:** You have tough, bark-like skin that provides natural armor, granting you an AC of 10 + your Agility when you aren't wearing armor. #### Vineborn **Entangling Vines:** You can use your action to magically summon vines that entangle a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be restrained by the vines until the spell ends, which lasts for 1 minute. The restrained target can use its action to make a Strength check against your spell save DC, ending the effect on itself on a success. #### Bloomkin **Blossoming Healing:** You gain mastery in the Medicine skill. Additionally, you can cast the *Goodberry* spell once per day without requiring material components. Spirit is your spellcasting ability for this spell. #### Thornroot **Thorned Defense:** When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause the attacker to take piercing damage equal to your Vitality (minimum of 1). This damage represents the sharp thorns that protrude from your body. \column {{note ## Plantfolk *Humanoid, Plantfolk* #### Health 10 #### Speed Land Speed: 25 ft. #### Senses n/a #### Languages Common Druidic }} {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/c2264sh/plantfolk.png){bottom:2.5%,right:0%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Plantfolk Details ### Anatomy Plantfolk are humanoid beings with bodies composed primarily of plant matter. Their appearance can vary widely depending on their specific plant species, but common features include woody limbs, leafy foliage, and vibrant flowers or fruits. Plantfolk often blend in seamlessly with natural environments, resembling walking flora. ### Biological Traits - **Life Span**: Varies by species; some Plantfolk are long-lived while others have shorter lifespans. - **Height**: Typically between 5 and 7 feet tall. - **Weight**: Varies depending on composition, but generally lighter than humanoid races due to their plant-based bodies. ### Settlement Type: Arboreal Villages Plantfolk communities are often located in dense forests or jungles, where they build arboreal villages among the trees. These villages are constructed from living plants and organic materials, seamlessly integrated into the natural environment. Bridges and platforms connect the dwellings, allowing Plantfolk to move freely among the canopy. ### Geographic Distribution Plantfolk are most commonly found in lush, verdant regions such as forests, jungles, and swamps. They have a deep affinity for nature and are often attuned to the rhythms of the natural world. Some Plantfolk may also inhabit magical groves or hidden sanctuaries where they commune with the spirits of the land. ### Cultural Practices Plantfolk culture is deeply rooted in nature, with a reverence for the cycle of life and the interconnectedness of all living things. They worship nature spirits and elemental deities, honoring the forces of growth, decay, and renewal. Plantfolk communities often practice sustainable agriculture and herbalism, harnessing the power of plants for healing and nourishment. ### Values Plantfolk value harmony, balance, and symbiosis with the natural world. They seek to live in harmony with their environment, tending to the land and protecting it from harm. Plantfolk are typically peaceful beings, but they will fiercely defend their homes and the natural world from those who seek to exploit or destroy it. \column {{imageMaskEdge7,--offset:7%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/N2P233v/Enchanted-Forest.png){bottom:0%,right:-0.2%,width:50%,height:101%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Reptilians *Humanoid, Reptilian* #### Health 15 #### Speed Movement Speed: 30 ft #### Languages Common, Beast Speech }} #### Crocodilians **Bite:** AP Cost: 2 Melee Attack: STR + Melee Mastery Damage: 1d6 + STR as *Piercing Damage*. : **Death roll**: After biting a target, you can spend 1 Stamina to initiate a contested grappling check. If successful, the target is *Restrained*, and takes 1d6 + STR piercing damage initially, and remains grappled, allowing normal movement. : **On your turn** At the start of each of your turns you inflict 1d6 + STR *Bludgeoning Damage* to the target, you cannot willingly release the target, if you are *Incapacitated* or the target succeeds the contest, the *Death Roll* ends. : **Swamp Dweller**: You can hold your breath for up to 15 minutes underwater. Additionally, you have ADV on Stealth Checks while submerged in *Murky Water*. #### Dragonkin **Natural Armor**: Your scales provide natural armor that scales with your level. : **Fire Breath**: You can exhale a blast of fire as an action. The fire blast is a 15-foot cone. Each creature in that area must make a Agility saving throw (DC 8 + your Vitality + your Ability Mastery), taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Once per rest. #### Lizardfolk **Adhesive Grip**: You can cling to walls and ceilings, allowing you to move along vertical surfaces without falling. You don't need to make ability checks to climb normal surfaces. \column #### Serpentkin **Venomous Bite**: Your Fangs come in at 2nd level, allowing your Bite to deal 1d4 Piercing Damage and your *Poison Damage* increases every 2 levels after. ##### Venomous Bite | Level | Damage | |:------:|:-----:| | 2 | 1d4 | | 4 | 1d6 | | 6 | 1d8 | | 8 | 1d10 | | 10 | 1d12 | : **Poison Resistance**: You have Advantage on saving throws against poison, and you have Resistance to *Poison Damage*. #### Turtlefolk **Natural Armor**: Your shell acts as Natural Armor, granting you a base armor equal to STR + VIT + Armor Mastery. : **Shell Defense**: As a reaction to an attack being made against you , you can withdraw into your shell before you know the outcome of the roll, gaining resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You regain the ability to use this trait whenever you finish a short rest or better. ### Racial Features : #### Cold-Blooded You have resistance to cold damage. #### Savage Striker When you score a critical hit with a melee attack, you gain advantage on the damage of the roll. #### Ancient Heritage You have advantage on saving throws against being charmed or frightened. {{pageNumber,auto}} \page ## Reptilian Details ### Anatomy Reptilians are humanoid beings with scales covering their bodies, resembling various reptiles found in nature. They typically have elongated faces, sharp teeth, and slit-like pupils, giving them a predatory appearance. Their scales come in a variety of colors and patterns, ranging from earthy browns and greens to vibrant reds and blues. ### Biological Traits - **Height**: 6 to 7 feet - **Weight**: 150 to 250 pounds ### Settlement Type: Varied Reptilians can be found in a wide range of habitats, from dense jungles and swamps to arid deserts and rocky cliffs. They often build their settlements in locations that provide ample opportunities for hunting and basking in the sun, such as near bodies of water or within dense vegetation. ### Geographic Distribution Reptilians are most commonly found in warm climates, where their cold-blooded nature allows them to thrive. They can be encountered in tropical rainforests, savannas, marshlands, and coastal regions, as well as in underground caverns and volcanic landscapes. ### Cultural Practices Reptilian culture values strength, cunning, and survival instincts. They have a strong sense of community and loyalty to their kin, often forming tight-knit clans or tribes led by powerful chieftains or shamans. Reptilians are skilled hunters and warriors, using their natural agility and stealth to outmaneuver their prey and enemies alike. ### Values Reptilians place great importance on honor, respect, and tradition. They adhere to a strict code of conduct that emphasizes loyalty to one's clan, bravery in battle, and reverence for the natural world. They believe in the balance of nature and the cycles of life and death, viewing themselves as guardians of the land and its inhabitants. \column {{imageMaskEdge7,--offset:7%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/jybHgD1/marsh.png){bottom:0%,right:-0.2%,width:50%,height:100%,transform:scaleX(1)} }} {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode: ![](https://i.ibb.co/D1KVPBt/reptilian2.png){bottom:3%,right:2%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Satyr *Humanoid, Fae* #### Health 15 #### Speed Movement Speed: 30 ft #### Senses Arcane Sense 30 ft #### Languages Common Other #### Mastery *Arcane* *Bulwark* }} #### Plains Centaur **Fleet of Hoof:** As a plains centaur, you are naturally swift and agile. You gain advantage on Dexterity saving throws against effects that would restrain or slow you, and your movement is unaffected by nonmagical difficult terrain. #### Mountain Centaur **Stalwart Frame:** Your powerful physique grants you advantage on Strength (Athletics) checks, and you can carry, push, drag, and lift twice the normal weight. #### Woodland Centaur **Natural Camouflage:** You are adept at blending into forest environments. You have proficiency in Stealth and can attempt to hide when lightly obscured by foliage, mist, or natural terrain. #### War Centaur **Battle Charger:** Your training in warfare allows you to trample foes. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. \column ### Racial Features #### Quadrupedal Build Due to your centaur body, you count as one size larger for carrying capacity and the weight you can push, drag, or lift. #### Hooves Your hooves are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength. #### Endurance Centaurs are known for their Stamina and Resilience. You have advantage on saving throws against exhaustion and can travel for twice as long before needing to take a rest. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Satyr](https://cdn.midjourney.com/92cb21be-d4ee-4e53-87d1-43cfa176d6d9/0_0.png){bottom:2.25%,right:2%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Centaur Details : ### Anatomy Centaurs are majestic and powerful beings with the upper torso of a humanoid and the lower body of a horse. They stand between 6 and 7 feet tall at the humanoid torso and can reach lengths of up to 9 feet from head to tail. Their strong, muscular equine legs grant them incredible speed and endurance, making them formidable travelers and warriors alike. Centaurs possess keen eyesight, strong builds, and a deep connection to the natural world. ### Biological Traits **Height**: 6 to 7 feet (torso), 9 to 10 feet (total length) **Weight**: 900 to 1,500 pounds ### Settlement Type: Nomadic Tribe Centaurs primarily live in roaming tribes, traveling across vast landscapes such as open plains, dense forests, and rolling hills. They establish temporary encampments where they can rest, trade, and perform rituals. While most centaurs prefer a nomadic lifestyle, some settle in established communities, often integrating with druids or other nature-focused societies. ### Geographic Distribution Centaurs are most commonly found in large open plains, dense woodlands, and mountainous valleys where they can roam freely. Their tribes often migrate with the seasons, following herds of game or seeking the best grazing lands. They avoid dense urban areas, preferring the vast, open wilderness where they can live in harmony with nature. ### Cultural Practices Centaur culture revolves around deep respect for nature, ancestral traditions, and tribal unity. They worship nature spirits and celestial bodies, performing elaborate rituals under the stars to honor their gods. Centaurs are skilled hunters, archers, and healers, using their knowledge of the land to thrive. Storytelling, music, and dance play an essential role in their communities, preserving history and strengthening social bonds. ### Values Centaurs cherish freedom, honor, and loyalty above all else. They are fiercely protective of their kin and territory, willing to fight to defend their way of life. While they can be wary of outsiders, centaurs respect those who prove themselves honorable and strong. They view themselves as guardians of the land, ensuring the balance between civilization and the natural world remains intact. \column {{imageMaskEdge7,--offset:7.5%,--rotation:270,mix-blend-mode:darken ![](https://cdn.midjourney.com/ee852d1c-e5fd-4426-bbf2-1b2df07e583c/0_0.png){bottom:-0%,right:-0.1%,width:50%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Racial Abilities #### Nimble Step Smallfolk are naturally nimble and quick-footed. They can move through the space of any creature that is a size larger than theirs. #### Keen Senses Smallfolk have keen senses, especially when it comes to noticing danger. They have advantage on Awareness Checks checks made to detect hidden or obscured creatures or objects. #### Halfling Luck Smallfolk are known for their luck and resilience. When they roll a natural 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll. #### Friend of the Fields Smallfolk have a deep connection to the land and its creatures. They have proficiency in the Animal Handling skill and can communicate simple ideas with Small or Tiny beasts. ### Subraces of Smallfolk #### Meadowlings **Fleet of Foot**: Meadowlings are swift and agile. Their land speed increases by 5 feet. : **Nature's Whisper**: Meadowlings have advantage on Influence checks made to interact with Small or smaller beasts. #### Hillfolk **Hillfolk Resilience**: Hillfolk have advantage on saving throws against poison and resistance against poison damage. : **Stubborn Tenacity**: When Hillfolk are reduced to 0 hit points but not killed outright, they can choose to drop to 1 hit point instead. They can't use this feature again until they finish a long rest. #### Riverlings **Natural Diplomats**: Riverlings have mastery in the Influence skill. : **Water Affinity**: Riverlings have advantage on saving throws against effects that would move them involuntarily, such as being pushed or pulled. #### Forestfolk **Forest Camouflage**: Forestfolk can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. : **Forester Ingenuity**: Forestfolk have mastery with one artisan's tool of their choice. \column {{note ## Smallfolk *Humanoid, Smallfolk* #### Health 5 #### Speed Movement Speed: 25 ft. #### Senses No Additional #### Languages Common Small Talk }} {{imageMaskEdge3,--offset:-40%,--rotation:150,mix-blend-mode:multiply ![](https://i.ibb.co/jrgZ1vf/smallfolk.png){bottom:2.5%,right:-0.1%,width:42%,height:65%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Smallfolk Details ### Anatomy Smallfolk, also known as halflings or hobbits in some regions, are diminutive humanoid creatures known for their jovial nature, quick wit, and love of simple pleasures. They typically stand between 3 and 4 feet tall, with round faces, curly hair, and slightly pointed ears. Smallfolk have stout builds, with sturdy legs and broad feet suited for traversing the hills, forests, and meadows where they make their homes. They have nimble fingers and keen senses, allowing them to excel in tasks requiring agility. ### Settlement Type: Villages and Homesteads Smallfolk prefer to live in close-knit communities, often clustered in small villages or homesteads nestled amidst the rolling hills or fertile valleys of the countryside. These settlements are typically built around a central square or marketplace, with cozy cottages, barns, and workshops lining the winding streets. Smallfolk villages are known for their warm hospitality, colorful festivals, and bountiful harvests, reflecting the close bond shared by their inhabitants. ### Geographic Distribution Smallfolk can be found in rural areas across the land, from lush farmlands and verdant valleys to rugged hillsides and dense forests. They are skilled farmers, gardeners, and craftsmen, making their homes wherever the land is fertile and the community spirit thrives. Smallfolk often live in harmony with nature, tending to their crops, raising livestock, and enjoying the simple pleasures of rural life. ### Cultural Practices Smallfolk culture revolves around family, community, and tradition. They value hard work, honesty, and generosity, often gathering together for feasts, celebrations, and storytelling sessions. Smallfolk are known for their love of good food, hearty ale, and lively music, with many villages hosting regular gatherings where residents and visitors alike can join in the merriment. Smallfolk are also fiercely loyal to their kin and neighbors, standing together in times of need and adversity. ### Values Smallfolk value friendship, fellowship, and the bonds of kinship above all else. They believe in living life to the fullest, savoring each moment and embracing the joys of companionship and camaraderie. Smallfolk are known for their resilience in the face of hardship, their optimism in the darkest of times, and their unwavering commitment to their loved ones and their way of life. \column {{imageMaskEdge7,--offset:7%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/pRvf60p/smallfolk-village.png){bottom:0%,right:-5%,width:55%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{note ## Spiritwalker *Humanoid, Spiritwalker* #### Health 10 #### Speed Land Speed 30 ft #### Senses Otherworldly Sense 60 ft #### Languages Common #### Mastery }} #### Spirited Land You can Dash as a Bonus action in your *Homeland* Biome. #### True Form: Divine or Occult Changing to your true form can take its toll costing 1 Mana and lasts until you are knocked unconscious or decide to end it. : When you make your character, choose which form you gain. ##### Divine Form: - **Charming Aura:** You emanate a Charming Aura, causing any humanoid within 10 ft of you to make an Charm check against your aura (DC 8 + Spirit + Spell Mastery) or be *Charmed* and cannot take harmful actions toward you. ##### Occult Form: You take on your true form, becoming a terrifying prescence to everyone who can see you. - **Fearful Aura:** You emanate a Fearful Aura, causing anyone within 10 ft of you to make an Intimidation check against your aura (DC 8 + Spirit + Spell Mastery) or be *Frightened* moving at least 30 ft away from you. \column ### Base Forms **Divine Walker** Your skin tone is tinted blue, and you are bald. You are fluent in the Primordial Language. You gain a +2 in Willpower. : **Occult Walker** Your skin tone is tinted green, you are bald. You are fluent in the Primordial Language. You gain a +2 in Restoration. : {{imageMaskEdge3,--offset:-35%,--rotation:200,mix-blend-mode:multiply ![](https://i.ibb.co/P5PDtHv/Spirit-Walkers.png){bottom:2.5%,right:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page #### Anatomy Spiritwalkers are ethereal beings with a mystical presence that sets them apart from ordinary mortals. They often appear as humanoid figures, although their features may be translucent or shimmering with an otherworldly glow. Their forms may shift and change in response to their spiritual connections, taking on characteristics of animals, plants, or elemental forces. Spiritwalkers emanate a sense of tranquility and Spirit, with eyes that seem to hold the secrets of the universe and a presence that commands respect and reverence. #### Biological Traits Height: Varies, typically humanoid proportions Weight: Varies, often lighter than average due to their ethereal nature #### Settlement Type: Sacred Groves Spiritwalkers are drawn to places of power and spiritual significance, such as ancient groves, sacred mountains, and hidden sanctuaries. They establish sanctuaries and shrines within these natural spaces, creating harmonious environments where they can commune with the spirits and connect with the divine. Sacred groves serve as gathering places for spiritwalkers, offering refuge, healing, and spiritual renewal to those who seek solace in the wilderness. #### Geographic Distribution Spiritwalkers can be found in remote wilderness areas and sacred landscapes around the world. They are attuned to the rhythms of nature and the flow of spiritual energy, seeking out places of power where the veil between the physical and spiritual realms is thin. Spiritwalkers are guardians of these sacred sites, protecting them from desecration and exploitation by those who would seek to exploit their mystical energies for selfish gain. #### Cultural Practices Spiritwalkers follow ancient traditions and rituals that honor the spirits of the land, the elements, and the ancestors. They engage in ceremonies, meditations, and rites of passage that deepen their connection to the spiritual realm and strengthen their bonds with the natural world. Spiritwalkers may form sacred circles or councils to govern their communities and make decisions that affect the balance and harmony of the wilderness. #### Values Spiritwalkers uphold values of harmony, balance, and interconnectedness, recognizing the inherent worth and dignity of all beings. They strive to live in harmony with nature, respecting the cycles of life and death and honoring the Spirit of the spirits. Spiritwalkers are guided by a deep sense of purpose and duty, dedicating themselves to the preservation of the natural world and the well-being of all living creatures. \column {{imageMaskEdge8,--offset:5%,--rotation:270,mix-blend-mode:darken ![](https://cdn.midjourney.com/f94c10e8-65e9-43ce-994d-23f9109d7298/0_3.png){position:absolute,bottom:0%,right:0%,width:46%,height:100%,mix-blend-mode:darken} }} {{pageNumber,auto}} \page {{partCover}}} # PART 3 ## Class : ## Selection {{imageMaskEdge8,--offset:15cm,--rotation:180 ![Background image](https://cdn.midjourney.com/0721fb70-f20c-4f97-a97a-d46088fa64f7/0_0.png){position:absolute,bottom:-20%,right:-0.1%,width:101%,height:120%} }} \page {{note,width:110% # Alchemist ### Level 1 **+2 Maximum Health per level** ### Equipment ***Alchemical Set*** ***Adventuring Pack*** ### Potion Brewing Once per day you can make a number of tonics equal to your Mind stat, the tier of the tonic may be up to half of your level. ### Tonics & Clonics While some of your brews may focus on aiding your allies and enhancing their natural abilities some of your brews have more nefarious purposes, see *Clonics* listed under your crafting section. }} ### Level 2 #### Advancing Alchemist You gain a +2 with Alchemist’s Tools and can craft Rank 1 potions and alchemical items. Crafting costs are reduced by 25%. You can identify unknown potions by taste without consuming them. ### Level 4 #### Poisoncraft You can craft poisons and antidotes of Rank 1 and Rank 2. Applying poison to a weapon no longer takes a bonus action, and your poisons last for an additional attack before being consumed. ### Level 6 #### Refined Formulas You can craft Rank 3 potions and alchemical items. Your healing potions restore an additional +5 Health , and your Poisons deal +2 extra damage per round. ### Level 8 #### Quick Brew You can craft alchemical items (potions, poisons, explosives) in half the normal time. You may also create 1 unstable potion per long rest, which has unpredictable but powerful effects. ### Level 10 #### Master Alchemist You can craft Rank 4 and 5 potions and alchemical items. Healing potions now restore an additional +10 HP. Poisons ignore resistance, and antidotes now remove all poison effects instantly. {{imageMaskEdge3,--offset:0%,--rotation:270,mix-blend-mode:darken ![](https://cdn.midjourney.com/666bf934-cdaa-48b3-80b5-cd309a81701c/0_2.png){bottom:5%,right:2.5%,height:90%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Alchemist Crafts {{note,wide,width:100% | Rank | Potion Name | Ingredients | Cost | Effect | |-------------|-------------------------|-------------|-------------|--------------------| | **Unranked** | Basic Acid Vial | Alchemical Solvent, Sulfur, Water | 10 SC | Deals 1d6 acid damage on hit. Corrodes materials. | | | Basic Alchemical Fire | Alchemist’s Oil, Magnesium Powder | 15 SC | Burns on impact, dealing 1d4 fire damage per turn for 3 turns. | | | Basic Anti-Toxin | Purified Herbs, Bitterroot | 20 SC | Grants advantage on poison saving throws for 1 hour. | | | Burning Oil | Alchemist’s Oil, Resin, Flint | 5 SC | Creates a flammable slick that burns when ignited. | | | Basic Poison Potion | Nightshade Extract, Bitter Resin | 10 SC | Inflicts 1d4 poison damage per turn for 3 turns on ingestion. | | | Smoke Powder | Charcoal Dust, Niter, Sulfur | 8 SC | Creates a 10ft radius smoke cloud for 1 minute. | | | Pouch of Gunpowder | Charcoal, Sulfur, Saltpeter | 12 SC | Explosive when ignited, can be used for demolition. | | | Nailbomb | Gunpowder, Rusty Nails, Clay Casing | 20 SC | Deals 2d6 piercing damage in a 10ft radius on detonation. | | **1st Rank** | Healing Potion | Bloodroot, Honey, Holy Water | 30 SC | Restores 2d4+2 HP. | | | Potion of Spider Climb | Spider Silk, Cave Mushroom | 35 SC | Grants climbing speed equal to walking speed for 1 hour. | | | Potion of Animal Friendship | Druid’s Leaf, Soothing Balm | 40 SC | Allows communication with animals and improves reactions. | | | Potion of Firebreath | Dragon Pepper, Brimstone | 50 SC | Allows the user to exhale a 15ft cone of fire (3d6 damage) 3 times. | | **2nd Rank** | Potion of Clairvoyance | Scrying Crystal, Eyebright Herb | 75 SC | Grants 10 minutes of remote viewing at a location within 1 mile. | | | Potion of Courage | Lion’s Heart Root, Honeywine | 60 SC | Grants immunity to fear effects for 1 hour. | | | Potion of Mind Reading | Wisewort, Crushed Pearl | 85 SC | Grants telepathy and detects surface thoughts for 10 minutes. | | | Potion of Influence | Silver Tongue Root, Angelic Herb | 80 SC | Grants +2 to Charm-based skill checks for 1 hour. | | | Potion of Waterbreathing | Kelp Essence, Azure Lotus | 70 SC | Allows breathing underwater for 1 hour. | | **3rd Rank** | Potion of Growth | Giant’s Blood, Fermented Roots | 90 SC | Doubles the drinker's size, granting +2 Strength for 1 hour. | | | Greater Healing Potion | Elderflower, Holy Water, Bloodroot | 120 SC | Restores 4d4+4 HP. | | | Potion of Paralysis | Widow’s Kiss, Petrifying Spore | 100 SC | Paralyzes the target on failed CON save for 1 minute. | | | Resistance Potion | Elemental Dust, Protective Resin | 110 SC | Grants resistance to a chosen damage type for 1 hour. | | | Potion of Flight | Griffin Feather, Air Essence | 130 SC | Grants a flying speed equal to walking speed for 10 minutes. | | **4th Rank** | Superior Healing Potion | Phoenix Ash, Bloodroot, Holy Water | 250 SC | Restores 8d4+8 HP. | | | Invisibility Potion | Shade Blossom, Chameleon Extract | 300 SC | Grants invisibility for 1 hour or until attacking. | | **5th Rank** | Supreme Healing Potion | Dragon's Blood, Holy Water, Phoenix Feather | 500 SC | Restores 10d4+20 HP. | }} {{pageNumber,auto}} \page # Alchemist Feats ### Level 3 #### Explosive Expert Your bombs and alchemical explosives deal +1d6 extra damage and have +5 ft. blast radius. #### Toxicologist Your poisons are harder to resist, imposing a -2 penalty on saving throws. #### Efficient Brewer You craft potions and poisons in half the time and at 10% reduced cost. #### Reagent Scavenger You can attempt to find common potion/poison ingredients in the wild with a successful Survival check. #### Combat Alchemist You can apply poisons and drink potions as a bonus action. #### Lingering Toxins Poisons you apply to weapons last for twice as many hits. #### Mystic Infusions Your potions can now be imbued with minor magical effects, such as glowing, chilling, or warming the user. #### Field Medic You can use alchemical solutions to stabilize a dying ally as a bonus action. #### Experimental Flask Once per long rest, create an unstable potion with random beneficial or harmful effects. #### Alchemical Resilience Gain resistance to acid, poison, and fire damage. ![Basic Potions](https://cdn.midjourney.com/5b5897c6-d739-43c3-8456-a87f1a6dccae/0_0.png) {left:0%,bottom:0%,width:210%,mix-blend-mode:multiply} \column ### Level 5 #### Greater Bombs Your bombs deal +1d8 extra damage and can be thrown an additional 10 ft. #### Master of Venoms You can apply multiple poisons to a single weapon without them canceling out. #### Potion Efficiency Potions you drink have their effects last 50% longer. #### Elixir Specialist You can craft potions of Rank 2 for 20% less cost and 30% faster. #### Poisoner’s Intuition You can detect poisons in food, drink, or air automatically. #### Rapid Alchemy You may craft one additional potion per downtime period. #### Unstable Concoctions When throwing alchemical bombs, roll a d6 for additional unpredictable effects. #### Controlled Reactions You are immune to your own alchemical explosions and poisons. #### Corrosive Alchemy Acid-based potions and bombs deal +1d6 additional damage and can melt weak materials. #### Battlefield Chemist Once per long rest, you can instantly create a basic healing potion during combat. {{pageNumber,auto}} \page ### Level 7 #### Toxic Blood When hit by a melee attack, enemies must save or take poison damage. #### Grand Infusions You can mix two potion effects into one vial, combining their effects. #### Deadly Volatility If a bomb critically hits, it causes a secondary explosion for half damage. #### Expert Poisoner Your poisons now deal their effects twice as fast. #### Augmented Healing Healing potions you create restore +10 additional HP. #### Resilient Metabolism Gain advantage on saving throws against poison, disease, and exhaustion. #### Alchemist’s Reflexes You can throw a bomb or drink a potion as a reaction. #### Ghost Draught You can create potions that allow brief phasing through walls or invisibility (1 round). #### Pyrotechnician Your fire-based alchemical items cause lingering burns for extra damage. #### Instant Antidote Once per long rest, you can instantly cure any poison affecting you or an ally. ![Basic Potions](https://cdn.midjourney.com/5b5897c6-d739-43c3-8456-a87f1a6dccae/0_3.png) {left:0%,bottom:0%,width:210%,mix-blend-mode:multiply} \column ### Level 9 #### Master Brewer You can craft Rank 4 potions at 25% reduced cost. #### Perfected Poisons Your poisons ignore resistance and immunity. #### Enhanced Explosives Your bombs deal +2d6 extra damage and affect a wider radius. #### Mutagenic Alchemy You can create potions that temporarily enhance physical or mental abilities. #### Elemental Alchemy Your bombs can now deal acid, cold, lightning, or thunder damage instead of fire. #### Rapid Transmutation Once per short rest, you can transmute a common material into another (e.g., lead to silver). #### Alchemical Fortitude You are permanently immune to poison and acid damage. #### Legendary Concoctions Once per long rest, create a one-time-use legendary potion with powerful effects. #### Perfect Formulae Your crafted potions never expire or degrade over time. #### Transcendent Tonic Drinking your own potions grants double duration or effectiveness. {{pageNumber,auto}} \page {{note,width:110% # Barbarian ### Level 1 **+4 Maximum Health per level** ### Equipment ***Martial Weapon*** ***Adventuring Pack*** ### Primal Fury You enter a state of primal fury when you become *Bloodied*. : You gain Resistance to: *Non-magical **Bludeoning**, **Slashing**, & **Piercing** Damage*. : You gain a +5 to **Bulwark** and have Advantage on VIT saves. : While you are in this state of **Primal Fury** you deal additional damage equal to your Barbarian Level with *Melee Attacks*. }} ### Level 2 #### Frenzied Assault Expend a declared amount of Stamina to make that many additional melee weapon attacks on your turn. ### Level 4 #### Indomitable Might When you score a critical hit while in *Primal Fury*, you add twice your Strength to the attack. ### Level 6 #### Relentless Fury The first time you become *Very Bloodied*, restore health equal to twice your Vitality. ### Level 8 #### Brutal Strikes Your melee weapon attacks score a critical hit on a roll of 19 or 20. ### Level 10 #### Endless Rage When you become *Bloodied*, you automatically gain Primal Fury, you no longer have to spend stamina to enter rage. {{imageMaskEdge3,--offset:9%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/kBMsYSY/justinlewis-medieval-fantasy-barbarian-white-background-bb137e99-bb27-4df0-a57b-f9eb89aa8f1b.png){bottom:0%,right:-4%,width:60%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Stamina Fueled Abilities : {{underline,width:50% ### Stamina Cost: 1 }} #### Crimson Strike *Weapon-Enhancement* : Deal 8 *Slashing Damage* to yourself in order for your next attack to deal an additional 8 *Fire Damage*. #### Feral Leap *Self-Enhancement* : Enhances your jump to cover the full distance or height of your movement speed. #### Rampage *Self-Enhancement* : Grants you +10 *Speed* and the ability to move through occupied spaces, when you move through their space make a *Topple Check*, if you succeed they are *Toppled*. {{underline,width:50% ### Stamina Cost: 2 }} #### Brutal Throw *Ranged Attack* : You Hurl an object at a target as a ranged-attack using Strength, dealing 1d6 + STR as *Bludgeoning Damage*, If the target is Smaller than you, make a *Topple Check*, the target takes 2d6 *Bludgeoning Damage* if they are struck. #### Savage Roar *Area of Effect 30 ft* : Releases a loud roar that intimidates enemies, make an *Intimidation Check* (Strength) on all enemies within 30 ft of you against their *Instinct* (Spirit). If you succeed they become *Frightened* of you. {{underline,width:50% ### Stamina Cost: 3 }} #### Boulder Toss *Ranged Attack* : You hurl a boulder that is up to 5ft on all sides that you can see, make a ranged-attack using Strength, upon hitting a target it deals damage 2d10 + STR as *Bludgeoning Damage*. #### Earthquake Stomp *Area of Effect 15 ft* : Causes the ground to shake violently, causing everyone close to you to make an Agility Saving Throw or be knocked prone. \column : {{underline,width:50% ### Stamina Cost: 4 }} ### Rampant Charge *Movement Attack* : Charges forward with unstoppable force, knocking aside enemies in the path and dealing damage to those struck. : #### Searing Fury *Self-Enhancement* : Ignites the barbarian's body in flames, causing damage to enemies in melee range and setting them on fire. : #### Thunderous Clap *Area of Effect* : Creates a shockwave of sound that damages and pushes back enemies in a radius around the barbarian. {{underline,width:50% ### Stamina Cost: 5 }} #### Blood Magic *Self-Enhancement* : You tap into the primal energy coursing through your veins, using it to fuel your rage. When you enter a rage, you can choose to expend 1 additional stamina to cast a blood magic spell. #### Cyclone Strike *Area of Effect* : Spins rapidly, creating a whirlwind of force that damages and pulls enemies toward the barbarian. #### Howl of the Wild *Summon* : Summons a pack of spectral beasts to aid the barbarian in combat, attacking enemies within range. #### Unyielding Endurance *Self-Enhancement* : Temporarily boosts the barbarian's vitality, granting resistance to all damage types for a short duration. {{pageNumber,auto}} \page # Barbaric Feats : ### Level 3 #### Ambush Tactics You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. #### Battle Cry At the start of combat, you unleash your Battle Cry, each ally that is close to you and that can hear you, gains 1d6 to their next attack and damage rolls. #### Climber You gain ADV on Climbing Attempts. #### Hunter's Instinct You gain advantage on Spirit checks to track creatures, and you can use your action to discern a creature's health and any damage immunities, resistances, and vulnerabilities it has. #### Natural Connection You gain the ability to speak with plants and animals, and you can read the magical properties of plants and learn their uses. #### Primal Instinct You gain advantage on initiative rolls. #### Primal Magic You learn two Mundane Spells of your choice from the Druid spell list. In addition, you can cast one 1st Rank spell from the Druid spell list once without the use of mana. You regain the ability to do so when you finish a short rest. #### Resilient Rage While you're raging, you have advantage on saving throws against being *Frightened or Charmed*. #### Tough You gain 1 additional hit point per level. #### Unwaivering Assault When you attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks using Strength during this turn, but attack rolls against you have advantage until your next turn. \column : ### Level 5 #### Adamantine Will You can use your action to end one condition on yourself. #### Ambush Predator You can use your action to make one weapon attack against any creature that hasn't taken a turn in the combat yet. If the attack hits, it is a critical hit. #### Agile Footwork Your Land Speed increases by 5 ft. #### Evasive Maneuvers When you are subjected to an effect that allows you to make a Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Heart of Passion You have Advantage on Spirit saving throws, and you can use your Spirit instead of your Strength or Agility for attack and damage rolls with melee weapon attacks. #### Keen Senses You can't be surprised. #### Mighty Aura While Raging, allies that are close to you gain bonus damage on their attacks equal to your Charm. #### Primal Hunter You gain proficiency in Spirit saving throws, and you can use your Spirit instead of your Strength or Agility for attack and damage rolls with ranged weapon attacks. #### Stubborn Resolve You can't be stunned while you're raging. #### War Cry Your Battle Cry can now also instill fear into your enemies, all enemies within 30 feet of you, that can hear you, must also succeed on a Charm saving throw (DC equal to 8 + Charm + Ability Mastery) or be *Frightened* of you until the end of their turn. At the same time, each ally within 30 ft of you, that can hear you, now gains advantage on their next attack roll until the end of their next turn. {{pageNumber,auto}} \page # Barbaric Feats : ### Level 7 #### Brutal Rampage When you score a critical hit with a melee weapon attack, you can make one additional weapon attack as part of the same action. #### Dreadful Presence While raging targets that are close to you must test their resolve against your prescence, when they attempt a harmful action within this aura, roll a d4 and subtract that from their roll. #### Elusive Predator You gain Advantage on Agility saving throws, and against being *Restrained* while raging. #### Strong Words You can use Strength instead of Charm for your Charm checks. #### Vitalic Surge You can harness the raw power of your own life force to fuel your attacks. Whenever you deal damage with a melee weapon attack while raging, you can expend health equal to your Barbarian level to deal additional damage. \column : ### Level 9 #### Bloodbath As your action, you expend 6 Stamina and a number of hit points up to half of your maximum health to boil your own blood and unleash it as a ring around you, exploding towards everyone close to you. Each target in the area must make a Vitality saving throw (DC 8 + Viltailty + Ability Mastery), taking 5d10 Fire Damage plus additional damage equal to the hit points you expended on a failed save, or half as much damage on a successful one. #### Blood Reservoir You become a vessel of blood magic, able to draw upon its power in times of need. Once per day, when you are reduced to 0 hit points but not killed outright, you can choose to expend 3 stamina to instead be reduced to 1 hit point. Additionally, while you are raging, you have resistance to necrotic damage. #### Indomitable Spirit While you're raging, you have advantage on saving throws against spells and other magical effects. #### Spirit of the Wild You gain resistance to all damage while you're raging. #### Warlord's Command Use 6 Stamina, and take your place as a the Warlord Commander, beginning your rage and granting all close allies Resistance to Bludgeoning, Piercing, and Slashing damage until your Rage would normally end. #### Zealot You gain *Blessings* equal to your Spirit at the start of each turn while raging. {{pageNumber,auto}} \page {{note ## Bard : ### Level 1 **+1 Maximum Health per level** : ### Inspiring Song Spend 1 **Mana** to select a *Genre* of music that you play for *1 minute* or *5 rounds* of combat, with different effects determined by the Genre you chooose. This creates an aura to aid allies and harm enemies with effects determined by the *Genre* you choose. : The state is ended early if you are *Incapacitated* or if you choose to stop playing. : While in this state, allies within 15 ft get a +2 to all of their attack rolls. : When you are playing your Inspiring song during combat and a target comes within 15 ft of you or an ally, you may use your Reaction to make a ranged spell attack using your **Charm** against their **Instinct**, if you strike them your song deals 1d8 + **CHR** *Thunder Damage* and if your roll surpassed their **Fortitude**, they become *Deafened*. : **You gain a Musical Instrument** }} : ### Level 2 #### Cunning Lyricist You can now hide social cues within your songs allowing you to communicate to your allies in ways that only they are able to pick up on. When you use your Bonus Action to signal to an ally that can hear you, they can add 1d4 to their next check or save. ### Level 4 #### Power Balladeer When you play your inspiring song, you may choose to spend 1 additional mana to empower yourself or an ally within 30 ft, whoever you choose deals an additional 1d6 *Thunder Damage* the next time they deal damage. ### Level 6 #### Swift Troubadour When you play your inspiring song, you may choose to spend 1 additional mana to empower yourself or a nearby ally increasing their Speed by 5 ft. ### Level 8 #### Enduring Minstrel When you play your inspiring song, you may choose to spend 1 additional mana to aid a nearby ally who is about to fall, if they drop to or below 0 hit points in the same round you activate this melody, they automatically succeed their death saving throw and rise to their feet with 1 health and temporarily ignore disables for 1 round. ### Level 10 #### Soulful Composer When you play your inspiring song, you may choose to spend all of your remaining mana (minimum 3) to aid a nearby ally who has fallen in battle, if they have failed their death saving throw in the same round you activate this melody, they can make a revivification attempt, as they use your song to navigate from the afterlife back to their body. \column {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/ac989bb5-1388-4ad4-aa88-b5a5ec4319a8/0_1.png){bottom:0%,right:-1%,width:52.5%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Inspiring Song Genres : {{underline ## Unranked Spells }} : ### Classical As you play this song, you or an ally of your choice are able to better focus on the task at hand, granting ADV on their next ability check, but DIS on their next saving throw. ### Funk Playing a funky song causes the target to have to make a charisma saving throw or be hypnotized by your music, as a result they must follow the next command you give them. : *Slide to the left!* {{underline ## Rank 1 }} : ### Folk As you play the music of the rural folk, animals around you become passive to you, if they are in combat they instead attack the nearest enemy. This effect ends on the animal if they are attacked by you or your allies. ### Hip Hop You begin playing a foot tapping groove irresistable to Rabbitfolk, that increases your jump height and distance up to your movement speed. {{underline ## Rank 2 }} : ### Country You bolster you an your allies sense of patriotism, choose a country, each ally from that country recieves an additional weapon damage die to use on their next attack. ### *Rock* You gain the ability to magically summon 2 rocks and hurl them at your enemies, make a ranged spell attack targeting up to 2 enemies, each rock deals 1d10 + Spirit as *Magical Bludeoning Damage*, if an ally attacks an enemy before the end of your ally's next turn their next attack roll against the target has Advantage. \column : ## Rank 3 ### Jazz* You can calm the nerves of the enraged, when casting this spell roll an area check against everyone-within-the-area's Instinct, if it exceeds a target's Instinct, their rage ends. ### Electric You channel the pulse-pounding energy of electricity, infusing yourself with an electrifying aura. For the next minute, your movement speed increases by 10 feet, and your melee and spell attacks deal an additional 1d6 lightning damage. {{underline ## Rank 4 }} : ### Metal The harsher the music, the harder enemies are going to have to try to hit you and your allies. You and all allies within 30ft gain +2 Armor. ### R & B As you play this music, everyone who hears it within 60 ft must make a charisma saving throw or be charmed by you until the music ends. {{underline ## Rank 5 }} : ### Pop You understand what moves people down to their core, all enemies within 30ft must make a saving throw or take 1d10 Psychic damage, if any enemy is *Very Bloodied* and hears this tune, they instead immediately die as their head pops from the pressure wave of your music. *Bloodied* enemies have disadvantage against the save. : ### Soul You can play a song, luring a fallen ally back to their body, they gain ADV on their next Revival saving throw, if they succeed they are revived with 1 Health. {{pageNumber,auto}} \page # Bardic Feats : ### Level 3 #### Charmtic Aura When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their Charm checks until the end of their next turn. : #### Silver Tongue You gain ADV in Charm saving throws. : #### Fleet-Footed Your Land Speed increases to Fast. : #### Quick Thinker You gain proficiency in Mind saving throws. : #### Resonant Melodies When you use your Inspiring Song, the target can add 1d6 to their damage rolls that deal Thunder or Lightning damage. : #### Sturdy You gain proficiency in Vitality saving throws. : #### Thunderous Aura When you use your Inspiring Song, choose an ally that gains resistance to Thunder and Lightning damage until the end of their next turn. : #### Versatile Linguist You become proficient in an additional language. : #### Well Traveled You gain another +2 in a biome of your choice, if you are already familiar with this biome, you master navigation of that biome, ignoring difficult terrain for you and your group when traveling together. \column : ### Level 5 #### Blurred Lines When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their Evasion. This effect lasts until the end of combat, or you use this feat again to change the target ally, or you are Incapacitated. : #### Enthralling Performance When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their Charm checks until the end of their next turn. Influence checks until the end of their next turn. : #### Helper Your help dice becomes a d20. : #### Lightning Reflexes When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their Agility saving throws until the end of combat. : #### Soothing Aura When you use your Inspiring Song, an ally of your choice gains a number of Blessings equal to that ally's Spirit Stat. {{pageNumber,auto}} \page # Bardic Feats : ### Level 7 #### Calming Presence Once per short rest, as an action, you can create an aura of calmness in a 30-foot radius around you for 1 minute. While in the aura, allies can't be charmed or frightened. : #### Heist Music When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their saving throws against traps and hazards until the end of their next turn. : #### Resilient Spirit When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their saving throws against any conditional save. : #### Wind Dance Once per short rest, you can use a Bonus Action to hasten yourself or an ally allowing them to move twice their speed. \column : ### Level 9 #### Charming Presence When you use your Bardic Inspiration feature, the target can roll the Bardic Inspiration die and add the number rolled to their saving throws against being charmed until the end of their next turn. : #### Commanding Presence Once per short rest, as an action, you can exude an aura of authority in a 30-foot radius around you for 1 minute. While in the aura, hostile creatures have disadvantage on attack rolls against you and creatures friendly to you gain advantage on saving throws against being frightened. : #### Cunning Strategy Once per short rest, as a reaction when you or an ally within 30 feet of you fails an ability check, saving throw, or attack roll, you can grant them a 1d20 and add to the result. : #### Indomitable Spirit Once per long rest, when you fail a saving throw, you can choose to reroll it and use the new result. : #### Inner Peace When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their hit points recovered from healing spells until your song ends. : #### Master Performer You gain ADV on all Charm ability checks made to perform. : #### Unyielding Spirit Once per short rest, when you would be reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. {{pageNumber,auto}} \page {{note # Cleric ### Level 1 **+1 Health per level** #### A Friend of the Church If you are staying in a settlement that shares your same faith, you and your allies can stay with them for free as long as you remain in good rapport with the church. They will even shelter you from persecution of crimes, and turn an eye to rumors in town, unless you become *Hated* among the settlement. (*See Reputation*). #### Equipment **Divine Symbol** }} ### Level 1 #### Divine Weapon You can channel Spiritual energy into your weapon allowing your attack and damage rolls to be made using your Spirit, and causing the weapon's damage type to either be Radiant or Necrotic depending on your deity. ### Level 2 #### Divine Resolve As a Bonus Action you can expend 1 Mana to use your Divine Energy to enhance your Inner Resolve that increases your Aegis, Will, and Instinct by 5 for 1 Round. ### Level 4 #### Spirit Strengthening Unknown Effect ### Level 6 #### Divine Intervention You can call on your deity to intervene on your behalf when your need is great. Implementing the intervention uses a long rest. Roll percentile dice: if the number rolled is equal to or lower than your Cleric level, your deity intervenes. ### Level 8 #### Enhanced Divine Channeling Your Divine Channeling feature now restores on a short or long rest. ### Level 10 #### Hammer of the Gods Once per long rest, you can summon a giant hammer of pure radiant energy and strike it down at a point you can see within 60 feet. Each creature in a 20-foot radius must make a Spirit Save, taking 4d10 radiant damage. \column ### Who Are They The Cleric is a devout servant of otherworldly power, wielding the might of gods and deities of all kinds, to champion their values and destroy their opposition. Whether leading congregations in sacred rites or taking to the front lines of their crusades, Clerics are both spiritual guides and formidable warriors. Their faith bolsters their resolve, granting them miraculous abilities to heal the wounded, shield allies, and smite their foes. Drawing strength from their convictions, Clerics embody the divine will of their deity, spreading their values to all they come across. {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/26713365-6a56-4a83-9c1b-6582abe7d9aa/0_0.png){bottom:0%,right:-1%,width:53%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Level 3 #### Aura of Faith You emit an aura that extends to Immediate Allies, Allies within the aura gain a bonus to all saving throws equal to your Spirit . The range of this aura increases to close allies at 6th level and emits to all allies you can see at 10th level. #### Divine Messenger You can cast SENDING without using Mana, but only to communicate with your deity or its servants. You must finish a long rest before you can use this feature again. #### Emissary's Protection You and allies within 10 feet gain a +1 bonus to Evasion and saving throws, as long as you are conscious. #### Guardian Spirit You can summon a guardian spirit that assists you in battle. It can take the Dodge action on your turn and can deliver touch spells you cast. Its AC equals 10 + your Spirit (Divine) + your Agility . #### Sacred Defense When you or an ally within 10 feet of you must make a saving throw, you can use your reaction to grant a bonus to the saving throw equal to your Spirit (Divine) . You can use this feature a number of times equal to your Spirit (Divine) (minimum of once). You regain all expended uses when you finish a long rest. #### Sacred Ground You can sanctify the ground in a 20-foot radius around you. For 10 minutes, you and your allies in this area gain advantage on saving throws against being frightened or charmed. #### Spirit Shield As a reaction when you or an ally within 30 feet takes damage, you can summon your guardian spirit to absorb 2d6 of the damage. You can use this feature a number of times equal to your Spirit (Divine) . You regain all expended uses when you finish a long rest. #### Divine Wrath When you hit a creature with your Divine Weapon, your attack emits a burst of light, forcing all creatures of your choice within 5 feet of the target to make a Spirit Save (Difficulty: 8 + Spirit + Ability Mastery) or take 1d8 Radiant Damage. #### Veil of Twilight You can use your action to surround yourself in shadows, giving you advantage on Stealth checks and resistance to radiant damage for 1 minute. You can use this feature a number of times equal to your Spirit (Occult) . You regain all expended uses when you finish a long rest. \column ### Level 5 #### Aura of Concord Your Aura of Faith now grants you and allies within it advantage on all Charm checks made to interact peacefully with others. #### Blessings of the Forge You can touch one weapon or piece of armor and grant it a +1 bonus for 24 hours. You can use this feature a number of times equal to your Spirit (Divine) (minimum of once). You regain all expended uses when you finish a long rest. #### Bulwark of Faith You gain resistance to damage from spells and other magical effects. #### Divine Resilience You and allies within your Aura of Faith gain resistance to necrotic and radiant damage. #### Empowered Guardian **Requires** Guardian Spirit Your guardian spirit can now cast any spell of 1st rank that you have prepared using its reaction. These spells use your Spirit and Aegis. #### Healing Spirit Once per long rest, you can cast *healing spirit* without using Mana. The healing from this spell is increased by an amount equal to your Spirit (Divine) . #### Lightfoot Evasion You can use your reaction to half damage from an attack that hits you. If you are holding a shield, you can use this feature without using your reaction. #### Night's Blessing You can cast *invisibility* on yourself at will, without expending Mana, but the invisibility ends if you attack, cast a spell, or restore hit points to any creature. #### Twilight Guardian Your Aura of Faith now grants you and allies within it immunity to being frightened and resistance to necrotic damage. #### Word of Enlightenment You can use your action to speak a word of divine power. Choose one creature within 30 feet of you that can hear you. That creature gains advantage on the next saving throw it makes within the next minute. You can use this feature a number of times equal to your Mind . You regain all expended uses when you finish a long rest. {{pageNumber,auto}} \page ### Level 7 #### Agility of the Faithful You and allies within your Aura of Faith gain a bonus to AC equal to your Agility . #### Celestial Intervention Once per long rest, you can call upon your deity to intervene on behalf of yourself or an ally within 60 feet. The target gains advantage on all rolls for one turn. #### Divine Retribution When you or an ally within your Aura of Faith is hit by a creature within 30 feet of you, you can use your reaction to cause the attacker to make a Spirit (Occult) saving throw. On a failed save, they take radiant damage equal to 2d10 + your Cleric level. #### Shadow's Embrace When an ally within 30 feet of you takes damage, you can use your reaction to teleport to an unoccupied space adjacent to them and take the damage instead. You can use this feature once per long rest. #### Shield of Retribution When an attacker that you can see hits you with an attack, you can use your reaction to cause them to make a Spirit (Occult) saving throw. On a failed save, they take radiant damage equal to the damage you took from the attack. #### Spirit's Guidance Your guardian spirit can now perform the Help action as a bonus action on your turn, granting you or an ally within 30 feet advantage on one attack roll, ability check, or saving throw. #### Theological Defense You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened. \column ### Level 9 #### Divine Ambassador You gain the ability to understand and speak any language, as per the *tongues* spell, and you can cast *zone of truth* once per long rest without using Mana. #### Divine Insight Once per long rest, you can gain the answer to one question as if you had cast the *divination* spell, without using Mana. #### Divine Intervention Once per long rest, you can automatically succeed on a saving throw that you fail. #### Divine Swiftness Your speed and the speed of any allies within your Aura of Faith are increased by 10 feet. #### Healing Darkness Once per long rest, you can cast *mass cure wounds* as a 5th Rank spell without using Mana. Instead of radiant energy, this spell emits a soft, dark glow, and the healed targets also gain advantage on saving throws against being frightened until the end of your next turn. #### Protective Spirits Your Aura of Faith now also grants resistance to psychic and force damage to you and your allies. #### Sanctified Strikes Your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your Divine Hammer now deals an extra 1d8 radiant damage. {{pageNumber,auto}} \page # Cleric Spells {{underline,width:50% ### Unranked }} #### Holy Fire *Single-Target, Ranged Spell-Attack, Range 30 ft Line* : Make a ranged spell attack + Spirit against your opponent's Aegis, if you exceed their Aegis by 1 or more, the target takes 1d8 + Spirit as *Holy Damage* #### Death Bells : Make an aoe spell attack using Spirit against all target's Aegis within 30 ft, if you exceed their Aegis by 1 or more, the target takes 1d4 + Spirit as *Necrotic Damage*, this damage applies a number of **Curses** equal to the damage dealt. #### Heal : You can restore 1d6 + Spirit Health to a target you can touch. #### Light : You can choose to make an object glow with light, or create an orb of light that follows you around or can be directed to follow another target, but vanishes if it leaves your line of sight. #### Restore : You can choose to repair one damaged non-magical item you can touch. {{underline,width:50% ### Rank 1 }} #### Cure Disease You choose an affliction affecting 1 target that you can touch and remove it. : {{underline,width:50% ### Rank 2 }} #### Excorcise You may command the power of your deity to cause a *Lesser Being* to flee a possessed host, in order to do so you must roll a spell attack using spirit against the possessed target, which does not harm or affect unpossessed targets, if you exceed the *Lesser Being's* Aegis, the target becomes *Frightened* of you and flees its host. {{underline,width:50% ### Rank 3 }} #### Nourishment : You can multiply nearby food to feed any guests you may have, enough food is only made to fill the bellies of everyone present and it rapidly decays if not eaten. \column {{underline,width:50% ### Rank 4 }} #### Nourishment *Movement Attack* : {{underline,width:50% ### Rank 5 }} #### Nourishment *Movement Attack* : {{pageNumber,auto}} \page {{note # Druid ### Level 1 **+1 Maximum Health per level** #### Main **Something something Druids** #### One With The Land **Gain Expertise in the Biome of your *Homeland*.** }} ### Level 1 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 2 #### Beastform Brawler You gain the ability to empower your natural strikes with that of beastlike ferocity. When you do so... INSERT MECHANIC HERE. ### Level 4 #### Windwalker You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 6 #### Earthheart Guardian You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 8 #### Spiritbound Mystic You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Nature's Intellect You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 10 #### Charmtic Naturalist You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. #### Blight Warden You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. \column ### Who Are They A Druid is a guardian of the natural world, attuned to the primal forces of nature and wielding its power to protect and preserve the balance of life. Embracing the wilds, Druids commune with the spirits of plants and animals, channeling their energy to shape-shift into formidable beasts or control the forces of wind, earth, fire, and water to aid them in battle. With an innate connection to the elements, Druids navigate the wilderness with ease, harnessing the forces of nature to heal the wounded, commune with the spirits, and command the very elements themselves in defense of the natural order. {{imageMaskEdge3,--offset:-21%,--rotation:2,mix-blend-mode:multiply ![](https://i.ibb.co/5MjKFS6/druid-image.png){bottom:3%,right:-0.1%,width:45%,height:70%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Druid Feats *** ### Level 3 #### Natural Recovery Once per day, when you finish a short rest, you can regain a number of mana equal to your Spirit Stat. #### Stone's Resilience You gain resistance to nonmagical bludgeoning, piercing, and slashing damage while you are transformed by your Wild Shape feature. #### Earthen Grasp You can cast the *Entangle* spell once per day without expending Mana. #### Ferocious Strikes You can use your natural weapons to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength . #### Wild Claws While you are transformed by your Wild Shape feature, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Windborne You can cast the *Gust* cantrip at will, without expending Mana. #### Zephyr Strike You gain the ability to move like the wind. As a bonus action on your turn, you can dash or disengage. \column ### Level 5 #### Gale Force You gain resistance to thunder damage while you are transformed by your Wild Shape feature. #### Primal Bond Your connection to the natural world deepens, granting you advantage on all checks and saving throws related to navigating natural environments. #### Pounce When you use your action to transform into a beast, you can make one melee attack as a bonus action. #### Rockslide You can use your action to cause rocks to fall from the sky. Each creature in a 20-foot radius must make a Agility saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. {{pageNumber,auto}} \page # Druid Feats *** ### Level 7 #### Elemental Harmony You gain resistance to fire, cold, and lightning damage while you are transformed by your Wild Shape feature. #### Feral Senses While you are transformed by your Wild Shape feature, you gain blindsight with a radius of 30 feet. #### Stone Skin You gain resistance to acid and poison damage while you are transformed by your Wild Shape feature. #### Wind Form While you are transformed by your Wild Shape feature, you gain a flying speed equal to your walking speed. \column ### Level 9 #### Boulder Bash When you hit with a melee weapon attack while you are transformed by your Wild Shape feature, you can use your reaction to deal additional bludgeoning damage equal to your druid level. #### Cyclone As an action, you can create a whirlwind in a 15-foot radius centered on yourself. targets of your choice within the whirlwind must make a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone. #### Earthquake As an action, you can cause the ground to shake in a 30-foot radius centered on yourself. Each creature in the area must make a Agility saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. #### Nature's Guardian When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. #### Primal Fury Your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Rending Claws Your unarmed strikes score a critical hit on a roll of 19 or 20 while you are transformed by your Wild Shape feature. #### Tempestuous You can cast the *Gust of Wind* spell once per day without expending Mana. {{pageNumber,auto}} \page # Druid Spells IM ACTUALLY A BUNCH OF POTENTIAL FEATS SORT ME AND REPLACE ME WITH SPELLS ## Spiritbound Mystic ### Level 1 #### Ancestral Guidance You gain the ability to channel the Spirit of your ancestors. As a bonus action, you can gain advantage on your next attack roll or ability check. #### Spirit Armor You can use your action to summon spectral armor that grants you resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn. ### Level 5 #### Spirit's Wrath You can use your action to unleash the spirits' fury. Each creature of your choice within 30 feet must make a Spirit saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. ### Level 7 #### Spirit Walk You can cast the *Misty Step* spell once per day without expending Mana. ### Level 9 #### Spirit Shield You gain resistance to necrotic and psychic damage while you are transformed by your Wild Shape feature. ### Level 10 #### Ancestral Guidance (Improved) When you use Ancestral Guidance, you can choose to gain advantage on attack rolls, ability checks, or saving throws. ## Nature's Intellect ### Level 1 #### Exploration Mastery - Ancient Grove #### Natural Knowledge You gain proficiency in the Nature skill, and you can add double your proficiency bonus to Mind checks made to recall information about plants, animals, and natural phenomena. ### Level 3 #### Nature's Lore You gain the ability to communicate with beasts and plants. You can understand their languages and communicate simple ideas with them. ### Level 5 #### Nature's Sanctuary You can cast the *Plant Growth* spell once per day without expending Mana. ### Level 7 #### Nature's Guardian You can cast the *Barkskin* spell once per day without expending Mana. ### Level 9 #### Nature's Resilience You gain resistance to poison damage while you are transformed by your Wild Shape feature. ### Level 10 #### Nature's Blessing When you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your Spirit . ## Charmtic Naturalist ### Level 1 #### Exploration Mastery - Verdant Glade #### Natural Charm You gain proficiency in the Influence skill, and you can add double your proficiency bonus to Charm checks made to interact with animals and fey creatures. ### Level 3 #### Speak with Beasts You gain the ability to cast the *Speak with Animals* spell at will, without expending Mana. ### Level 5 #### Animal Companionship You gain the ability to summon a loyal animal companion to aid you in your adventures. Choose a beast of challenge rating 1/4 or lower to serve as your companion. ### Level 7 #### Enthralling Performance You can cast the *Calm Emotions* spell once per day without expending Mana. ### Level 9 #### Fey Friendship You can cast the *Dominate Beast* spell once per day without expending Mana. ### Level 10 #### Wild Empathy You can cast the *Awaken* spell once per day without expending Mana. ## Blight Warden ### Level 1 #### Blighted Strikes You gain the ability to infuse your attacks with the power of blight. When you hit with a melee weapon attack, you can choose to deal additional necrotic damage equal to your Spirit Stat. ### Level 2 #### Something Else aaaaa ### Level 3 #### Blightwalk You gain resistance to poison damage while you are transformed by your Wild Shape feature. ### Level 5 #### Blight's Embrace You can use your action to summon a sphere of blight that surrounds you. Each creature of your choice within 10 feet must make a Vitality saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. ### Level 7 #### Blight's Touch You can cast the *Contagion* spell once per day without expending Mana. ### Level 9 #### Blightward You gain resistance to necrotic damage while you are transformed by your Wild Shape feature. ### Level 10 #### Blightstorm As an action, you can summon a storm of blight in a 30-foot radius centered on yourself. Each creature in the area must make a Vitality saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. {{pageNumber,auto}} \page {{note # Enchanter **+1 Maximum Health per level** }} ### Level 1 #### Unamed Select a target and for the day you gain Advantage on Charm skills towards them. : ### Level 2 #### Unamed As a Reaction choose a target who is within 30 ft that can hear you, as you call out to them, your Charm distracts the target causing the next attack or spell against them to gain Advantage, you can do this a number of times a day equal to your Charm. : ### Level 4 #### Charming Aura You emanate a Charming Aura, causing any humanoid within 10 ft of you to make an Charm check against your aura (DC 8 + Spirit + Spell Mastery) or be *Charmed* and cannot take harmful actions toward you. : ### Level 6 Your Enchanting Presence now extends beyond simple charm. You may create a lingering aura around you, causing creatures to remember you more fondly even after you leave. This effect lasts for 24 hours. : ### Level 8 #### Spiritbound Mystic You can influence the dreams of sleeping units you can touch. You can change one idea that you already know their position on. : ### Level 10 #### Charmtic Naturalist Your mere presence becomes so powerful that those around you feel compelled to heed your words. You gain the ability to enchant multiple creatures at once, briefly causing them to become friendly or receptive to your suggestions, even during combat. \column ### Who Are They A Druid is a guardian of the natural world, attuned to the primal forces of nature and wielding its power to protect and preserve the balance of life. Embracing the wilds, Druids commune with the spirits of plants and animals, channeling their energy to shape-shift into formidable beasts or control the forces of wind, earth, fire, and water to aid them in battle. With an innate connection to the elements, Druids navigate the wilderness with ease, harnessing the forces of nature to heal the wounded, commune with the spirits, and command the very elements themselves in defense of the natural order. {{imageMaskEdge3,--offset:-28%,--rotation:2,mix-blend-mode:multiply ![](https://cdn.midjourney.com/596510e7-428f-4cef-bbcf-5114d5e613fb/0_3.png){bottom:0%,right:-0.1%,width:45%,height:79%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Enchanter Feats* ### Level 3 #### Natural Recovery Once per day, when you finish a short rest, you can regain a number of mana equal to your Spirit Stat. \column ### Level 5 #### Mystic Resilience Your Mind becomes fortified against hostile manipulation, granting you resistance to Psychic Damage and Increasing your Instinct and Will by 2. : #### Alluring Aura Your enchanting presence becomes stronger, granting you bonuses to social interactions and making it harder for others to resist your charms. {{pageNumber,auto}} \page # Enchanter Feats *** ### Level 7 #### Charming Defense Once per turn when you successfully charm or influence a creature, you gain a number of stacks of Blessing equal to your Spirit. \column ### Level 9 #### Compelling Voice When using your Enchanting Presence, you can choose to inflict a slight suggestion upon a creature, guiding their next immediate action. #### Resonating Charm Your enchantments begin to weave together, allowing you to maintain multiple enchantments simultaneously with ease. {{pageNumber,auto}} \page # Enchanter Spell Augments {{pageNumber,auto}} \page {{note ## Fighter ### Level 1 **+4 Health Per Level** }} ### Level 1 #### Counter-Attack When a creature makes a melee attack against you, you may use your reaction to reduce the damage by an amount equal to your Agility attribute + your level. If the damage is reduced to zero, you can immediately strike back. : ### Level 2 #### Keep Fighting You can draw upon your Stamina reserves to restore your Health using your Vitality. Once per encounter, you can recover an amount of health equal to your level + VIT. : ### Level 4 #### Choice Skill You may select one Strength skill that you can Gain Advantage on a number of times a day equal to half your level. : ### Level 6 #### Duelist When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. : ### Level 8 #### Cleaving Strike You can make a sweeping attack, attacking all opponents within your melee range. : ### Level 10 #### Combat Expertise Your skill in combat has reached its peak. You gain one of the following specializations: : - Blade Adept: Gain an additional strike whenever you hit with a melee weapon. : - Shield Adept: When using protective gear, you gain an improved bonus to Defense and can shield allies from harm. : - Battle Leader: When you damage an opponent, all allies within range gain a boost to their next strike or maneuver. \column ## Fighter Description The skilled warriors of the battlefields who use their martial prowess to manuever and attack during combat. {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/GJX2x71/warden-fighter-test-image-1.png){bottom:2.5%,right:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Fighter Feats : ## Level 3 : #### Protector You can now impose your Counter-Attack for an allies attacked by Melee Opponents who are both within melee range of you. : #### Survival Instinct Whenever you land a critical-strike, you gain stacks of Blessing equal to the Damage dealt. \column : ## Level 5 : #### Relentless Drive When you miss an attack, you can use your Bonus Action to immediately make another attack. {{pageNumber,auto}} \page # Fighter Feats ## Level 7 #### Field Commander Allies within a certain radius gain improved accuracy or power when you successfully strike an opponent. \column ## Level 9 #### Tactical Evasion Once per encounter, you may reposition up to half your movement speed ignore difficult terrain. {{pageNumber,auto}} \page # Fighter Combat Manuevers {{pageNumber,auto}} \page {{note ## Gunslinger ### Level 1 **+2 Health Per Level** : **+1 Stamina Per Level** }} ### Level 1 #### Deadeye When you use the attack action, you can choose to spend your Bonus Action as well in order to gain +2 Aiming on your next attack. : ### Level 2 #### Firearms Training You gain a +2 to Evasion and Aiming. : ### Level 4 #### Suppressive Fire When you miss an attack, if your attack roll exceeds the target's Will, your target becomes briefly disoriented, granting them Disadvantage on their next action. : ### Level 6 #### Rapid Reload You can reload your weapon with exceptional speed. You can choose to reload a firearm instantly without expending an action. You can only do this a number of times a day equal to half of your level. : ### Level 8 #### Disabling Shot You can perform precise shots to disarm or disable your target. When you attack and enemy you can make a "declared-shot" by taking Disadvantage on this attack and stating the held item that you would like to attack, if the attack hits the target must drop an item that they are holding. : ### Level 10 #### Bullet Storm You can unleash a barrage of shots in rapid succession. Expend an amount of Stamina in order to make a number of attacks equal to the Stamina spent towards targets within range. \column ### Gunslinger Description Deadly marksmen with a keen eye and a steady hand, gunslingers excel at using firearms to control the battlefield and eliminate foes from a distance. {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/996f386d-ce31-4df3-bdbf-6ebf21f319c2/0_2.png){bottom:-10%,right:0%,width:50%,height:100%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Gunslinger Feats : ## Level 3 : #### Quickdraw When combat begins, you can declare an immediate attack with a firearm before any units have taken their turn, then combat begins as normal. : #### Ricochet Shot You can target enemies hiding behind cover by bouncing shots off of nearby surfaces, although this attack is made with Disadvantage. : #### Firm Stance Gain a +2 to your next attack roll this turn if you have not moved this turn. \column : ## Level 5 : #### Relentless Drive When you miss an attack, you can use your Bonus Action to immediately make another attack. {{pageNumber,auto}} \page # Gunslinger Feats ## Level 7 #### Field Commander Allies within a certain radius gain improved accuracy or power when you successfully strike an opponent. \column ## Level 9 #### Tactical Evasion Once per encounter, you may reposition up to half your movement speed ignore difficult terrain. {{pageNumber,auto}} \page
# Available Firearms & Munitions Table : {{wide ##### Weapons | Name | Piercing Damage |Properties | |:--------------------------|:---------------:|:---------:| | *Common* | | | | |   Blackpowder Pistol | 1d10 | One-handed, Bonus Action Reload ( 1 ) | |   Blunderbuss | 1d12 | Two-handed, Action Reload ( 1 ) |   | *Uncommon* | | | |   6 Shot Revolver | 1d8 | One-handed, Action Reload ( 6 ) | |   Repeating Rifle | 1d10 | Two-handed, Action Reload ( 6 ) |   | *Rare* | |   8 Shot Revolver | 1d6 | One-handed, Action Reload ( 8 ) |   }} {{width:25% ##### Ammunition | Rarity | |:----| | *Common* | |   Piercing |   | *Uncommon* | |   Acid | |   Cold | |   Fire | |   Lightning | |   Necrotic | |   Poison | |   Psychic | |   Radiant | |   Thunder | }}
\column Text here {{pageNumber,auto}} \page {{note ## Monk : ### Level 1 **+3 Maximum Health per Level** : **+1 Mana Per Level** : *You are considered a Celestial* }} #### Level 1 #### Spirit Strikes When you hit an enemy with a melee attack roll, you can spend your Bonus Action to make an additional attack with an unarmed strike to deal 1d4 *Bludgeoning Damage* + Spirit, increased to 1d6 at 4th level, 1d8 at 6th level, 1d10 at 8th level, 1d12 at 10th level. #### Level 2 ##### Unbounded Spirit You recover half of your Maximum Mana on a Short Rest. #### Level 4 ##### Spirit Step When an enemy attempts to strike you, an opportunity to use your Reaction presents itself, expend 1 Mana as a reaction to add your Spirit to your Evasion potentially causing the attack to miss. #### Level 6 ##### Divine Health You gain Immunity to Poisons and Diseases. #### Level 8 ##### Master Striker Every time you land a successful attack against a target with *Spirit Strikes* is active, you can expend 1 Stamina to make another *Spirit Strike*. ### Level 10 #### Ascended Form Once per Long Rest you can spend an Action to assume an ascended form for 1 minute. - You provide light around you up to 60 ft. - You have advantage on all unarmed strikes and they deal an additional 1d8 radiant damage. - You gain resistance to non-magical bludgeoning, piercing, and slashing damage. - At the end of each of your turns, you and each ally within 10 feet of you regain hit points equal to your Spirit + Vitality. \column ## Who Are They The monk is a disciplined and agile warrior, honing both body and mind to achieve unparalleled martial prowess. Through rigorous training and meditation, monks harness their inner energy to perform incredible feats of acrobatics and combat. Eschewing traditional armor, monks rely on their natural agility and mastery of unarmed combat to swiftly evade attacks and deliver precise strikes with fists, feet, and a variety of specialized weapons. Embracing a philosophy of self-improvement and enlightenment, monks traverse the world as versatile adventurers, embodying harmony and discipline in both their martial prowess and spiritual journey. {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/6RPCzvD/mind-monk-spirit-magic.png){bottom:3%,right:0%,width:55%,height:70%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Monk Feats ### Level 3 #### Bear Stance When you miss an attack you gain advantage on your next attack. #### Bull Stance When you shove an enemy into a hard surface, they take damage equal to your unarmed strike. #### Celestial Protection You can spend 2 Stamina to activate a burst of radiant protection from within you that blesses any allies within 15 feet of you with 2 Blessing, granting them a protective amount of health that can exceed their maximum hit points by Blessing Amount x Spirit. #### Healing Hands Your mastery of divine energy allows you to heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your monk level x 5. Spending a Bonus Action to heal yourself, or an Action to heal an ally, you can touch when you draw upon the power from the pool to restore a number of hit points you can heal up to the maximum amount remaining in your pool. \column ### Level 5 #### Magical Strikes Your *Spirit Strikes* count as magical for the purpose of overcoming *Resistance to Non-magical Attacks*. #### Mind Over Matter You gain the ability to use spend an Action to end one effect on yourself that is causing you to be *Charmed or Frightened*. Additionally, saving throws you make against being *Charmed or Frightened* you have Advantage on your saving throw. {{pageNumber,auto}} \page # Monk Feats ### Level 7 #### Tranquil Motion Your movements becomes so fluid and serene that you can move through any terrain without being slowed, and you can move over liquids as if they were solid ground. You also gain the ability to spend a Bonus Action to take the Dash action. #### Radiant Counter When a creature within 5 feet of you hits you with an attack, you can spend a Bonus Action as a reaction to emit a burst of radiant light, dealing radiant damage equal to your Vitality + Spirit to the attacker. \column ### Level 9 #### Serenity of Mind Your mastery of mental discipline grants you *Resistance to Psychic Damage*, and you have Advantage on saving throws against spells and other magical effects. #### True Sense You gain True Sense in a 15 ft radius around you. {{pageNumber,auto}} \page # Ki Fueled Manuevers ## Level 1 #### Light as a Feather When you are falling, you can spend 1 Mana to reduce the fall damage by half. #### Like Water As a Bonus Action, Expend 1 Mana to gain Advantage on escaping a Grapple or 2 Mana as a Reaction to add your Spirit to your Bulwark or Evasion this turn. #### Quicken As a Bonus Action, expend 1 Mana to gain an extra 15 ft of speed. ## Level 2 #### Haste As a Bonus Action, expend 2 Mana doubling your speed this round. #### Watchful As a Reaction, when an enemy comes within your melee range of you, you may expend 2 Mana to make an attack against them. ## Level 4 #### Expeditious Expend 3 Mana to ignore all difficult terrain. ## Level 6 ### Unity of Mind You can expend 1 Mana to end the *Charmed* or *Frightened* condition on yourself. ## Level 8 ### Unity of Body You can expend 1 Mana to end 1 Poison or Disease in you. ## Level 10 ### Unity of Spirit You can expend 5 Mana to enter the Astral world, allowing you to move through walls, and see the world beyond your body, however you must return to your body to interact with the Physical world. {{pageNumber,auto}} \page {{note ## Paladin ### Level 1 **+4 maximum health per level** : **+1 Stamina and Mana per Level** : *You are considered a **Celestial*** }} ### Level 1 #### Blood Bond You can spend 1 hour to perform a Ritual to create a Blood Bond with a willing participant you can touch. You can then use a Reaction to redirect any damage that the bonded ally takes to yourself. ### Level 2 #### Smite You gain the ability to imbue divine energy into your weapon strikes. When you spend 1 Mana to Smite an enemy, you empower your weapon causing your next successful strike to deal an additional 1d8 *Holy Damage*. ### Level 4 #### The Chosen One You seem to have been chosen for a special purpose, each time you roll a natural 20 (without bonuses), you restore 1 Mana and gain a Martial Point which you can spend on your Critical Manuevers, when you score a critical hit, expend a Martial Point to enhance it. You have a limit of no more than half your level, when gaining Martial Points. #### Aura of Protection When you expend 3 Mana, You and Allies within 10 feet of you have your defensive stats increased by 1 bonus for 5 rounds of combat. ### Level 6 #### Divine Health You are immune to Poison and Disease. ### Level 8 ### Level 10 \column ## Paladin Overview Paladins in the World of Eldoria (WoE) are warriors bound by sacred oaths, channeling divine power to protect the innocent, vanquish evil, and uphold justice. Unlike paladins of other realms, WoE paladins draw strength from their convictions and the balance of Eldoria's unique energies, allowing for diverse manifestations of their powers. {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/d936dde3-121a-478c-9618-aee579ac2eaf/0_2.png){bottom:3%,right:6%,height:80%,,width:40%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Paladin Feats : ## Level 3 ### Aegis Protection As an Bonus Action, you can Expend 3 Mana to use to imbue yourself with divine protection. For 1 minute, you reduce nonmagical bludgeoning, piercing, and slashing damage by your Aegis instead of your Armor. : ### Heal You gain the ability to heal allies by imbuing your hands with holy energy and touching the damaged ally. As an action, you can expend an amount of Mana and heal the ally a number of health equal your Spirit for each Mana spent. \column : ## Level 5 ### Divine Health You gain {{pageNumber,auto}} \page # Paladin Feats ## Level 7 #### Radiant Aura As a bonus action, you can emit a radiant aura of light that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Unholy within the aura have disadvantage on attack rolls against you. The aura lasts for 1 minute or until you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a short or long rest. \column ## Level 9 {{pageNumber,auto}} \page # Paladin Critical Augments : ### Level 3 : ### Cleansing Touch You can use your Action to spend 1 Mana to end one Condition on yourself or on one ally that you touch. : ### Level 5 : ### Healing II When you use your Lay on Hands feature to heal a creature, you can expend an 1 additional mana to remove one Disease or Condition afflicting the target. \column : ### Level 7 ### Level 9 {{pageNumber,auto}} \page {{note ## Psion ### Level 1 #### Health **+1 Maximum Health per level** #### Powerful Mind You can ... #### Well Traveled Choose one ... : #### Equipment **Adventurer's Pack** **Light Armor** }} ### Level 1 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 2 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 4 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 6 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 8 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. ### Level 10 You gain the ability to DESCRIPTION HERE. When you do so... INSERT MECHANIC HERE. \column {{imageMaskEdge3,--offset:6%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/6204932d-8476-4170-a926-52e6e495fdce/0_0.png){bottom:0%,right:-15%,width:75%,height:100%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page # Psionic Feats ### Level 3 #### Charmtic Aura When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their Charm checks until the end of their next turn. : #### Silver Tongue You gain ADV in Charm saving throws. : #### Fleet-Footed Your Land Speed increases to Fast. : #### Quick Thinker You gain proficiency in Mind saving throws. : #### Resonant Melodies When you use your Inspiring Song, the target can add 1d6 to their damage rolls that deal Thunder or Lightning damage. : #### Sturdy You gain proficiency in Vitality saving throws. : #### Thunderous Aura When you use your Inspiring Song, choose an ally that gains resistance to Thunder and Lightning damage until the end of their next turn. : #### Versatile Linguist You become proficient in an additional language. : #### Well Traveled You gain another +2 in a biome of your choice, if you are already familiar with this biome, you master navigation of that biome, ignoring difficult terrain for you and your group when traveling together. \column ### Level 5 #### Blurred Lines When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their Evasion. This effect lasts until the end of combat, or you use this feat again to change the target ally, or you are Incapacitated. : #### Enthralling Performance When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their Charm checks until the end of their next turn. Influence checks until the end of their next turn. : #### Lightning Reflexes When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their Agility saving throws until the end of combat. : #### Soothing Aura When you use your Inspiring Song, an ally of your choice gains a number of Blessings equal to that ally's Spirit Stat. {{pageNumber,auto}} \page ### Level 7 #### Calming Presence Once per short rest, as an action, you can create an aura of calmness in a 30-foot radius around you for 1 minute. While in the aura, allies can't be charmed or frightened. : #### Heist Music When you use your Inspiring Song, choose 1 ally to roll a 1d6, they add the result to their saving throws against traps and hazards until the end of their next turn. : #### Resilient Spirit When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their saving throws against any conditional save. : #### Wind Dance Once per short rest, you can use a Bonus Action to hasten yourself or an ally allowing them to move twice their speed. \column ### Level 9 #### Charming Presence When you use your Bardic Inspiration feature, the target can roll the Bardic Inspiration die and add the number rolled to their saving throws against being charmed until the end of their next turn. : #### Commanding Presence Once per short rest, as an action, you can exude an aura of authority in a 30-foot radius around you for 1 minute. While in the aura, hostile targets have disadvantage on attack rolls against you and targets friendly to you gain advantage on saving throws against being frightened. : #### Cunning Strategy Once per short rest, as a reaction when you or an ally within 30 feet of you fails an ability check, saving throw, or attack roll, you can grant them a 1d20 and add to the result. : #### Indomitable Spirit Once per long rest, when you fail a saving throw, you can choose to reroll it and use the new result. : #### Inner Peace When you use your Inspiring Song, choose an ally to roll a 1d6, and add the result to their hit points recovered from healing spells until your song ends. : #### Master Performer You gain ADV on all Charm ability checks made to perform. : #### Unyielding Spirit Once per short rest, when you would be reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. {{pageNumber,auto}} \page # Mental Alterations ## Mundane Spells : ### Befriend : ### Something Magical ### Illuminate ### Extra Assistance ## Level 1 ### Some spell here ## Level 2 ### {{pageNumber,auto}} \page {{note ## Ranger ### Level 1 **+2 Maximum Health per Level** }} ### Level 1 #### Arcane Arrow You can channel some of your magic into each of your attacks, allowing you to spend 1 Mana in order to gain Advantage on your next attack roll and 1 additional weapon damage die of *Arcane Damage*, you may add either AGI or MND to your damage rolls for these attacks, but not both. ### Level 2 #### Everyone Needs A Friend Choose a companion who serves you loyally and unerringly: : *It may be a Beast, Bird, Fish, or Insect up to 1/2 of your level in creature difficulty, should this creature die, you must wait until a Full Rest before adjusting a new one.* ### Level 4 #### Careful Steps You learn your way through new terrain quickly, by spending one week traveling through unknown biome, you can gain temporary mastery in it, until you leave the biome. ### Level 6 #### Hunter ### Level 8 #### Swarm Speaker ### Level 10 \column ## Ranger Description These stealthy warriors hide in the shadows and use their martial prowess to leap from the shadows during combat. {{imageMaskEdge3,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/WtNnn1W/ranger-test-image.png){bottom:2.5%,right:0%,width:50%,height:75%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Level 3 #### Cartographer You gain ADV on Crafting Attempts to make maps.. #### Fast Reflexes Dashing, Dodging, and Hiding can be done as Bonus Actions. #### Forager* You gain ADV on Surival Attempts to scavenge/forage for food or resources. #### Hide You can ADV on attempts to hide. \column ### Level 5 {{pageNumber,auto}} \page ### Level 7 \column ### Level 9 {{pageNumber,auto}} \page # Ranger Spells {{pageNumber,auto}} \page {{note # Rogue ### Level 1 **+2 Maximum Health per Level** : **+1 Stamina per Level** }} ### Level 1 #### Shadowstep Once per turn, you can teleport up to 30 feet to an unoccupied space you can see in dim light or darkness. : ### Level 2 #### Deadly Strikes If you have advantage on an Attack Roll that critically strikes an enemy, you may maximize 2 of your highest damage dice instead of rolling them. : ### Level 4 #### Umbral Strike Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while you are in dim light or darkness. : ### Level 6 #### Shadow Cloak You gain Resistance to Necrotic Damage while you are in dim light or darkness. : ### Level 8 #### Umbral Veil While you are in dim light or darkness, you can take the Hide action as a Bonus Action on each of your turns without requiring Concealment. : ### Level 10 #### Elusive No Attack roll has advantage against you while you aren't incapacitated. \column ### Who Are They Rogues are agile and cunning individuals who thrive in the shadows, using stealth, guile, and precision strikes to gain the upper hand in combat and subterfuge. Masters of Influence and infiltration, rogues excel at gathering information, disarming traps, and exploiting vulnerabilities. Whether serving as deadly assassins, charming swashbucklers, or versatile tricksters, rogues are skilled adventurers who rely on their wits and quick reflexes to outmaneuver their foes and achieve their objectives. {{imageMaskEdge3,--offset:13%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/T4zd5xq/rogue-test-image-1.png){bottom:2.5%,right:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Rogue Feats ## Level 3 #### Assassinate You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. #### Fast Reflexes Dashing, Dodging, and Hiding can be done as Bonus Actions. #### Hide You can gain on attempts to hide. #### Thief You gain Advantage on Climbing checks. \column ## Level 5 #### Death Strike When you attack and hit an enemy that is surprised, if your Damage surpasses its Pain Threshold, the enemy takes additional Psychic Damage equal to half of the original damage. #### Mimicry You can mimic sounds you have heard, including voices. #### Spell Thief Once per day, you can use your reaction to absorb a spell that is targeting only you, as long as the Spell Rank is less than or equal to half of your level. #### Slippery Mind You gain +2 to Aegis. #### Supreme Sneak You have advantage on Agility (Stealth) checks if you move no more than half your speed on the same turn. #### Tumbling Mastery When you make a running jump, the distance you cover increases by a number of feet equal to your Agility. ___ #### Acrobatic Flair You gain proficiency in the Acrobatics skill, and you can add double your proficiency bonus to Agility (Acrobatics) checks. {{pageNumber,auto}} \page # Rogue Feats ## Level 7 #### Cloak of Shadows* You can cast the *Invisibility* spell once per day without expending Mana. #### Perfect Mimicry You have advantage on Trickery checks made to pass yourself off as someone else. #### Use Magic Device You can use any magic item, even if you do not meet the requirements. #### Versatile Trickster You gain Advantage against a target that is cursed. \column ## Level 9 #### Umbral Mastery You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Master Acrobat When you take the Dash action, difficult terrain doesn't cost you extra movement on that turn. #### Master Scout You can move through the space of any creature that is of your size or smaller without provoking opportunity attacks from that creature. {{pageNumber,auto}} \page # Rogue {{pageNumber,auto}} \page {{note ## Summoner ### Level 1 **+1 Maximum Health per Level** : **+2 Mana per Level** }} ### Level 1 #### Summoned Ally As an Action you may Expend 1 Mana to summon a small Creature, Monster, or minor Spirit. This companion may assist you in and out of combat and can be dismissed by you back to where you summoned them from opening a portal an safely transporting them back, this summon grants you a +2 to one skill of your choice which is decided when summoned and may remain with you for up to 24 hours, as the spell would naturally end a portal leading back to where you summoned them from opens up and you have a chance to expend 1 additional Mana to extend the duration for 24 hours. ### Level 2 #### Ether Shield As a Bonus Action expend 1 Mana to create a magical shield around your summoned creature, the shield grants them Stacks of Blessing equal to your Spirit. ### Level 4 #### Summon Guardian As an Action you may Expend 4 Mana to summon a Medium Creature, Monster, or Spirit of your choice to help you for up to 4 hours, granting you a +2 to a skill of your choice. ### Level 6 #### Summoning Mastery You learn advanced summoning techniques, allowing you to summon more powerful beings or multiple targets at once. However, summoning more powerful targets may come with risks. ### Level 8 #### Abyssal Call You gain the ability to call forth a powerful companion once per long rest. The Danger Level of the Creature may not exceed half your level. ### Level 10 #### Summoner's Resolve You gain resistance to the damage type most commonly associated with your summoned targets (e.g., fire for fire elementals) and advantage on saving throws against spells and effects created by summoned targets. \column ## Who Are They Summoners are masters of calling forth beings from other realms to aid them. Using ancient pacts, intricate rituals, and their own force of will, they bend the fabric of reality to summon allies. From ethereal spirits to ferocious beasts, each summoner has a unique connection to the entities they conjure. The Abyssal Summoner delves into the darker aspects of summoning, tapping into the abyss to call forth demons and otherworldly horrors to do their bidding. {{imageMaskCorner12,--offsetX:40%,--offsetY:-10%,--rotation:270,mix-blend-mode:multiply ![](https://i.ibb.co/LtKhKLp/Summoner.png){bottom:11%,right:0%,width:55%,height:70%,transform:scaleX(1)} }} {{pageNumber,auto}} \page # Summoner Progression : ### Level 3 \column : ### Level 5 {{pageNumber,auto}} \page # Summoner Progression : ### Level 7 \column : ### Level 9 {{pageNumber,auto}} \page # Summoner Class Spell List ## Level 1 Spells ### Mystic Bond Strengthens the connection between you and your summoned targets, increasing their combat effectiveness. ### Shadow Cloak Enshrouds you or a summoned creature in shadows, increasing evasion and stealth. ## Level 2 Spells ### Summon Weapon Conjures a magical weapon that can be wielded by you or your summoned targets. ### Spiritual Leash A tether that links a summoned creature to its target, pulling them together. ### Binding Light Make a ranged spell attack against the target's Aegis, a beam of light immobilizes the target in place if you are successful, they can then attempt a saving throw against your Aegis at the beginning of each of their turns. ## Level 3 Spells ### Elemental Infusion Grants your summoned targets elemental abilities (fire, ice, lightning, etc.) for a short time. ### Summon Swarm Calls forth a swarm of lesser creatures to overwhelm enemies. Shadow Step: Allows you or a summoned creature to teleport a short distance to a location you can see. ## Level 4 Spells ### Arcane Storm Unleashes a storm of magical energy that damages enemies and can empower your summons. ### Astral Chain Binds a target creature, reducing its ability to attack and making it more vulnerable to attacks from your summons. {{pageNumber,auto}} \page {{note ## Tinker ### Level 1 **+2 Maximum Health per Level** #### Tinkering Expertise #### Equipment **Tinker's Toolkit** }} ### 1st Level - Tinkering Expertise Gain proficiency with tinker's tools. You can craft mechanical devices and gadgets during rests. : Mechanized Companion: Construct a mechanical companion to aid you in your adventures. ### 2nd Level - Inventing Flair Stat Improvement, and Use your ingenuity to create minor inventions on the fly, granting small bonuses or effects in non-combat situations. ### 4th Level **Improved Mechanized Companion** Your mechanical companion gains improved abilities and stats. ### 6th Level - **Master Tinkering** You become a master tinkerer, able to create more complex and powerful inventions. ### 8th Level **Advanced Inventions** Stat Improvement, New Creations. ### 10th Level **Enhanced Tinkering Techniques** - Your tinkering techniques become more efficient, reducing the time and resources required to craft inventions. : - Your mastery of machinery reaches new heights, allowing you to control and manipulate mechanical constructs with ease. - Tinkerer Specialty Feature : - Your inventions are now works of art, capable of achieving incredible feats of engineering and innovation. \column ### Who Are They Tinkerers are master inventors and engineers, utilizing their intellect and creativity to craft a variety of mechanical gadgets and devices. They excel in combat and exploration, relying on their ingenuity to overcome challenges and obstacles. {{pageNumber,auto}} \page # Tinker Feats ### Level 3 #### Tinkerer Specialty **Mechanical Augmentation** - Enhances your own abilities with mechanical implants or modifications. : **Enhanced Inventions** - Your crafted inventions become more potent, granting additional benefits or versatility. ### Mechanized Brawler (STR) The Mechanized Brawler specializes in close combat, using their mechanical prowess to enhance their unarmed strikes and engage in ferocious melee combat. : ### Subclass Features: #### Level 1: Tinkerer's Gauntlets Your base damage for unarmed strikes deal 1d6 + STR as *Bludgeoning Damage*. #### Level 3: Mechanical Armor Gain you can tinker around with your armor during a Long Rest granting you a +1 to your Armor Class, this ability does not stack with itself. This bonus lasts until you are struck by a critical hit #### Level 5: Hydraulic Strike Once per turn, you can spend a Bonus Action to make a powerful unarmed strike that deals an additional 2d6 bludgeoning damage. #### Level 7: Reinforced Frame You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. #### Level 9: Augmented Strength Your Strength score increases by 2. #### Level 10: Enhanced Strikes Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \column ### Level 5 {{pageNumber,auto}} \page # Tinker Feats ### Level 7 #### Mechanical Adaptation - Your understanding of machinery allows you to adapt to different situations more easily. - Tinkerer Specialty Feature \column ### Level 9 **Tinkering Mastery** - You reach the pinnacle of tinkerer prowess, able to craft legendary inventions and constructs. - Supreme Mechanized Companion: Your mechanical companion becomes a formidable ally in combat. {{pageNumber,auto}} \page # Tinker Spells {{pageNumber,auto}} \page {{note ## Wizard ### Level 1 **+1 Maximum Health per Level** #### Some Bonus #### Equipment }} {{pageNumber,auto}} \page # Wizard Feats ## Level 3 #### Quick-Caster Your 1st Spell during a combat only costs Bonus Action. {{pageNumber,auto}} \page # Wizard Spells # Necromancer Subclass Spell List : ## Level 1 Spells ### Necromantic Grasp Dark tendrils emerge from the ground, grasping and damaging enemies while healing your summons based on damage dealt. ### Life Leech Converts a portion of the damage dealt by your summons into health for them, essentially granting them life steal. ### Undead Frenzy Enhances your darkling or abyssal creature, increasing its attack speed and damage for a short duration. ## Level 2 Spells ### Necrotic Blast A blast of necrotic energy that damages an enemy. Dark Pact Mark: Marks an enemy, causing them to take increased damage from undead creatures and effects. ### Shadow Walk Allows you and your summons to become nearly invisible, moving undetected among enemies. \column : ## Level 3 Spells ### Undead Gateway Opens a temporary portal to the Realm of Death, summoning additional lesser undead creatures to fight for you. ### Curse of Desolation A powerful curse that weakens an enemy, reducing their defenses and making them more susceptible to damage from abyssal sources. ### Darkness Incarnate Summons a field of oppressive darkness that hinders enemies while empowering and healing your undead creatures. ## Level 4 Spells ### Summon Undead OverLord Summons a powerful Undead Overlord from the Realm of Death to fight by your side for a limited time. ### Cataclysmic Descent Calls down a devastating dark meteor from the void, dealing massive damage to enemies and possibly altering the battlefield. ### Soul Bind Binds a target's soul, causing them to share damage with the summoner's summoned creatures. {{pageNumber,auto}} \page . ### Movement & Exploration Feats #### Adaptive Choose 1 type of difficult terrain that no longer counts as difficult terrain. #### Tracker* You gain ADV on tracking a creature of your choice of: Animals, Creatures, or People. Each time you take this feat, you may choose one that you have not already chosen. ### Navigation Mastery 1st +2 in a biome allows you to ignore difficult terrain within that biome. : 2nd +2 in a biome grants you Advantage on navigation checks within that biome. \column #### Forager* You gain ADV on Surival checks to find food or resources. #### High Jumper You gain 5 ft more to your jump heights. #### Long Jumper You gain 5 ft more to your jump distances. #### Navigator You gain ADV on Navigation checks. #### Swift Swimmer You move at full speed when swimming upstream. #### Tracker* You gain ADV on tracking a creature of your choice of: Animals, Creatures, or People. Each time you take this feat, you may choose one that you have not already chosen. {{pageNumber,auto}} \page ### Social Feats #### Compassionate Your kind nature towards animals has given you a grasp on how to appear less threatening towards them, you gain ADV on Animal checks against prey animals. #### Performative* You have become fairly adept at entertaining others, choose one of the following skills to gain advantage on: Acting or Performing #### Sly You have become fairly adept to masking your attempts in extracting information from people, you no longer gain Disadvantage when attempting to hide your Influence on others. \column ### History Feats #### Educated You gain ADV on history checks on one of the following: - Race - Subrace - Settlement - Organization - Government ### Investigation Feats #### Inquisitory Your curious behavior has gained you ADV on Investigation checks made to identify whether or not the behavior of the masses seems genuine or not, this bonus also applies on investigation checks to find hidden organizations within a settlement. ### Nature Feats #### Cultured You've spent enough time studying the cultures of others, to gain ADV on Nature checks to determine the relationships of different groups of people or creatures. ### Religous Feats #### Object-Oriented You've spent enough time studying the religous importance of different artifacts, you gain ADV on Religion checks to determine the religion associated with different artifacts. {{pageNumber,auto}} \page {{partCover}} # PART 3 ## Homelands {{imageMaskEdge4,--offset:15cm,--rotation:180 ![Background image](https://cdn.midjourney.com/c00d7463-2128-4689-92f7-72619b991526/0_1.png){position:absolute,bottom:0,left:-1px,width:106%,height:101%} }} \page {{position:absolute,left:5%, ## The Kingdom of Arindor }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 1,750,000 | | **Primary Biome** | Plains | | **Government** | Feudal Monarchy | | **Language** | Common | | **Motto** | "For Steel and Honor" | | **Notable Rulers** | King Baldric II | | **Important Dates** | 698 E.D. - Goblin Invasion | | **Royal Advisors** | The High Council
The King's Court
Regional Lords | | **Races** | Humans 80%,
Elves 10%,
Dwarves 5%,
Others 5% | | **Religions** | The Church of the Light
The Old Faith
The Stone Brotherhood | | **Industries** | Agriculture
Mining
Trade
Military Contracts | | **Military Strength** | Heavy Cavalry
Crossbowmen
Pikemen
Siege Engineers | | **Annual Trade** | 1,000,000 Gold Coins | | **Class Mobility** | Difficult, based on Heritage | | **Local Currency** | Crowns | | **Foreign Policy** | Isolationism | }} {{note,position:absolute,bottom:26%,width:45%,left:5%,height:10% ### Anthem **"The March of Kings"** : A Powerful & Prideful Orchestral Piece }} {{note,position:absolute,width:45%,left:5%,bottom:12%,height:12% ### History and Culture Arindor is a kingdom with a proud military tradition and a deep-rooted belief in honor and duty. Ancient castles dot the landscape, remnants of previous wars against goblins and orcs. The kingdom’s military is highly organized, consisting of armored knights, disciplined infantry, and mounted cavalry. }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/8955bbb2-2ed8-41bd-bf57-623537588cc8/0_0.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 400,000 | | **Primary Biome** | Mountains | | **Government** | Geriotracy of Family Patrirchs | | **Language** | Dwarvish | | **Motto** | "Great Tools for Great Artisans" | | **Notable Rulers** | Craftmaster Maghamor III | | **Important Dates** | 668 E.D. - Death of Maghamor II | | **Disciplinary Councils** | The Balanced Scale
The Hammer & Anvil
The Furnace | | **Races** | Dwarves 60%
Gnomes 20%
Humans 15%
Others 5% | | **Religions** | The Forgekeepers
The Deepwardens
The Stone Brotherhood | | **Industries** | Mining
Metalworking
Smithing
Craftsmanship | | **Military Strength** | Heavy Infantry
Engineers & Siegecraft
Runepriests
Tunnel Scouts | | **Annual Trade** | 500,000 Gold Coins | | **Class Mobility** | Based on Craftsmenship | | **Local Currency** | Hammermarks | | **Foreign Policy** | Isolationism | }}
{{note,position:absolute,bottom:24%,width:45%,right:5%,height:12% ### Anthem **"The Echo of Anvils"** : A powerful, deep-voiced chant accompanied by rhythmic hammer strikes, low brass, and booming drums. It symbolizes unity, craftsmanship, and unyielding strength beneath the mountains. }} {{note,position:absolute,width:45%,right:5%,bottom:9.5%,height:13% ### History and Culture The Iron Forge Dwarves are a proud, ancient people known for their mastery of stone, metal, and craftsmanship, with a society built on honor, tradition, and resilience. Their culture is deeply rooted in reverence for their ancestors, and they are fiercely protective of their heritage, making them formidable defenders of their mountain strongholds. }} \column {{position:absolute ## Iron Forge Citadel }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/28b82121-0d30-43a2-9203-0cf541e6c7df/0_2.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Emerald Glade }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 75,000 | | **Primary Biome** | Forest | | **Government** | Tribal Confederation | | **Official Language** | Druidic | | **Motto** | "Keep one foot in nature, and the let other foot fall where it may" | | **Notable Rulers** | Farien Greenclaw | | **Important Dates** | 350 ED was formed, according to some Dwarvish Manuscripts | | **Influential Groups** | The Elder Druids | | **Races** | Elves 55%
Humans 20%
Gnomes 15%
Other 10% | | **Religions** | Worshippers of Yggdrasil
The Natural Cycle
The Narrow Path | | **Industries** | Alchemy
Agricultural
Botanical Crafting
Forestry | | **Military Strength** | The Defense of the Glade relies upon the Elder Druids to defend against outside forces. | | **Annual Trade** | Less than 100,000 Gold Coins | | **Class Mobility** | Everyone is seen as 1 class | | **Local Currency** | Loyalty Tokens | | **Foreign Policy** | Isolationist | }} {{note,position:absolute,bottom:26%,width:45%,left:5%,height:10% ### Anthem **"United We Are One"** : A harmonious chant with a mixture of woodwind instruments. }} {{note,position:absolute,width:45%,left:5%,bottom:12%,height:12% ### History and Culture* Not much is known about this secretive pack of Druids, but if there is one thing to say about the area it would be that you should not go stumbling about and disrespecting the natural world within their borders, otherwise it will be made apparent to you, the full force of the natural way. }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/914cacd5-0362-475d-b1ab-9e9d889685ea/0_1.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 750,000 | | **Primary Biome** | Forest | | **Government** | Tribal Confederation | | **Official Language** | Goblün | | **Motto** | "A Shiny a day keeps the Orcs away" | | **Notable Rulers** | None | | **Important Dates** | 698 E.D. - Invasion of Arindor | | **Influential Groups** | The Junkyard
The Raiding Party
The Merchant Group | | **Races** | Goblins 85%
Others 15% | | **Religions** | The Great Bear Cult
The Scavenger’s Path
The Firepit Cult | | **Industries** | Raiding
Simple Crafts
Trade Goods | | **Military Strength** | Raiding parties
Guerrilla tactics
Flame-Wrought Weapons
War Beasts | | **Annual Trade** | 180,000 Gold Coins | | **Class Mobility** | Frequent Changes | | **Local Currency** | Shinies (Most Currencies are accepted) | | **Foreign Policy** | Expansionist - (Under Duress by Kragnash) | }} {{note,position:absolute,bottom:26%,width:45%,right:5%,height:10% ### Anthem **"United We Are One"**** : A rhythmic chant with a mixture of crude percussive instruments. }} {{note,position:absolute,width:45%,right:5%,bottom:12%,height:12% ### History and Culture Verdantia, is known for its forests and swamps just south of the Emerald Glade. Home to the Goblins of the west, it boasts bountiful amounts of creatures to hunt, and untapped raw resources. the Goblins that live here are still learning to harvest such resources and defend them from outsiders. }}
\column {{position:absolute ## Verdantia }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/080e283d-8f1d-441e-a350-6f105285a05b/0_1.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Kragnash }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 350,000 | | **Primary Biome** | Rolling Grassland | | **Government** | Unstable Puppet Dictatorship | | **Official Language** | Orcish | | **Motto** | "For Blood and Bone" | | **Notable Rulers** | Krod Bonecrusher "The Ear Collector"
| | **Important Dates** | 690 ED was conquered from the Sun Elves | | **Influential Groups** | The Bloodied Tusks
The Bonebreakers
The Stranglers | | **Races** | Orcs 85%
Humans 5%
Others 10% | | **Religions** | Worshippers of Krod
The Brutal Path | | **Industries** | Beast Breeding
Hunting
Raiding
Construction | | **Military Strength** | Few dare to challenge the savage nature of these Orcs. | | **Annual Trade** | 200,000 Gold Coins | | **Class Mobility** | Easy, Frequent Changes Due to Deaths / Easily taken by force | | **Local Currency** | Coins of Bone | | **Foreign Policy** | Expansionist - At the orders of Drakonia | }} {{note,position:absolute,bottom:26%,width:45%,left:5%,height:10% ### Anthem **"They Will Fall to Us"** : A war chant with the powerful support of war drums. }} {{note,position:absolute,width:45%,left:5%,bottom:12%,height:12% ### History and Culture* These Orcs have brutally conquered the Sun Elves of what used to be Soleria. Some people have heard rumors that it was under the order of the Drakonians, after the Orcs lost their homeland they were essentially told to go conquer another land or die at the hands of the Drakonians, and so they did. }}
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{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 500,000 | | **Primary Biome** | Swamp | | **Government** | Dictatorship | | **Language** | Common | | **Motto** | "We Lead From The Shadows" | | **Notable Rulers** | The Masked Dictator | | **Important Dates** | 688 E.D. - Taken from the Orcs | | **Major Councils** | The Shadow's Edge
The Chained Ones
The Great Net | | **Races** | Humans 70%
Orcs 20%
Slaves 10% | | **Religions** | The Shadow Cult
Darkspawn Worshippers
The Scientific Morbidum | | **Industries** | Mercenary Work
Maritime
Smithing | | **Military Strength** | Heavy Infantry
Engineers & Siegecraft
Bloodmages
Tunnel Scouts | | **Annual Trade** | 750,000 Gold Coins | | **Class Mobility** | Based on Contracts fulfilled | | **Local Currency** | Blackfin Marks | | **Foreign Policy** | Isolationism | }}
{{note,position:absolute,bottom:24%,width:45%,right:5%,height:12% ### Anthem **"The Whispers in the Dark"** : A hushed set of collective whispers that can make your skin crawl backed by a sympony of soft and eerie stringed instruments, symbolizes the faceless entities that strike from the dark. }} {{note,position:absolute,width:45%,right:5%,bottom:9.5%,height:13% ### History and Culture Prior to succeeding from Arindor, these humans left their homeland in hopes to settle elsewhere, they pased through Iron Forge Mountains into a New Land which was inhabited by Orcs. Despite the Orcs might, utilizing advancements in weaponry and magical training they were able to run the Orcs out of the region, indirectly causing the fall of Soleria. }} \column ## Drakonia {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/505b348d-b404-4ad1-b76d-d53d68ea6140/0_0.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Northern Ice Lands }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | Less than 1,000 | | **Primary Biome** | Arctic | | **Government** | Outcast Commune | | **Official Language** | Common | | **Motto** | "Together We Survive " | | **Notable Rulers** | Ymon "The Knowledgable"
| | **Important Dates** | 670 ED was constructed | | **Influential Groups** | Open Sea Trade
Icehold Monastary
Citizens United | | **Races** | Snow Elves 40%
Humans 30%
Gnomes 15%
Others 15% | | **Religions** | The Narrow Path
The Natural Cycle | | **Industries** | Maritime
Hunting
Archaeology
| | **Military Strength** | Around a dozen volunteers have formed an impromptu militia for defending against wild arctic beasts.| | **Annual Trade** | 50,000 Gold Coins | | **Class Mobility** | Seen as 1 Class | | **Local Currency** | Winter Coins | | **Foreign Policy** | Open Sea Trade Members | }} {{note,position:absolute,bottom:23%,width:45%,left:5%,height:13% ### Anthem **"Winter Will Pass"** : The anthem is a powerful, resilient song featuring a deep, harmonious choir singing of survival and renewal. The music is driven by solemn strings, triumphant brass, and gently played piano, building from mournful tones to a stirring crescendo. }} {{note,position:absolute,width:45%,left:5%,bottom:9%,height:12% ### History and Culture Surviving through the harsh winters is the core theme behind the principles that govern this region. Ostracized individuals have rarely been known to make it through winter, leading to a close community where remaining in good social standing is more than just a benefit to your business, but necessary for your survival. }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/54676b0e-c718-457e-9e55-16271ce49f55/0_1.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 100,000 | | **Primary Biome** | Tundra | | **Government** | Confederation of City States | | **Official Language** | Common | | **Motto** | "The North is Ruled by No Man" | | **Notable Rulers** | Drenmar "The Great Diplomat" | | **Important Dates** | 400 E.D. - The Peace Treaty was Signed with the Elves | | **Major Councils** | The Balanced Scale
The Hammer & Anvil
The Furnace | | **Races** | Dwarves 95%
Others 5% | | **Religions** | The Forgekeepers
The Deepwardens
The Stone Brotherhood | | **Industries** | Mining
Metalworking
Smithing
Craftsmanship | | **Military Strength** | Heavy Infantry
Engineers & Siegecraft
Tunnel Scouts | | **Annual Trade** | 750,000 Gold Coins | | **Class Mobility** | Based on Contracts fulfilled | | **Local Currency** | Hammermarks | | **Foreign Policy** | Isolationism | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"The Thunder Roars"** : A bold, rhythmic battle chant uttered with a gutteral ferocity and booming voices in unison. Its pounding drums, deep horns, and sharp-stringed lutes, evoking the power of a raging storm and the warriors marching to war. }} {{note,position:absolute,width:45%,right:5%,bottom:7.5%,height:13% ### History and Culture Prior to succeeding from Arindor, these humans left their homeland in hopes to settle elsewhere, they pased through Iron Forge Mountains into a New Land which was inhabited by Orcs. Despite the Orcs might, utilizing advancements in weaponry and magical training they were able to run the Orcs out of the region, indirectly causing the fall of Soleria. }} \column {{position:absolute ## Thunderia }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/5d63cfb9-9c68-4541-a16c-6a25be3d435b/0_0.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Eldergard }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 500,000 | | **Primary Biome** | Forest | | **Government** | Monarchy | | **Official Language** | Common | | **Motto** | "The problems of the world are not our concern." | | **Notable Rulers** | Yendar "The Wise"
| | **Important Dates** | 400 ED Last Vaelorian Conflict | | **Influential Groups** | Open Sea Trade
Icehold Monastary
Citizens United | | **Races** | Wood Elves 60%
Humans 20%
Gnomes 10%
Dwarves 10% | | **Religions** | The Narrow Path
The Natural Cycle | | **Industries** | Maritime
Hunting
Archaeology
| | **Military Strength** | Mages
Rangers
| | **Annual Trade** | 250,000 Gold Coins | | **Class Mobility** | Seen as 1 Class | | **Local Currency** | Sylvaris | | **Foreign Policy** | Open Sea Trade Members | }} {{note,position:absolute,bottom:23%,width:45%,left:5%,height:13% ### Anthem **"In the Heart of the Forest"** : The anthem is a soft melody of stringed instruments and woodwind instruments, the song is relaxing, and is often used to remedy those who cannot sleep. Mamy claim to hear this song faintly in the forest even when no one is around. }} {{note,position:absolute,width:45%,left:5%,bottom:9%,height:12% ### History and Culture After the Eldergardians last war with the Vaelorians they sought to reside on the northern side of the Hammerhold Mountains conceding the sands of Vaeloria to the Dark Elves. Since then the Hammerhold Dwarves have kept their eye on the activities of what lurks beneath the sand. }}
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{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 200,000 | | **Primary Biome** | Tundra | | **Government** | Confederation of City States | | **Official Language** | Common | | **Motto** | "The North is Ruled by No Man" | | **Notable Rulers** | Drenmar "The Great Diplomat" | | **Important Dates** | 400 E.D. - The Peace Treaty was Signed with the Elves | | **Major Councils** | The Balanced Scale
The Hammer & Anvil
The Furnace | | **Races** | Dwarves 95%
Others 5% | | **Religions** | The Forgekeepers
The Deepwardens
The Stone Brotherhood | | **Industries** | Mining
Metalworking
Smithing
Craftsmanship | | **Military Strength** | Heavy Infantry
Engineers & Siegecraft
Tunnel Scouts | | **Annual Trade** | 750,000 Gold Coins | | **Class Mobility** | Based on Contracts fulfilled | | **Local Currency** | Hammermarks | | **Foreign Policy** | Isolationism | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"The Cold Wind Blows"** : A rugged, soulful folk ballad sung by dwarves and elves around roaring fires. The song is carried by deep, rhythmic stringed instruments, steady drum beats, and lilting flute melodies, blending roughness and elegance to tell of endurance and hope during the harshest winters. }} {{note,position:absolute,width:45%,right:5%,bottom:7.5%,height:13% ### History and Culture Prior to succeeding from Arindor, these humans left their homeland in hopes to settle elsewhere, they pased through Iron Forge Mountains into a New Land which was inhabited by Orcs. Despite the Orcs might, utilizing advancements in weaponry and magical training they were able to run the Orcs out of the region, indirectly causing the fall of Soleria. }} \column {{position:absolute ## Hammerhold }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/b48b079c-c401-46de-9874-97ed120d233e/0_2.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Aetheria }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 500,000 | | **Primary Biome** | Forest | | **Government** | Oligarchy | | **Official Language** | Common | | **Motto** | "Peace can be made with anyone, as long as you set aside your differences." | | **Notable Rulers** | Leaf Greenwood "The Great Diplomat"
| | **Important Dates** | 620 ED Vaeloria breaks the Peace Treaty | | **Influential Groups** | Open Sea Trade
Inventors Coalition
Institute of Magical Research | | **Races** | Wood Elves 60%
Humans 20%
Gnomes 15%
Others 5% | | **Religions** | The Natural Cycle | | **Industries** | Maritime
Hunting
Magical Research
| | **Military Strength** | Mages
Engineers & Siege Weaponry
| | **Annual Trade** | 250,000 Gold Coins | | **Local Currency** | Sylvaris | | **Foreign Policy** | Open Sea Trade Members | }} {{note,position:absolute,bottom:23%,width:45%,left:5%,height:13% ### Anthem **"As Magic Flies"** : A graceful, ethereal anthem filled with shimmering vocals and delicate harmonies. Its melody floats on airy flutes, enchanted harps, and crystalline chimes, evoking a sense of wonder, freedom, and the potential of magic soaring through the skies. }} {{note,position:absolute,width:45%,left:5%,bottom:9%,height:12% ### History and Culture After the destruction of Soleria the Aetherians knew they'd have to keep the Vaelorians on a short leash, believing that if Kragnash was backed by the power of the Drakonians, that the loss of life would be too great to sustain and defend themselves from a counter-attack, because of this Vaeloria was urged to stand down. }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/f0f58456-1c29-4a6a-929e-24e64abd484c/0_3.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 300,000| | **Primary Biome** | Desert or Cave | | **Government** | Last Known to be a Dictatorship | | **Current Ruler** | Ramrend III | | **Official Language** | Elvish | | **Motto** | "Magic has no Bounds" | | **Notable Rulers** | Ramrend "The Fierce" | | **Important Dates** | 620 E.D. - The Peace Treaty with Aetheria was broken. | | **Major Councils** | Unknown | | **Races** | Dark Elves 90%
Darkspawn 10% | | **Religions** | The Luneers
The Darksawn Worshippers
The Dark Cult | | **Industries** | Raiding
Slaving
Looting
Demolishing | | **Military Strength** | Bloodmages
Engineers & Siegecraft
Tunnel Scouts | | **Annual Trade** | 250,000 Gold Coins | | **Class Mobility** | Unknown | | **Local Currency** | Shadow Marks | | **Foreign Policy** | Vengence for Soleria
Revenge against Aetheria | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"Prepare a Sacrifice"** : A dark, ritualistic chant performed by low, guttural voices interwoven with high, wailing notes. Accompanied by deep, pounding drums, droning horns, and eerie flutes, it evokes a primal atmosphere of fear and reverence, meant to honor ancient deities and invoke their favor before great battles. }} {{note,position:absolute,width:45%,right:5%,bottom:7.5%,height:13% ### History and Culture Vaeloria took it personally when Aetheria failed to intervene in the destruction of Soleria by Kragnash, the Sun Elves had always been friendly and Vaeloria became interested in persuing magical answers to winning a potential war against Kragnash, when they were halted by Aetheria a line in the sand was drawn, and the land in the East was never the same again. }} \column {{position:absolute ## Vaeloria }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/f9abad23-3f04-46a2-8a51-ef115bfb02e8/0_2.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Dandleheim }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 2,500,000 | | **Primary Biome** | Savannah | | **Government** | Tribal Confederation | | **Official Language** | Beast Speech | | **Current Leader** | Remin Quickclaw "The Bold" | | **Motto** | "We can pull our own carts." | | **Notable Rulers** | Rektan Quickclaw "The Swift"
| | **Important Dates** | 620 ED Vaeloria breaks the Peace Treaty | | **Influential Groups** | Open Sea Trade
Inventors Coalition | | **Races** | Beastfolk 80%
Others 20% | | **Religions** | The Natural Order
The Narrow Path
The Traveler's Path | | **Industries** | Logistics
Maritime
Warfare
Simple Crafts | | **Military Strength** | Transport Wagons
Mounted Calvary
| | **Annual Trade** | 500,000 Gold Coins | | **Local Currency** | Hoofens | | **Foreign Policy** | Open Sea Trade Members | }} {{note,position:absolute,bottom:23%,width:45%,left:5%,height:13% ### Anthem **"As The Crow Flies"** : A somber, wandering ballad with deep, raspy vocals and a haunting, melancholy chorus. Its melody is driven by steady drumbeats, plucked strings, and low, mournful horns, evoking the relentless journey of outcasts and scouts traversing harsh, unforgiving lands. }} {{note,position:absolute,width:45%,left:5%,bottom:9%,height:12% ### History and Culture FILL ME IN PLEASE }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/b0c7aa07-b7aa-475d-aaf8-c5a8b066dcae/0_0.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 150,000| | **Primary Biome** | Jungle | | **Government** | Confederation of City States | | **Current Capital** | Styrt | | **Official Language** | Common | | **Motto** | "As long as we reside, the darkness will remain extinguished" | | **Notable Rulers** | Roland Stormwind | | **Important Dates** | 701 E.D. - The Order of Light extinguished an awakening | | **Major Councils** | The Order of Light | | **Races** | Humans 40%
Elves 25%
Goblins 25%
Others 10% | | **Religions** | The Narrow Path
The Great Calling | | **Main Industry** | Maritime | | **Military Strength** | Naval Vessels
Engineers & Siegecraft
Paladins
Clerics | | **Annual Trade** | 500,000 Gold Coins | | **Class Mobility** | Moderate | | **Local Currency** | Sea Shards | | **Foreign Policy** | Open Sea Trade Member | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"Sail with Me"** : A rousing, sea-shanty-style anthem sung with hearty, booming voices and infectious rhythm. Its melody features lively fiddles, rolling drums, and rugged concertinas, capturing the adventurous spirit and camaraderie of sailors braving the open seas. }} {{note,position:absolute,width:45%,right:5%,bottom:7.5%,height:13% ### History and Culture Before Arindor set the Order of Light here along with the first men to settle this land, it was called the Dreaded Isle, as the shadowy forces present here, required to be driven back underground which is exactly what the Order did upon its first arrival to these shores. }} \column {{position:absolute ## Nesselbane }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/cfddade5-d984-4828-9ddd-4e519ef4e0e7/0_2.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## The Verdant Isles }}
{{note,position:absolute,left:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 15,000 | | **Primary Biome** | Jungle Island | | **Government** | Tribal Confederation | | **Official Language** | Common | | **Current Leader** | Nemir Greenclaw | | **Motto** | "Home is on the islands" | | **Notable Rulers** | Rektan Quickclaw "The Swift"
| | **Important Dates** | 620 ED Vaeloria breaks the Peace Treaty | | **Influential Groups** | Open Sea Trade
Inventors Coalition | | **Races** | Goblin 60%
Orcs 30%
Others 10% | | **Religions** | The Natural Order
The Narrow Path
The Traveler's Path | | **Industries** | Logistics
Maritime
Warfare
Simple Crafts | | **Military Strength** | Militia
Limited Naval Capabilities
| | **Annual Trade** | 350,000 Gold Coins | | **Local Currency** | Palm Marks | | **Foreign Policy** | Open Sea Trade Members | }} {{note,position:absolute,bottom:23%,width:45%,left:5%,height:13% ### Anthem **"Life on the Island"** : A warm, rising ballad with uplifting vocals and a celebratory chorus. Its melody is driven by steady drumbeats, plucked strings, and low, patterned horns, evoking the relationship of the four different islands. }} {{note,position:absolute,width:45%,left:5%,bottom:9%,height:12% ### History and Culture FILL ME IN PLEASE }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/642b1d97-ae7d-4083-88cd-554d41de6de3/0_2.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 60,000| | **Primary Biome** | Jungle Island | | **Government** | None | | **Current Capital** | None | | **Official Language** | Common | | **Motto** | "Ye are free to do as ye please but not unto me" | | **Notable Rulers** | William Stormwind
Captain Blackfin
| | **Important Dates** | 700 E.D. - Captain Blackfin killed William Stormwind | | **Major Councils** | None | | **Races** | Humans 60%
Orcs 20%
Goblins 10%
Others 10% | | **Religions** | The Scavenger's Path | | **Main Industry** | Raiding
Pillaging
Plundering
Looting | | **Military Strength** | Exceptional Naval Vessels | | **Annual Trade** | 1,000,000 Gold Coins | | **Class Mobility** | Seen as 1 class | | **Local Currency** | Golden Coins | | **Foreign Policy** | Indiscriminate | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"Together We Sail and Pierce the Ocean Veil"** : A rousing, sea-shanty-style anthem sung with hearty, booming voices and infectious rhythm. Its melody features lively fiddles, rolling drums, and rugged concertinas, capturing the adventurous spirit and camaraderie of sailors braving the open seas. }} {{note,position:absolute,width:45%,right:5%,bottom:8%,height:12% ### History and Culture Prior to the death of William Stormwind the crews were more selective focusing on targeting ports that they held vendettas against, whereas under the guiding hand of Captain Blackfin crews have become more indiscriminate in their targets of plunder, and none know what the crews will do in his abscence. }} \column {{position:absolute ## The Crimson Isles }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/db07fdb2-9ad8-4c4b-81f9-1e8b44a46356/0_1.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{position:absolute,left:5%, ## Haven Forest }}
{{note,position:absolute,left:5%,top:8%,height:49%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 80,000 | | **Primary Biome** | Jungle Island | | **Government** | None | | **Official Language** | Small Talk | | **Current Leader** | Denny Henderson | | **Motto** | "The Mist Shall Prevail" | | **Notable Rulers** | Natker Longlegs "The Tall"
| | **Important Dates** | 700 ED The first outsider visited, with the aid of Cain Bloodthorn | | **Influential Groups** | Open Sea Trade
Inventors Coalition | | **Races** | Smallfolk 99%
Outsiders 1% | | **Religions** | The Natural Order
The Narrow Path | | **Industries** | Logistics
Maritime
Warfare
Simple Crafts | | **Military Strength** | None | | **Annual Trade** | Lots | | **Local Currency** | Friendship | | **Foreign Policy** | Isolationist | }} {{note,position:absolute,bottom:27%,width:45%,left:5%,height:13% ### Anthem **"Life on the Island"** : A warm, rising ballad with uplifting vocals and a celebratory chorus. Its melody is driven by steady drumbeats, plucked strings, and low, patterned horns, evoking the relationship of the four different islands. }} {{note,position:absolute,width:45%,left:5%,bottom:13%,height:12% ### History and Culture Unknown }}
\column {{imageMaskEdge1,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/6ec26c56-efce-40fe-bc3b-919a4154ce2b/0_3.png){position:absolute,height:100%,right:0%,top:0%} }} {{pageNumber,auto}} \page
{{note,position:absolute,right:5%,top:8%,height:53.6%,width:45%, | | | |---------------------------|-----------------------------------------------------------------------------| | **Population** | 150,000| | **Primary Biome** | Aquatic | | **Government** | Heredic Monarchy | | **Current Capital** | Oambis | | **Official Language** | Common | | **Motto** | "One man's tragedy is another man's treasure" | | **Notable Rulers** | Acanthe Strongscale
Jakartha Shorttail
| | **Important Dates** | 680 E.D. - Captain Blackfin's Ship Sank in front of the Capital | | **Major Councils** | Ecological Ethics Committee | | **Races** | Merfolk 40%
Fishfolk 30%
Dolphkin 20%
Sharkin 8%
Axolin 2% | | **Religions** | The Scavenger's Path | | **Main Industry** | Marine Conservation
Aquatic Agriculture
Construction
Looting | | **Military Strength** | Underwater Fighting Capabilities | | **Annual Trade** | Unknown | | **Class Mobility** | Seen as 1 class | | **Local Currency** | Golden Coins | | **Foreign Policy** | Indiscriminate | }}
{{note,position:absolute,bottom:22%,width:45%,right:5%,height:14% ### Anthem **"Together We Sail and Pierce the Ocean Veil"** : A rousing, sea-shanty-style anthem sung with hearty, booming voices and infectious rhythm. Its melody features lively fiddles, rolling drums, and rugged concertinas, capturing the adventurous spirit and camaraderie of sailors braving the open seas. }} {{note,position:absolute,width:45%,right:5%,bottom:8%,height:12% ### History and Culture Prior to the death of William Stormwind the crews were more selective focusing on targeting ports that they held vendettas against, whereas under the guiding hand of Captain Blackfin crews have become more indiscriminate in their targets of plunder, and none know what the crews will do in his abscence. }} \column {{position:absolute ## Oambia }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/2be483b6-472a-4f60-961d-dfe55e056007/0_2.png){position:absolute,height:100%,left:0%,top:0%} }} {{pageNumber,auto}} \page {{partCover}} # PART 4 ## Professions {{imageMaskEdge4,--offset:15cm,--rotation:180 ![Background image](https://i.ibb.co/VMLVQLR/professions-part-cover.png){position:absolute,bottom:0,left:-1px,width:101%,height:101%} }} \page ### Apothecary You are familiar with afflictions and various medicines. You gain a +2 towards with your **Toolkit** towards Medical **Crafting** checks, and **Medicine** checks used to determine the source of a poison or disease afflicting a creature. : ### Architect You are familiar with how buildings and other large structures are put together. You gain a +2 with your **Toolkit** and **History** checks related to buildings. : ### Armorer* You are familiar with how armor and shields are made. You gain a +2 with your **Toolkit** and **Crafting** checks to make or repair armor and shields. Alternatively, you can spend a Bonus Action when making an attack to attempt to find a weakness in your opponent's armor, when you do so, if you hit you gain 1 additional weapon damage dice. : ### Arrowsmith You are familiar with how arrows are made. You gain a +2 with your **Toolkit** and **Crafting** checks to make arrowheads. Arrowheads you make gain this bonus to damage rolls. : ### Assassin You are familiar with how to finish a contract. You gain a +2 towards one weapon type of your choice and **investigation checks** in urban environments. : ### Astrologer You are familiar with celestial events. You gain a +2 towards **astrology** and **divination checks**. ![Background image](https://cdn.midjourney.com/74f4ccf5-07be-4fd9-a052-fd4766d8824e/0_1.png){position:absolute,bottom:3%,left:5%,width:45%,mix-blend-mode:darken} \column ### Baker You are familiar with how to bake a tasty meal. You gain a +2 towards **baking** and crafting checks to make baked goods. : ### Barber You are familiar with styling an ally's appearance. You gain a +2 towards **barbering**. When you change an ally's appearance with your barber's tools, you can roll a d10 and add the result to any **Influence check** your ally makes based on their appearance. : ### Barrister You are familiar with the law. You gain a +2 towards **contract-drafting**. Additionally, when you draft a contract, you can attempt a **Influence check** to hide clauses in the contract or forge illegitimate contracts, gaining a bonus to the Influence check to convince someone it's real. : ### Bellfounder You are familiar with making bells. You gain a +2 towards **bellfounding** and crafting checks to make bells. : ### Blacksmith You are familiar with making iron tools. You gain a +2 towards **blacksmithing** and crafting checks to make tools. : ### Bloomer You are familiar with making ingots. You gain a +2 towards **blooming** and crafting checks to make ingots. : ### Bladesmith You are familiar with making blades. You gain a +2 towards **bladesmithing** and crafting checks to make blades. : ### Bookbinder You are familiar with making books. You gain a +2 towards **bookbinding** and crafting checks to make books. : ### Bowyer You are familiar with making bows. You gain a +2 towards **bowyering** and crafting checks to make bows. {{footnote PART 5 | Professions - A}} {{pageNumber,auto}} \page ### Brazier You are familiar with making brass tools. You gain a +2 towards **brazing** and crafting checks to make brass tools. : ### Brewer You are familiar with making brews. You gain a +2 towards **brewing** and crafting checks to make brews. : ### Bricklayer You are familiar with making buildings and other large structures using bricks. You gain a +2 towards **bricklaying** and crafting checks to make brick buildings. : ### Bounty Hunter You are familiar with tracking your target. You gain a +2 in **investigation** and **survival**. : ### Butcher You are familiar with butchering animals and other creatures. You gain a +2 towards **butchering** and crafting checks to butcher or harvest creatures. ![Background image](https://cdn.midjourney.com/3584095c-2d07-42e5-ab00-25484179d87c/0_3.png){position:absolute,bottom:13%,left:1.5%,width:50%,height:40%,mix-blend-mode:darken} \column ### Carpenter You are familiar with making and repairing wooden objects. You gain a +2 towards **carpentry** and crafting checks to make or repair wooden objects. : ### Carrier You are familiar with packing and carrying goods. You gain a +2 towards **carrying**, and can stow and carry a number of objects equal to this bonus as free-items. Free-items do not count against your carry weight but must be secured either on your person or in a carrying device such as a backpack or chest. : ### Carter You are familiar with using carts. You gain a +2 towards **cart-pulling**, and can pull twice as much weight with your cart. : ### Cartwright You are familiar with making carts. You gain a +2 towards **cartwrighting** and crafting checks to make carts. : ### Carver You are familiar with making carvings. You gain a +2 towards **carving** and crafting checks to make carvings. : ### Chandler You are familiar with making candles. You gain a +2 towards **chandlering** and crafting checks used to make tallow, wax, candles, and soap. : ### Chapman You are familiar with how to sell your goods. You gain a +2 towards **bartering** and Influence checks used to sell your goods. : ### Churl You are familiar with asking others for help or coin. You gain a +2 towards **begging** and Influence checks used to beg for goods and services. : ### Clerk You are familiar with keeping track of things. You gain a +2 towards **clerking** and clerking checks. : ### Clockmaker You are familiar with making clocks. You gain a +2 towards **clock-making** and clock-making checks. {{footnote PART 5 | Professions - B}} {{pageNumber,auto}} \page ### Cobbler You are familiar with repairing footwear. You gain a +2 towards **cobbling** and cobbling checks to repair footwear. : ### Collier You are familiar with mining coal. You gain a +2 towards **mining** and mining checks. These bonuses are doubled when applied to coal. : ### Coppersmith You are familiar with making copper tools. You gain a +2 towards **coppersmithing** and crafting checks to make copper tools. : ### Cook You are familiar with cooking a quick meal. You gain a +2 towards **cooking** and cooking checks to make food. During a short rest, you can make your party some food. If you succeed a difficulty 10 crafting check, your food also heals them an additional 1d4 hit points, increasing to 1d6, 1d8, 1d10, and 1d12 respectively for every 5 points you succeed the check by. : ### Cordwainer You are familiar with making leather footwear. You gain a +2 in **cordwaining** and crafting checks to make shoes. The shoes you make are lightweight and high-quality. If you succeed a difficulty 10 check, the shoes you make increase the wielder's evasion by 1. : ### Crier You are familiar with making an announcement. You gain a +2 in **Performance** attempts to make an announcement, as well as Influence attempts to direct someones attention or create a distraction. : ### Criminal You are familiar with figuring out how to get what you want. Whether it's revenge, a coveted item, or something else, you have figured out methods to fulfill your desires without getting caught. You gain a +2 towards **stealth** and **trickery**, as well as a +2 bonus to using *thieves' tools*. You also gain the following equipment: a crowbar, a dark hooded robe, and a pouch containing 50 gold coins. : ### Cutler You are familiar with making and appraising cutlery. You gain a +2 in **cutlering**, crafting checks to make cutlery, and appraisal checks to learn the value of cutlery. \column ### Dragoman You are familiar with dealing with others. You gain a +2 in **diplomacy** and learn 1 additional language fluently. You are also familiar with the capital city of your hometown and their closest ally. : ### Draper You are familiar with buying, selling, and appraising cloth. You gain a +2 in **draping** and crafting checks to make cloth out of different materials. : ### Dyer You are familiar with dyeing clothes and materials. You gain a +2 in **dyeing** and crafting checks to dye clothes and materials. {{imageMaskEdge5,--offset:-34%,--rotation:180,mix-blend-mode:darken ![Dyer](https://cdn.midjourney.com/8dff9111-8374-4f9f-a9da-e3e05b85d575/0_1.png){position:absolute,bottom:5%,right:0%,width:45%,height:70%} }} {{footnote PART 5 | Professions - C}} {{pageNumber,auto}} \page : ### Embroiderer You gain a +2 when **Embroidering** [Crafting] to add or modify different designs on clothes, such as those worn by an official or an organization. Your allies who attempt to Decieve others use the roll used to make the design when attempting to impersonate someone who would normally where this. : ### Enameler You gain a +2 in **Enamelling** [Crafting] attempts to enamel goods. Additionally, you gain the ability to create a lapel pin, when doing so if you succeed a crafting attempt of difficulty 10, the wearer can use your enameler bonus to any Influence check they make while attempting to impersonate someone who would normally wear this pin. : ### Engraver You gain a +2 in **Engraving** [Crafting] attempts to engrave goods. Engraving allows you to empower items with your engraving bonus as long as you succeed a difficulty 10 Engraving attempt to empower this item with your designs. : ### Executioner You gain +2 to hit whenever an enemy is *Bloodied*, attack rolls made against **Very Bloody** enemies always critically strike. {{imageMaskEdge5,--offset:-34%,--rotation:180,mix-blend-mode:darken ![Executioner](https://cdn.midjourney.com/31a947d3-0dfd-4ef8-83ea-af65535d45bb/0_3.png){position:absolute,bottom:7%,left:0%,width%,height:45%} }} \column ### Farrier You gain a +2 in farrying, crafting horseshoes, and medicine checks used to attempt to care for hooved animals feet. Additionally, when you attempt to create a set of horseshoes, you must succeed a difficulty 10 crafting check. To equipped a hoofed animal with the horseshoes, you must succeed a difficulty 10 medicine check, if you fail this check you must wait a day before trying again. Animals equipped with horseshoes are more resistant against the effects of Exhaustion. : ### Fisherman You gain a +2 in fishing [Survival] attempts to catch fish. You can attempt to fish in any natural body of water. : ### Fishmonger You are knowledgeable when it comes to selling fish. You gain a +2 in fishmongering, and Influence checks used to attempt to sell fish. : ### Fletcher You are knowledgeable when it comes to making arrow fletchings. You gain a +2 in fletching, and crafting checks to make fletchings. Fletchlings you make gain this bonus to attack rolls. : ### Fuller You are knowledgeable when it comes to making cloth, particularly woolen cloth such as *felt*. You gain a +2 in clothmaking, and crafting checks to make cloth. This bonus is doubled to make woolen cloth. : ### Furrier You are knowledgeable when it comes to preparing and selling furs. You gain a +2 in furring, and ability checks to prepare furs, and Influence checks to sell furs. ![Furs](https://cdn.midjourney.com/8f27e31b-924f-4ed5-8c26-93abcdf8eba4/0_2.png){position:absolute,bottom:6%,right:9.5%,width%,height:30%,mix-blend-mode:darken} {{footnote PART 5 | Professions D, E, & F}} {{pageNumber,auto}} \page ### Gardener You have knowledge about gardening and caring for plants. You gain a +2 on rolls related to inspecting, identifying and general knowledge about plants. : ### Gem Cutter You know how to cut gems, allowing you to use gem-cutter's tools to allow regular gemstones to be cut and used in the modifications of weapons and armor. : ### Gilder You can gild items in silver granting them different properties, when you attempt to do so you can spend 1 bar of silver or the equivalent amount of coins in order to attempt a difficulty 10 crafting check, upon a success the item becomes *silvered*. *Silvered Items* can overcome non-magical resistances. : ### Girdler You can make girdles (toolbelts). You can craft girdles with a crafting roll of 10 or higher with available supplies. You can create girdles for humans, referred to as *toolbelts*. *Toolbelts* allow the wearer to have their toolkits for their professions readily available to them without having to retrieve them from a backpack or similar device. : ### Glassblower You are familiar with glassblowing. You gain a +2 in glassblowing, and crafting checks used to create glass objects. : ### Glazier You are familiar with installing glass into windows and doors. You gain a +2 in glazing, and crafting checks used to glaze objects. : ### Glover You are familiar with making gloves. You gain a +2 in gloving, and crafting checks used to make gloves. : ### Goldbeater You are familiar with goldthinning. You gain a +2 in goldthinning, and crafting checks used to make gold leaf. : ### Goldsmith You are familiar with making golden items. You gain a +2 in goldsmithing, and crafting checks used to make gold items. : ### Grocer You are familiar with selling bulk amounts of food and household supplies. You gain a +2 in grocering, and Influence checks to sell food and household supplies. \column ### Groom You are familiar with caring for hoofed animals and their stables. You gain a +2 in grooming, and medicine checks for hoofed animals. : ### Governess You are familiar with teaching, especially young children. You gain a +2 in teaching and ability checks made to teach. Additionally, you can work with 1 party member to train them on a skill or language you know. During a Full Rest you can choose to teach them. They will need to make an Mind check of difficulty 10 plus the level of proficiency you are trying to teach them (you cannot teach a level of proficiency you are not proficient in) in order to progress in their studies. After 3 successful training lessons, they gain a +2 towards that skill. It only takes 2 successful lessons to teach children. {{imageMaskEdge5,--offset:-34%,--rotation:180,mix-blend-mode:darken ![Governess](https://cdn.midjourney.com/a0bbc759-6249-4e8b-9b68-2eed4e69d53c/0_0.png){position:absolute,bottom:7%,right:-25%,width%,height:80%} }} {{footnote PART 5 | Professions G}} {{pageNumber,auto}} \page ### Haberdasher You are familiar with men's clothing. You gain a +2 in haberdashing, and Influence checks to sell men's clothing. : ### Harpmaker You are familiar with harpmaking. You gain a +2 towards harpmaking, and crafting checks used to make harps. : ### Hatter You are familiar with hatmaking. You gain a +2 towards hatmaking, and crafting checks used to make hats. : ### Herald You are familiar with dealing with others. You gain a +2 in diplomacy, and Influence checks against enemies. : ### Herbalist You are familiar with dealing with plants and the different extracts that they may produce. You gain a +2 in herbalism, and ability checks made to use herbalist's tools to extract different essences from plants. : ### Hewer You are familiar with chopping wood. You gain a +2 in hewning, and ability checks made to chop down trees and create *firewood*. : ### Horner You are familiar with horns, how to make them and how to use them. You gain a +2 in horning, and ability checks used to make or use horns. : ### Hosier You are familiar with hoses, garters, and tubing. You gain a +2 in hosing, and crafting checks used to make hoses, garters and tubing. : ### Hostler You are familiar with taking care of hoofed animals. You gain a +2 in hostlering*, and ability checks made to care for hoofed animals. {{imageMaskEdge5,--offset:-34%,--rotation:180,mix-blend-mode:darken ![Haberdasher](https://cdn.midjourney.com/3fea31e6-4fca-48c1-aed0-7baa7d6ab6dc/0_3.png){position:absolute,bottom:-10%,right:-11%,width:70%,height:110%} }} {{footnote PART 5 | Professions H}} {{pageNumber,auto}} \page ### Interpreter You are familiar with interpreting another language. You gain fluency in another language of your choice. : ### Ironmonger You are familiar with selling common iron hardware such as doorknobs. You gain a +2 in Ironmonging, and Influence checks to sell iron hardware. : ### Joiner You are familiar with creating furniture. You gain a +2 in joining, and crafting checks used to make furniture. : ### Knifegrinder You are familiar with it comes to how to sharpen a knives and other blades. You gain a +2 in knifegrinding, and crafting checks used to sharpen knives and other blades. Knives and other blades you sharpen gain +2 to their attack and damage rolls. {{imageMaskEdge1,--offset:-34%,--rotation:180,mix-blend-mode:darken ![Knifegrinder](https://cdn.midjourney.com/4db0dc7f-0805-4b63-b586-39b9913410a8/0_2.png){position:absolute,bottom:0%,left:-6%,width:60%} }} \column ### Laundress You are familiar with to washing and mending cloth. You gain a +2 in laundering, and ability checks made to remove stains or repair cloth. : ### Laborer You are familiar with working hard. You gain a +2 in laboring, and ability checks used to endure against exhaustion. : ### Leech You are familiar with how to heal others without the use of magic. You gain a +2 in leeching, and medicine checks used to heal others. : ### Limeburner You are familiar with how to process *lime*. You gain a +2 in limeburning, and crafting checks used to create lime products. : ### Limner You are familiar with painting, especially portraits and miniatures. You gain a +2 in painting, and ability checks used to paint. : ### Linkboy You are familiar with guiding others at night by torchlight. You gain a +2 in guiding, and gain a bonus to perception checks while holding a torch and guiding others. : ### Locksmith You are familiar with locks. You gain a +2 in locksmithing, and ability checks using locksmith's tools to unlock locks. : ### Lutemaker You are familiar with making loots. You gain a +2 in lutemaking, and crafting checks used to make lutes. Lutes you make grant its user a +2 to performance checks when using this lute. {{footnote PART 5 | Professions I - L}} {{pageNumber,auto}} \page ### Magizoologist Apprentice Once per day, whenever you encounter a magical creature you can attempt to Recall Knowledge (Mind) about it. The difficulty of the Attempt is equal to 10 + Creature Rating. Upon a successful check the GM reveals a trait about it. : ### Marbler You are familiar with cutting and carving marble. You gain a +2 in marbling, and ability checks made to cut or carve marble. : ### Mason You are familiar with making buildings and other large structures, with stone, brick and mortar. You gain a +2 in masonry, and ability checks with mason's tools. : ### Mercer You are familiar with selling cloth. You gain a +2 in mercering, and Influence checks used to sell cloth. : ### Messenger You are familiar with traversing the land in a quick nature, in order to deliver messages quickly. You gain a +2 in athletics and navigation, additionally you ignore difficulty terrain of the biome your hometown is located in. : ### Miller You are familiar with processing grains and cereal into flour. You gain a +2 in milling, and ability checks used to process grains and cereal into flour. ### Miner You are familiar with mining variousg gemstones, ores, and minerals. You gain a +2 in mining, and ability checks used to mine gemstones, ores, and minerals. Additionally, you can add this bonus to any investigation check you use to attempt to determine what kind of gemstone, ore, or mineral you are observing. : ### Minstrel You are familiar with performing as a muscician. You gain a +2 in entertaining, and 1 muscical instrument that you can apply this bonus to (including your voice). Additionally, ability checks you make to perform with this instrument gain a +2 to the check. : ### Minter You are familiar with minting coins. You gain a +2 in minting, and ability checks used to create coins with your minter's tools. See minting coins in the item crafting section to see what you can make. \column ### Nailsmith You are familiar with making nails. You gain a +2 in nailsmithing, and ability checks used to create *nails* with your nailsmith's tools. See *nails* in the item crafting section to see what you can make. : ### Navigator You are familiar with getting to where you need to go. You gain a +2 in navigating, and ability checks used to nagivate with your navigator tools. Additionally, when you master this skill you gain the ability to navigate by the stars, granting you advantage on navigation checks made at night, provided you can see the stars, when you do this you are not required to use your navigator's tools for this check. : ### Needler You are familiar with making needles. You gain a +2 in needling, and ability checks used to make needles. See *needles* in the item crafting section to see what you can make. {{imageMaskEdge1,--offset:-40%,--rotation:180,mix-blend-mode:darken ![Needler](https://cdn.midjourney.com/93f27878-c514-4003-9925-c599617a940d/0_0.png){position:absolute,bottom:14%,right:0%,width:50%} }} {{footnote PART 5 | Professions M-N}} {{pageNumber,auto}} \page ### Painter You are familiar with painting. You gain a +2 in painting, and ability checks used to make paintings with your painter's tools. : ### Parchement-maker You are familiar with making parchment. You gain a +2 in parchment-making, and ability checks to make *parchment*. See *parchment* in the item crafting section to see what you can make. : ### Paviour You are familiar with paving roads and sidewalks made of stone. You gain a +2 in masonry, and ability checks used to pave roads and sidewalks. See *infrastructure* in the large crafting section.
: ### Pewterer You are familiar with working with pewter. You gain a +2 in pewtering, and crafting checks used to create items out of pewter. See *pewter items* in the item crafting section to see what you can make. : ### Plasterer You are familiar with working with plaster. You gain a +2 in plastering, and crafting checks used to plaster buildings. See *steps to create large structures* inthe large crafting section. : ### Ploughman You are familiar with working the fields. You gain a +2 towards ploughing, and ability checks used to plough fields. : ### Porter You are familiar with who an official is familiar with, you have been known to stand outside the door of this official, and have had the right to turn away unfamiliar faces, or those who have not shown up at the right time. You gain a +2 in insight. : ### Potter You are familiar with making pottery. You gain a +2 in pottery, and crafting checks to make pottery. When you make pottery, you can specify what it looks like and the dimensions it has. : ### Poulterer You are familiar with poultry. You gain a +2 in poultering, and medicine checks to take care of bird-type animals. \column ### Pursemaker You are familiar with making purses. You gain a +2 in pursemaking, and crafting check to make purses. Additionally, you can add this bonus to Influence checks to sell purses you've made. See *purses* in the item crafting section to see what you can make. : ### Quarrier You are familiar with mining stone and marble. You gain a +2 in quarrying, and ability checks to mine stone and marble. Additionally, when you mine a vein of ore you gain extra stone or marble equal to this bonus. : ### Rat Catcher (Exterminator) You are familiar with dealing with pests. You gain a +2 to attack and damage rolls against insects, anthropods, and rodents, and some invasive species of plants. : ### Saddler You are familiar with making saddles. You gain a +2 in saddling, and crafting checks used to make saddles. Additionally, saddles you make help to evenly distribute weight, allowing a creature using your saddle to carry twice as much in their saddlebags. : ### Sage You have some pretty extensive knowledge on a particular topic, choose 1 category in the knowledge subskill and gain 2 +2s in that topic. Additionally, you can teach this topic to others, provided they spend a Full Rest with you to study and pass a difficulty 10 Mind check to learn the material. When they successfully pass this check they make progress in their studies with you, after 3 successful study sessions with you they gain a +2 in this knowledge subskill. : ### Sailmaker You are familiar with making sails. You gain a mastery poiont in sailmaking, and crafting checks used to make sails. Additionally, sails you make grant 5 ft. additional of movement speed to a ship that they are equipped to. : ### Sailor You are familiar with sailing a ship. You gain a +2 in sailing, and ability checks related to sailing any ship. Additionally, when you are sailing a ship you do not have to succeed a sailing save when crossing over *white-caps*, you also have advantage on sailing saves during storm and other difficult waters. {{footnote PART 5 | Professions P - S}} {{pageNumber,auto}} \page ### Saucier You are familiar with making sauces. You gain a +2 in saucemaking, and crafting checks to make sauces. See *sauces* in the item crafting section to see what you can make. : ### Scribe You are familiar with writing. You gain a +2 in scribing, and ability checks made to create written documents. Additionally, written documents you attempt to make gain this bonus to any Influence checks its user attempts to make using this document. : ### Scrivener You are familiar with copying down other documents. You gain a +2 in scrivening, and crafting checks to copy documents. Additionally, when you copy a document and succeed a difficulty 10 crafting check, the document is indistinguishable from the original. : ### Seamstress You are familiar with altering clothes to fit different people. You gain a +2 to seamstressing, and crafting checks made to alter clothes. Additionally, when you succeed a crafting check to alter clothes, they feel natural for the wearer to have on, they gain a +2 to their Evasion. : ### Shearman You are familiar with sheering loose wool on woolden garments. You gain a +2 in sheering, and crafting checks made to repair woolden clothing. : ### Sheather You are familiar with making sheaths. You gain a +2 in sheathmaking, and crafting checks to make sheaths. Sheaths you make are quick and natural for the wearer to access, allowing them to draw their weapon as a free action. : ### Shepherd You are familiar with guiding your flock. You gain a +2 in shepherding, and ability checks you use to guide your flock. : ### Shipwright You are familiar with making boats. You gain a +2 in shipwright, and crafting checks used to make boats. Additionally, you can attempt to spend 2 hours during a long rest to make a small boat from wooden materials you have access to. The crafting check is difficulty 10 in order to create the boat. \column ### Skinner You are familiar with skinning animals and other creatures. You gain a +2 in skinning, and ability checks with your skinning tools. Additionally, you collect a number of extra pieces of hide equal to this bonus. : ### Spurrier You are familiar with making spurs. You gain a +2 in spurmaking, and crafting checks to make spurs. Additionally, when you successfully create a pair of spurs by succeeding a difficulty 10 crafting check, it grants the wearers mount an additional +5 ft of Land speed, if you succeed this crafting check with a total roll of 20 or more, your spurs grant the wearers mount an addition +10 ft of Land speed. : ### Spy You are familiar with gaining information, and carrying out quiet objectives for your boss. You gain a +2 in stealth and investigation checks. : ### Swineherder You are familiar with taking care of your swine. You gain a +2 to all Nature checks you make. {{imageMaskEdge1,--offset:-40%,--rotation:180,mix-blend-mode:darken ![Swineherder](https://cdn.midjourney.com/1ffb065c-e733-4bbc-8ba8-45e953f10d99/0_0.png){position:absolute,bottom:5%,right:4%,width:50%,height:48%} }} {{footnote PART 5 | Professions S}} {{pageNumber,auto}} \page ### Tailor You are familiar with altering clothes to fit different people. You gain a +2 to tailoring, and crafting checks made to alter clothes. Additionally, when you succeed a crafting check to alter clothes, they feel natural for the wearer to have on, they gain a +2 to their Evasion when wearing light armor or no armor a maximum of 20. : ### Tanner You are familiar with making leather. You gain a +2 in tanning, and crafting checks used to create leather. : ### Tilemaker You are familiar with making stone tiles. You gain a +2 in tilemaking, and crafting checks used to create tiles. : ### Tinkerer You are familiar with creating contraptions and other mechanized objects. You gain a +2 in your choice of mechanized crafts, or mechanized engineering, additionally you can apply this to any crafts you attempt to make with your chosen mastery. : ### Tinner You are familiar with mining tin. You gain a +2 in tinning, and ability checks to mine tin. Additionally, you gain a number of extra ore equal to this bonus. : ### Trapper You are familiar with setting traps. You gain a +2 in trapping, and Influence checks used to obscure/hide your traps. {{imageMaskEdge1,--offset:-37%,--rotation:180,mix-blend-mode:darken ![Trapper](https://cdn.midjourney.com/12f9820d-cb50-4bf6-8df4-f574b002a8b4/0_3.png){position:absolute,bottom:5%,left:8%,width:40%,height:30%} }} \column ### Waterleader You have some knowledge about the towns water supply. You gain a +2 in waterleading, and have advantage on putting out fires around town. : ### Weaver You have some knowledge about making fabrics and banners. You gain a +2 in weaving, and crafting checks using weaver's tools to create woven fabrics and banners. See *wooven fabrics* and *banners* in the item crafting section for a full list of what you can make. : ### Wheelwright You have some knowledge about making wheels for carts, wagons, and various other contraptions. You gain a +2 in wheelmaking, and crafting checks used to make wheels. Additionally, wheels you make have advantage on durability saves. : ### Wiredrawer You have some knowledge about making twine and wire. You gain a +2 in wiredrawing, and crafting checks used to make twine and wire. Additionally, twine and wire you make gain advantage on durability saves. : ### Woodturner You have some knowledge about woodturning. You gain a +2 in woodturning, and crafting checks used to make turned-wood. Additionally, turned-wood that you have created gain this bonus on durability saves. {{imageMaskEdge1,--offset:-37%,--rotation:180,mix-blend-mode:darken ![Trapper](https://cdn.midjourney.com/4bef668e-2559-4f03-b98a-17e164d10f10/0_1.png){position:absolute,bottom:6%,right:5%,width:45%,height:41%} }} {{footnote PART 5 | Professions T - W}} {{pageNumber,auto}} \page {{partCover}} # PART 6 ## Items / Equipment {{imageMaskEdge8,--offset:15cm,--rotation:180 ![Background image](https://i.ibb.co/S5d26wV/items-part-cover.png){position:absolute,bottom:0,left:-1%,width:101%,height:100%} }} \page # Armor {{ ## Armor Represents the physical protection of the gear you are wearing and its effectiveness at reducing different types of non-magical damage taken. : ## Types of Armor : ### Light Armor You gain a small amount of armor (1 to 3) from most light armors, and they do not hinder your evasion at all. : ### Heavy Armor You gain a more armor than light armors (5 to 7), however the weight of these armors can make it harder to dodge attacks, may be louder and can make you an easier target but also protects you from more damage than light armors. : ### Shields Shields grant you a bonus to your armor based on the size and effectiveness of the shield, reducing most incoming damage. In order to use your shield you must use your shield as a reaction. : ## ### Repairing Light Armor Light Armor can be repaired while resting with either Leatherworking Tools, Tailor's Kit or similar toolkit, the necessary materials associated with the armor, and a successful repair check, or by spending approximately 50 silver coins at most towns. :: ### Reapairing Heavy Armor Heavy armor however is not as easily repaired as light armor. Typically requiring a long rest, a forge, a set of Blacksmith's tools, the necessary materials and a successful repair check, or by spending approximately 10 gold coins at most cities. : ### Repairing Shields Shields much like heavy armor must be reforged at a forge with a set of blacksmith's tools, the necessary materials, and a successful repair check, or by spending approximately 5 gold coins at most cities. }} {{pageNumber,auto}} \page # Light Armors ## Hide Armor *Mundane, Light Armor* : Armor +1 : Evasion +6 : ### Fortitude You gain a +2 Fortitude saves against the cold, and -2 to Fortitude checks against the heat. : ## Padded Leather Armor *Mundane, Light Armor* : Armor +2 : Evasion +5 : ### Padded Leather This armor reduces non-critical Slashing and Bludeoning Damage by 2. : ## Chain Mail* *Mundane, Light Armor* : Armor +3 : Evasion +4 : ### Chained Protection This armor reduces non-critical Slashing and Piercing Damage by 3. \column {{pageNumber,auto}} \page # Heavy Armors : ## Breastplate *Mundane, Heavy Armor* : Strength Required: 4 : Armor +4 : Evasion +3 : ### Iron Protection This armor reduces Slashing and Piercing attacks by 2. Bludgeoning damage is reduced by 1. : ## Banded Mail *Mundane, Heavy Armor* : Strength Required: 5 : Armor +4 : Bulwark +4 : Evasion -1 : ### Half-Plate Protection This armor reduces slashing and piercing attacks by 4. Bludgeoning damage is reduced by 2. : ## Full Plate Armor *Mundane, Heavy Armor* : Strength Required: 6 : Armor +6 : Bulwark +4 : Evasion: -1 : ### Full-Plate Protection This armor reduces Slashing and Piercing attacks by 6. Bludgeoning damage is reduced by 3. {{pageNumber,auto}} \page # Lightly Magical Armors ## Priest's Vestments *Magical, Light Armor* : Aegis +2 : Evasion +4 : ### Quite Blessed You gain a +2 to your Bless Skill while this Armor is equipped. : ## Scholarly Robes *Magical, Light Armor* : Will +2 : Evasion +4 : ### Shrouded Mind You gain a +2 to your Knowledge checks while wearing this armor. : ## Popular Tunic *Magical, Light Armor* : Instinct +2 : Evasion +4 : ### Smooth Talking You gain a +2 to your Influence checks while weaing this armor. \column {{pageNumber,auto}} \page # Heavily Magical Armors : ## Righteous Breastplate *Magical, Heavy Armor* : Aegis +4 : Evasion +3 : ### Breastplate of Righteousness This armor reduces Necrotic Damage by 4. : #### Drawback This armor has a spiritual glow to it releasing teal or yellow light. : **Stealth Impact** When you wear this armor, if you attempt to make a Stealth check in a dark area, you make the roll with Disadvantage. :: ## Sage's Robes : Will +4 : Evasion +3 : ### Mental Fortress This armor reduces slashing and piercing attacks by 6. Bludgeoning damage is reduced by 2, except *Fall Damage*. : #### Drawback You may be stubborn as a mule, but that does not mean that you are impervious to one's influence. : **Haughty Eyes** You suffer a -2 to Instinct rolls. :: ## Aristocrat's Overcoat : Charm +4 : Evasion +3 : ### Full-Plate Protection This armor reduces slashing and piercing attacks by 6. Bludgeoning damage is reduced by 3, except *Fall Damage*. : #### Drawback This armor will crush its user when critically struck by two or more bludgeoning attacks before being repaired. : **Aloof** You suffer a -2 to Will rolls. {{pageNumber,auto}} \page # Shields : ## Using your Shield Raising your shield as a Bonus Action increases your armor until your next turn, this bonus applies to damage you reduce with your Armor as well. : ### Aspis *Mundane, Shield, One-handed, Worn* ###### Armor: +3 : The Aspis is a large round shield, worn by a forearm sleeve that provides a large passive bonus to your Armor while occupying your offhand. Without providing much versatility, its sizable area of protection is where it shines. ![](https://cdn.midjourney.com/f18d6aec-a802-41fd-9b88-4b5c368c2d3c/0_3.png){position:absolute,right:12.5%,top:13%,width:25%,height:20%,mix-blend-mode:darken} ### Buckler *Mundane, Light Shield, One-handed, Worn* : ###### Armor: +1 : The buckler is a worn or wielded shield that provides a bonus depending on if you wear or wield it. While worn, it grants a +1 to armor as you attempt to block the different attacks coming at you. While wielding it allows you to parry those blows to greater effect granting a +1 to your armor class and the abillity to parry. ![](https://cdn.midjourney.com/f18d6aec-a802-41fd-9b88-4b5c368c2d3c/0_2.png){position:absolute,right:15%,top:40%,width:20%,height:15%,mix-blend-mode:darken} : **Parry** While wielding this shield you can spend your Reaction on an attack that would hit you and add 2 to your Evasion potentially making the attack miss by knocking it away. : ### Dueling Shield *Mundane, Heavy Shield, Weapon (Two-handed)* : The dueling shield is a shield and a weapon. It has a large frame and must be wielded with two-hands. However, it can smash into foes easily, and hook them toppling them to the ground and even restraining them. It also has large spikes on the tops and bottoms that can be used to pierce your foes.
: ###### Armor: +2 : **Bash** You make a melee weapon attack against an enemy, when you attack you gain ADV on enemies with a size of *Large* or larger. On a hit, the attack deals 1d4+Str bludeoning damage. : **Sweep** When you take Topple action, the target must succeed a toppling check (Strength) against your character, if they fail to do so, they are knocked prone and are restrained by you until they succeed a restraint check (Strength) against you. : **Stab** When you make a melee weapon attack against an enemy, and hit, you deal 1d4+Str piercing damage. ![](https://cdn.midjourney.com/46e38f24-89fb-4fba-b174-546527ca72c8/0_0.png){position:absolute,right:7.5%,top:60%,width:35%,height:30%,mix-blend-mode:darken} {{pageNumber,auto}} \page : ### Heater Shield *Mundane, Shield, One-handed* : ###### Armor: +2 : This shield weighs less but provides less protection to the users legs. It is generally considered a decent option for those who already have armor protecting their legs. : Lesser Parry: While wielding this shield you can spend your Reaction on an attack that would hit you and add 1 to your Evasion potentially making the attack miss by knocking it away. ![](https://cdn.midjourney.com/b1bbcbd6-c111-441b-a39c-ff49c8f8f88c/0_3.png){position:absolute,right:13%,top:5%,width:25%,mix-blend-mode:darken} :::: ### Kite Shield *Mundane, Heavy Shield, Mounted Use* : ###### Armor: +2 : The Kite shield thrives in being able to defend yourself as well as your mount. Your mount will be glad you brought such a well adapted shield to protect them. : **Mounted Defense** You can add this +2 Armor to your Mount's Armor by spending a Reaction to defend it from an incoming strike. ![](https://cdn.midjourney.com/c552aee3-86a4-4872-bb4a-34c5a4221586/0_0.png){position:absolute,right:11.5%,top:28%,width:28%,mix-blend-mode:darken} ::::: ### Pavise *Mundane, Heavy Shield, Two-handed, Placeable*
: ###### Armor: +2 : A large shield, meant to be used as cover by archers. : **Placement** You can place the shield down by spending your Bonus Action to do so, it takes up a 5 ft space on the battlefield. While occupying the space behind it you gain: ##### Sizes, Standing, Kneeling, & Armor {{column-count:2 | Standing | Armor | |:----------------|:--:| | Medium | 2 | | Small | 5 | | Tiny | Full Cover | | Crouched | Armor | |:------------------|:--:| | Medium | Full Cover | | Small | Full Cover | | Tiny | Full Cover | }} ![](https://cdn.midjourney.com/4945584a-956d-4d00-a588-937566548268/0_2.png){position:absolute,right:-1.25%,top:54%,width:60%,mix-blend-mode:darken} {{pageNumber,auto}} \page # Common Weapons : {{note,quote # Axes Versatile weapons found in various forms across the realms of Eldoria. They are favored by warriors for their cutting power and effectiveness in close combat. }} ## Battleaxe *Mundane Melee Weapon* The battleaxe is a hefty weapon with a sharp blade on one side and a bludgeoning surface on the other. It is commonly used by warriors on the battlefield for both slashing and crushing attacks. : **Sundering Strike** When you hit an enemy with this weapon the target's armor is reduced by 1. : **Damage:** 2d6 + STR as *Slashing Damage* ## Double-bladed Axe *Mundane, Finesse, Melee Weapon* The double-bladed axe features a blade on both ends of the handle, allowing for swift and deadly attacks from both directions. It requires skill and strength to wield effectively. : **Two-hit Combo** By spending your Bonus action during your attack with this weapon, you can unleash a *Two-hit Combo* with this weapon, choosing to either hit the same target using your attack roll or making another attack roll against another target within 5ft of you. : **Damage:** 1d6 + STR as *Slashing Damage* ## Greataxe *Mundane Melee Weapon* The greataxe is a massive two-handed weapon with a long handle and a large heavy blade. It is favored by barbarians and other powerful warriors for its devastating chopping attacks. : **Damage:** 1d12 + STR as *Slashing Damage* : **Give it Everything You've Got** When wielding the greataxe and you can choose to make your attack by spending both your Action and your Bonus Action together. You can add an additional weapon damage die for the attack roll. : **Damage:** 2d12 + STR as *Slashing Damage* \column : ## Hatchet *Mundane Melee Weapon* The hatchet is a smaller and more versatile version of the battleaxe. It can be wielded with one hand, allowing for quick strikes and easier maneuverability in combat. : **Dual Strike** After striking your target with your hatchet, you can choose to spend your Bonus Action to add 1d6 to the damage dealt. : **Damage** 1d6 + STR as *Slashing Damage* ## Throwing Hatchet *Mundane Melee Weapon* The throwing hatchet is a specially designed axe with a balanced weight distribution, allowing it to be thrown with accuracy and force. It is commonly used as a ranged weapon by skilled fighters. : **Precise Throw** When making a ranged attack with a throwing axe, you can choose to spend your Bonus Action to make a *Precise Throw*. If you do, you gain a +5 to the attack roll. : **Damage:** 1d6 + STR as *Slashing Damage* ## Waraxe *Mundane Melee Weapon* The waraxe is a heavy and brutal weapon designed for maximum damage in close combat. It is often adorned with spikes or serrated edges to inflict even more harm upon foes. : **Cleave** After scoring a critical-strike with the waraxe, you can spend a Bonus Action to make a cleave attack against the same target or another creature within 5 feet of you. : **Damage:** 1d10 + STR as *Slashing and Piercing Damage* ![Waraxe](https://cdn.midjourney.com/d49e6949-ab1c-4e9c-9d27-029c7e04539e/0_3.png){position:absolute,right:7.5%,width:45%,top:65%,mix-blend-mode:multiply,transform:rotate(25deg)} {{pageNumber,auto}} \page {{note,quote # Bows Ranged weapons favored by hunters, rangers, and skilled archers in the world of Eldoria. They provide the advantage of attacking enemies from a distance with deadly accuracy. }} ## Crossbow *Mundane Ranged Weapon, Two-Handed* The crossbow is a mechanical weapon that uses a winding mechanism to propel bolts with great force and speed. It is favored by soldiers and mercenaries for its ease of use and deadly precision. : **Reload** Spend a Bonus Action to Reload the crossbow. Load a bolt into the crossbow, preparing it for your next attack. : **Damage:** 1d10 + AGI as *Piercing Damage* ## Longbow *Mundane Ranged Weapon, Two-Handed * The longbow is a powerful and versatile weapon with a long range and high accuracy. It requires strength and skill to draw, but it delivers devastating blows to targets within its effective range. : **Aimed Shot** Spend a Bonus Action to make an Aimed Shot with the longbow. On a hit, you deal extra damage equal to your weapon's damage die. : **Damage:** 1d10 + AGI as *Piercing Damage* ::: ![Longbow](https://cdn.midjourney.com/2cc620fc-062a-4d04-b610-17119c71a5c8/0_1.png){width:100%,top:85%,mix-blend-mode:multiply,transform:rotate(0deg)} \column ## Recurve Bow *Mundane Ranged Weapon, Two-Handed* The recurve bow is a unique weapon with curved limbs that provide increased power and efficiency. It is favored by horseback riders and nomadic warriors for its portability and versatility. : **Swift Draw** Spend an Action to make a Swift Draw with the recurve bow. Make a ranged attack against a target. If the attack hits, you can immediately move up to half your Land speed without provoking opportunity attacks. : **Damage:** 1d8 + AGI as *Piercing Damage* ## Shortbow *Mundane Ranged Weapon, Two-Handed* The shortbow is a compact and lightweight weapon, ideal for quick and agile combat situations. It sacrifices range for speed, allowing for rapid fire and maneuverability in battle. : **Rapid Fire** Spend an Action to make a Rapid Fire attack with the shortbow. Make two ranged attacks against the same target or different targets within range. : **Damage:** 1d6 + AGI as *Piercing Damage* :::: ![Shortbow](https://cdn.midjourney.com/2cc620fc-062a-4d04-b610-17119c71a5c8/0_2.png){width:80%,top:90%,mix-blend-mode:multiply,transform:rotate(-7deg)} {{pageNumber,auto}} \page {{note,quote # Daggers Versatile weapons favored by rogues & assassins for their agility and precision in combat. They are lightweight and concealable, making them ideal for quick strikes and close-quarters combat. }} ## Basic Dagger *Mundane Melee Weapon* The dagger is a small and agile weapon with a sharp blade designed for quick and precise strikes. It is commonly used by rogues and thieves for its concealability and versatility. : **Swift Stab** Spend a Bonus Action to make a Swift Stab with the dagger. Make a melee attack against a target. If the attack hits, you deal extra damage equal to your AGI . : **Damage:** 1d4 + AGI as *Piercing Damage* ## Dirk *Mundane Melee Weapon* The dirk is a longer and heavier version of the dagger, designed for slashing and stabbing attacks. It is favored by soldiers and adventurers for its versatility and effectiveness in combat. : **Dual Strike** When wielding a dirk in each hand, you can make a strike with both weapons called a *Dual Strike* by spending a Bonus Action. Make 1 attack roll with both daggers against the same target or different targets within range. : **Damage:** 1d6 + AGI as *Piercing Damage* ## Stiletto *Mundane Melee Weapon* The stiletto is a slender and pointed dagger with a needle-like blade, designed for piercing armor and delivering precise strikes. It is commonly used by assassins and spies for its lethality and concealability. : **Precise Thrust** Spend a Bonus Action to make a Precise Thrust with the stiletto. Make a melee attack against a target. If the attack hits, you deal extra damage equal to your AGI , and the target must make a Vitality saving throw or be stunned until the end of its next turn. : **Damage:** 1d4 + AGI as *Piercing Damage* ![Stiletto](https://cdn.midjourney.com/45ec6058-1709-468a-a35f-8ccbdacb0b45/0_2.png) {position:absolute,width:27%,top:76%,mix-blend-mode:darken,transform:rotate(45deg),left:15%} \column ## Throwing Dagger *Mundane Ranged Weapon* The throwing dagger is a specially designed dagger with a balanced weight distribution, allowing it to be thrown with accuracy and force. It is commonly used as a ranged weapon by skilled fighters. : **Thrown Strike** Spend a Bonus Action to make a Thrown Strike with the throwing dagger. Make a ranged attack against a target. If the attack hits, you deal extra damage equal to your AGI . : **Damage:** 1d4 + AGI as *Piercing Damage* ## Parrying Dagger *Mundane Melee Weapon* The parrying dagger is a defensive weapon used to deflect and block incoming attacks. It is often paired with a larger weapon in the off-hand to provide additional protection in combat. : **Defensive Stance** As a reaction, when you are targeted by a melee attack, you can spend a Bonus Action to enter a Defensive Stance with the parrying dagger. Until the start of your next turn, you gain a +2 bonus to AC against the triggering attack. : ![Dagger](https://cdn.midjourney.com/123851a3-9c86-4919-b3c5-a0ef356634df/0_3.png){width:100%,top:90%,mix-blend-mode:darken,transform:rotate(-140deg)} {{pageNumber,auto}} \page {{note,quote ## Flails Unique weapons characterized by their flexible shafts and striking heads, making them formidable choices for combatants who seek to bypass shields and armor. Here are the different types of flails available in WoE: }} ## Flail *Mundane Melee Weapon* The flail consists of a metal chain attached to a handle, with a striking head at the end of the chain. It is known for its unpredictable movements and ability to bypass shields and armor. : **Whirlwind Strike** Spend a Bonus Action to perform a Whirlwind Strike with the flail. Make a melee attack against a target. If the attack hits, you deal extra damage equal to your STR , and the target must succeed on a Strength saving throw or be knocked prone. : **Damage:** 1d8 + STR as *Bludgeoning Damage* ## Morningstar *Mundane Melee Weapon* The morningstar is a flail with a spiked head, designed to deliver devastating piercing and bludgeoning attacks. It is favored by knights and warriors for its ability to crush through armor and shields. : **Crushing Blow** When you hit a creature with a morningstar, you can spend a Bonus Action to make a Crushing Blow. If the target is wearing armor, it must succeed on a Agility saving throw or have its AC reduced by 2 until the start of your next turn. : **Damage:** 1d10 + STR as *Bludgeoning and Piercing Damage* ## Chain Whip *Mundane Melee Weapon* The chain whip is a longer and more flexible version of the flail, consisting of multiple metal links connected to a handle. It is known for its fluid and unpredictable movements, making it difficult to defend against. : **Whip Crack** Spend a Bonus Action to perform a Whip Crack with the chain whip. Make a melee attack against a target. If the attack hits, then you can choose whether or not to attempt to restrain the target or force the target to succeed an Agility saving throw or be disarmed of a held weapon or object. : **Damage:** 1d6 + STR as *Bludgeoning Damage* \column ## Meteor Hammers *Mundane Melee Weapon* The meteor hammers are a flail with two weighted heads connected by a long chain. It is a complex and challenging weapon to master but offers unparalleled versatility and striking power in combat. : **Meteor Strike** Spend your attack action to perform a Meteor Strike with the meteor hammer. Make a melee attack against a target. If the attack hits, you deal extra damage equal to double your STR . : **Damage:** 2d8 + STR x 2 as *Bludgeoning Damage* :: ![Meteor Hammers](https://cdn.midjourney.com/da289322-005f-4a2a-b9f9-7f0aee526eaa/0_3.png){width:100%,top:90%,mix-blend-mode:darken,transform:rotate(0deg)} {{pageNumber,auto}} \page {{note,quote ## Hammers Powerful melee weapons that excel in dealing significant bludgeoning damage. Preferred by those who value raw strength and the ability to break through armor, hammers come in various shapes and sizes, each designed for specific combat roles. Here are the different types of hammers available in WoE: }} ## Warhammer *Mundane Melee Weapon* The warhammer is a versatile weapon with a heavy head on one side and a flat striking surface on the other. It is designed to deliver crushing blows that can break bones and dent armor. : **Armor Breaker** Spend a Bonus Action to execute an Armor Breaker strike. If you hit, besides the normal damage, reduce the target’s armor class by 1 until their next turn due to the force of the blow. : **Damage:** 1d8 + STR as *Bludgeoning Damage* ## Maul *Mundane Melee Weapon* A maul is a large, two-handed hammer, capable of delivering devastating blows. Its sheer size and weight can shatter shields and armor with ease. : **Shockwave Slam** By spending an Action, you can perform a Shockwave Slam. Strike the ground, causing all enemies within a 5ft radius to make a Strength saving throw or be knocked prone. : **Damage:** 2d6 + STR as *Bludgeoning Damage* ## Sledgehammer *Mundane Melee Weapon* The sledgehammer is a heavy, two-handed hammer primarily used for breaching doors or in siege scenarios. It is also effective in combat, delivering powerful, albeit slower, strikes. : **Breach Strike** Spend a Bonus Action to make a Breach Strike aimed at a structure or enemy. If targeting a structure, automatically succeed at breaking through non-magical barriers. If targeting an enemy, they must succeed on a Strength saving throw or be stunned until the end of their next turn. : **Damage:** 1d10 + STR as *Bludgeoning Damage* \column ## Light Hammer *Mundane Melee Weapon* The light hammer is smaller and can be used with one hand. It is often thrown and can be a versatile option for skirmishing or as a secondary weapon. : **Rapid Throw** Spend a Bonus Action to perform a Rapid Throw. You can throw the light hammer at a target within range, making a ranged attack. If the attack hits, you may immediately spend an additional action point to recall the hammer to your hand. : **Damage:** 1d6 + STR as *Bludgeoning Damage* ## Forge Hammer *Mundane Melee Weapon* The forge hammer, while traditionally used for blacksmithing, has been adapted by some as a weapon. Its balanced weight allows for precise, powerful strikes. : **Heat Strike** Spend a Bonus Action to imbue the forge hammer with temporary heat, making a melee attack that deals an additional 1d4 fire damage on a hit. This effect lasts for the attack and dissipates immediately after. : **Damage:** 1d8 + STR as *Bludgeoning Damage*, plus 1d4 fire damage with Heat Strike ![Forge Hammer](https://cdn.midjourney.com/68c4257b-0f6b-45b6-9312-b86ae1a80f9c/0_2.png){width:50%,top:45%,mix-blend-mode:darken,transform:rotate(0deg),position:absolute,right:2%} {{pageNumber,auto}} \page {{note,quote ## Lances Specialized weapons designed primarily for mounted combat, offering reach and devastating impact at speed. Favored by knights and cavalry units, these weapons excel in charging attacks but can also be effective in foot combat with the right technique. Here are the different types of lances available in WoE: }} ## Cavalry Lance *Mundane Melee Weapon* The cavalry lance is long and sturdy, optimized for use while mounted. Its primary function is to deliver powerful thrusts capable of penetrating armor during a charge. : **Charge Attack** Spend a Bonus Action to execute a Charge Attack while mounted. If the charge covers at least 20 feet and you hit, the attack deals an additional 2d6 damage. If you are dismounted before you reach your target, you lose the bonus damage. : **Damage:** 1d12 + STR as *Piercing Damage* ## Jousting Lance *Mundane Melee Weapon* Specifically designed for the sport of jousting, this lance is heavily padded but can be modified for actual combat. Its length and weight are balanced for precise, powerful strikes from horseback. : **Knockdown Strike** Spend an Action to perform a Knockdown Strike. If you hit an enemy while mounted and moving at least 10 feet towards them, force the target to make a Strength saving throw or be knocked prone. : **Damage:** 1d10 + STR as *Bludgeoning Damage* (for combat-modified versions) ## Footman's Lance *Mundane Melee Weapon* Adapted for use on foot, the footman’s lance is shorter and more maneuverable, suitable for infantry to engage mounted opponents or to provide reach in formation. : **Brace for Charge** Spend a Bonus Action to Brace for Charge, granting you an opportunity attack against any charging or approaching enemy within your reach. If this opportunity attack hits, it deals an additional 1d6 damage. : **Damage:** 1d8 + STR as *Piercing Damage* \column ## Light Lance *Mundane Melee Weapon* A lighter, more agile version of the traditional lance, designed for quick strikes and greater control, both on foot and while mounted. : **Swift Thrust** Spend a Bonus Action to perform a Swift Thrust, increasing your reach by 5 feet for this attack. This maneuver allows you to strike at opponents before they can close the distance. : **Damage:** 1d8 + STR as *Piercing Damage* ## Ceremonial Lance *Mundane Melee Weapon* Often used in parades and ceremonies, these lances are ornately decorated. Though not primarily designed for combat, they can be as deadly as any weapon in skilled hands. : **Dazzling Display** Spend a Bonus Action to perform a Dazzling Display, intimidating your opponent with a show of skill and flourish. Make an Intimidation check with advantage. If successful, the target is frightened until the end of their next turn. : **Damage:** 1d6 + STR as *Piercing Damage*, purely decorative for ceremonial purposes ![Lance](https://cdn.midjourney.com/b6c85b07-89d9-4ed1-886e-996ab7c4ddc8/0_1.png){width:50%,top:50%,mix-blend-mode:darken,transform:rotate(0deg),position:absolute,right:2%} {{pageNumber,auto}} \page {{note,quote ## Maces Blunt weapons designed to deliver powerful strikes that can crush armor and bone alike. They are versatile weapons used by various warriors, clerics. }} ## War Mace *Mundane Melee Weapon* The war mace is a durable, heavy weapon capable of delivering devastating blows. It is designed to break through armor and inflict severe injuries. : **Armor Breaker** Spend a Bonus Action to perform an Armor Breaker attack. If you hit, you reduce the target's armor effectiveness, imposing a -1 penalty to their AC until their next turn. : **Damage:** 1d8 + STR as *Bludgeoning Damage* ## Light Mace *Mundane Melee Weapon* A more agile version of the traditional mace, the light mace is easier to wield and quicker to strike, suitable for combatants valuing speed over raw power. : **Quick Bash** Spend a Bonus Action to execute a Quick Bash, allowing you to make an additional attack with this weapon as part of the same action. : **Damage:** 1d6 + STR as *Bludgeoning Damage* ## Flanged Mace *Mundane Melee Weapon* Designed with protruding edges or flanges, this mace is crafted to focus its impact over a smaller area, making it particularly effective against heavily armored opponents. : **Penetrating Strike** Spend a Bonus Action to perform a Penetrating Strike. This attack focuses on finding weak points in armor, granting a +2 bonus to the attack roll. : **Damage:** 1d8 + STR as *Bludgeoning Damage* ## Spiked Mace *Mundane Melee Weapon* The spiked mace features sharp spikes along its head, adding piercing damage to its blunt force, making it a terrifying weapon against both armored and unarmored foes. : **Spike Impale** Spend a Bonus Action to execute a Spike Impale attack. If the attack hits, it deals an additional 1d6 piercing damage. : **Damage:** 1d8 + STR as *Bludgeoning Damage* and *Piercing Damage* \column ## Cleric's Mace *Mundane Melee Weapon* Often adorned with symbols of faith, the cleric's mace serves both as a symbol of divine power and as a practical weapon. Clerics wield these maces with divine conviction, channeling their deity's will. : **Divine Strike** Spend an Action to imbue your next hit with divine energy, causing the weapon to emit a burst of light upon impact. The target takes an additional 2d6 radiant damage, and the attacker gains temporary hit points equal to half the radiant damage dealt. : **Damage:** 1d6 + STR as *Bludgeoning Damage*; radiant damage for Divine Strike ## Heavy Mace *Mundane Melee Weapon* This mace is significantly heavier than its counterparts, requiring both hands to wield effectively. Its weight allows it to deliver bone-crushing blows that can incapacitate foes. : **Crushing Blow** Spend an Action to perform a Crushing Blow. This attack deals double damage to objects and can stun a target on a successful hit. The target must succeed on a Vitality saving throw or be stunned until the end of their next turn. : **Damage:** 1d10 + STR as *Bludgeoning Damage* ![Mace](https://cdn.midjourney.com/564354fd-b30e-47c8-8209-a1441e4fda0d/0_1.png){position:absolute,right:7.5%,width:40%,top:54%,mix-blend-mode:darken,transform:rotate(0deg)} {{pageNumber,auto}} \page {{note,quote ## Polearms Long-reaching weapons favored by those who prefer to keep their foes at a distance. They come in various forms, each offering unique advantages on the battlefield. These weapons are ideal for controlling the flow of combat and delivering powerful strikes from beyond the reach of shorter weapons. }} ## Halberd *Mundane Melee Weapon* The halberd is a versatile polearm with an axe blade, a spear point, and a hook or thorn on the back side, making it suitable for slashing, thrusting, and hooking enemies. : **Extended Reach** Spend a Bonus Action to use the Extended Reach attack, allowing you to target an enemy up to 10 feet away with a slashing or piercing attack. : **Damage:** 1d10 + STR as *Slashing or Piercing Damage* ## Pike *Mundane Melee Weapon* A long spear that excels in holding enemies at bay, the pike is particularly effective when used in formation or to control choke points. : **Phalanx Hold** Spend a Bonus Action to adopt a Phalanx Hold stance until your next turn. You gain +2 to AC against melee attacks, and enemies must make a Strength saving throw to move within 5 feet of you, failing which they cannot close the distance. : **Damage:** 1d10 + STR as *Piercing Damage* ## Glaive *Mundane Melee Weapon* A polearm with a heavy blade on the end, the glaive is used for making broad slashing attacks against multiple enemies. : **Sweeping Strike** Spend an Action to perform a Sweeping Strike, hitting any number of adjacent enemies within your reach. Roll for attack separately for each target. : **Damage:** 1d10 + STR as *Slashing Damage* ## Partisan *Mundane Melee Weapon* The partisan is a type of spear with additional cutting blades, making it versatile for thrusting and slicing. : **Dual Mode Attack** Spend a Bonus Action to make a Dual Mode Attack, choosing between a thrust to deal piercing damage or a swipe for slashing damage, against a target within reach. : **Damage:** 1d10 + STR as *Piercing or Slashing Damage* \column ## Lucerne *Mundane Melee Weapon* A polearm with a hammer on one side and a spike on the opposite side, the Lucerne was designed to combat armored opponents. : **Armor Piercing Spike** Spend an Action for an Armor Piercing Spike attack, which ignores 2 points of an enemy's armor AC and deals piercing damage. : **Damage:** 1d12 + STR as *Bludgeoning Damage*; piercing damage for Armor Piercing Spike These polearm variants provide players with strategic choices in combat, leveraging the action point economy for dynamic and impactful maneuvers. ![Polearm](https://cdn.midjourney.com/e34825c9-c4e3-4b51-a29a-9158e0b30b82/0_0.png){position:absolute,right:4%,width:50%,top:40%,mix-blend-mode:darken,transform:rotate(-15deg)} {{pageNumber,auto}} \page {{note,quote ## Quarterstaffs Simple yet versatile weapons, favored by monks, spellcasters, and fighters who value finesse and adaptability in combat. These long, sturdy staffs can be wielded with one or two hands, allowing for a range of defensive and offensive maneuvers. }} ## Standard Quarterstaff *Mundane Melee Weapon* The standard quarterstaff is a long piece of wood, often reinforced with metal bands. It's as effective in the hands of a martial artist as it is with a wizard. : **Balanced Defense** Spend a Bonus Action to enter a Balanced Defense stance until your next turn, granting you a +1 bonus to AC and allowing you to make an opportunity attack without spending a reaction. : **Damage:** 1d8/1d10 + AGI as *Bludgeoning Damage* (versatile weapon) ## Reinforced Quarterstaff *Mundane Melee Weapon* A quarterstaff reinforced with iron or steel, making it heavier and more durable, suitable for powerful strikes and parries. : **Forceful Parry** Spend a Bonus Action to perform a Forceful Parry against an incoming melee attack, reducing the damage by 1d6 + your AGI if the attack still hits. : **Damage:** 1d10/1d12 + AGI as *Bludgeoning Damage* (versatile weapon) ## Magical Quarterstaff *Magic Melee Weapon* This quarterstaff has been imbued with magical energies, enhancing its durability and impact, and often granting additional effects based on the magic bestowed upon it. : **Arcane Strike** Spend an Action to unleash an Arcane Strike, dealing an extra 1d6 force damage on a hit and pushing the target up to 5 feet away. : **Damage:** 1d8/1d10 + AGI as *Bludgeoning Damage*; +1d6 force damage for Arcane Strike (versatile weapon) \column ## Bo Staff *Mundane Melee Weapon* A lightweight quarterstaff, optimized for swift, spinning strikes and fluid movement, often used in martial arts. : **Spinning Defense** Spend a Bonus Action to perform a Spinning Defense, granting a +2 bonus to AC against the next attack before your next turn. : **Damage:** 1d6/1d8 + AGI as *Bludgeoning Damage* (versatile weapon) ## Walking Staff *Mundane Melee Weapon* A quarterstaff that doubles as a walking aid, often concealing hidden features or compartments, and is unassuming in appearance. : **Surprise Strike** Spend a Bonus Action to execute a Surprise Strike, catching your opponent off-guard and gaining advantage on your attack roll. : **Damage:** 1d8 + AGI as *Bludgeoning Damage* These quarterstaff variants offer a blend of defensive and offensive capabilities, providing players with options to enhance their combat strategy within the action point economy of the game. ![Staff](https://cdn.midjourney.com/e81cfeed-6921-4ab5-9c42-36168ef88145/0_0.png){position:absolute,right:7.5%,width:40%,top:54%,mix-blend-mode:darken,transform:rotate(0deg)} {{pageNumber,auto}} \page {{note,quote ## Scimitars Curved swords known for their slicing efficiency. Their design favors agility and fluid motion, making them popular among duelists, rogues, and warriors who prefer finesse over brute force. }} ## Classic Scimitar *Mundane Melee Weapon* The classic scimitar features a distinctively curved blade that excels in slashing attacks. Its lightweight design allows for swift, fluid combat movements. : **Swift Slash** Spend a Bonus Action to perform a Swift Slash, allowing you to make an additional attack against the same target or a different one within reach. : **Damage:** 1d6 + AGI as *Slashing Damage* ## Dual-Wield Scimitar *Mundane Melee Weapon* Optimized for dual-wielding, this scimitar is slightly lighter and shorter, enabling quick, consecutive attacks when used in tandem with another light weapon. : **Flurry of Blades** Spend an Action to unleash a Flurry of Blades, attacking two different targets within reach or the same target twice. : **Damage:** 1d4 + AGI as *Slashing Damage* ## Enchanted Scimitar *Magic Melee Weapon* This scimitar has been imbued with magical energy, granting it enhanced sharpness and sometimes elemental damage or other magical effects. : **Elemental Edge** Spend 4 action points to activate Elemental Edge, imbuing your attack with elemental energy (fire, ice, or lightning) to deal an additional 1d6 elemental damage on a hit. : **Damage:** 1d6 + AGI as *Slashing Damage*; +1d6 elemental damage for Elemental Edge ## Heavy Scimitar *Mundane Melee Weapon* A heavier version of the classic scimitar, designed for stronger warriors who can harness its weight for more devastating attacks. : **Powerful Strike** Spend a Bonus Action to perform a Powerful Strike, dealing an additional 1d4 damage on a successful hit. : **Damage:** 1d8 + AGI as *Slashing Damage* \column ## Razor-Edge Scimitar *Mundane Melee Weapon* Featuring an exceptionally sharp blade, the razor-edge scimitar is a deadly weapon capable of inflicting grievous wounds with the slightest touch. : **Bleeding Cut** Spend an Action to inflict a Bleeding Cut, causing the target to suffer 1d4 bleeding damage at the start of their next 3 turns. : **Damage:** 1d6 + AGI as *Slashing Damage* The variety of scimitars available provides players with multiple approaches to combat, from quick, agile strikes to powerful, enchanted slashes, fitting seamlessly within the action point economy of the game. ![DualScimitars](https://cdn.midjourney.com/0b302928-a1ff-48c0-9e7f-ffc17cc38841/0_2.png){position:absolute,right:7.5%,width:40%,top:50%,mix-blend-mode:darken,transform:rotate(-90deg)} {{pageNumber,auto}} \page {{note,quote ## Slings Simple yet effective ranged weapons that use a leather pouch and strings to launch projectiles at high speeds. They are favored for their portability and the ease of finding ammunition. }} ## Standard Sling *Mundane Ranged Weapon* The standard sling is a basic yet versatile weapon, capable of hurling stones or lead bullets over long distances. : **Quick Shot** Spend you Bonus Action to make an additional attack. : **Damage:** 1d4 + AGI as *Bludgeoning Damage* ## War Sling *Mundane Ranged Weapon* A war sling is reinforced and designed to throw heavier projectiles, causing more damage upon impact. : **Heavy Projectile** Spend an Action to use a specially prepared heavy projectile, increasing the damage of the next attack by 1d4. : **Damage:** 1d6 + AGI as *Bludgeoning Damage* ## Sling of Precision *Magic Ranged Weapon* This sling has been enchanted to increase the accuracy and damage of its projectiles, making it a deadly tool in skilled hands. : **Guided Shot** Spend an Action to perform a Guided Shot, granting +3 to the attack roll and dealing an additional 1d4 precision damage on a hit. : **Damage:** 1d4 + AGI as *Bludgeoning Damage*; +1d4 precision damage for Guided Shot ## Twin Sling *Mundane Ranged Weapon* An innovative design that allows for two projectiles to be loaded and fired simultaneously at a single target or two adjacent targets. : **Dual Launch** Spend a Bonus Action to launch two projectiles at once. If attacking a single target, combine damage rolls into a single damage output. If attacking two targets, make separate attack rolls for each. : **Damage:** 1d4 + AGI as *Bludgeoning Damage* per projectile \column ## Hunting Sling *Mundane Ranged Weapon* Designed for hunting small game, this sling offers improved range and accuracy for hitting small or distant targets. : **Far Shot** Spend a Bonus Action to take careful aim and extend the range of your attack by 50%, applying a +2 bonus to the damage roll if the target is beyond normal range. : **Damage:** 1d4 + AGI as *Bludgeoning Damage* Slings offer a unique combination of versatility, stealth, and utility, fitting well into a variety of tactical situations within the action point economy. ![DualScimitars](https://cdn.midjourney.com/72747eae-bfe1-400c-97b2-d7116b65a44b/0_2.png){position:absolute,right:1%,width:50%,top:40%,mix-blend-mode:darken,transform:rotate(0deg)} {{pageNumber,auto}} \page {{note,quote ## Spears Spears are versatile weapons known for their long reach and piercing capabilities. They come in various designs, from simple wooden shafts with pointed tips to finely crafted weapons adorned with intricate decorations. }} ## Standard Spear *Mundane Melee Weapon* The standard spear is a basic yet effective weapon consisting of a wooden shaft with a pointed metal or stone tip. It is favored by warriors for its balance of reach and versatility. : **Thrust** Spend a Bonus Action to perform a Thrust, allowing you to make a piercing attack with advantage against a target within 10 feet. : **Damage:** 1d6 + STR as *Piercing Damage* ## Barbed Fork *Mundane Melee Weapon* The barbed fork is a vicious weapon with sharp, barbed prongs that can cause deep wounds and make it difficult for enemies to escape its grasp. It is favored by ruthless warriors and mercenaries for its ability to inflict crippling injuries. : **Rending Strike** Spend a Bonus Action to perform a Rending Strike with the barbed fork, tearing through the target's flesh and causing them to bleed profusely. This attack deals additional piercing damage and inflicts a bleeding condition on the target. : **Damage:** 1d8 + STR as *Piercing Damage* ## Heavy Spear *Mundane Melee Weapon* The heavy spear is a larger and sturdier version of the standard spear, designed for powerful thrusting attacks and capable of penetrating heavy armor. : **Power Thrust** Spend an Action to perform a Power Thrust, granting +2 bonus to the attack roll and dealing additional 1d8 damage on a hit. : **Damage:** 1d8 + STR as *Piercing Damage* \column ## Javelin *Mundane Ranged Weapon* The javelin is a throwing spear designed for long-range attacks. It is commonly used by skirmishers and scouts to harass enemy formations or engage targets from a distance. : **Throw** Spend a Bonus Action to throw a javelin at a target within 30 feet, dealing piercing damage. : **Damage:** 1d6 + STR as *Piercing Damage* ## Trident *Mundane Melee Weapon* The trident is a unique spear with three pointed tips, making it ideal for underwater combat or for disarming opponents in close-quarters engagements. : **Triple Strike** Spend an Action to perform a Triple Strike, allowing you to make three quick thrusts with the trident, targeting one or multiple adjacent enemies. : **Damage:** 1d6 + STR as *Piercing Damage* per strike ## Spear of the Sentinel *Magic Melee Weapon* This enchanted spear grants its wielder enhanced reach and accuracy, allowing them to strike down enemies from afar with deadly precision. : **Sentinel's Reach** Spend an Action to extend the reach of your next attack by 10 feet, enabling you to strike distant foes without moving. : **Damage:** 1d8 + STR as *Piercing Damage* ## War Fork *Mundane Melee Weapon* The war fork is a sturdy weapon with two sharp prongs designed for piercing armor and penetrating defenses. It is favored by soldiers and mercenaries for its effectiveness in close combat. : **Piercing Strike** Spend a Bonus Action to perform a Piercing Strike with the war fork, thrusting the weapon with great force to penetrate the target's armor and deal additional piercing damage. : **Damage:** 1d10 + STR as *Piercing Damage* War forks are formidable weapons capable of delivering piercing and impaling attacks that can incapacitate enemies and turn the tide of battle in favor of their wielders. ![Spear](https://cdn.midjourney.com/c65b1a4f-be83-4e79-916c-22db7605d9d7/0_3.png){position:absolute,left:15%,width:70%,bottom:-18%,mix-blend-mode:darken,transform:rotate(47deg)} {{pageNumber,auto}} \page {{note,quote ## Swords Iconic weapons known for their versatility and deadly cutting abilities. They come in various shapes and sizes, each designed for different combat styles and situations. }} ## Longsword *Mundane Melee Weapon* The longsword is a versatile weapon with a straight double-edged blade and a hilt long enough to wield with two hands if needed. It is favored by knights and warriors for its balance of speed and power. : **Slashing Strike** Spend a Bonus Action to perform a Slashing Strike, making a powerful attack with the longsword that deals additional slashing damage. : **Damage:** 1d8 + STR as *Slashing Damage* ## Shortsword *Mundane Melee Weapon* The shortsword is a lightweight weapon with a pointed blade designed for quick and precise strikes. It is commonly used by rogues and scouts for its agility and ease of concealment. : **Quick Stab** Spend a Bonus Action to perform a Quick Stab, making a swift attack with the shortsword that bypasses a portion of the target's armor. : **Damage:** 1d6 + STR as *Piercing Damage* ## Bastard Sword *Mundane Melee Weapon* The bastard sword, also known as a hand-and-a-half sword, is a versatile weapon that can be wielded with one or two hands. It combines the speed of a one-handed sword with the power of a two-handed weapon. : **Versatile Strike** Spend a Bonus Action to perform a Versatile Strike, allowing you to switch between one-handed and two-handed grips during the attack for increased damage or reach. : **Damage:** 1d8 + STR as *Slashing Damage* ## Rapier *Mundane Melee Weapon* The rapier is a slender and lightweight sword with a sharp, pointed blade designed for thrusting attacks. It is favored by duelists and fencers for its speed and precision. : **Piercing Lunge** Spend a Bonus Action to perform a Piercing Lunge, making a precise thrusting attack with the rapier that ignores a portion of the target's armor. : **Damage:** 1d8 + STR as *Piercing Damage* \column ## Greatsword *Mundane Melee Weapon* The greatsword is a massive two-handed weapon with a long, straight blade and a hilt large enough to wield with both hands. It is favored by barbarians and other powerful warriors for its devastating cutting attacks. : **Powerful Swing** Spend an Action to perform a Powerful Swing, unleashing a mighty attack with the greatsword that deals additional slashing damage and has a chance to knock the target prone. : **Damage:** 2d6 + STR as *Slashing Damage* Swords are versatile weapons that offer a balance of speed, precision, and power, making them indispensable tools for warriors and adventurers in the world of Eldoria. ![Sword](https://cdn.midjourney.com/d4f5e942-96d0-46e0-8d6f-f64857d5c268/0_2.png){position:absolute,right:4%,width:44%,height:40%,top:40%,mix-blend-mode:darken,transform:rotate(0deg)} {{pageNumber,auto}} \page ## Explosives :: ### Arcane Bomblets **Arcane Blast** Toss an arcane bomblet, creating a *20-foot-radius sphere* of arcane energy. Targets must make an *Agility Save (DC 16)*, taking *3d8 Force Damage* on a failure or half on success. Failed saves also cause *Deafened*. :: ### Blightpowder Kegs **Blightburst** Trigger a *15-foot-radius* toxic gas cloud. Targets make a *Vitality Save (DC 14)*, taking *3d6 Poison Damage* and *Poisoned* for 1 minute on a failure. They can repeat the save at the end of their turns. :: ### Crystal Grenades **Crystal Shatter** Detonate a *15-foot-radius cone* of razor shards. Targets make an *Agility Save (DC 16)*, taking *3d6 Piercing Damage* on a failure or half on success. :: ### Dragonbreath Charges **Dragonfire Burst** Trigger a *20-foot-radius sphere* of fire. Targets make an *Agility Save (DC 15)*, taking *3d8 Fire Damage* on a failure or half on success. Failed saves also cause *Ignited* (1d6 Fire Damage per turn until extinguished). :: ### Eldritch Firecrackers **Eldritch Explosion** Ignite a *10-foot-radius burst* of chaotic energy. Targets make an *Agility Save (DC 14)*, taking *3d6 Force Damage* on a failure or half on success. Failed saves also cause *Blinded* until the end of their next turn. :: ### Fey Sparklers **Fey Flare** Activate a *15-foot-radius burst* of dazzling fey light. Targets make a *Charm Save (DC 14)* or are *Charmed* until the end of their next turn. All targets also make an *Agility Save (DC 14)* or are *Dazzled* (disadvantage on sight-based perception) for 1 minute. :: ### Golem Heart Mines **Golem Pulse** Trigger a *20-foot-radius shockwave*. Targets make a *Vitality Save (DC 16)*, taking *3d8 Bludgeoning Damage* on a failure or half on success. Failed saves also cause *Knocked Prone*. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:multiply ![Arcane Bomblet](https://cdn.midjourney.com/5dbfc32a-5a0b-4764-bc1f-8133985f8053/0_2.png){width:30%,right:-4%,top:-4%,mix-blend-mode:multiply} ![Blightpowder Kegs](https://cdn.midjourney.com/67afdde3-46dc-482e-b915-d345b66533cf/0_3.png){width:28%,right:22%,top:18%,mix-blend-mode:multiply} ![Crystal Grenades](https://cdn.midjourney.com/4d98a8e6-588f-45e2-9b7c-a2953d594378/0_2.png){width:30%,right:-4%,top:34%,mix-blend-mode:multiply} ![Eldritch Firecrackers](https://cdn.midjourney.com/37a47c60-61e2-4a70-8736-9c504cfe07fc/0_1.png){width:30%,right:24%,top:51%,mix-blend-mode:multiply} ![Golem Heart Mines](https://cdn.midjourney.com/db0ba548-e73e-423b-9218-46129e09a301/0_0.png){width:30%,right:3%,top:72%,mix-blend-mode:multiply} }} {{pageNumber,auto}} \page ### Hellfire Flasks **Infernal Blast** Hurl a hellfire flask, creating a *15-foot-radius sphere* of fire. Targets make an *Agility Save (DC 15)*, taking *3d6 Fire Damage* on a failure or half on success. Failed saves also cause *Ignited* (1d6 Fire Damage per turn until extinguished). : ### Icebind Dynamite **Frostburst** Detonate icebind dynamite, creating a *20-foot-radius sphere* of cold. Targets make a *Vitality Save (DC 16)*, taking *3d8 Cold Damage* on a failure or half on success. Failed saves also cause *Frozen* (restrained until the end of their next turn). : ### Lightning Capsules **Electroshock** Activate a lightning capsule, releasing a *15-foot-radius cone* of electricity. Targets make an *Agility Save (DC 14)*, taking *3d6 Lightning Damage* on a failure or half on success. Failed saves also cause *Shocked* (DIS on attack rolls and ability checks until the end of their next turn). : ### Mana-Infused Claymores **Mana Wave** Trigger a mana-infused claymore, unleashing a *20-foot-radius wave* of magic. Targets make a *Vitality Save (DC 16)*, taking *3d8 Force Damage* on a failure or half on success. : ### Necroblast Vials **Necrotic Burst** Uncork a necroblast vial, creating a *15-foot-radius sphere* of necrotic energy. Targets make a *Vitality Save (DC 15)*, taking *3d6 Necrotic Damage* on a failure or half on success. Failed saves also cause *Weakened* (DIS on STR and Vitality checks for 1 minute). : ### Phantom Firebombs **Phantom Blaze** Hurl a phantom firebomb, creating a *20-foot-radius sphere* of spectral fire. Targets make an *Agility Save (DC 16)*, taking *3d8 Force Damage* on a failure or half on success. Failed saves also cause *Haunted* (unable to benefit from invisibility or cover for 1 minute). : ### Quicksilver Blast Discs **Quicksilver Shrapnel** Detonate a quicksilver blast disc, releasing a *15-foot-radius cone* of razor-sharp metal. Targets make an *Agility Save (DC 15)*, taking *3d6 Slashing Damage* on a failure or half on success. Failed saves also cause *Bleeding* (1d4 damage at the start of each turn until healed). {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:multiply ![Hellfire Flask](https://cdn.midjourney.com/5f9b4773-3501-4e48-988f-13a98d29ff8b/0_3.png){width:30%,right:0%,top:-0%,mix-blend-mode:multiply} ![Blightpowder Kegs](https://cdn.midjourney.com/cecda494-55f0-417b-974c-dd4b05de0b89/0_0.png){width:20%,right:30%,top:13%,mix-blend-mode:multiply,transform:rotate(-10deg)} ![Lightning Capsules](https://cdn.midjourney.com/3ba04459-f1f5-431d-a3d1-40b813eb7a1e/0_1.png){width:20%,right:8%,top:26%,mix-blend-mode:multiply} ![Necroblast Vials](https://cdn.midjourney.com/a49d8616-35bd-40ef-af32-8a018ec4b7b7/0_0.png){width:25%,right:24%,top:45%,mix-blend-mode:multiply,transform:rotate(30deg)} ![Quicksilver Blast Disc](https://cdn.midjourney.com/f615518c-fed8-4ef3-85aa-9ed6f40c1bf0/0_0.png){width:40%,right:5%,top:65%,mix-blend-mode:multiply} }} {{pageNumber,auto}} \page ### Rune-Etched Explosive **Runic Explosion** Activate the arcane glyphs, triggering a *15-foot-radius explosion* of magical force. Targets make a *Vitality Save (DC 16)*, taking *3d8 Force Damage* on a failure or half on success. The explosion can destroy structures and obstacles in its radius. :: ### Shadowfuse Grenades **Shadowburst** Detonate a shadowfuse grenade, creating a *20-foot-radius sphere* of magical darkness. Targets within the area must make a *Spirit Save (DC 14)* or become *Frightened* until the end of their next turn. The area is heavily obscured for 1 minute. :: ### Thunderstone Charges **Thunderous Blast** Trigger a thunderstone charge, unleashing a *15-foot-radius cone* of concussive force. Targets make an *Agility Save (DC 15)*, taking *3d6 Thunder Damage* on a failure or half on success. Failed saves also cause *Deafened* for 1 minute. :: ### Voidpulse Detonators **Voidwave** Activate a voidpulse detonator, generating a *20-foot-radius sphere* of volatile void energy. Targets make a *Vitality Save (DC 16)*, taking *3d8 Force Damage* on a failure or half on success. Failed saves also cause *Knocked Back* 10 feet. :: ### Wisp Lantern Bombs **Wisp Release** Detonate a wisp lantern bomb, releasing a *15-foot-radius cloud* of ethereal energy. Targets make a *Spirit Save (DC 14)*, taking *3d6 Force Damage* on a failure or half on success. Failed saves also cause *Immobilized* until the end of their next turn. :: ### Zealot’s Wrath Packages **Divine Burst** Unleash a zealot’s wrath package, creating a *20-foot-radius burst* of radiant energy. Targets make a *Spirit Save (DC 15)*, taking *3d8 Radiant Damage* on a failure or half on success. *Undead and Fiends* failing the save are also *Blinded* for 1 minute. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Rune-Etched Explosive](https://cdn.midjourney.com/45701cc8-7090-461d-9bd2-5de463ffb1d2/0_2.png){width:20%,right:10%,top:2%,mix-blend-mode:multiply} ![Shadowfuse Grenades](https://cdn.midjourney.com/845ef0f3-fc41-4a56-a6e7-c6c31501081a/0_3.png){width:20%,right:30%,top:16%,mix-blend-mode:multiply,transform:rotate(-10deg)} ![Thunderstone Charges](https://cdn.midjourney.com/98ea7a82-e033-445e-ac96-2430ac126d43/0_2.png){width:20%,right:7%,top:29%,mix-blend-mode:multiply} ![Voidpulse Detonators](https://cdn.midjourney.com/f3366a84-50f8-4887-be48-5f42c2fff581/0_2.png){width:20%,right:30%,top:40%,mix-blend-mode:multiply,transform:rotate(30deg)} ![Wisp Lantern Bombs](https://cdn.midjourney.com/1b9ac42e-3546-4d46-8d43-b2198c47af8b/0_2.png){width:23%,right:7%,top:53%,mix-blend-mode:multiply} ![Wrath Packages](https://cdn.midjourney.com/47146533-bb37-4fb5-aa86-5bdb0179a7ac/0_1.png){width:20%,right:30%,top:70%,mix-blend-mode:multiply} }} {{pageNumber,auto}} \page # Explosives Crafting Table {{specialtable,wide | **Explosive** | **Primary Components** | **Crafting Requirements** | |:--------------------------:|:---------------------------------------------------:|:------------------------------:| | Arcane Bomblets | Arcane Powder, Mana Crystal Shards, Blast Core | Arcane Knowledge, Alchemy Lab | | Blightpowder Kegs | Blight Spores, Sulfur, Reinforced Barrel | Poisoncrafting, Tinkering Bench | | Crystal Grenades | Crystal Shards, Metal Casing, Alchemical Binder | Jewelcrafting, Smithing Tools | | Dragonbreath Charges | Dragon Scales, Ignition Powder, Sulfur | Pyromancy, Engineering Kit | | Eldritch Firecrackers | Chaos Powder, Arcane Fuses, Shimmering Dust | Eldritch Magic, Enchantment Set | | Fey Sparklers | Fey Essence, Glowing Powder, Silver Filaments | Fey Alchemy, Runecrafting Kit | | Golem Heart Mines | Golem Core, Heavy Stone, Shock Absorbers | Golemcrafting, Smithing Forge | | Hellfire Flasks | Infernal Ash, Demon’s Blood, Volatile Oil | Infernal Binding, Glassblowing | | Icebind Dynamite | Frost Shards, Alchemical Coolant, Black Powder | Cryomancy, Engineering Kit | | Lightning Capsules | Bottled Lightning, Copper Filament, Sulfur Powder | Electromancy, Alchemy Bench | | Mana-infused Claymores | Mana Core, Reinforced Steel, Arcane Conduits | Enchanting, Metalworking Forge | | Necroblast Vials | Shadow Essence, Bone Dust, Ectoplasmic Fluid | Necromancy, Alchemy Set | | Phantom Firebombs | Ghostfire Essence, Spirit Powder, Hollow Glass | Spiritbinding, Glassblowing | | Quicksilver Blast Discs| Quicksilver Alloy, Spinning Gears, Alchemical Binder| Tinkering, Precision Tools | | Rune-Etched Explosive | Inscribed Stone, Arcane Ink, Detonation Runes | Runecrafting, Engraving Tools | | Shadowfuse Grenades | Shadowglass, Obsidian Powder, Void Essence | Shadow Magic, Smithing Tools | | Thunderstone Charges | Thunderstone Fragments, Sonic Dust, Ignition Runes | Stormcalling, Engineering Bench | | Voidpulse Detonators | Void Crystal, Unstable Catalyst, Arcane Mesh | Voidcraft, Enchantment Set | | Wisp Lantern Bombs | Bottled Wisps, Glowing Powder, Ethereal Oil | Spiritbinding, Arcane Tools | | Zealot’s Wrath Packages| Holy Ash, Blessed Paper, Radiant Powder | Divine Magic, Holy Forge | }} {{pageNumber,auto}} \page ## Potions ::: ### Aetherveil Elixir You become partially phased into the ethereal plane for 5 rounds (1 minute), granting resistance to non-magical weapon attacks and allowing you to move through walls that are not more than 1 ft thick. :::::: ### Boiling Fury Tonic The drinker’s body radiates intense heat for 5 rounds (1 minute). Any creature that hits them with a melee attack takes 1d6 fire damage, and unarmed strikes or grapples deal an additional 1d8 fire damage. :::::::: ### Conduit Tonic The drinker’s body becomes a conduuit for raw electrical energy for 5 rounds (1 minute). Any Enemy that hits them with a melee attack takes 1d6 Electric Damage, and unarmed strikes or grapples deal an additional 1d8 fire damage. :::::::: ### Dreamweaver’s Draught Brewed from rare and potent ingredients, this potion allows the drinker to manipulate dreams and induce sleep in their targets. : **Dream Manipulation:** Administer the potion to a target, allowing you to manipulate their dreams and implant suggestions or visions of your choosing. :::: ### Ebonite Essence A dark and mysterious concoction that shrouds the imbiber in shadow, granting them enhanced stealth and night vision. : **Shadow Veil:** Drink the potion to envelop yourself in shadows, gaining advantage on Stealth checks and darkvision up to 60 feet for 1 hour. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Agony](https://cdn.midjourney.com/b14b5cac-4709-4d35-8a3c-fbcdb46f73fb/0_1.png){width:20%,right:16%,top:5%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Basilisk](https://cdn.midjourney.com/c73118a5-0a9f-49dd-834c-70bf62cb6e57/0_0.png){width:20%,right:16%,top:22%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Crimson](https://cdn.midjourney.com/0b0052eb-1904-452c-8872-aecdad9f9e34/0_0.png){width:20%,right:16%,top:40%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Dreamweaver](https://cdn.midjourney.com/bdac71ed-f0a8-4628-a1cc-3ad5159891bb/0_0.png){width:20%,right:16%,top:60%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Ebonite](https://cdn.midjourney.com/568dfb2b-55dd-4e51-a8bc-369aadf8fe47/0_0.png){width:20%,right:16%,top:77.5%,mix-blend-mode:multiply,transform:rotate(0deg)} }} {{pageNumber,auto}} \page ## Poisons ::: ### Arachnid’s Agony A venomous concoction derived from the fangs of deadly spiders, causing excruciating pain and paralysis to those afflicted. : **Venomous Sting:** Administer the potion to a target or apply it to a weapon, causing the target to suffer 3d6 poison damage and become paralyzed for 1 minute unless they succeed on a Vitality saving throw (DC 13). ::: ### Basilisk Breath Extracted from the breath of a basilisk, this potion induces petrification in those unfortunate enough to inhale its vapors. : **Petrifying Mist:** Release a cloud of petrifying mist in a 15-foot cone, causing targets caught within it to make a Vitality saving throw or become petrified for 1 minute. ::: ### Crimson Lament A crimson-hued elixir that instills overwhelming despair and melancholy in its imbiber, sapping their will to fight. : **Despairing Aura:** Imbibe the elixir to exude an aura of despair in a 10-foot radius, causing enemies within range to suffer disadvantage on attack rolls and saving throws for 1 minute. ::: ### Dreamweaver’s Draught Brewed from rare and potent ingredients, this potion allows the drinker to manipulate dreams and induce sleep in their targets. : **Dream Manipulation:** Administer the potion to a target, allowing you to manipulate their dreams and implant suggestions or visions of your choosing. ::: ### Ebonite Essence A dark and mysterious concoction that shrouds the imbiber in shadow, granting them enhanced stealth and night vision. : **Shadow Veil:** Drink the potion to envelop yourself in shadows, gaining advantage on Stealth checks and darkvision up to 60 feet for 1 hour. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Agony](https://cdn.midjourney.com/d44d2e71-7bbe-4590-88d4-50ddfdf33df1/0_1.png){width:20%,right:16%,top:5%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Basilisk](https://cdn.midjourney.com/d44d2e71-7bbe-4590-88d4-50ddfdf33df1/0_0.png){width:20%,right:15.5%,top:22%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Crimson](https://cdn.midjourney.com/1758b704-998c-4841-87ba-1d94948fd560/0_0.png){width:20%,right:15.5%,top:40%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Dreamweaver](){width:20%,right:15%,top:60%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Ebonite](){width:20%,right:15%,top:77.5%,mix-blend-mode:multiply,transform:rotate(0deg)} }} {{pageNumber,auto}} \page ### Fae Frenzy Infused with the chaotic essence of the Feywild, this potion induces a wild and unpredictable state of frenzy in those who consume it. : **Feywild Surge:** Drink the potion to enter a state of frenzied madness, granting you advantage on melee attack rolls and causing you to attack the nearest creature each round for 1 minute. ::::: ### Ghoul’s Gasp Crafted from the essence of undead ghouls, this potion induces a necrotic paralysis in those who ingest it. : **Necrotic Paralysis:** Administer the potion to a target, causing them to suffer 3d8 necrotic damage and become paralyzed for 1 minute unless they succeed on a Vitality saving throw. ::::: ### Hemlock Heartbeat Derived from the deadly hemlock plant, this potion induces a slow and agonizing death in those who consume it. : **Fatal Toxin:** Administer the potion to a target, causing them to suffer 4d10 poison damage and begin dying unless they succeed on a Vitality saving throw. ::::: ### Illusionist’s Bane A potion designed to dispel illusions and reveal hidden truths, allowing the imbiber to see through deceit and falsehood. : **Dispelling Draught:** Drink the potion to gain the ability to see through illusions and magical Influences for 1 hour. ::::: ### Jester’s Jeopardy A whimsical and unpredictable potion that inflicts random and chaotic effects upon its imbiber. : **Jester’s Jest:** Drink the potion to trigger a random magical effect from a predetermined list, ranging from beneficial buffs to detrimental debuffs. : {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Fae](https://cdn.midjourney.com/059e72ea-6edc-4eca-9399-910252e53d1e/0_3.png){width:20%,right:16%,top:5%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Ghoul](https://cdn.midjourney.com/e49435ee-8866-4229-97b3-14c0977c6003/0_0.png){width:20%,right:15.5%,top:23%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Hemlock](https://cdn.midjourney.com/79bf7743-f1c3-4168-a78f-f13a0315ea71/0_1.png){width:20%,right:15.5%,top:40%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Illusionist](https://cdn.midjourney.com/bc876ae0-4e81-4456-89c6-f23773bea6ca/0_2.png){width:20%,right:15%,top:60%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Jester](https://cdn.midjourney.com/77e5870b-6c30-40b1-9e5d-8f909e9c038a/0_2.png){width:20%,right:15%,top:77.5%,mix-blend-mode:multiply,transform:rotate(0deg)} }} {{pageNumber,auto}} \page ### Kraken’s Kiss A potent elixir imbued with the essence of the legendary sea creature, granting the imbiber control over water and aquatic creatures. : **Aquatic Mastery:** Drink the potion to gain control over water and aquatic creatures within a 30-foot radius, allowing you to manipulate water and command sea creatures for 1 hour. ::::: ### Lich’s Languor Crafted from the essence of powerful liches, this potion drains the life force from its victims and grants it to the imbiber. : **Life Drain:** Administer the potion to a target, causing them to suffer 4d8 necrotic damage and restoring an equal amount of hit points to the imbiber. ::::: ### Manticore Miasma Infused with the toxic venom of a manticore, this potion induces paralysis and excruciating pain in those who consume it. : **Paralyzing Venom:** Administer the potion to a target, causing them to suffer 3d6 poison damage and become paralyzed for 1 minute unless they succeed on a Vitality saving throw. ::::: ### Netherbite Nectar Derived from the depths of the nether realms, this potion grants the imbiber dark powers and unholy strength. : **Dark Empowerment:** Drink the potion to gain dark powers and unholy strength, increasing your damage output and granting resistance to radiant damage for 1 hour. ::::: ### Obsidian Oath A potion infused with the essence of obsidian, granting the imbiber resistance to physical damage and the ability to absorb kinetic energy. : **Obsidian Barrier:** Drink the potion to gain resistance to physical damage and absorb kinetic energy from incoming attacks for 1 hour. :: {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Lich](https://cdn.midjourney.com/889e7777-444f-4558-9f9f-df117aa93a24/0_3.png){width:20%,right:16%,top:5%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Manticore](https://cdn.midjourney.com/537b61ce-6dad-46ad-9a6f-186fa510b83f/0_1.png){width:20%,right:15.5%,top:22%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Crimson](https://cdn.midjourney.com/4148ffd5-1ebd-44ec-9c60-74a370bbdc90/0_1.png){width:20%,right:15.5%,top:40%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Netherbite](https://cdn.midjourney.com/e41847f7-cbd4-47db-9777-46adb7a2ae60/0_3.png){width:20%,right:15%,top:60%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Obsidian](https://cdn.midjourney.com/20b49200-b9ea-4a89-b89a-df3ce9b1674a/0_2.png){width:20%,right:15%,top:77.5%,mix-blend-mode:multiply,transform:rotate(0deg)} }} {{pageNumber,auto}} \page ### Phoenix’s Phantasm A mystical elixir imbued with the essence of a phoenix, granting the imbiber the power of resurrection and rebirth. : **Phoenix Rebirth:** Drink the potion to gain the ability to resurrect yourself upon death, returning to life with full hit points and temporary invulnerability for 1 minute. ::::::: ### Quicksilver Quandary Crafted from the elusive quicksilver, this potion grants the imbiber enhanced speed and agility, allowing them to move with lightning-fast reflexes. : **Quicksilver Reflexes:** Drink the potion to gain enhanced speed and agility, doubling your Land speed and granting advantage on Agility saving throws for 1 minute. ::::::: ### Rune Rot A vile concoction infused with cursed runes, causing rapid decay and corruption in those who ingest it. : **Decaying Curse:** Administer the potion to a target, causing them to suffer 4d6 necrotic damage and begin decaying rapidly, reducing their maximum hit points by half until the curse is removed. :::::: ### Shadowstep Serum Brewed from shadow essence and arcane herbs, this potion allows the imbiber to step into the shadows and teleport short distances. : **Shadowstep:** Drink the potion to teleport up to 30 feet to an unoccupied space that you can see in dim light or darkness. :::::: ### Thieves’ Threnody A mysterious elixir favored by thieves and rogues, granting enhanced stealth and Agility to those who imbibe it. : **Shadow Veil:** Drink the potion to gain advantage on Stealth checks and Agility saving throws for 1 hour. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Phoenix](https://cdn.midjourney.com/33c24b61-1fe7-4a58-b300-5b90cb4b94bc/0_3.png){width:20%,right:16%,top:5%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Quicksilver](https://cdn.midjourney.com/fec84cc6-ef13-4946-adaf-e5f6a902229c/0_2.png){width:20%,right:15.5%,top:22%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Rune](https://cdn.midjourney.com/792e1f68-f49b-49d9-8fa4-1b8a430f2ef2/0_1.png){width:20%,right:15.5%,top:40%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Shadowstep](https://cdn.midjourney.com/87cde889-11d3-4ce7-9d2e-7def053910e8/0_0.png){width:20%,right:15%,top:60%,mix-blend-mode:multiply,transform:rotate(0deg)} ![Thieves](https://cdn.midjourney.com/aded7f5a-ac23-4512-9625-7f115b6ebdae/0_2.png){width:20%,right:15%,top:77.5%,mix-blend-mode:multiply,transform:rotate(0deg)} }} {{pageNumber,auto}} \page # Crafting Table for Poisons {{specialtable,wide | **Poison** | **Primary Components** | **Crafting Requirements** | |:-----------------------:|:-----------------------------------------------:|:------------------------------:| | Arachnid’s Agony | Spider Fangs, Venom Extract, Nightshade | Toxicology, Alchemy Lab | | Basilisk Breath | Basilisk Gland, Petrification Dust, Fog Essence | Transmutation, Enchantment Set| | Crimson Lament | Blood Lotus, Wraith Essence, Shadow Ink | Hemocraft, Ritual Circle | | Dreamweaver’s Draught | Dream Petals, Illusion Dust, Fey Nectar | Oneiromancy, Alchemy Bench | | Ebonite Essence | Obsidian Shards, Shadow Silk, Black Lotus | Shadowcraft, Arcane Tools | | Fae Frenzy | Feywild Thistle, Chaos Powder, Pixie Dust | Fey Alchemy, Runecrafting Kit | | Ghoul’s Gasp | Ghoul Claws, Rotting Flesh, Necrotic Ichor | Necromancy, Alchemy Set | | Hemlock Heartbeat | Hemlock Root, Widow’s Tear, Slow Poison | Herbalism, Poisoner’s Kit | | Illusionist’s Bane | Eye of Truth, Shimmering Essence, Arcane Glass | Divination, Enchantment Set | | Jester’s Jeopardy | Trickster’s Charm, Chaos Essence, Wild Berry | Wild Magic, Arcane Tools | | Kraken’s Kiss | Kraken Ink, Abyssal Water, Oceanic Essence | Hydromancy, Deep-Sea Rituals | | Lich’s Languor | Lich Dust, Necrotic Essence, Bone Powder | Necromancy, Dark Rituals | | Manticore Miasma | Manticore Venom, Painroot, Numbing Herbs | Toxicology, Alchemy Bench | | Netherbite Nectar | Nether Shard, Abyssal Blood, Shadow Essence | Demonology, Arcane Tools | | Obsidian Oath | Obsidian Core, Hardened Stone, Kinetic Essence | Geomancy, Arcane Forge | | Phoenix’s Phantasm | Phoenix Feather, Eternal Flame, Rebirth Lotus | Pyromancy, Sacred Altar | | Quicksilver Quandary | Quicksilver, Swiftwind Dust, Lightning Essence | Aeromancy, Arcane Workshop | | Rune Rot | Cursed Rune, Decay Essence, Corrupt Ink | Hexcraft, Forbidden Texts | | Shadowstep Serum | Shadow Essence, Dark Fog, Voidroot | Umbramancy, Night Rituals | | Thieves’ Threnody | Silent Dust, Shadebloom, Trickster’s Whisper | Illusioncraft, Rogue’s Kit | }} {{pageNumber,auto}} \page ## Firearms : ### Arcanist's Musket A finely crafted musket infused with arcane energies, capable of delivering powerful magical shots. : **Arcane Blast:** Fire a shot infused with arcane energy, dealing 2d10 force damage to the target. : ### Blunderbuss of the Abyss Forged in the depths of the Abyss, this blunderbuss unleashes chaotic energy with every shot, wreaking havoc on enemies. : **Abyssal Blast:** Fire a blast of chaotic energy in a cone, dealing 4d6 force damage to all targets in the area. : ### Crystalock Pistol A sleek and elegant pistol adorned with enchanted crystals, enhancing its accuracy and power. : **Crystal Shot:** Fire a crystalline projectile that shatters on impact, dealing 2d8 piercing damage and piercing through cover. : ### Dwarven Thunder Rifle Crafted by skilled dwarven engineers, this thunderous rifle delivers devastating shots with unmatched precision. : **Thunderous Shot:** Fire a thunderous round that deals 2d12 thunder damage and knocks the target prone on a failed Strength saving throw. : ### Eldritch Pistol A Pistol specially designed to handle the unpredictablility of Eldritch energy. : **Necrotic Ammo**: Fire a shot of eldritch energy that deals 2d8 Necrotic Damage, and applies the total damage as Curse against the target if the attack exceeds the target's Aegis. : ### Feywild Fowler Infused with the essence of the Feywild, this fowling piece unleashes mystical blasts that bend reality. : **Fey Blast:** Fire a blast of fey energy that deals 2d10 force damage and teleports the target up to 10 feet in a random direction. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Musket](https://cdn.midjourney.com/6c1575b5-9c60-49c6-a037-ba4665d271d3/0_3.png){width:25%,right:7%,top:0%,mix-blend-mode:multiply,transform:rotate(20deg)} ![Blunderbuss](https://cdn.midjourney.com/ec23749e-8467-4e53-8605-1ab608e6c42c/0_1.png){width:25%,right:25%,top:14%,mix-blend-mode:multiply,transform:rotate(-50deg)} ![Crystalock](https://cdn.midjourney.com/d303afc9-aefe-4cd1-861c-04913b799d99/0_2.png){width:20%,right:7%,top:26%,mix-blend-mode:multiply,transform:rotate(20deg)} ![Rifle](https://cdn.midjourney.com/ab17fc74-0868-40fb-bacf-24439f8855bf/0_3.png){width:25%,right:20%,top:38%,mix-blend-mode:multiply,transform:rotate(30deg)} ![Eldritch](https://cdn.midjourney.com/6be64d9b-903e-4ee7-b42c-0156950299f9/0_3.png){width:20%,right:7%,top:54%,mix-blend-mode:multiply,transform:rotate(30deg} ![Fowler](https://cdn.midjourney.com/81ea8257-24f6-4dda-a57e-3dd4e1d18ce3/0_3.png){width:20%,right:30%,top:70%,mix-blend-mode:multiply,transform:rotate(10deg)} }} {{pageNumber,auto}} \page ### Gnomish Pepperbox A compact and ingenious invention of gnomish engineering, this pepperbox unleashes a barrage of shots with surprising speed. : **Pepper Spray:** Fire a flurry of shots in a cone, dealing 2d6 piercing damage to all targets in the area. : ### Hexflame Harquebus Forged in dark rituals, this harquebus fires bolts of cursed flame that consume the souls of its victims. : **Hexflame Shot:** Fire a bolt of cursed flame, dealing 3d10 fire damage and causing the target to suffer from ongoing fire damage until they succeed on a Vitality saving throw. : ### Infernal Repeater Infused with infernal magic, this repeater fires rapid shots that burn with hellish fury. : **Infernal Barrage:** Fire a barrage of shots in a line, dealing 2d8 fire damage to all targets in the area. : ### Jinxed Jezebel A cursed revolver with a mind of its own, the Jinxed Jezebel brings misfortune to both wielder and target. : **Cursed Shot:** Fire a shot imbued with misfortune, causing the target to suffer a critical failure on their next attack roll or ability check. : ### Kraken's Call Blunderbuss Crafted from the remnants of a kraken's tentacle, this blunderbuss unleashes the fury of the deep with every shot. : **Kraken's Fury:** Fire a blast of water infused with kraken essence, dealing 2d8 bludgeoning damage and knocking the target prone on a failed Strength saving throw. : ### Leyline Long Rifle Powered by leyline energy, this long rifle fires bolts of pure magic that tear through reality. : **Leyline Bolt:** Fire a bolt of magical energy, dealing 2d10 force damage and piercing through magical barriers and resistances. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Pepperbox](https://cdn.midjourney.com/debe7816-fba6-45de-a086-6a19141f9dc3/0_1.png){width:25%,right:15%,top:0%,mix-blend-mode:multiply,transform:rotate(20deg)} ![Repeater](https://cdn.midjourney.com/f8d00631-a62c-452c-bdcc-03c1437e5d11/0_2.png){width:25%,right:15%,top:20%,mix-blend-mode:multiply,transform:rotate(10deg)} ![Blunderbuss](https://cdn.midjourney.com/4ba62656-975d-4e15-b107-014b3ec0d35c/0_2.png){width:30%,right:13%,top:40%,mix-blend-mode:multiply} ![Fowler](https://cdn.midjourney.com/3cf1c7e5-471b-421e-8372-5eb1315cd974/0_2.png){width:30%,right:13%,top:65%,mix-blend-mode:multiply,transform:rotate(30deg)} }} {{pageNumber,auto}} \page ### Mystic Marksman's Musketoon Forged by mystic craftsmen, this musketoon channels the power of the arcane into its deadly shots. : **Arcane Shot:** Fire a shot imbued with arcane energy, the target must make an Agility Save of 6 + Ability Mastery or take 2d8 force damage which disintegrates very bloodied targets on a failed Agility Save. :::::: ### Necrotic Needle Rifle Infused with necromantic energy, this rifle fires needles that drain the life force from its targets. : **Necrotic Needle:** Fire a needle infused with necrotic energy, dealing 2d6 necrotic damage and healing the wielder for half the damage dealt. :::::: ### Oathkeeper's Ordinance A holy pistol wielded by paladins in service to their oaths, this pistol delivers righteous justice to the enemies of the divine. : **Sacred Shot:** Fire a shot imbued with holy energy, dealing 2d8 radiant damage and causing the target to suffer from disadvantage on attack rolls against targets other than you until the end of your next turn. :::::: ### Phoenix Feather Flintlock Crafted from the feathers of a phoenix, this flintlock fires bolts of flame that immolate everything in their path. : **Phoenix Fire:** Fire a bolt of flame, dealing 2d10 fire damage and igniting flammable objects in the area. :::::: ### Quicksilver Quad-barrel An experimental firearm with four barrels that fires a mercury powder before igniting into a large explosion. {{imageMaskEdge1,--offset:0%,--rotation:270,mix-blend-mode:darken ![Musketoon](https://cdn.midjourney.com/d25cf65b-0672-4db5-ae00-89f9fcc81363/0_1.png){width:25%,right:13%,top:0%,mix-blend-mode:multiply,transform:rotate(50deg)} ![Rifle](https://cdn.midjourney.com/17a3e82b-27ea-4cc0-9d4c-34ff676f8731/0_1.png){width:25%,right:15%,top:20%,mix-blend-mode:multiply,transform:rotate(44deg)} ![Ordinance](https://cdn.midjourney.com/affd1b2c-cb42-46e1-a51d-c8fe709d419c/0_3.png){width:15%,right:20%,top:43%,mix-blend-mode:multiply,transform:rotate(7deg)} ![Cannon](https://cdn.midjourney.com/49a6020f-b738-44fa-8409-e2b93020bfdc/0_1.png){width:15%,right:20%,top:62%,mix-blend-mode:multiply,transform:rotate(22deg)} ![Quad-barrel](https://i.ibb.co/B5s1rYqN/quadbarrel.png){width:30%,right:12%,top:74%,mix-blend-mode:multiply,transform:rotate(7deg)} }} {{pageNumber,auto}} \page {{note,wide # Siege Weapons }} {{imageMaskEdge7,--offset:10cm,--rotation:180,mix-blend-mode:darken ![](https://cdn.midjourney.com/61661649-280e-4293-a42b-07783123a079/0_0.png){position:absolute,bottom:0%,left:5%,width:100%,height:90%,mix-blend-mode:darken} }} {{pageNumber,auto}} \page ::::::: ### Arcane Ballista The arcane ballista is a magical siege weapon that fires bolts of arcane energy at enemies, capable of piercing armor and barriers with ease. ![](https://cdn.midjourney.com/61661649-280e-4293-a42b-07783123a079/0_2.png){position:absolute,mix-blend-mode:darken,top:1%,right:9.5%,width:35%,height:30%} : **Arcane Bolt:** Fires a bolt of arcane energy at a target within range, dealing 2d8 force damage on hit. ::::::::::: ### Celestial Catapult The celestial catapult is imbued with divine energy, launching holy projectiles that smite enemies with radiant power and purity. : **Divine Launch:** Fires a celestial projectile at a target within range, dealing 2d12 radiant damage and 1d6 radiant damage to all creatures within 5 feet of the target. :::::: ### Dragonfire Trebuchet The dragonfire trebuchet hurls massive flaming projectiles that engulf enemies in searing flames, causing widespread destruction. : **Dragonfire Launch:** Launches a flaming projectile at a target or area within range, dealing 4d6 fire damage and igniting flammable objects. ::::::: ### Electric Spark Cannon Powered by Electrical energy, this cannon fires its bolts of crackling electricity, potentially paralyzing foes. : **Eldritch Bolt:** Fire a bolt of crackling electricity, dealing 3d8 lightning damage and causing the target to become Paralyzed on a successful hit if the attack roll exceeded the target's Pain Threshold. ![Dragonfire](https://cdn.midjourney.com/d3fd5f4d-987b-4ab9-8fe0-d71cf89324cb/0_0.png){position:absolute,mix-blend-mode:darken,bottom:30%,right:12%,height:20%} ![Catapult](https://cdn.midjourney.com/1dbc8b5e-677f-434a-8f87-da81bc70469f/0_2.png){position:absolute,height:20%,right:12%,top:32%,mix-blend-mode:multiply} ![Spark](https://cdn.midjourney.com/8158fc06-c863-4d48-a239-87f3f99004aa/0_0.png){position:absolute,height:20%,right:11%,top:70%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ### Frost Cannon *Siege Weapon* The frost cannon unleashes powerful blasts of ice that deal 3d6 Cold Damage and encase enemies in ice if they are critically struck by this weapon. : If they are hit by a normal attack from this weapon, they must make a VIT saving throw against your attack roll or be frozen in place. : If they succeed their Vitality saving throw their Land Speed is still halfed until the ned of their next turn. ::::: ### Golem Siege Tower *Siege Weapon* The golem siege tower is a massive construct armed with heavy weaponry, capable of breaking through enemy defenses and crushing opposition. : Charges forward, trampling enemies in its path and dealing 4d10 bludgeoning damage to all targets in a 10-foot wide, 30-foot long line. ::::::: ### Hellfire Mortar *Siege Weapon* The hellfire mortar launches explosive shells infused with infernal flames, engulfing enemies in hellish fire and devastation. : Launches an explosive shell at a target or area within range, dealing 4d8 fire damage and igniting all targets and objects in a 10-foot radius. :::::::: ### Juggernaut Battering Engine *Siege Weapon* The juggernaut battering engine is a massive, rolling behemoth equipped with spiked rams and heavy armor, capable of demolishing enemy structures with ease. : Charges forward, crashing into enemy fortifications and dealing 5d10 bludgeoning damage to all targets and structures in its path. ![Frost](https://cdn.midjourney.com/65fa4f46-c593-454d-9744-faca63742533/0_1.png){position:absolute,mix-blend-mode:darken,top:0%,right:8%,height:25%} ![Golem](https://cdn.midjourney.com/f9e7513b-48b0-4fda-8e74-ff2323c90fd4/0_2.png){position:absolute,mix-blend-mode:darken,top:25%,right:12%,height:20%} ![Mortar](https://cdn.midjourney.com/e577f5ad-b0a8-46e6-a4b9-af679ef4da2f/0_2.png){position:absolute,mix-blend-mode:darken,top:44%,right:12%,height:20%} ![Inferno Launcher](https://cdn.midjourney.com/a7f50d39-0dc8-4fb6-86ef-c81657d43233/0_1.png){position:absolute,mix-blend-mode:darken,top:60%,right:6%,height:35%} {{pageNumber,auto}} \page ::::: ### Lightning Tower *Defense Fortification* The lightning lancer fires bolts of crackling lightning that arc through the air, striking multiple targets with electrifying force. : **Lightning Bolt:** Fires a bolt of lightning at a target or area within range, dealing 4d6 lightning damage and jumping to up to 2 additional targets within 10 feet of the initial target. :::::: ### Mystic Barricade Breaker *Siege Weapon* The mystic barricade breaker emits powerful magical waves that disrupt enemy barriers and defenses, rendering them vulnerable to attack. : **Disruption Wave:** Unleashes a wave of magical energy that weakens enemy barriers and structures, reducing their AC or resistance to damage by 2 until the start of your next turn. :::::: ### Necrotic Bombard *Siege Weapon* The necrotic bombard launches orbs of necrotic energy that drain the life force from enemies, leaving behind withered husks. : **Necrotic Orb:** Fires an orb of necrotic energy at a target or area within range, dealing 4d8 necrotic damage and reducing the target's maximum hit points by half of the damage dealt until they finish a short or long rest. :::::: ### Obsidian Catapult *Siege Weapon* The obsidian catapult launches massive obsidian shards at high velocity, piercing through armor and obstacles with ease. : **Obsidian Shard:** Launches a large obsidian shard at a target within range, dealing 3d10 piercing damage and ignoring any resistance to non-magical damage. ![Tower](https://cdn.midjourney.com/5e9bfe0a-c013-4baa-93b5-d2ff0a841483/0_2.png){position:absolute,mix-blend-mode:darken,top:5%,right:10%,height:22%} ![Mystic](https://cdn.midjourney.com/ae5e9138-d060-4b88-8647-d2ee8a968ba8/0_0.png){position:absolute,mix-blend-mode:darken,top:28%,right:10%,height:22%} ![Necrotic](https://cdn.midjourney.com/045da2a7-cdec-4e56-b5a5-25ff91703ba2/0_1.png){position:absolute,mix-blend-mode:darken,top:50%,right:12%,height:20%} ![Necrotic](https://cdn.midjourney.com/045da2a7-cdec-4e56-b5a5-25ff91703ba2/0_1.png){position:absolute,mix-blend-mode:darken,top:50%,right:12%,height:20%} ![Inferno Launcher](https://cdn.midjourney.com/b54a12e1-cebe-4289-a661-281216f2c280/0_0.png){position:absolute,mix-blend-mode:darken,top:73%,right:12%,height:20%} {{pageNumber,auto}} \page :::: ### Phantom Phalanx Piercer *Siege Weapon* The phantom phalanx piercer fires spectral arrows that phase through physical barriers and shields, striking at the heart of enemy formations. : **Spectral Volley:** Fires a volley of spectral arrows at a target or area within range, dealing 4d6 force damage and bypassing any physical barriers or shields. ::::::::: ### Quantum Quake Hammer *Siege Weapon* The quantum quake hammer unleashes seismic shockwaves that shatter the earth and destabilize enemy structures, causing widespread destruction. : **Quake Impact:** Strikes the ground with tremendous force, creating a shockwave that deals 5d8 bludgeoning damage to all targets and structures within a 20-foot radius. ::::::::::::::: ### Titan's Truncheon *Siege Weapon* The titan's truncheon is a massive club-like weapon capable of smashing through enemy defenses and crushing opponents with brute force. : **Titan's Strike:** Strikes the ground with tremendous force, creating a shockwave that deals 6d10 bludgeoning damage to all targets and structures within a 20-foot radius. ![Tower](https://cdn.midjourney.com/7b33e798-9846-4635-8464-82530689a9c3/0_1.png){position:absolute,mix-blend-mode:darken,top:2%,right:10%,height:22%} ![Quake](https://cdn.midjourney.com/6f9de9e6-681e-4b01-93d7-050380e9dce5/0_3.png){position:absolute,mix-blend-mode:darken,top:28%,right:10%,height:22%} ![Titan](https://cdn.midjourney.com/31b69014-cf1c-4c91-8769-08da3795e0e1/0_0.png){position:absolute,mix-blend-mode:darken,bottom:0%,right:0%,height:38%} {{pageNumber,auto}} \page {{partCover}} # PART 7 ## Vehicles {{imageMaskEdge7,--offset:20cm,--rotation:180 ![Background image](https://cdn.midjourney.com/e85de4fe-84b1-418f-a173-57bb585f68aa/0_2.webp){position:absolute,bottom:0%,left:-20%,width:140%,height:100%} }} {{pageNumber,auto}} \page ### *Airship* Majestic vessels that soar through the skies, powered by magic or steam, offering a grand mode of long-distance travel. : **Weight:** Varies depending on size and construction materials, typically quite heavy. : **Travel Speed:** Moderate, slower than some other aerial options but capable of long-distance journeys. : **Capacity:** Can carry a significant payload, including passengers, cargo, and sometimes even smaller vehicles. : **Maneuverability:** Relatively agile considering their size, but not as nimble as smaller flying mounts. {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Airship](https://i.ibb.co/hDdccWC/Airship.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0, ![Barge](https://cdn.midjourney.com/5b3670cd-48ab-4359-9f0f-4f951a913138/0_0.png){position:absolute,bottom:39%,right:0%,width:45%,height:27%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:-30%,--rotation:0, ![Battlewagon](https://cdn.midjourney.com/4002b1d9-8ad9-445b-92c5-b10680d33e22/0_3.png){position:absolute,bottom:8%,right:0%,width:45%,height:27%} }} :::::::: ### *Barge* Enormous barges powered by the strength of leviathans, capable of carrying vast amounts of cargo across treacherous waters, serving as a vital link in maritime trade routes. : **Weight:** Extremely heavy due to its massive size and cargo capacity. : **Travel Speed:** Slow to moderate, primarily designed for cargo transport rather than speed. : **Capacity:** Can carry vast amounts of cargo and supplies. : **Maneuverability:** Limited due to its size and weight, requiring skilled navigators to steer. :::::::: ### *Battlewagon* Armored wagons bristling with siege weaponry, serving as mobile fortresses on the battlefield, capable of withstanding enemy assaults. : **Weight**: Heavy due to armor and weaponry. : **Travel Speed**: Slow to moderate, primarily designed for defensive purposes rather than speed. : **Capacity**: Can accommodate a crew of soldiers along with siege weapons and supplies. : **Maneuverability**: Limited due to size and weight, typically used for siege warfare or as a mobile command center. {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Carriage](https://cdn.midjourney.com/3824514a-5caf-41c7-84f1-5a59172895d5/0_1.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0, ![Cart](https://cdn.midjourney.com/42ff1ede-b611-400b-b2fc-3fd654950744/0_1.png){position:absolute,bottom:39%,right:0%,width:45%,height:27%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:-30%,--rotation:0, ![Chariot](https://cdn.midjourney.com/fe21f22c-d759-45db-8a84-6a72519e7cab/0_2.png){position:absolute,bottom:8%,right:0%,width:45%,height:27%} }} ### *Carriage* Lavishly decorated coaches pulled by sturdy steeds, providing a luxurious and elegant means of transportation for nobles and royalty. : **Weight:** Moderate, varies depending on size and construction. : **Travel Speed:** Relatively slow compared to other forms of transportation, but comfortable for passengers. : **Capacity:** Designed to carry passengers in comfort, typically seating four to six individuals. : **Maneuverability:** Maneuverable on roads but less so off-road due to the need for well-maintained paths. ::::::: ### *Cart* Carts pulled by sturdy drakehounds, perfect for traversing rugged terrain and offer a fast and versatile mode of transportation for daring adventurers. : **Weight:** Light to moderate, designed for agility and speed. : **Travel Speed:** Fast, especially when propelled by the flying wyverns. : **Capacity:** Typically designed for one or two passengers, though larger carts can carry more. : **Maneuverability:** Agile on both roads and off-road terrain, capable of evading obstacles with ease. ::::::: ### *Chariot* Chariots pulled by powerful creatures, reserved for elite riders or used in ceremonial processions, showcasing both strength and prestige. : **Weight:** Varies depending on materials and size, typically moderate to heavy. : **Travel Speed:** Fast, especially with powerful dragons pulling them. : **Capacity:** Usually designed for one or two passengers, though larger chariots can accommodate more. : **Maneuverability:** Agile and capable of swift movements in the air, but less so on the ground. : {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Galleon](https://cdn.midjourney.com/fe121cde-c00f-446b-8cc8-c22fb450067e/0_0.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0, ![Carrier](https://cdn.midjourney.com/3ee544ff-0c11-4496-b325-79bdf3b5010e/0_0.png){position:absolute,bottom:39%,right:0%,width:45%,height:27%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:-30%,--rotation:0, ![Chariot](https://cdn.midjourney.com/ab17642f-ab32-4d67-bb8f-88695ddd8ae4/0_1.png){position:absolute,bottom:8%,right:0%,width:45%,height:27%} }} ### *Galleon* Mighty ships often propelled by elemental magic, traversing the seas with ease and offering a safe passage for sailors and adventurers alike. : **Weight:** Heavy, particularly when fully laden with cargo. : **Travel Speed:** Moderate to fast, depending on the strength of the elemental magic powering it. : **Capacity:** Can carry a sizable crew along with cargo and supplies. : **Maneuverability:** Relatively nimble for a large ship, especially if skilled elementalists control its movements. ::::::: ### *Kraken Carrier* Submersible vessels made out of the corpse of a dead Kraken they are used to explore the depths of the ocean, protected by powerful magic wards against sea monsters, offering a glimpse into the mysteries of the deep. : **Weight:** Moderate to heavy, depending on its size and construction. : **Travel Speed:** Moderate underwater speed, capable of exploring ocean depths. : **Capacity:** Can hold a crew of sailors and explorers. : **Maneuverability:** Agile underwater, capable of navigating through underwater caves and trenches. :::::::: ### *Magic Carpet* Enchanted carpets capable of flight, offering a swift and magical mode of transportation through the skies, weaving through clouds and over mountains with grace. : **Weight:** Light, as it is made of enchanted fabric. : **Travel Speed:** Fast, depending on the skill of the magic carpet's pilot. : **Capacity:** Typically designed for one or two passengers, though larger carpets can carry more. : **Maneuverability:** Very agile and capable of navigating through the air with ease. : {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Siege](https://cdn.midjourney.com/0c7ae89c-d927-4e16-80c4-608c205fc250/0_0.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0,mix-blend-mode:darken ![Sloop](https://cdn.midjourney.com/b7b63af7-824b-402e-8319-e40780e68ad2/0_3.png){position:absolute,bottom:39%,right:0%,width:50%,height:27%,} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:-30%,--rotation:0, ![Sleigh](https://cdn.midjourney.com/a8d7edf6-138f-40bf-b5cb-2505533bee60/0_0.png){position:absolute,bottom:8%,right:0%,width:45%,height:27%,transform:scaleX(-1)} }} ### *Siege-Tower* Massive mobile fortresses equipped with siege weaponry, used to breach enemy defenses during sieges, serving as a formidable force on the battlefield. : **Weight:** Extremely heavy due to armor and siege equipment. : **Travel Speed:** Slow, primarily designed for stationary siege warfare. : **Capacity:** Can hold a sizable crew of soldiers and siege engineers. : **Maneuverability:** Very limited due to its size and weight, often requiring external assistance for movement. :::::::: ### *Sloop* Sleek sailing vessels capable of increased speed and maneuverability on the open seas, offering a thrilling and swift voyage for daring sailors. : **Weight:** Moderate, designed to be lightweight for speed. : **Travel Speed:** Very fast, thanks to the magical quicksilver propulsion system. : **Capacity:** Can accommodate a moderate crew along with cargo and supplies. : **Maneuverability:** Extremely agile and capable of quick maneuvers on the open seas. :::::::: ### Sleigh Sleek sleighs pulled by creatures, gliding effortlessly over snowy landscapes, offering a swift and exhilarating ride through winter wonderlands. : **Weight:** Moderate, designed to be lightweight for sleigh travel. : **Travel Speed:** Fast, particularly over snowy terrain. : **Capacity:** Usually designed for two passengers, though larger sleighs can accommodate more. : **Maneuverability:** Agile and capable of navigating through snowy landscapes with ease. {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Carriage](https://cdn.midjourney.com/1de5af9b-4f66-435e-801d-b05eb046bba2/0_1.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%,transform:scaleX(-1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0, ![Cart](https://cdn.midjourney.com/9b3649de-7328-48e7-bac5-ad7286c4fb74/0_2.png){position:absolute,bottom:39%,right:0%,width:45%,height:27%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:-30%,--rotation:0, ![Chariot](https://cdn.midjourney.com/b7f92199-01fa-49df-8f89-66a63c242daa/0_0.png){position:absolute,bottom:8%,right:0%,width:45%,height:27%} }} ### *Ship* Ships are powered by the wind and some use magical creatures harnessing their elemental powers in order to navigate storm-tossed seas and fierce winds, offering a daring and adventurous voyage for brave sailors. : **Weight:** Moderate to heavy, depending on the size and materials of the ship. : **Travel Speed:** Moderate to fast, propelled by the elemental powers of storm drakes. : **Capacity:** Can accommodate a crew of sailors and passengers along with cargo and supplies. : **Maneuverability:** Agile on the water, capable of navigating stormy seas with ease. ::::::: ### *Vortex Cruiser* Swift sailing vessels equipped with magical sails that harness the power of vortexes, allowing for rapid travel across vast distances, offering a thrilling and exhilarating voyage for adventurous sailors. : **Weight:** Moderate, designed to be sturdy yet agile. : **Travel Speed:** Very fast, propelled by the powerful vortexes harnessed by its magical sails. : **Capacity:** Can accommodate a crew of sailors along with cargo and supplies. : **Maneuverability:** Extremely agile and capable of navigating through turbulent winds and waters. ::::::: ### *War Wagon* Massive wagons manned by fearsome ogres, bristling with crude weaponry and serving as mobile bases for marauding hordes, instilling fear in the hearts of their enemies. : **Weight:** Heavy, due to both its size and the presence of ogres. : **Travel Speed:** Slow to moderate, depending on the strength of the ogres pulling it. : **Capacity:** Can hold a crew of ogres along with their weapons and supplies. : **Maneuverability:** Limited due to its size and the brute strength of the ogres, primarily used for frontal assaults. {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:10%,--rotation:270,mix-blend-mode:multiply ![](!){bottom:0%,right:0%,width:100%,height:100%,transform:scaleX(1)} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:46.25%,--rotation:0, ![Xylophage](https://cdn.midjourney.com/02165b69-2e94-460a-8141-c94be63e231e/0_2.png){position:absolute,bottom:70%,right:0%,height:80%,width:45%,height:31%} }} {{imageMaskCenter1,--offsetX:45%,--offsetY:0%,--rotation:0, ![Zephyr](https://cdn.midjourney.com/24c96673-1e9b-443f-aaa8-fc86dc70fae1/0_0.png){position:absolute,bottom:39%,right:0%,width:43%,height:27%} }} {{imageMaskEdge1,--offset:17%,--rotation:0 ![Chariot](https://cdn.midjourney.com/62ecbb2e-0294-482e-a83e-e6bc1e0901ce/0_2.png){position:absolute,bottom:0%,right:0%,width:100%,height:35%} }} ### *Xylophage Beetle Wagon* Metal wagons pulled by enormous xylophage beetles, clearing paths through dense forests with their strong jaws, offering a unique and adventurous journey through the wilderness. : **Weight:** Moderate to heavy, depending on the size and number of xylophage beetles. : **Travel Speed:** Moderate, propelled by the crawling pace of the beetles. : **Capacity:** Can carry passengers and cargo, with the beetles capable of clearing paths through dense forests. : **Maneuverability:** Limited to solid ground and forested terrain, though capable of navigating through dense foliage. :::::: ### *Zephyr Gondola* Gondolas suspended by magical zephyrs, gliding effortlessly through the air between floating islands or across chasms, offering a serene and scenic journey through the skies. : **Weight:** Light, designed for swift and graceful travel through the air. : **Travel Speed:** Moderate, propelled by magical zephyrs. : **Capacity:** Can accommodate several passengers within its enchanted gondola. : **Maneuverability:** Extremely agile and capable of navigating through aerial currents and landscapes with precision. {{pageNumber,auto}} \page {{partCover}} # PART 10 ## Bosses & : ## Organizations {{imageMaskEdge6,--offset:20cm,--rotation:180 ![Background image](https://cdn.midjourney.com/ef0ba437-2f72-46a2-886a-8b731712641e/0_3.webp){position:absolute,bottom:0,left:-1%,width:101%,height:100%} }} \page # Book of Bosses :::::: ## Archonius the Almighty :: ## Baneclaw the Brutal :: ## Camazot the Corruptor :: ## Darius the Dreadful :: ## Embrax the Enraged :: ## Frostbite the Frozen :: ## Gorgorath the Grim :: ## Helsythe the Harbinger :: ## Ignatius the Infernal :: ## Jinxra the Juggernaut :: ## Kael’thas Keen-eye :: ## Lyssandra the Lurker :: ## Morgana the Malevolent {{imageMaskEdge7,--offset:4.25%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/97cff7fb-22bf-49c9-be9d-d27187a010c0/0_3.webp){position:abosolute,bottom:3.5%,right:0%,width:52%,height:86%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page \column :::::::::: ## Nefaria the Nightshade :: ## Ophidian Omnipotent :: ## Pyronis the Plaguebearer :: ## Queller Quicksilver :: ## Ragnarok the Ruthless :: ## Sylvestra Shadowmist :: ## Typhoonius the Tempest :: ## Unyielding Umbraclaw :: ## Vexar the Venomous :: ## Wyrmfire the Wicked :: ## Xerxes the Xylophage :: ## Yggdrasil the Yawning :: ## Zephyrus the Zealot {{imageMaskEdge7,--offset:-30%,--rotation:270,mix-blend-mode:multiply ![](https://cdn.midjourney.com/f956c256-ce27-432a-9667-42e321701fd9/0_2.webp){position:abosolute,bottom:0.3%,left:0%,width:50%,height:75%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ## Archonius the Almighty *Lightborn, Demigod* : A radiant celestial being, towering with divine light, feared by mortals and revered by followers for his great power. His followers are the **Order of Celestial Guardians** a divine covenant of **Lightborn**. | Stats | Values | Defenses | Resources | |:---:|:---:|:---:|:---:| | Vitality | 3 | **Health** | 400 | | Agility | 2 | **Evasion** | 14 | | Strength | 4 | **Armor** | 6 | | Mind | 5 | **Intuition** | 15 | | Spirit | 6 | **Aegis** | 16 | | Charm | 6 | **Instinct** | 16 | : **Weapon:** Celestial Staff **Basic Attack:** Staff Strike, Single Target **Attack Roll:** +6 **Damage Roll:** 4d12+6 *Force Damage* : **Divine Wrath** (4 AP) Unleashes a devastating blast of divine energy, dealing damage equal to twice your Mind (10) as *Radiant Damage* to all enemies within 30 ft of Aelora and stunning them for 1 turn, while also healing herself for the same amount. This damage can only be reduced or negated by *Radiant Resistance or Radiant Immunity*. : **Difficulty Rating**: 1 ### Order of Celestial Guardians The Order of Celestial Guardians is a devoted faction of Lightborn, sworn to protect the realms from dark forces. They are renowned for their unwavering loyalty, disciplined combat techniques, and mastery over radiant magic. Led by divine beings, they serve as beacons of hope and defenders of righteousness in times of peril. : ### Celestial Guards *Lightborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |:---:|:---:|:---:|:---:| | **Vitality** | 2 | **Health** | 36 | | **Agility** | 2 | **Evasion** | 12 | | **Strength** | 3 | **Toughness** | 13 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 1 | **Spiritual** | 11 | | **Charm** | 1 | **Instinct** | 9 | : **Weapon:** Radiant Spear **Basic Attack:** Spear Thrust, Single Target, **Attack Roll:** +4 **Damage Roll:** 2d8+4 (13) *Piercing Damage* **Tactic: Protective Formation** If at least 3 *Celestial Guards* are beside each other in a line, each of their Armor increases by 4. **Difficulty Rating:** 3 \column ### Celestial Crusaders *Lightborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |:---:|:---:|:---:|:---:| | **Vitality** | 3 | **Health** | 72 | | **Agility** | 0 | **Evasion** | 10 | | **Strength** | 4 | **Toughness** | 16 | | **Mind** | -3 | **Intuition** | 7 | | **Spirit** | 0 | **Spiritual** | 10 | | **Charm** | -1 | **Instinct** | 9 | : **Weapon:** Radiant Greatsword **Basic Attack:** Greatsword Slash, Single-Target, **Attack Roll:** +3 **Damage Roll:** 2d12+3 (18) *Slashing Damage* **Furious Strike** Deal damage equal to twice their STR (6) and reduces the target's Armor by 3 for 1 turn. **Difficulty Rating:** 6 ### Celestial Archers *Lightborn, Humanoid* | *Stat* | *Value* | *Defense* | *Resources* | |:---:|:---:|:---:|:---:| | **Vitality** | 1 | **Health** | 36 | | **Agility** | 4 | **Evasion** | 16 | | **Strength** | 0 | **Toughness** | 10 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 1 | **Spiritual** | 11 | | **Charm** | 0 | **Instinct** | 10 | : **Weapon:** Radiant Crossbow, Radiant Quiver **Basic Attack:** Fire Crossbow, Single-Target, **Attack Roll:** +4 **Damage Roll:** 2d8+4 (13) *Radiant Damage* **Ability: Precision Shot** Takes careful aim before firing, granting them Advantage on their next attack roll and doubling their Agility (6) bonus for damage. For a total of 1d10 +6 *Piercing Damage*. **Difficulty Rating:** 6 ### Celestial Sages *Lightborn, Humanoid, Lightly Armored* | *Stat* | *Value* | *Defense* | *Resources* | |:---:|:---:|:---:|:---:| | **Vitality** | 0 | **Health** | 54 | | **Agility** | 1 | **Evasion** | 11 | | **Strength** | -1 | **Toughness** | 9 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | : **Basic Attack:** Cast Radiant Bolts, Multi-Target( 2 ), ( 4 AP ) **Attack Roll:** +5 **Damage Roll:** 4d6+5 (17) *Radiant Damage* each **Ability: Radiant Robe** Imbues their Clothing, Toughness increases by 4 for 4 turns, if the Sage is struck by a melee attack, the cloth releases a bright flash of light causing the attacker to need to make a Blindness Check (14) or be *Blinded* for 1 turn. **Difficulty Rating:** 9 {{pageNumber,auto}} \page ![Archonius](https://cdn.midjourney.com/dbbdc65f-4fae-45af-85ee-ba31c4f918b3/0_2.png){position:absolute,width:100%,height:100%,left:0%,bottom:0%} {{pageNumber,auto}} \page # The Order of Celestial Guardians ## Overview The Order of Celestial Guardians is a revered faction of Lightborn warriors, mystics, and scholars who dedicate their existence to shielding the realms from the encroachment of darkness. They are guided by divine providence and wield celestial magic to purify corruption, vanquish evil, and bring balance to the cosmos. Their presence is a symbol of hope, inspiring countless civilizations to stand against malevolent forces. ## Leadership and Hierarchy At the helm of the Order stands **Archonious**, a celestial being of immense power and wisdom. His divine insight shapes the Order's mission, and his mere presence bolsters the resolve of his followers. Beneath him, the organization is structured into distinct ranks: : **High Council of Radiance** A group of elder Lightborn who advise Archonious and oversee the Order’s strategic endeavors. : **Seraphim Wardens** Elite commanders responsible for training recruits and leading major campaigns against darkness. : **Luminara Clerics** Spiritual guides and healers who maintain the Order’s sacred rites and rituals. : **Dawnbringers** Veteran warriors entrusted with defending sacred sites and spearheading crusades. : **Aspirants** Initiates who undergo rigorous trials to prove their devotion and discipline before earning full membership. :: {{frame ![](https://cdn.midjourney.com/4bf503ce-4055-4c31-8c19-5e884d3ae1bd/0_1.png){mix-blend-mode:darken,position:absolute,bottom:0%,left:0%,width:100%,height:100%} :::::::::::::::::::::: }} \column ## Symbols and Artifacts The emblem of the Order is a golden sunburst wreathed in silver flames, representing the eternal light’s triumph over shadow. Among their sacred artifacts, the most revered include: - **The Radiant Aegis** – A shield said to be imbued with divine energy, rendering its wielder impervious to darkness. - **The Dawnspire Blade** – A celestial greatsword that channels the light of the heavens. - **Tome of Eternal Luminescence** – A compendium of celestial wisdom, containing powerful incantations and prophecies. ## Sacred Sites The Order’s grand citadel, **Sanctuary of the Luminous Vow**, is a fortress of divine architecture floating amidst the celestial firmament. Other notable locations include: - **The Sunforged Bastion** – A temple-stronghold dedicated to training warriors. - **The Astral Archives** – A vast library containing ancient texts and cosmic secrets. - **The Wellspring of Radiance** – A mystical fountain said to rejuvenate the spirits of the righteous. ## Allies and Adversaries The Order stands allied with celestial beings, divine paladins, and enlightened kingdoms that share their vision of justice. However, they are locked in eternal conflict with: - **The Umbral Coven** – A secretive cult seeking to unravel the balance between light and dark. - **The Abyssal Lords** – Malevolent entities that command legions of demons. - **The Forsaken Heralds** – Fallen warriors who once served the Order but were seduced by corruption. ## Role in the World The Order of Celestial Guardians plays a pivotal role in the ongoing struggle between light and darkness. Their warriors roam the realms, answering the call to battle wherever evil rises. Their influence is both feared and revered, and their name is spoken with admiration by those who seek justice, and with dread by those who thrive in shadow. {{pageNumber,auto}} \page ## The Radiant Path : **Unyielding Vigilance** Darkness must never be allowed to fester. : **Purity of Soul** Members must resist corruption and temptation. : **Righteous Might** Power is to be wielded only in defense of the innocent. : **Guiding Light** Knowledge and wisdom must be shared to illuminate the path for others. ## Goals : **Extermination of Corruption** Seek out and destroy entities of darkness, particularly those that threaten the balance of light. : **Defending the Innocent** Protect settlements and individuals from malevolent forces and provide sanctuary to those in need. : **Unification of the Lightborn** Encourage alliances between Lightborn and other righteous factions to strengthen their collective power. : **Safeguarding Knowledge** Preserve ancient wisdom and magical relics from being lost to time or exploited by evil. : **Spreading Enlightenment** Encourage mortals to embrace the Radiant Path through both teaching and example. ## Tactics : **Strategic Strikes** Small squads of elite warriors are sent to eliminate key threats before they can grow in power. : **Sanctuary Defense** Heavily fortified locations such as the Sanctuary of the Luminous Vow and The Sunforged Bastion are defended with potent wards and dedicated guardians. : **Radiant Assaults** Large-scale offensives where multiple battalions unite to purge corrupted regions. : **Infiltration and Redemption** Attempts to redeem or purify those who have been tainted by darkness, provided they show signs of repentance. : **Ritualistic Warding** Using celestial rites to create protective barriers over vulnerable areas. : Their methods are precise and merciless against evil, but tempered with compassion where redemption is possible. The Order's influence extends not only through warfare but also through diplomacy and teaching. \column {{imageMaskEdge1,--offset:6%,--rotation:270 ![](https://cdn.midjourney.com/070a51a2-85c2-4895-912f-9339c542475c/0_2.png){position:absolute,width:100%,right:-35%,bottom:0%,height:100%} }} {{pageNumber,auto}} \page ## Baneclaw the Brutal *A massive dragon whose scales shimmer with an otherworldly darkness, breathing flames that turn flesh to rot, and iron to rust.* : | *Stats* | *Values* | *Defenses* | *Resources* | |:---|:---:|:---:|:---:| | **Vitality** | 6 | **Health** | 400 | | **Agility** | 2 | **Evasion** | 10 | | **Strength** | 6 | **Toughness** | 20 | | **Mind** | 3 | **Intuition** | 12 | | **Spirit** | 6 | **Spiritual** | 18 | | **Charm** | 2 | **Instinct** | 10 | : **Shadow Breath** 4d10+6 *Necrotic Damage* **Claw Attack:** +6, *4d6 Piercing/Slashing Damage* : **Shadow Veil** Baneclaw uses his action this turn to cloak himself in shadows, granting him Advantage on Evasion rolls for 3 turns. : **Umbral Roar** Baneclaw releases a deafening roar imbued with dark energy in a 30-foot cone. Enemies caught within must succeed on a DC 15 Agility saving throw or take 6d12 necrotic damage and be *Cursed* for 24 hours, equal to the damage dealt. This ability deals half damage on a successful save. ### Shadow Legion of Baneclaw A formidable force led by the dragon Baneclaw, dedicated to spreading darkness and chaos across the realms. Baneclaw's followers are an amalgamation of twisted creatures corrupted by Baneclaw's dark influence, the Shadow Legion strikes fear into those that avert their eyes from what goes bump in the night. From hulking Shadow Berserkers to stealthy Shadow Archers, each member of the Legion is united in their goal to serve their master and sow destruction wherever they go. With their mastery of dark magic and ruthless combat tactics, the Shadow Legion poses a significant threat to any who dare challenge the supremacy of Baneclaw. #### Shadow Cultist *Hulking warriors corrupted by Baneclaw's dark influence.* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 2 | **Health** | 36 | | **Agility** | 1 | **Evasion**| 11 | | **Strength** | 3 | **Toughness** | 18 | | **Mind** | 0 | **Intuition** | 12 | | **Spirit** | 1 | **Spiritual** | 12 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Dark Maul **Basic Attack:** Maul Strike, Single Target **Attack Roll:** +5 **Damage Roll:** 2d8+5 *Necrotic Damage* **Tactic: Frenzied Assault** If at least 2 *Shadow Cultists* are engaged in combat, they gain a +2 to their Attack Rolls. **Difficulty Rating:** 3 \column #### Shadow Berserker *Ruthless warriors consumed by bloodlust and the desire to destroy.* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 3 | **Evasion**| 14 | | **Strength** | 4 | **Toughness** | 16 | | **Mind** | -2 | **Intuition** | 8 | | **Spirit** | 0 | **Spiritual** | 10 | | **Charm** | -3 | **Instinct** | 7 | : **Weapon:** Shadow Axe **Basic Attack:** Axe Swing, Single Target **Attack Roll:** +4 **Damage Roll:** 2d10+4 *Necrotic Damage* **Ability: Bloodlust** When *Bloodeied*, Berserkers gain +2 to their Attack Roll and Damage Roll. **Difficulty Rating:** 5 #### Shadow Archer *Stealthy marksmen wielding bows infused with dark magic.* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 2 | **Health** | 24 | | **Agility** | 4 | **Evasion**| 16 | | **Strength** | 1 | **Toughness** | 10 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 1 | **Spiritual** | 11 | | **Charm** | 0 | **Instinct** | 10 | : **Weapon:** Shadow Bow **Basic Attack:** Dark Arrow, Single Target **Attack Roll:** +4 **Damage Roll:** 2d6+4 *Necrotic Damage* **Ability: Shadowstep** Once per turn, Archers can teleport to a nearby shadowy area within 30 ft as a free action. **Difficulty Rating:** 6 #### Shadow Warlock *Masters of dark magic, wielding spells that corrupt and enslave.* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 1 | **Health** | 12 | | **Agility** | 2 | **Evasion**| 12 | | **Strength** | -2 | **Toughness** | 8 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | **Weapon:** Shadow Staff **Basic Attack:** Shadow Bolt, Single Target **Attack Roll:** +5 **Damage Roll:** 3d6+5 *Necrotic Damage* **Tactic: Soul Drain** When dealing damage with spells, Warlocks heal for half of the damage dealt, rounded down. **Difficulty Rating:** 8 {{pageNumber,auto}} \page ![Baneclaw](https://cdn.midjourney.com/8f1ecf0a-e786-494d-87fb-5897d6fef026/0_3.webp){position:absolute,width:120%,height:100%,left:-10%,bottom:0%,mix-blend-mode:multiply,transform:scaleX(-1)} {{pageNumber,auto}} \page ## Camazot *Batkin / Darkborn* A deity known as the "death bat." He combines human and bat features and is associated with night, death, and sacrifice. Originating from the Zotzilaha cave, considered an entrance to the underworld, He has large wings, sharp fangs, and some have said that he has a scorpion-like tail. He challenges the Hero Twins in the underworld, even decapitating one in a dark labyrinth called the House of Bats. Camazot symbolizes the dangers lurking in the dark, serving as both a guardian and agent of the underworld. : | *Stats* | *Values* | *Defenses* | *Resources* | |:---|:---:|:---:|:---:| | **Vitality** | 3 | **Health** | 120 | | **Agility** | 3 | **Evasion** | 13 | | **Strength** | 0 | **Toughness** | 10 | | **Mind** | 6 | **Intuition** | 16 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 5 | **Instinct** | 15 | : **Weapon:** Shadow Scepter **Basic Attack:** Shadow Blast, Single Target **Attack Roll:** +6 **Damage Roll:** 3d8+6 *Necrotic Damage* **Ability: Mind Twist** (4 AP) Cindra targets the mind of a single enemy, forcing them to make a DC 15 Spirit saving throw. On a failed save, the target takes psychic damage equal to twice Cindra's Mind (12) and is *Charmed* for 1d4 rounds. : **Difficulty Rating**: 9 ### Cult of the Corrupted Coven A secretive organization dedicated to spreading Cindra's influence and carrying out her dark bidding. Led by the malevolent sorceress herself, the Cult of the Corrupted Coven seeks to sow chaos and discord throughout the realms, corrupting all they touch with their twisted magic. #### Corrupted Cultists *Darkborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 1 | **Health** | 12 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 1 | **Toughness** | 11 | | **Mind** | 2 | **Intuition** | 12 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Corrupted Dagger **Basic Attack:** Dagger Strike, Single Target (2 AP) **Attack Roll:** +4 **Damage Roll:** 2d4+4 *Necrotic Damage* **Tactic: Shadow Ambush** If Corrupted Cultists attack from hiding, their Attack Roll gains a +2 bonus. : **Difficulty Rating:** 1 \column #### Corrupted Abominations *Darkborn, Aberration* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | -1 | **Evasion**| 9 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | -3 | **Intuition** | 6 | | **Spirit** | 0 | **Spiritual** | 10 | | **Charm** | -2 | **Instinct** | 8 | : **Weapon:** Corrupted Claws **Basic Attack:** Claw Swipe, Single Target (2 AP) **Attack Roll:** +3 **Damage Roll:** 2d10+3 *Necrotic Damage* **Frenzied Assault** When Abominations drop to 50% health or below, they gain a +2 bonus to Attack Roll and Damage Roll. : **Difficulty Rating:** 4 #### Corrupted Archers *Darkborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 1 | **Health** | 12 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 1 | **Toughness** | 11 | | **Mind** | 1 | **Intuition** | 12 | | **Spirit** | 1 | **Spiritual** | 12 | | **Charm** | 0 | **Instinct** | 10 | : **Weapon:** Corrupted Longbow **Basic Attack:** Arrow Shot, Single Target (2 AP) **Attack Roll:** +5 **Damage Roll:** 2d6+5 *Necrotic Damage* **Ability: Shadowstep** Once per turn, Archers can teleport to a nearby shadowy area within 30 ft as a free action. : **Difficulty Rating:** 3 #### Corrupted Wizards *Darkborn, Humanoid, Spellcaster* | *Stats* | *Values* | *Defenses* | *Resources* | |:-------------:|:--------:|:----------:|:-----------:| | **Vitality** | 0 | **Health** | 24 | | **Agility** | 2 | **Evasion**| 12 | | **Strength** | -2 | **Toughness** | 8 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Corrupted Staff **Basic Attack:** Dark Bolt, Single Target (2 AP) **Attack Roll:** +5 (Mind) **Damage Roll:** 3d6+5 *Necrotic Damage* **Tactic: Soul Drain** When dealing damage with spells, Wizards heal for half of the damage dealt, rounded down. : **Difficulty Rating:** 4 {{pageNumber,auto}} \page ![Cindra](https://cdn.midjourney.com/2b2a6d9a-5e2d-40d9-a334-809fd9747463/0_0.webp){position:absolute,width:130%,height:100%,left:-15%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Darius the Dreadful *Undead, Warlord* A towering figure clad in armor that seems to absorb the light around it, Darius commands his forces with an iron will, his presence on the battlefield spreading fear among his enemies. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 5 | **Health** | 150 | | **Agility** | 2 | **Evasion** | 12 | | **Strength** | 5 | **Toughness**| 15 | | **Mind** | 3 | **Intuition**| 13 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 4 | **Instinct** | 14 | : **Weapon:** Dread Blade **Basic Attack:** Blade Sweep, Single Target (3 AP) **Attack Roll:** +5 **Damage Roll:** 3d10+5 *Necrotic Damage* **Ability: Fear's Grasp** (4 AP) Darius targets all enemies within 20 feet, forcing them to make a DC 16 Spirit saving throw. On a failed save, enemies are *Feared* for 1d4 rounds and take 2d8 necrotic damage. : **Difficulty Rating**: 10 ### The Dread Army An unstoppable force that marches under the banner of Darius the Dreadful, the Dread Army is composed of the fallen warriors of countless battles, risen to serve their master in death as they did in life. #### Dread Revenants *Undead, Revenant* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 60 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 1 | **Intuition** | 10 | | **Spirit** | 2 | **Spiritual** | 11 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Dread Scimitar **Basic Attack:** Scimitar Slash, Single Target (2 AP) **Attack Roll:** +4 **Damage Roll:** 2d8+4 *Necrotic Damage* **Tactic: Reckless Assault** Revenants deal +2 additional damage on their basic attacks, but suffer a -2 penalty to Evasion. : **Difficulty Rating:** 5 \column #### Dread Behemoths *Undead, Behemoth* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 6 | **Health** | 90 | | **Agility** | -1 | **Evasion**| 9 | | **Strength** | 6 | **Toughness** | 17 | | **Mind** | -2 | **Intuition** | 11 | | **Spirit** | 0 | **Spiritual** | 14 | | **Charm** | -2 | **Instinct** | 12 | : **Weapon:** Dread Maul **Basic Attack:** Maul Smash, Single Target (3 AP) **Attack Roll:** +6 **Damage Roll:** 3d12+6 *Necrotic Damage* **Tactic: Unyielding Assault** When Dread Behemoths make an attack, they can choose to gain advantage on their Attack Roll at the cost of suffering disadvantage on their next Attack Roll. : **Difficulty Rating:** 8 #### Dread Archers *Undead, Archer* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 2 | **Intuition** | 12 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Dread Longbow **Basic Attack:** Arrow Shot, Single Target (2 AP) **Attack Roll:** +5 **Damage Roll:** 2d8+5 *Necrotic Damage* **Ability: Shadowstep** Once per turn, Archers can teleport to a nearby shadowy area within 30 ft as a free action. : **Difficulty Rating:** 6 #### Dread Necromancers *Undead, Spellcaster* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 2 | **Health** | 48 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Dread Staff **Basic Attack:** Dark Bolt, Single Target (2 AP) **Attack Roll:** +5 **Damage Roll:** 3d8+5 *Necrotic Damage* **Tactic: Soul Drain** When dealing damage with spells, Necromancers heal for half of the damage dealt, rounded down. : **Difficulty Rating:** 7 {{pageNumber,auto}} \page ![Archonius](https://cdn.midjourney.com/af204055-24cd-4805-99be-2cf00ba7a6df/0_3.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Embrax the Enraged *Fireborn, Elemental Lord* A towering elemental wreathed in flames, Embrax's fury knows no bounds as he seeks to engulf all in his fiery wrath, leaving nothing but ash in his wake. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 6 | **Health** | 180 | | **Agility** | 3 | **Evasion** | 13 | | **Strength** | 6 | **Toughness**| 16 | | **Mind** | 2 | **Intuition**| 12 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** None **Basic Attack:** Flame Strike, Single Target (3 AP) **Attack Roll:** +6 **Damage Roll:** 3d12+6 *Fire Damage* **Ability: Inferno Burst** (4 AP) Embrax unleashes a wave of fire in a 30-foot cone, dealing 4d10 fire damage to all enemies in the area. Targets must make a DC 15 Agility saving throw, taking half damage on a success. : **Difficulty Rating**: 9 ### The Ember Cult A fanatical sect devoted to Embrax, the Ember Cult seeks to spread his fiery influence across the land, leaving naught but scorched earth in their wake. #### Emberlings *Fireborn, Elemental* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 3 | **Spiritual** | 13 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Ember Claws **Basic Attack:** Claw Swipe, Single Target (2 AP) **Attack Roll:** +5 **Damage Roll:** 2d6+2 *Fire Damage* **Ability: Burning Embrace** When killed, Emberlings explode in a burst of flame, dealing 1d8 fire damage to all enemies within 5 feet. : **Difficulty Rating:** 4 \column #### Ember Titans *Fireborn, Elemental* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 120 | | **Agility** | -2 | **Evasion** | 8 | | **Strength** | 4 | **Toughness** | 18 | | **Mind** | -2 | **Intuition** | 10 | | **Spirit** | 3 | **Spiritual** | 14 | | **Charm** | 0 | **Instinct** | 13 | : **Weapon:** Emberstone Warhammer **Basic Attack:** Warhammer Strike, Single Target (3 AP) **Attack Roll:** +6 **Damage Roll:** 3d12+8 *Fire Damage* **Tactic: Unyielding Flame** Ember Titans take 2 less damage from all sources of fire damage. : **Difficulty Rating:** 9 #### Ember Rangers *Fireborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 2 | **Intuition** | 12 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Emberstone Bow **Basic Attack:** Flaming Arrow, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+3 *Fire Damage* **Ability: Fire Volley** Once per turn, Rangers can make an additional Basic Attack against a different target for 1 additional AP. : **Difficulty Rating:** 5 #### Ember Mages *Fireborn, Humanoid, Spellcaster* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 2 | **Health** | 24 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Emberstone Staff **Basic Attack:** Fire Bolt, Single Target (2 AP) **Attack Roll:** +5 (Mind) **Damage Roll:** 3d6+5 *Fire Damage* **Tactic: Flame Shield** Ember Mages gain a +2 bonus to Evasion against attacks that deal fire damage. : **Difficulty Rating:** 7 {{pageNumber,auto}} \page ![Archonius](https://cdn.midjourney.com/c99504c5-7c61-4630-a2df-425e89bae291/0_0.webp){position:absolute,width:110%,height:100%,left:-5%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Frostbite the Frozen *Iceborn, Elemental Lord* A colossal figure shrouded in icy mist, Frostbite's chilling presence freezes the hearts of all who oppose him, leaving a trail of frost and despair in his wake. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 6 | **Health** | 180 | | **Agility** | 3 | **Evasion** | 13 | | **Strength** | 6 | **Toughness**| 16 | | **Mind** | 2 | **Intuition**| 12 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** None **Basic Attack:** Frostbite Strike, Single Target (3 AP) **Attack Roll:** +6 **Damage Roll:** 3d12+6 *Ice Damage* **Ability: Frost Nova** (4 AP) Frostbite unleashes a wave of freezing cold in a 30-foot cone, dealing 4d10 ice damage to all enemies in the area. Targets must make a DC 15 Agility saving throw, taking half damage on a success. : **Difficulty Rating**: 9 ### The Frostbite Syndicate A ruthless gang sworn to Frostbite, the Frostbite Syndicate seeks to spread his icy grip across the land, leaving a frozen wasteland in their wake. #### Frostbite Marauders *Iceborn, Elemental* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 3 | **Spiritual** | 13 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Frostbite Claws **Basic Attack:** Claw Swipe, Single Target (2 AP) **Attack Roll:** +5 **Damage Roll:** 2d6+2 *Ice Damage* **Ability: Frosty Explosion** When killed, Frostbite Marauders explode in a burst of freezing cold, dealing 1d8 ice damage to all enemies within 5 feet. : **Difficulty Rating:** 4 \column #### Frostbite Berserkers *Iceborn, Elemental* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 120 | | **Agility** | -2 | **Evasion** | 8 | | **Strength** | 4 | **Toughness** | 18 | | **Mind** | -2 | **Intuition** | 10 | | **Spirit** | 3 | **Spiritual** | 14 | | **Charm** | 0 | **Instinct** | 13 | : **Weapon:** Frostbite Axe **Basic Attack:** Axe Swing, Single Target (3 AP) **Attack Roll:** +6 **Damage Roll:** 3d12+8 *Ice Damage* **Tactic: Unyielding Frost** Frostbite Berserkers take 2 less damage from all sources of ice damage. : **Difficulty Rating:** 9 #### Frostbite Rangers *Iceborn, Humanoid* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 2 | **Intuition** | 12 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Frostbite Bow **Basic Attack:** Icy Arrow, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+3 *Ice Damage* **Ability: Frost Volley** Once per turn, Rangers can make an additional Basic Attack against a different target for 1 additional AP. : **Difficulty Rating:** 5 #### Frostbite Sorcerers *Iceborn, Humanoid, Spellcaster* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 2 | **Health** | 24 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Frostbite Staff **Basic Attack:** Ice Shard, Single Target (2 AP) **Attack Roll:** +5 (Mind) **Damage Roll:** 3d6+5 *Ice Damage* **Tactic: Frost Shield** Frostbite Sorcerers gain a +2 bonus to Evasion against attacks that deal ice damage. : **Difficulty Rating:** 7 {{pageNumber,auto}} \page ![Archonius](https://cdn.midjourney.com/c96dc1aa-a25e-4f15-bda9-e0d56cad6f53/0_0.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,transform:scaleX(-1)} {{pageNumber,auto}} \page ## Gorgorath the Grim *Demon Lord* A colossal demon whose very presence instills fear and despair, Gorgorath stands as a harbinger of torment and suffering, his form wreathed in hellfire as he spreads agony across the land. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 8 | **Health** | 240 | | **Agility** | 3 | **Evasion** | 13 | | **Strength** | 8 | **Toughness**| 20 | | **Mind** | 4 | **Intuition**| 14 | | **Spirit** | 6 | **Spiritual** | 18 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Infernal Claws **Basic Attack:** Hellfire Strike, Single Target (3 AP) **Attack Roll:** +8 **Damage Roll:** 4d10+8 *Fire Damage* **Ability: Infernal Wrath** (4 AP) Gorgorath unleashes a wave of hellfire in a 30-foot cone, dealing 5d8 fire damage to all enemies in the area. Targets must make a DC 16 Agility saving throw, taking half damage on a success. : **Difficulty Rating**: 10 ### Legion of Grim Gorgorath A horde of demons sworn to Gorgorath, the Legion of Grim Gorgorath spreads terror and chaos wherever they tread, leaving devastation in their wake. #### Grim Legionnaires *Demon Minions* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 5 | **Health** | 60 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 1 | **Intuition** | 11 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Hellish Blades **Basic Attack:** Slash, Single Target (2 AP) **Attack Roll:** +6 **Damage Roll:** 2d8+4 *Fire Damage* **Ability: Demonic Frenzy** When below half health, Grim Legionnaires gain +2 Strength until the end of combat. : **Difficulty Rating:** 6 \column #### Grim Brutes *Greater Demons* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 7 | **Health** | 140 | | **Agility** | -1 | **Evasion** | 9 | | **Strength** | 7 | **Toughness** | 18 | | **Mind** | 2 | **Intuition** | 12 | | **Spirit** | 3 | **Spiritual** | 14 | | **Charm** | 0 | **Instinct** | 13 | : **Weapon:** Infernal Maul **Basic Attack:** Maul Smash, Single Target (3 AP) **Attack Roll:** +7 **Damage Roll:** 3d10+7 *Fire Damage* **Tactic: Fiendish Resilience** Grim Brutes take 2 less damage from all sources of fire damage. : **Difficulty Rating:** 8 #### Grim Archers *Demon Archers* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 3 | **Toughness** | 12 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 2 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Hellfire Bow **Basic Attack:** Infernal Arrow, Single Target (2 AP) **Attack Roll:** +8 **Damage Roll:** 2d8+4 *Fire Damage* **Ability: Infernal Volley** Once per turn, Grim Archers can make an additional Basic Attack against a different target for 1 additional AP. : **Difficulty Rating:** 7 #### Grim Warlocks *Demon Spellcasters* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 3 | **Evasion**| 13 | | **Strength** | 2 | **Toughness** | 12 | | **Mind** | 6 | **Intuition** | 16 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Hellfire Staff **Basic Attack:** Infernal Bolt, Single Target (2 AP) **Attack Roll:** +6 (Mind) **Damage Roll:** 3d6+6 *Fire Damage* **Tactic: Infernal Shield** Grim Warlocks gain a +2 bonus to Evasion against attacks that deal fire damage. : **Difficulty Rating:** 8 {{pageNumber,auto}} \page ![Archonius](https://cdn.midjourney.com/880c9ce8-087f-4089-929a-d8de8adb09b3/0_3.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Jinxra the Juggernaut *Colossal Construct* A towering behemoth of steel and arcane energy, Jinxra the Juggernaut is an unstoppable force on the battlefield, its gleaming form pulsating with magical power as it marches forward, crushing everything in its path. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 10 | **Health** | 300 | | **Agility** | 2 | **Evasion** | 10 | | **Strength** | 10 | **Toughness**| 24 | | **Mind** | 3 | **Intuition**| 13 | | **Spirit** | 5 | **Spiritual** | 15 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Arcane Blade Arms **Basic Attack:** Arcane Slam, Single Target (3 AP) **Attack Roll:** +10 **Damage Roll:** 4d12+10 *Arcane Damage* **Ability: Unstoppable Charge** (4 AP) Jinxra charges forward, trampling enemies in its path, dealing double damage to all targets in a straight line up to 60 feet away. : **Difficulty Rating**: 10 ### Jinxra's Marauders A legion of constructs sworn to Jinxra, Jinxra's Marauders march alongside their master, laying waste to all who oppose them with relentless efficiency. #### Juggernaut Enforcers *Construct Guards* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 6 | **Health** | 72 | | **Agility** | 3 | **Evasion**| 12 | | **Strength** | 6 | **Toughness** | 16 | | **Mind** | 2 | **Intuition** | 11 | | **Spirit** | 3 | **Spiritual** | 12 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Arcane Halberd **Basic Attack:** Halberd Strike, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d10+6 *Arcane Damage* **Tactic: Iron Guard** Juggernaut Enforcers take 2 less damage from all sources of physical damage. : **Difficulty Rating:** 7 \column #### Juggernaut Giants *Colossal Constructs* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 8 | **Health** | 192 | | **Agility** | -2 | **Evasion** | 8 | | **Strength** | 8 | **Toughness** | 20 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Arcane Warhammer **Basic Attack:** Warhammer Slam, Single Target (3 AP) **Attack Roll:** +8 **Damage Roll:** 3d12+8 *Arcane Damage* **Tactic: Unyielding Might** Juggernaut Giants take 2 less damage from all sources of arcane damage. : **Difficulty Rating:** 9 #### Juggernaut Archers *Construct Marksmen* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 5 | **Health** | 60 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 3 | **Spiritual** | 13 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Arcane Crossbow **Basic Attack:** Arcane Bolt, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+4 *Arcane Damage* **Ability: Arcane Barrage** Once per turn, Juggernaut Archers can make an additional Basic Attack against a different target for 1 additional AP. : **Difficulty Rating:** 7 #### Juggernaut Sorcerers *Arcane Constructs* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 3 | **Toughness** | 13 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Arcane Staff **Basic Attack:** Arcane Blast, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+7 *Arcane Damage* **Tactic: Arcane Shield** Juggernaut Sorcerers gain a +2 bonus to Evasion against attacks that deal arcane damage. : **Difficulty Rating:** 8 {{pageNumber,auto}} \page ![Jinxra](https://cdn.midjourney.com/75ed5964-851f-4321-a4a0-79d2c552e5b6/0_1.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Kael'thas Keen-eye *Arcane Master* A regal and commanding presence, Kael'thas the Keen-eyed stands as a symbol of arcane power and intellect. Adorned in flowing robes of shimmering silk, his piercing gaze commands his keen intellect as he wields powerful arcane spells with precision. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 6 | **Health** | 180 | | **Agility** | 4 | **Evasion** | 14 | | **Strength** | 3 | **Toughness**| 12 | | **Mind** | 8 | **Intuition**| 18 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 5 | **Instinct** | 15 | : **Weapon:** Arcane Staff **Basic Attack:** Arcane Bolt, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+8 *Arcane Damage* **Ability: Arcane Precision** Kael'thas gains a +2 bonus to attack rolls with arcane spells. : **Difficulty Rating**: 9 ### Keen-eyed Cabal of Kael'thas A loyal cabal of warriors and spellcasters sworn to Kael'thas, the Keen-eyed Cabal serves as his protectors and enforcers, carrying out his will with unwavering dedication. #### Keen-eyed Scouts *Arcane Scouts* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 3 | **Spiritual** | 12 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Arcane Blade **Basic Attack:** Swift Slash, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+4 *Arcane Damage* **Ability: Arcane Dash** Once per turn, Scouts can dash up to 20 feet as a free action. : **Difficulty Rating:** 6 \column #### Keen-eyed Brutes *Arcane Warriors* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 7 | **Health** | 168 | | **Agility** | -1 | **Evasion** | 9 | | **Strength** | 7 | **Toughness** | 18 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 1 | **Instinct** | 11 | : **Weapon:** Arcane Greatsword **Basic Attack:** Greatsword Swing, Single Target (3 AP) **Attack Roll:** +8 **Damage Roll:** 3d12+7 *Arcane Damage* **Tactic: Arcane Resistance** Keen-eyed Brutes take 2 less damage from all sources of arcane damage. : **Difficulty Rating:** 8 #### Keen-eyed Archers *Arcane Marksmen* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 5 | **Health** | 60 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 3 | **Toughness** | 12 | | **Mind** | 3 | **Intuition** | 13 | | **Spirit** | 3 | **Spiritual** | 13 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Arcane Longbow **Basic Attack:** Arcane Arrow, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+3 *Arcane Damage* **Ability: Arcane Volley** Once per turn, Archers can make an additional Basic Attack against a different target for 1 additional AP. : **Difficulty Rating:** 7 #### Keen-eyed Arcanists *Arcane Spellcasters* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Arcane Staff **Basic Attack:** Arcane Blast, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+7 *Arcane Damage* **Tactic: Arcane Shield** Keen-eyed Arcanists gain a +2 bonus to Evasion against attacks that deal arcane damage. : **Difficulty Rating:** 8 {{pageNumber,auto}} \page ![Kael'thas](https://cdn.midjourney.com/858fcb92-81b9-4c75-8416-f8545e513a86/0_2.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Lyssandra the Lurker *Shadowy Assassin* A master of stealth and shadows, Lyssandra the Lurker is a formidable assassin whose form is barely discernible in the darkness. With lethal precision, she strikes her targets and vanishes without a trace, leaving only confusion and fear in her wake. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 5 | **Health** | 150 | | **Agility** | 8 | **Evasion** | 18 | | **Strength** | 3 | **Toughness**| 12 | | **Mind** | 6 | **Intuition**| 16 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Shadowblade **Basic Attack:** Shadow Strike, Single Target (2 AP) **Attack Roll:** +9 **Damage Roll:** 3d8+3 *Shadow Damage* **Ability: Vanish** (3 AP) Lyssandra disappears into the shadows, becoming invisible until the start of her next turn. : **Difficulty Rating**: 8 ### Lurkers' Guild of Lyssandra A secretive guild of assassins and spies led by Lyssandra, the Lurkers' Guild specializes in stealth, subterfuge, and precision strikes, carrying out their missions with deadly efficiency. #### Lurker Scouts *Stealthy Spies* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 3 | **Spiritual** | 12 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Shadow Dagger **Basic Attack:** Dagger Slash, Single Target (2 AP) **Attack Roll:** +6 **Damage Roll:** 2d8+2 *Shadow Damage* **Ability: Shadowstep** Once per turn, Scouts can move up to 30 feet without provoking opportunity attacks. : **Difficulty Rating:** 6 \column #### Lurker Assassins *Masters of Stealth* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 8 | **Evasion**| 18 | | **Strength** | 3 | **Toughness** | 12 | | **Mind** | 6 | **Intuition** | 16 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Shadowblade **Basic Attack:** Silent Strike, Single Target (2 AP) **Attack Roll:** +9 **Damage Roll:** 3d8+3 *Shadow Damage* **Ability: Shadow Cloak** Assassins gain advantage on attack rolls while in dim light or darkness. : **Difficulty Rating:** 7 #### Lurker Archers *Deadly Marksmen* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 3 | **Spiritual** | 12 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Shadow Bow **Basic Attack:** Shadow Arrow, Single Target (2 AP) **Attack Roll:** +6 **Damage Roll:** 2d8+2 *Shadow Damage* **Ability: Shadow Shot** Archers deal additional damage equal to their Agility on a successful hit. : **Difficulty Rating:** 6 #### Lurker Arcanists *Masters of Shadow Magic* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 3 | **Health** | 36 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 2 | **Toughness** | 11 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Shadow Staff **Basic Attack:** Shadow Bolt, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+7 *Shadow Damage* **Ability: Shadow Veil** Arcanists can create an area of magical darkness within 20 feet radius, obscuring vision for 1d4 rounds. : **Difficulty Rating:** 7 {{pageNumber,auto}} \page ![Lyssandra](https://cdn.midjourney.com/571da175-c81a-43db-ac00-3587d01637e7/0_2.webp){position:absolute,width:100%,height:110%,left:0%,bottom:-10%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Morgana the Malevolent *Spectral Lich* A figure of terror and darkness, Morgana the Malevolent is a spectral lich draped in tattered robes, his eyes gleaming with malevolent Mind. With a thirst for dominion over the living and the dead, he commands a host of sinister beings to carry out his bidding. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 8 | **Health** | 240 | | **Agility** | 3 | **Evasion** | 13 | | **Strength** | 4 | **Toughness**| 14 | | **Mind** | 7 | **Intuition**| 17 | | **Spirit** | 8 | **Spiritual** | 20 | | **Charm** | 5 | **Instinct** | 15 | : **Weapon:** Malevolent Staff **Basic Attack:** Dark Bolt, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+8 *Necrotic Damage* **Ability: Soul Drain** Morgana drains the life force from a target, healing himself for the amount of damage dealt. : **Difficulty Rating**: 9 ### Malevolent Conclave of Morgana A dark and sinister conclave led by Morgana, the Malevolent Conclave is comprised of twisted beings corrupted by his dark power, serving as his loyal minions in his quest for domination. #### Malevolent Scouts *Dark Spirits* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 3 | **Toughness** | 13 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Malevolent Dagger **Basic Attack:** Shadow Strike, Single Target (2 AP) **Attack Roll:** +6 **Damage Roll:** 2d8+5 *Necrotic Damage* **Ability: Shadowstep** Once per turn, Scouts can move up to 30 feet without provoking opportunity attacks. : **Difficulty Rating:** 7 \column #### Malevolent Behemoths *Undead Giants* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 9 | **Health** | 216 | | **Agility** | -2 | **Evasion** | 8 | | **Strength** | 9 | **Toughness** | 22 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 6 | **Spiritual** | 18 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Malevolent Maul **Basic Attack:** Crushing Blow, Single Target (3 AP) **Attack Roll:** +9 **Damage Roll:** 3d12+9 *Necrotic Damage* **Tactic: Undying Endurance** Behemoths have a 25% chance to ignore any status effects or conditions. : **Difficulty Rating:** 10 #### Malevolent Archers *Wraith Marksmen* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 4 | **Health** | 48 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 3 | **Toughness** | 13 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 4 | **Spiritual** | 14 | | **Charm** | 2 | **Instinct** | 12 | : **Weapon:** Malevolent Bow **Basic Attack:** Shadow Arrow, Single Target (2 AP) **Attack Roll:** +7 **Damage Roll:** 2d8+5 *Necrotic Damage* **Ability: Shadow Shot** Archers deal additional damage equal to their Agility on a successful hit. : **Difficulty Rating:** 8 #### Malevolent Warlocks *Dark Sorcerers* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 5 | **Health** | 60 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 3 | **Toughness** | 13 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 6 | **Spiritual** | 16 | | **Charm** | 3 | **Instinct** | 13 | : **Weapon:** Malevolent Staff **Basic Attack:** Dark Bolt, Single Target (2 AP) **Attack Roll:** +8 (Mind) **Damage Roll:** 3d6+7 *Necrotic Damage* **Ability: Malevolent Curse** Warlocks can curse a target, causing them to suffer ongoing damage until they pass a DC 15 Vitality saving throw. : **Difficulty Rating:** 8 {{pageNumber,auto}} \page ![Morgana](https://i.ibb.co/XSQTvGx/0-0-1.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Ophidian Omnipotent *Serpentine Deity* Ophidian the Omnipotent is a serpentine deity, its form coiled with divine power and its eyes ablaze with hypnotic light. Striking fear into the hearts of mortals with venomous fangs, Ophidian commands an aura of awe and dread. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:-----------:|:-----------:| | **Vitality** | 10 | **Health** | 300 | | **Agility** | 6 | **Evasion** | 16 | | **Strength** | 8 | **Toughness**| 20 | | **Mind** | 8 | **Intuition**| 18 | | **Spirit** | 10 | **Spiritual** | 25 | | **Charm** | 7 | **Instinct** | 17 | : **Weapon:** Divine Fangs **Basic Attack:** Venomous Bite, Single Target (2 AP) **Attack Roll:** +10 **Damage Roll:** 3d10+8 *Poison Damage* **Ability: Divine Presence** Ophidian can instill fear in enemies within 30 feet, causing them to suffer disadvantage on attack rolls and ability checks until they pass a DC 18 Spirit saving throw. : **Difficulty Rating**: 10 #### Omnipotent Serpents of Ophidian An assembly of divine serpents commanded by Ophidian, these creatures embody the deity's will and serve as its loyal minions in the mortal realm. #### Omnipotent Serpentkin *Divine Attendants* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 6 | **Health** | 72 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 5 | **Toughness** | 15 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 8 | **Spiritual** | 20 | | **Charm** | 6 | **Instinct** | 16 | : **Weapon:** Divine Fangs **Basic Attack:** Bite, Single Target (2 AP) **Attack Roll:** +9 **Damage Roll:** 3d8+5 *Poison Damage* **Ability: Divine Aura** Serpentkin provide a +2 bonus to saving throws to all allies within 10 feet. : **Difficulty Rating:** 9 \column #### Omnipotent Behemoths *Colossal Guardians* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 12 | **Health** | 360 | | **Agility** | 4 | **Evasion**| 14 | | **Strength** | 10 | **Toughness** | 24 | | **Mind** | 6 | **Intuition** | 16 | | **Spirit** | 9 | **Spiritual** | 22 | | **Charm** | 5 | **Instinct** | 15 | : **Weapon:** Divine Constrictor **Basic Attack:** Constrict, Single Target (3 AP) **Attack Roll:** +11 **Damage Roll:** 3d12+10 *Poison Damage* **Tactic: Divine Shield** Behemoths take 2 less damage from all sources of damage. : **Difficulty Rating:** 11 #### Omnipotent Sorcerers *Divine Spellcasters* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 8 | **Health** | 96 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 9 | **Intuition** | 19 | | **Spirit** | 10 | **Spiritual** | 25 | | **Charm** | 7 | **Instinct** | 17 | : **Weapon:** Divine Staff **Basic Attack:** Divine Bolt, Single Target (2 AP) **Attack Roll:** +10 (Mind) **Damage Roll:** 3d6+9 *Poison Damage* **Ability: Divine Shield** Sorcerers can shield an ally, granting them resistance to all damage for 1d4 rounds. : **Difficulty Rating:** 10 #### Omnipotent Warlocks *Divine Channelers of Power* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 9 | **Health** | 108 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 5 | **Toughness** | 15 | | **Mind** | 8 | **Intuition** | 18 | | **Spirit** | 10 | **Spiritual** | 25 | | **Charm** | 6 | **Instinct** | 16 | : **Weapon:** Divine Scepter **Basic Attack:** Divine Blast, Single Target (2 AP) **Attack Roll:** +9 (Mind) **Damage Roll:** 3d8+8 *Poison Damage* **Ability: Divine Empowerment** Warlocks can empower an ally, granting them advantage on attack rolls and saving throws for 1d4 rounds. : **Difficulty Rating:** 10 {{pageNumber,auto}} \page ![Ophidian](https://cdn.midjourney.com/1a374e80-7c2e-4745-9d3b-46352074ee46/0_3.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Vexar the Venomous *Sinister Alchemist* Vexar the Venomous is a sinister alchemist draped in tattered robes, his eyes gleaming with malevolent intent as he concocts deadly poisons and elixirs to further his nefarious schemes. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 8 | **Health** | 96 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 9 | **Intuition** | 19 | | **Spirit** | 7 | **Spiritual** | 21 | | **Charm** | 8 | **Instinct** | 18 | : **Weapon:** Venomous Vials **Basic Attack:** Toxic Blast, Single Target (2 AP) **Attack Roll:** +9 (Mind) **Damage Roll:** 3d6+9 *Poison Damage* **Ability: Malevolent Brew** Vexar can brew a malevolent concoction, inflicting a debilitating status effect on all enemies within 10 feet, reducing their accuracy by 2 for 1d4 rounds. : **Difficulty Rating:** 10 ### Venomous Order of Vexar A secretive order led by Vexar, the Venomous Order harnesses the power of poisons and elixirs to achieve its dark goals. #### Venomous Alchemists *Masters of Toxic Brews* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 7 | **Health** | 84 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 4 | **Toughness** | 14 | | **Mind** | 8 | **Intuition** | 18 | | **Spirit** | 6 | **Spiritual** | 18 | | **Charm** | 7 | **Instinct** | 17 | : **Weapon:** Toxic Flasks **Basic Attack:** Poison Dart, Single Target (2 AP) **Attack Roll:** +8 **Damage Roll:** 3d6+7 *Poison Damage* **Tactic: Toxic Cloud** Alchemists can release a toxic cloud, creating an area of effect poison damage over time. : **Difficulty Rating:** 9 \column #### Venomous Brutes *Enforcers of Venom* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 10 | **Health** | 120 | | **Agility** | 5 | **Evasion**| 15 | | **Strength** | 9 | **Toughness** | 23 | | **Mind** | 4 | **Intuition** | 14 | | **Spirit** | 6 | **Spiritual** | 18 | | **Charm** | 6 | **Instinct** | 16 | : **Weapon:** Venomous Claws **Basic Attack:** Poisoned Strike, Single Target (3 AP) **Attack Roll:** +9 **Damage Roll:** 3d10+9 *Poison Damage* **Tactic: Toxic Rage** Brutes can enter a state of toxic rage, increasing their damage output for a limited time. : **Difficulty Rating:** 10 #### Venomous Sorcerers *Masters of Toxic Magic* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 8 | **Health** | 96 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 5 | **Toughness** | 15 | | **Mind** | 9 | **Intuition** | 19 | | **Spirit** | 8 | **Spiritual** | 24 | | **Charm** | 7 | **Instinct** | 17 | : **Weapon:** Venomous Staff **Basic Attack:** Toxic Blast, Single Target (2 AP) **Attack Roll:** +10 (Mind) **Damage Roll:** 3d8+9 *Poison Damage* **Ability: Toxic Nova** Sorcerers can unleash a toxic nova, dealing poison damage to all enemies within a 20-foot radius. : **Difficulty Rating:** 10 #### Venomous Warlock *Dark Conjurer* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 9 | **Health** | 108 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 5 | **Toughness** | 15 | | **Mind** | 10 | **Intuition** | 20 | | **Spirit** | 8 | **Spiritual** | 24 | | **Charm** | 8 | **Instinct** | 18 | : **Weapon:** Venomous Grimoire **Basic Attack:** Poison Bolt, Single Target (2 AP) **Attack Roll:** +11 (Mind) **Damage Roll:** 3d8+10 *Poison Damage* **Ability: Venomous Pact** The Warlock can form a pact with venomous entities, enhancing their spells with additional poison damage for a limited time. : **Difficulty Rating:** 11 {{pageNumber,auto}} \page ![Vexar](https://cdn.midjourney.com/3fe27acd-c81a-4d1c-9cc9-02b2114f2b0f/0_3.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Xylophage *Grotesque Abomination* Xerxes the Xylophage is a grotesque abomination of bark and bone, its gnarled form consuming all plant life with insatiable hunger, leaving barren wastelands in its wake. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 18 | **Health** | 540 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 16 | **Toughness** | 40 | | **Mind** | 7 | **Intuition** | 17 | | **Spirit** | 10 | **Spiritual** | 30 | | **Charm** | 5 | **Instinct** | 15 | : **Weapon:** Bone Claws **Basic Attack:** Bark Slash, Single Target (3 AP) **Attack Roll:** +14 **Damage Roll:** 3d12+16 *Nature Damage* **Ability: Devour Life** Xerxes can devour nearby plant life to regain health in battle. : **Difficulty Rating:** 17 ### Xylophage Cult of Xerxes A cult dedicated to serving Xerxes, spreading destruction to all plant life in their path. #### Xylophage Devourers *Consumers of Life* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 14 | **Health** | 168 | | **Agility** | 9 | **Evasion**| 19 | | **Strength** | 12 | **Toughness** | 28 | | **Mind** | 5 | **Intuition** | 15 | | **Spirit** | 8 | **Spiritual** | 24 | | **Charm** | 6 | **Instinct** | 16 | : **Weapon:** Thorned Claws **Basic Attack:** Life Drain, Single Target (3 AP) **Attack Roll:** +12 **Damage Roll:** 3d10+12 *Nature Damage* **Tactic: Symbiotic Bond** Devourers form a symbiotic bond with nearby plant life, gaining buffs to their abilities. : **Difficulty Rating:** 15 \column #### Xylophage Behemoths *Unstoppable Forces* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 20 | **Health** | 240 | | **Agility** | 5 | **Evasion**| 17 | | **Strength** | 18 | **Toughness** | 45 | | **Mind** | 6 | **Intuition** | 16 | | **Spirit** | 11 | **Spiritual** | 33 | | **Charm** | 7 | **Instinct** | 17 | : **Weapon:** Vines and Roots **Basic Attack:** Crush, Single Target (3 AP) **Attack Roll:** +16 **Damage Roll:** 3d12+18 *Nature Damage* **Tactic: Unstoppable Advance** Behemoths bulldoze through obstacles, trampling all plant life in their path. : **Difficulty Rating:** 18 #### Xylophage Sorcerers *Masters of Nature's Decay* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 12 | **Health** | 144 | | **Agility** | 8 | **Evasion**| 18 | | **Strength** | 7 | **Toughness** | 17 | | **Mind** | 15 | **Intuition** | 25 | | **Spirit** | 12 | **Spiritual** | 36 | | **Charm** | 8 | **Instinct** | 18 | : **Weapon:** Entwined Staff **Basic Attack:** Decay Blast, Single Target (2 AP) **Attack Roll:** +15 (Mind) **Damage Roll:** 3d8+15 *Nature Damage* **Ability: Blight Curse** Sorcerers can cast a blight curse, withering nearby plant life and weakening enemies. : **Difficulty Rating:** 16 #### Xylophage Warlocks *Masters of Nature's Destruction* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 14 | **Health** | 168 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 8 | **Toughness** | 20 | | **Mind** | 16 | **Intuition** | 26 | | **Spirit** | 13 | **Spiritual** | 39 | | **Charm** | 9 | **Instinct** | 19 | : **Weapon:** Thorned Grimoire **Basic Attack:** Nature's Wrath, Single Target (2 AP) **Attack Roll:** +17 (Mind) **Damage Roll:** 3d8+16 *Nature Damage* **Ability: Overgrowth** Warlocks can summon entangling roots and vines to ensnare enemies, hindering their movement. : **Difficulty Rating:** 17 {{pageNumber,auto}} \page ![Xerxes](https://cdn.midjourney.com/afad6d20-e268-44a2-bfd1-0ba8bcd11812/0_2.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Yggdrasil the Yawning *Colossal Treant* Yggdrasil the Yawning is a colossal treant, ancient guardian of the forest, its form towering above the canopy with roots that run deep and branches that reach for the heavens. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 25 | **Health** | 750 | | **Agility** | 6 | **Evasion**| 16 | | **Strength** | 22 | **Toughness** | 55 | | **Mind** | 12 | **Intuition** | 22 | | **Spirit** | 20 | **Spiritual** | 60 | | **Charm** | 10 | **Instinct** | 20 | : **Weapon:** Mighty Branches **Basic Attack:** Arboreal Slam, Single Target (3 AP) **Attack Roll:** +20 **Damage Roll:** 3d12+22 *Nature Damage* **Ability: Forest's Embrace** Yggdrasil can call upon the forest's power to heal itself and nearby allies. : **Difficulty Rating:** 20 ### Yawning Druids' Circle A circle of druids and creatures devoted to the protection and preservation of the forest. #### Yawning Treants *Guardians of the Wood* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 20 | **Health** | 240 | | **Agility** | 8 | **Evasion**| 18 | | **Strength** | 18 | **Toughness** | 45 | | **Mind** | 10 | **Intuition** | 20 | | **Spirit** | 15 | **Spiritual** | 45 | | **Charm** | 8 | **Instinct** | 18 | : **Weapon:** Branch Strikes **Basic Attack:** Verdant Crush, Single Target (3 AP) **Attack Roll:** +18 **Damage Roll:** 3d12+18 *Nature Damage* **Tactic: Forest's Might** Treants channel the forest's might, gaining increased strength and endurance. : **Difficulty Rating:** 19 \column #### Yawning Behemoths *Colossal Guardians* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 28 | **Health** | 336 | | **Agility** | 5 | **Evasion**| 17 | | **Strength** | 25 | **Toughness** | 63 | | **Mind** | 8 | **Intuition** | 18 | | **Spirit** | 18 | **Spiritual** | 54 | | **Charm** | 9 | **Instinct** | 19 | : **Weapon:** Towering Limbs **Basic Attack:** Earthquake Stomp, AoE (4 AP) **Attack Roll:** +22 **Damage Roll:** 4d10+25 *Nature Damage* **Tactic: Forest's Wrath** Behemoths unleash the forest's wrath, causing seismic upheaval to damage enemies. : **Difficulty Rating:** 22 #### Yawning Archers *Sentinels of the Canopy* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 15 | **Health** | 180 | | **Agility** | 10 | **Evasion**| 20 | | **Strength** | 12 | **Toughness** | 30 | | **Mind** | 14 | **Intuition** | 24 | | **Spirit** | 12 | **Spiritual** | 36 | | **Charm** | 9 | **Instinct** | 19 | : **Weapon:** Arboreal Bow **Basic Attack:** Piercing Shot, Single Target (2 AP) **Attack Roll:** +19 **Damage Roll:** 3d8+14 *Nature Damage* **Ability: Canopy Watch** Archers keep watch over the forest canopy, alerting allies to approaching threats. : **Difficulty Rating:** 18 #### Yawning Druids *Protectors of Nature* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 18 | **Health** | 216 | | **Agility** | 9 | **Evasion**| 19 | | **Strength** | 10 | **Toughness** | 25 | | **Mind** | 20 | **Intuition** | 30 | | **Spirit** | 20 | **Spiritual** | 60 | | **Charm** | 12 | **Instinct** | 24 | : **Weapon:** Druidic Staff **Basic Attack:** Nature's Call, AoE (3 AP) **Attack Roll:** +22 **Damage Roll:** 4d8+20 *Nature Damage* **Ability: Nature's Blessing** Druids invoke nature's blessing, providing healing and buffs to allies. : **Difficulty Rating:** 21 {{pageNumber,auto}} \page ![Yggdrasil](https://cdn.midjourney.com/10a9ebef-7b54-4e87-8e1e-94fb21c2f9a0/0_0.webp){position:absolute,width:100%,height:103%,left:0%,bottom:-3%,mix-blend-mode:multiply} {{pageNumber,auto}} \page ## Zephyrus the Zealot *Fervent Zealot* Zephyrus the Zealot is a fervent zealot draped in holy vestments, his eyes ablaze with righteous fury as he wields divine wrath against those who defy the will of the gods. | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 20 | **Health** | 600 | | **Agility** | 8 | **Evasion**| 18 | | **Strength** | 18 | **Toughness** | 45 | | **Mind** | 15 | **Intuition** | 25 | | **Spirit** | 20 | **Spiritual** | 60 | | **Charm** | 12 | **Instinct** | 24 | : **Weapon:** Divine Blade **Basic Attack:** Holy Strike, Single Target (3 AP) **Attack Roll:** +20 **Damage Roll:** 3d12+18 *Holy Damage* **Ability: Divine Retribution** Zephyrus channels divine retribution, dealing bonus damage against enemies who have committed sins. : **Difficulty Rating:** 21 ### Zealot Crusade of Zephyrus A crusade led by Zephyrus, dedicated to enforcing the will of the gods and eradicating heresy. #### Zealot Crusaders *Divine Warriors* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 18 | **Health** | 216 | | **Agility** | 9 | **Evasion**| 19 | | **Strength** | 16 | **Toughness** | 40 | | **Mind** | 12 | **Intuition** | 22 | | **Spirit** | 18 | **Spiritual** | 54 | | **Charm** | 10 | **Instinct** | 20 | : **Weapon:** Blessed Sword and Shield **Basic Attack:** Holy Charge, Single Target (3 AP) **Attack Roll:** +19 **Damage Roll:** 3d10+16 *Holy Damage* **Tactic: Divine Protection** Crusaders are protected by divine energy, granting them resistance against dark forces. : **Difficulty Rating:** 20 \column #### Zealot Templars *Holy Guardians* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 22 | **Health** | 264 | | **Agility** | 7 | **Evasion**| 17 | | **Strength** | 20 | **Toughness** | 50 | | **Mind** | 14 | **Intuition** | 24 | | **Spirit** | 19 | **Spiritual** | 57 | | **Charm** | 11 | **Instinct** | 21 | : **Weapon:** Divine Hammer and Shield **Basic Attack:** Righteous Smash, Single Target (3 AP) **Attack Roll:** +21 **Damage Roll:** 3d12+20 *Holy Damage* **Tactic: Holy Ward** Templars erect holy wards to protect allies from enemy spells and curses. : **Difficulty Rating:** 22 #### Zealot Archers *Divine Marksmen* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 16 | **Health** | 192 | | **Agility** | 11 | **Evasion**| 21 | | **Strength** | 14 | **Toughness** | 35 | | **Mind** | 16 | **Intuition** | 28 | | **Spirit** | 15 | **Spiritual** | 45 | | **Charm** | 10 | **Instinct** | 20 | : **Weapon:** Blessed Longbow **Basic Attack:** Divine Shot, Single Target (2 AP) **Attack Roll:** +22 **Damage Roll:** 3d8+16 *Holy Damage* **Ability: Celestial Precision** Archers invoke celestial precision, ensuring their shots strike true against evil targets. : **Difficulty Rating:** 19 #### Zealot Clerics *Divine Healers* | *Stats* | *Values* | *Defenses* | *Resources* | |---------------|:--------:|:----------:|:-----------:| | **Vitality** | 18 | **Health** | 216 | | **Agility** | 10 | **Evasion**| 20 | | **Strength** | 12 | **Toughness** | 30 | | **Mind** | 18 | **Intuition** | 32 | | **Spirit** | 20 | **Spiritual** | 60 | | **Charm** | 13 | **Instinct** | 26 | : **Weapon:** Divine Staff **Basic Attack:** Healing Touch, Single Target (2 AP) **Attack Roll:** +20 **Healing:** 3d10+18 **Ability: Divine Blessing** Clerics bestow divine blessings upon allies, bolstering their resolve and granting them strength. : **Difficulty Rating:** 21 {{pageNumber,auto}} \page ![Zephyrus](https://cdn.midjourney.com/e0261158-4888-4989-a67b-50e70e70ef69/0_3.webp){position:absolute,width:100%,height:100%,left:0%,bottom:0%,mix-blend-mode:multiply} {{pageNumber,auto}} \page # Chapter 9B: Commoner Census ### Physical Traits #### Height | Roll (d6) | Description | |-----------|-------------------------------| | 1 | Unusually short | | 2 | Short in stature | | 3 | Average height | | 4 | Slightly above average height | | 5 | Well above average height | | 6 | Unusually tall | #### Body | Roll (d12) | Description | |------------|---------------------------| | 1 | Thin and delicate | | 2 | Of average build | | 3 | Well-muscled | | 4 | Slightly overweight | | 5 | Grotesquely obese | | 6 | Lean and lanky | | 7 | Lithe and lean | | 8 | Thin and wiry | | 9 | Sinewy and strong | | 10 | Flabby and weak | | 11 | Lumpy or bent | | 12 | Covered in hair | #### Hands | Roll (d6) | Description | |-----------|--------------------| | 1 | Powerful hands | | 2 | Delicate hands | | 3 | Rough hands | | 4 | Soft hands | | 5 | A light touch | | 6 | A heavy touch | #### Scar | Roll (d6) | Description | |-----------|----------------------| | 1-2 | A jagged scar | | 3 | A dark purple scar | | 4 | An angry red scar | | 5-6 | A long, thin scar | \column ### Accessories #### Tattoo | Roll (d12) | Description | |------------|--------------------------------| | 1 | A dagger tattoo | | 2 | An arrow tattoo | | 3 | An anchor tattoo | | 4 | A skull tattoo | | 5 | A pair of crossed bones tattoo | | 6 | A snake tattoo | | 7 | A scorpion tattoo | | 8 | A spider web tattoo | | 9 | A heart tattoo | | 10 | A ring of thorns tattoo | | 11 | A mermaid tattoo | | 12 | A dragon tattoo | #### Jewelry | Roll (d10) | Description | |------------|-------------------------------| | 1 | An earring | | 2 | Two earrings | | 3 | A small chain about the neck | | 4 | A large chain about the neck | | 5 | A tight choker about the neck| | 6 | A brooch | | 7 | A ring | | 8 | Several rings | | 9 | A bracelet | | 10 | A nose ring | #### Clothes | Roll (d8) | Description | |-----------|-----------------------------------| | 1 | Crisp and new | | 2 | Fashionable and hip | | 3 | A bit old-fashioned | | 4 | Of the highest quality | | 5 | Faded, but in good condition | | 6 | Faded and patched | | 7 | Torn in places; missing buttons | | 8 | Tattered and worn | {{pageNumber,auto}} \page #### Skin | Roll | Description | |------|---------------------------| | 1 | Smooth and pale skin | | 2 | Dark and leathery skin | | 3 | Freckled skin | | 4 | Wrinkled skin | | 5 | Pockmarked skin | | 6 | Sunburned skin | | 7 | Flushed, ruddy skin | | 8 | Scarred or blemished skin | #### Eyebrows | Roll | Description | |------|---------------------------| | 1 | Bushy eyebrows | | 2 | Thin, arched eyebrows | | 3 | Unkempt, wild eyebrows | | 4 | Overly plucked eyebrows | | 5 | Straight, thick eyebrows | | 6 | Asymmetrical eyebrows | | 7 | A single monobrow | | 8 | Faint, nearly invisible eyebrows | #### Beard or Facial Hair | Roll | Description | |------|---------------------------| | 1 | A full, bushy beard | | 2 | A neatly trimmed goatee | | 3 | A patchy beard | | 4 | A handlebar mustache | | 5 | Clean-shaven | | 6 | Stubble or five o'clock shadow | | 7 | A soul patch | | 8 | A wispy, barely-there beard | #### Eyes (Unusual Traits) | Roll | Description | |------|---------------------------| | 1 | Heterochromatic eyes | | 2 | Eyes that glow faintly | | 3 | Clouded, milky eyes | | 4 | Unusually large eyes | | 5 | Deeply sunken eyes | | 6 | Eyes with a golden hue | | 7 | A scar through one eye | | 8 | A bloodshot or red-rimmed look | #### Scars or Markings | Roll | Description | |------|---------------------------| | 1 | A jagged scar across the cheek | | 2 | A faint scar on the forehead | | 3 | A burn mark on the neck | | 4 | Tribal tattoos | | 5 | A brand mark | | 6 | A birthmark in a unique shape | | 7 | Faint lines from old injuries | | 8 | Complex, decorative tattoos | #### Distinguishing Features | Roll | Description | |------|---------------------------| | 1 | A crooked or missing ear | | 2 | A nose broken in multiple places | | 3 | A missing or damaged eye | | 4 | Fangs or sharpened teeth | | 5 | Piercings on the face | | 6 | A prosthetic eye or jaw | | 7 | A distinctive laugh or smile | | 8 | Unusually long or sharp nails | {{pageNumber,auto}} \page {{partCover}} # PART 11 ## Floral Flipbook {{imageMaskEdge0,--offset:0cm,--rotation:0 ![Background image](https://cdn.midjourney.com/49f3237c-08a4-46ca-be09-cf2641ddcd0b/0_0.png){position:absolute,bottom:0,left:0,height:100%} }} \page #### Bloodoak (Sanguis quercus) : **Appearance** The Bloodoak is a large tree whose trunk appears to be dead wood while its deep crimson leaves seem to shimmer in the light, and the branches twist unnaturally as if they are reaching out. Small, blood-like droplets occasionally seep from the cracks in its bark. : **Uses** The sap of the Bloodoak is highly prized for crafting powerful potions of vitality and strength. It is also used in blood rituals, where the sap is said to increase magical power. The wood is revered for its durability and has been said to be self repairing being a material requested amongst darker magic crafters. : **Biome** Dark Forests, Shadowed Swamps :::::::::::::: #### Briarglow Blossom (Spina lumina) **Appearance** A small, glowing flower that grows on thorny, winding stems. The petals are a deep violet, with an ethereal glow that flickers like candlelight. : **Uses** It is said that the Briarglow’s scent can summon spirits of the forest and bring visions of past events. Often used by seers and wizards for divination. : **Biome** Enchanted Forests, Mystical Glades {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Bloodoak](https://cdn.midjourney.com/03a9f1d1-ecc5-459c-98c7-8a9b02f9d555/0_0.webp){bottom:56.5%,right:0%,width:53%,height:40%,transform:scaleX(1)} }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Briarglow](https://cdn.midjourney.com/3035e0aa-2ba9-44f4-ac21-ae87dfa4485b/0_1.png){bottom:30.5%,right:0%,width:53%,height:30%,transform:scaleX(1),transform:rotate(60deg)} }} :::::: #### Dragonroot (Draconis radix) **Appearance** A thick, gnarled root that resembles the claws of a dragon. It has deep red scales, and when sliced, the inside is fiery orange. : **Uses** Used in fire-related spells, its essence is said to summon or control flame, making it valuable to pyromancers and blacksmiths alike. : **Biome** Volcanic Fields, Fiery Caves {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Briarglow](https://cdn.midjourney.com/2372d4cb-70f5-4b0e-ae1d-a556a546a967/0_1.png){bottom:3.5%,right:4%,width:40%,height:30%,transform:scaleX(1),transform:rotate(0deg)} }} {{pageNumber,auto}} \page #### Everbloom Herb (Perpetua floris) **Appearance** A rare herb with vibrant, multi-colored petals that do not wilt or fade. The plant appears to be in perpetual bloom, no matter the season. : **Uses** The petals are crushed into a powder and used in healing potions, as they possess a magical property that can heal wounds and regenerate tissue. : **Biome** Sacred Meadows, Fertile Gardens :::::::::::::: #### Frostthorn Ivy (Glaciara vinea) **Appearance** A pale blue ivy that seems to frost over in cold weather. The leaves are pointed and sharp, shimmering with icy frost. : **Uses** Often used by ice mages to create barriers of frost, its essence is perfect for spells related to cold and preservation. : **Biome** Frozen Tundras, Snow-Capped Mountains :::::::::::::: #### Glimmerpetal (Lucidalis petalis) **Appearance** A flower with transparent petals that sparkle like gemstones. The center glows with an inner light, and the leaves are pale green with an iridescent sheen. : **Uses** Often used in enchantments and charms, particularly those dealing with light, illusions, or glamour. : **Biome** Crystal Caverns, Light-Filled Caves {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Everbloom](https://cdn.midjourney.com/e0f95366-eb51-4f39-ab1f-9654e0b86cd3/0_1.png){bottom:56.5%,right:0%,width:53%,height:40%,transform:scaleX(1)} ![Frostthorn](https://cdn.midjourney.com/8a1a52a2-0b0b-453d-a6cb-b16a0c8924af/0_0.png){bottom:32.5%,right:0%,width:53%,height:30%,transform:scaleX(-1)} ![Glimmerpetal](https://cdn.midjourney.com/e4654abd-6ac3-47fb-a8b5-509a542df1a4/0_1.png){bottom:3.5%,right:10%,width:33%,height:30%,transform:scaleX(1))} }} {{pageNumber,auto}} \page #### Moonlit Fern (Lunaris folia) **Appearance** A delicate fern with silver-blue fronds that glow faintly in the moonlight. The edges of the leaves are adorned with tiny star-like patterns that seem to shimmer. : **Uses** Known to be used in potions for calming the mind and aiding sleep. The fronds are often woven into crowns for those embarking on long journeys. : **Biome** Mystic Glades, Moonlit Clearings :::::::::::::: #### Nightshade Blossom (Noctis solanum) **Appearance** A dark, almost black flower with jagged petals and deep purple veins running through the veins of the plant. : **Uses**: Known to be used by witches and sorcerers for potions of invisibility or shadow magic, though it is also dangerous and can poison the unwary. : **Biome** Shadowy Groves, Poisonous Marshes :::::::::::::: #### Sunflare Herb (Helios vigour) **Appearance** A vibrant yellow herb with radiant, sun-shaped flowers that grow in clusters. Its stems appear almost golden. : **Uses**: Used in elixirs for strength and vitality, Sunflare Herb is said to give a burst of energy, even in the direst of battles. : **Biome** Sunny Meadows, Sun-Drenched Hills {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Moonlit](https://cdn.midjourney.com/6d5a9b21-de7b-42c7-8393-4bc7f1674f0b/0_2.png){bottom:64%,right:7.5%,width:35%,height:30%,transform:scaleX(1)} ![Nightshade](https://cdn.midjourney.com/ef392211-6a78-41aa-bd33-d33894ec6f06/0_1.png){bottom:34.5%,right:7.5%,width:38%,height:28%,transform:scaleX(-1)} ![Sunflare](https://cdn.midjourney.com/680c7a3b-990b-4663-b7d2-7f8f45b8d4b0/0_3.png){bottom:3.5%,right:7.5%,width:42%,height:30%,transform:scaleX(1))} }} {{pageNumber,auto}} \page #### Thornshroud Vine (Verrana thornica) **Appearance** A creeping vine with black thorns that seem to writhe and shift in the shadows. The flowers bloom in dark purple, almost black, with streaks of red. : **Uses**: Often seen around haunted ruins, this plant has a mystical property to ward off spirits. However, its thorns can be used in defensive magic to repel dark creatures. : **Biome** Haunted Ruins, Forgotten Tombs :::::::::::::::: #### Witchwood Tree (Malum sorcera) **Appearance** A twisted, gnarled tree with dark bark that seems to shimmer with faint golden light. Its leaves are a deep red in autumn, and the roots sometimes glow faintly in the dark. : **Uses** The bark is used in the crafting of wands, and the leaves are believed to have magical properties that can protect against curses. : **Biome** Enchanted Forests, Cursed Woodlands {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Thornshroud](https://cdn.midjourney.com/2197db7b-3214-49f2-9a10-21dda0eea528/0_3.png){bottom:65.5%,right:0%,width:50%,height:30%,transform:rotate(0deg)} ![Witchwood](https://cdn.midjourney.com/2c96605b-b9b2-494f-b9ad-2be17cbfdc37/0_1.png){bottom:22.5%,right:0%,width:50%,height:40%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{partCover}} # PART 12 ## Creature Compendium {{imageMaskEdge0,--offset:0cm,--rotation:0 ![Background image](https://cdn.midjourney.com/a0a4c371-3953-45d5-afc1-5054bfbfbfaf/0_0.png){position:absolute,bottom:0,left:0,height:100%} }} \page ### *Alicanto* A Cave-dwelling birds with golden or irridescent auras that illuminate passageways. Their tail feathers emit light matching nearby ore and gemstones. A rainbow tail is seen as a sign of good luck, but many who have tried to follow this creature have never been seen again. : #### Abilities : **Luminous Gaze**: Illuminates bright light in a 30ft area and dim light for another 30ft, can be turned off at will. : #### Traits : **Benevolent Guide/Deceitful Harbinger**: Leads followers to riches or doom, based on their own intent. : **Mythic Wings**: Reflect Elemental Spells back at units. : **Ore Weight**: Cannot fly after eating due to the weight of the ore, Land Speed is reduced to 30 ft. : **Treasure Finder**: Innate ability to locate mineral deposits and treasures. {{imageMaskEdge4,--offset:6%,--rotation:270,mix-blend-mode:multiply ![Alicanto](https://cdn.midjourney.com/1b03b398-a600-48b2-8a33-f4e647700b37/0_1.webp){top:12.5%,right:5%,width:40%,transform:scaleX(1.1)} }} {{position:absolute,top:50%,width:40% ### *Ardana* A mystical deer-like creature with shimmering antlers that radiate a calming light, healing and guiding lost travelers. : #### Abilities **Luminous Escape**: When the Ardana takes damage, as a Reaction it can Spend a Bonus Action to take the dash action and move up to its Land Speed away from the souce of damage, leaving behind a trail of light in its path; that *Dazzles* followers for 1 turn, giving them a -2 penalty on their next attack roll against it. : #### Traits **Healing Light**: The Ardana can spend a Bonus Action to emit a soothing light from its antlers, healing any number of targets of its choice within a 30 ft. for 2d8 + 4 Health. }} {{imageMaskEdge8,--offset:5%,--rotation:0,mix-blend-mode:darken ![Ardana](https://cdn.midjourney.com/433dc9e2-3e27-4118-8555-1b96d03515ec/0_3.webp){bottom:0%,right:2%,width:48%,height:38%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### *Altibi* A majestic high-altitude bison, known for its resilience and sure-footedness on treacherous mountain slopes. #### Abilities **Sturdy Build**: Altibi have advantage on Strength checks and saving throws to resist being pushed or knocked prone. : **Mountain Resilience**: Altibi have *Cold Resistance* and are *Immune* to the negative effects of high-altitude and exhaustion. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Altibi](https://cdn.midjourney.com/9fca35d1-e6b1-40bb-9759-c14ff979972f/0_0.webp){top:6.75%,right:0%,width:53%,height:40%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### *Arlandous* A fearsome cross between a porcupine and a snapping turtle, known for its formidable defense and deadly bite. #### Abilities **Quill Defense**: The Arlandous gains *Non-magical Piercing and Slashing Resistance*, but it also has *Bludgeoning Weakness*. Targets that comes into contact with the Arlandous (usually by attacking it within 5 feet of it) must roll an *AGI Saving Throw*, or take 4d6 *Piercing Damage* on a critical failure (Natural 1 or Below), 2d6 on a failure (Total 2-9), 1d6 on a success (Total 10-19), or avoids damage on a critical success (20+). : **Snap Jaw**: +6 to hit, Reach 10 ft. Deals: 18 (4d6 + 4) *Piercing Damage*, on a hit the target also becomes *Restrained* (Escape DC 14). Until this creature is *Incapacitated* or the target escapes. At this point the Arlandous can't bite another target until the Target escapes, each round the target does not escape the Arlandous can use its Bonus Action to deal damage to the target, the Arlandous cannot willingly let go of the target, even if it feels it is in danger. }} {{imageMaskEdge8,--offset:0%,--rotation:0,mix-blend-mode:darken ![Arlandous](https://cdn.midjourney.com/2d3d05f9-a8d9-4edd-90f8-3d72e3d6701f/0_0.webp){bottom:12.5%,right:0%,width:50%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Caladrius The caladrius is a pure white known for its healing powers. It is said to absorb illness from the sick by looking at them, then flies toward the sun to dispel the disease. The bird is a symbol of life, health, and divine favor, believed to predict recovery and embody innocence and virtue. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Caladrius](https://cdn.midjourney.com/27892d0b-1978-4ae5-8117-87f830961799/0_0.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Carbuncle A carbuncle is a a small, elusive mole-like creature with a glowing gemstone embedded in its forehead, typically a ruby. The carbuncle is nocturnal and uses the bright light from its gem to either guide or mislead travelers. Though sought after for the mystical and valuable properties of its gem, the carbuncle is notoriously hard to catch, known to disappear or burrow away when pursued. In tales, it symbolizes both the lure of wealth and the dangers of greed. }} {{imageMaskCenter12,--offsetX:40%,--offsetY:-30%,--rotation:0,mix-blend-mode:darken,transform:scaleX(1),transform:scaleY(1) ![Carbuncle](https://cdn.midjourney.com/2bf2d038-642a-4273-b39c-38957073d1fb/0_2.webp){bottom:3.5%,right:1%,width:50%,height:40%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Cockatrice {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Cockatrice](https://cdn.midjourney.com/ecf7dcc8-0173-43b3-a671-7ea6021e1f55/0_3.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Couatl The couatl is a revered serpent with feathered wings. It symbolizes Spirit, protection, and guidance, often serving as a guardian spirit. Couatls are associated with water and fertility, bringing blessings to those they favor. }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Coutal](https://cdn.midjourney.com/093fc9bf-b081-4468-b151-a8a33b17a799/0_0.webp ){bottom:4%,right:0%,width:52%,height:40%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Gagana A Miraculous bird with an iron beak and copper claws, often mentioned in incantations involving transmutation, and said to be one of the guardians of the only known deposit of Alatyr, a stone said to be able to heal and have other magical powers. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Gagana](https://cdn.midjourney.com/46ab83b7-16b2-4350-8a17-b9f49a26d916/0_1.webp){bottom:50%,right:-2%,width:55%,height:45%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Glashtin A glashtin is a shape-shifting water spirit, resembling a horse with black fur, red eyes, and seaweed-covered mane and tail. It inhabits rivers, lakes, and coastal areas, where it lures travelers and livestock into the water, sometimes for amusement or darker purposes. Glashtins are known for their supernatural powers, including shapeshifting and control over currents, serving as cautionary figures in tales warning of the dangers of the water and the unpredictable forces of nature. }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Glashtyn](https://cdn.midjourney.com/2e0dff1d-5124-4127-b9a4-f4fb2a7e8298/0_2.webp ){bottom:2.5%,right:1%,width:50%,height:46%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Golden Ant Colony These insects are found residing deep within remote regions. These ants possess shimmering golden exoskeletons and are fiercely protective of their hoard of gold and precious metals. They attack passersby carrying significant amounts of gold, using their formidable strength, coordination, and razor-sharp mandibles. Tales of the colony serve as cautionary stories, warning travelers of the dangers lurking in the wilderness and offering opportunities for daring adventures and treasure hunts. {{imageMaskEdge8,--offset:18%,--rotation:190,mix-blend-mode:darken ![Golden_Ant_Colony](https://cdn.midjourney.com/9861cf19-8ea1-4cfd-8741-525bb22798a4/0_1.webp){bottom:55%,right:0%,width:50%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Golden Stag This regal and mythical creature of the forest, known for its magnificent antlers and golden fur. It is a symbol of abundance, prosperity, and the untamed wilderness. The Golden Stag is often depicted as a guardian spirit of the forest, revered by druids and woodland creatures alike. Its appearance is said to herald periods of prosperity and good fortune, drawing seekers of wealth and adventure to the heart of the forest in pursuit of its elusive presence. Similar to the Ardana in its divine nature, it is believed that these two may mate, although their offspring have never been recorded. }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Golden_Stag](https://cdn.midjourney.com/a31835f4-0c50-4e06-89ea-c0a4ab436676/0_1.webp ){bottom:2.5%,right:1%,width:53%,height:47.5%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Grakduhn The Grakduhn is a colossal toad found in swamps, often hiding in murky water until striking its prey. Known for its vast appetite and ability to swallow creatures whole with its sticky tongue, it secretes toxic mucus, deterring hunters. While some tame these behemoths for labor or war as siege mounts, their predatory nature remains formidable. #### Abilities **Swallow Whole**: The Grakduhn can attempt to swallow a target at least one size smaller than itself, if its attack roll exceeds the target's Bulwark. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Grakduhn, and it takes 13 (3d6+3) acid damage at the start of it's turns. : **Sticky Tongue**: The Grakduhn can shoot its long, sticky tongue to make a melee weapon attack against a target up to 15 feet away. On a hit, the target is pulled up to 10 feet toward the Grakduhn and must succeed on a STR saving throw (16) or be grappled. #### Traits **Amphibious**: The Grakduhn can breathe air and water. : **Toxic Mucus**: Any creature that touches the Grakduhn or strikes it with a melee attack is poisoned for 5 rounds (1 minute). Poisoned targets take 5 Poison Damage at the start of each of thier turns that they fail their Poison save against this effect. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Grakduhn](https://cdn.midjourney.com/eeeef8e3-a1c1-4e8d-8bd0-14e98aa2197e/0_0.webp){bottom:55%,right:0%,width:50%,height:40.5%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Griffin }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Griffin](https://i.ibb.co/yP0Hz0Z/Griffin.png){bottom:2.75%,right:-2%,width:48%,height:35%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Hippogriff {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Hippogriff](https://cdn.midjourney.com/5df96c46-daa9-4dfd-b700-ea77cca8c450/0_1.png){bottom:55%,right:0%,width:50%,height:40.5%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Jackelope }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Jackelope](https://cdn.midjourney.com/5b659f25-46b8-436d-a70e-cdf34697f8d7/0_3.png){bottom:2.75%,right:-2%,width:48%,height:35%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Kirin {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Kirin](https://cdn.midjourney.com/78e20e70-b927-451b-8ba3-57dcfd88b103/0_1.png){top:3%,right:0%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Mortifowl }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Mortifowl](https://cdn.midjourney.com/052d4768-df12-4f29-809d-2aa8e2dea1bb/0_2.png){bottom:3%,right:0%,height:44%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Moa {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Moa](https://cdn.midjourney.com/f1735b61-279a-4493-8f4c-ae7ee770a906/0_1.png){top:3%,right:0%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Monkey }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Mortifowl](https://cdn.midjourney.com/f17baefb-e88d-4ca7-a607-76262b0d43b4/0_0.png){bottom:3%,right:0%,height:44%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Parrot {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Parrot](https://cdn.midjourney.com/911c0312-f80c-4989-96e1-0286f7ffdd4a/0_3.png){top:3%,right:0%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Pegasus ... }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Pegasus](https://cdn.midjourney.com/ee3bf18d-3f28-46f0-a9c2-ee42a43bcb1a/0_1.png){bottom:3%,right:3%,height:44%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Phoenix {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Phoenix](https://cdn.midjourney.com/bf5dd95c-7d18-4579-88aa-7a72ef33217b/0_2.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Piggle ... }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Piggle](https://cdn.midjourney.com/acf6b872-c0f4-46e9-bec7-7162499f5e22/0_0.png){bottom:3%,right:0%,height:35%,height:40%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Serpent-toad {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![serpenttoad](https://cdn.midjourney.com/39dff952-df9d-4023-b96c-bee634d0d7f4/0_0.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Shield Protector }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![](https://cdn.midjourney.com/d6f08943-c35d-40f7-a246-d9ada37cbd5e/0_3.png){bottom:3%,right:0%,height:35%,height:40%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Siren {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![serpenttoad](https://cdn.midjourney.com/d4b94b42-84a9-4912-99df-f27cafa79d2c/0_3.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Skeeter }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Skeeter](https://cdn.midjourney.com/905c1f07-741d-40de-b867-b98386b451cb/0_2.webp){bottom:3%,right:0%,height:35%,height:40%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Sphinx {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![serpenttoad](https://cdn.midjourney.com/340ef8cb-ba4c-4f58-9312-441cca1ba42d/0_2.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Sprite }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Sprite](https://cdn.midjourney.com/aed6b8cd-8625-4eaf-bbce-27f059981863/0_3.png){bottom:3%,right:0%,height:35%,height:40%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Stonewing {{imageMaskEdge1,--offset:-36%,--rotation:185,mix-blend-mode:darken ![serpenttoad](https://cdn.midjourney.com/adbcaf7a-d499-4f10-83fe-df177e0f4ba2/0_0.png){top:3%,right:2%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Swan Maiden }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![SwanMaiden](https://cdn.midjourney.com/3591c889-aa61-43ef-ac5b-cfeda7991d7c/0_2.png){bottom:3%,right:-3%,height:40%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Thunderbear {{imageMaskEdge8,--offset:18%,--rotation:180,mix-blend-mode:darken ![Thunderbear](https://cdn.midjourney.com/1882af14-b0dc-4165-986e-bc2129b92ed5/0_2.png){top:3%,right:2%,height:35%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Thunderbeast }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Thunderbeast](https://cdn.midjourney.com/a8328b80-9929-4ec7-8061-941fa70a60fd/0_1.png){bottom:3%,right:-3%,height:40%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Thunderbird {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![serpenttoad](https://cdn.midjourney.com/6a56aef6-5577-4d83-8f88-fdd68e452e40/0_3.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Thundermonkey }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Thundermonkey](https://cdn.midjourney.com/a6902017-0b09-4a81-b440-3508fb89c1da/0_3.png){bottom:3%,right:-3%,height:40%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Unicorn {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Unicorn](https://cdn.midjourney.com/964144b4-4ad7-4d2b-8dc2-8f3202659bcd/0_0.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Unicorn, Dark }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Unorin](https://cdn.midjourney.com/cab5a145-d10c-4209-8dd6-76ffac46b421/0_3.png){bottom:3%,right:-3%,height:40%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Vrock {{imageMaskEdge8,--offset:10%,--rotation:185,mix-blend-mode:darken ![Vampires](https://cdn.midjourney.com/e347547a-5b44-4869-92fd-8b940cfb7286/0_0.png){top:3%,right:0%,width:60%,,height:50%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Winged Snake ... }} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![WingedSnake](https://cdn.midjourney.com/0c1b96dc-96c5-4d2b-b2c4-78f9da5dd9f7/0_2.png){bottom:0%,right:2%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page ### Wyrms Placeholder Image... Description and Statblock Goes Here. {{imageMaskEdge8,--offset:10%,--rotation:185,mix-blend-mode:darken ![Wyrms](https://cdn.midjourney.com/c7f88767-16da-40a4-a288-a58cc7282fec/0_2.png){top:3%,right:0%,width:60%,,height:50%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Wyverns ... }} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![Wyverns](https://cdn.midjourney.com/dbbc454a-9be2-42d3-9510-a9513c7433bf/0_0.png){bottom:0%,right:2%,height:45%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page ### Yeti Placeholder Image... Description and Statblock Goes Here. {{imageMaskEdge8,--offset:10%,--rotation:185,mix-blend-mode:darken ![Yeti](https://cdn.midjourney.com/52c68147-3aea-4812-977e-47c5516e6bf1/0_2.png){top:3%,right:0%,width:50%,,height:45%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Zarzatan ... }} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![Zarzatan](https://cdn.midjourney.com/ee7c1c36-5dd3-4225-a484-0810d4955437/0_0.png){bottom:0%,right:2%,height:45%,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{partCover}} # PART 13 ## Monster Manual {{imageMaskEdge0,--offset:0cm,--rotation:0 ![Background image](https://cdn.midjourney.com/85283322-194b-4c52-a5f1-5c52e01e3cbe/0_0.png){position:absolute,bottom:0,left:0,height:100%} }} \page ### *Banshee* ### *Barbed Revenant* ### *Barugala* ### *Basilisk* ### *Bone Lord* ### *Bunyip* ### *Chimera* ### *Chupecabra* ### *Crawling Claw* ### *Cyclops* ### *Death Knight* ### *Doppleganger* ### *Dragons* ### *Devourer* ### *Dreadmaw* ### *Elementals* ### *Ettin* ### *Fungal Decomposer* ### *Gargoyle* ### *Ghost* ### *Levid* ### *Harpy* ### *Hag* ### *Hellhound* ### *Imp* ### *Jiangshi* ### *Kitsune* ### *Kraken* ### *Krakinos* ### *Leviathan* ### *Lycanthropes* ### *Makara* ### *Manticore* ### *Mimic* ### *Minotaur* ### *Mummy* ### *Mutated One* ### *Nightmare* ### *Normazu* ### *Ogre* ### *Oni* ### *Phantom* ### *Pixie* ### *Plesiosaur* ### *"Qareen"* ### *"Quaker"* ### *"Quaggoth"* ### *Revenant* ### *"ROC"* ### *Scarecrow* ### *Shade* ### *Shadow* ### *Skeleton* ### *Skrathar* ### *Spiked Stalker* ### *Specter* ### Succubus/Incubus ### *Troll* ### *Ulvhan* ### *Vampire* ### *Vetala* ### *Wegger* ### *Wight* ### *Witch* ### *Wraith* ### *Xylopod* ### *Yeti* ### *Yokai* ### *Zarzatan* ### *Zombie* {{pageNumber,auto}} \page #### *Monster Template* *Type - Danger Level 1-10* Description goes here this is just a bunch of example text while you get the idea of how much space this may take, or it may take up to a little bit more than you expected but this should be the maximum line count for this page. {{position:absolute,top:4%,right:9%,width:40%
|Health| Awareness | Speed | |:---:|:---:|:---:| | 4 x DL x Vitality | 10 + DL +/- 2 inc. | Base 30 +/- 5 ft inc. |   | **Physical Defense** |||   | **Evasion**| **Armor**| **Bulwark**| | 10 + Stat + DL | 10 + Stat + DL | 10 + Stat + DL |   | **Magical Defense** |||   |**Aegis**| **Will**| **Instinct**| | 10 + Stat + DL | 10 + Stat + DL | 10 + Stat + DL |
}} #### Traits(1-2) **First Trait Name** Then the trait description takes up the rest, these traits should not have an action cost, either providing passive benefits during combat. : **Second Trait Name** Then the trait description takes up the rest, these traits should not have an action cost, either providing passive benefits during combat. #### Abilities(1-2) **First Ability Name** Then the ability description takes up the rest, these abilities should have an action cost, usually providing some sort of damage to enemies or ability to escape. : **Second Ability Name** Then the ability description takes up the rest, these abilities should have an action cost, usually providing some sort of damage to enemies or ability to escape
| Weaknesses| Resistances | Immunities | |:---:|:---:|:---:| | Example
Example
Example | Example
Example
Example | Example
Example
Example |
{{position:absolute,bottom:57.5%,right:28%,width:20%,height:10%,mix-blend-mode:darken #### Primary Biome }} ![BiomeIcon](https://cdn.midjourney.com/4b425156-087b-4bf5-943d-c19be97b3a34/0_1.png){position:absolute,bottom:55%,right:35%,width:10%,height:10%,mix-blend-mode:darken} ![MonsterImage](https://cdn.midjourney.com/48622c08-0380-46e4-92b1-49c03b26e2ac/0_3.png){position:absolute,bottom:51%,right:8%,width:20%,height:20%,mix-blend-mode:darken} {{position:absolute,left:9%,top:50%,width:40%,bottom:3% #### Second Monster Name }} {{pageNumber,auto}} \page ### *Banshee* {{pageNumber,auto}} \page ### *Barbed Revenant* *Undead - Danger Level 4* A ghoulish undead, bandaged with thorny barbs piercing through their decaying flesh, harming those who approach.
|Health| Awareness | Speed | x | Curse | x | |:---:|:---:|:---:|:---:|:---:|:---:| | 160 | 14 | 30 | x | 2 | x |   |**Aegis**| **Will**| **Instinct**| **Evasion**| **Armor**| **Bulwark**| | 3 | 3 | 3 | 4 | 2 | 4 |
#### Trait **Barbed Defense** Being struck with a Melee Attack causes the attacker to take 8 (1d10+3) *Piercing Damage*. **True Sense** 60 ft #### Ability **Ghastly Grasp** Attack Bonus +4, Range: Touch,
Strike: 8 (1d8 + 4) Slashing, Critical 16 (1d8 +12) : If this Attack roll exceeds the target's *Bulwark*, they become *Grappled*, the target then takes 5 (1d10) piercing damage at the start of each of the Barbed Revenant's turns.
|Damage Weaknesses| Damage Resistances| Damage Immunities | Condition Immunities | |:---:|:---:|:---:|:---:| | Fire
Holy
Slashing | Bludeoning Piercing | Cold | Bleeding
Charmed
Frightened Poisoned |
### *Barugala* *Huge Undead - Danger Level 6* This undead whale is a massive, decaying creature of the sea, haunting sailors with its ghostly presence. Legends tell of ships disappearing in its wake, swallowed by the abyss. Encounters act as a chilling reminder of the ocean's peril.
|Health| Illness| Fortitude | Pain | Poison | Healing| |:---:|:---:|:---:|:---:|:---:|:---:| | 240 | x | x | x | x | x |   |**Aegis**| **Will**| **Instinct**| **Evasion**| **Armor**| **Bulwark**| | 4 | 3 | 4 | 1 | 3 | x |
#### Traits **Immovable** This unit can not be moved against their will. : #### Abilities **Jaws of the Abyss** Ability Bonus +4, Range: Touch,
Strike: 10 (1d12 + 3) Slashing, Critical 22 (1d12 + 15) : The Barugala attempts to swallow a unit, if this Ability roll exceeds the target's Bulwark the target is swallowed and takes 1d10 Necrotic Dmg as Curses, on each of its turns.
|Damage Weaknesses| Damage Resistances| Damage Immunities | Condition Immunities | |:---:|:---:|:---:|:---:| | Fire
Holy | Bludeoning Slashing | Cold | Bleeding
Charmed
Frightened
Poisoned |
{{imageMaskEdge8,--offset:10%,--rotation:185,mix-blend-mode:darken ![Revenant](https://cdn.midjourney.com/a5866afb-aa8a-44bf-b24f-c770b2531044/0_3.webp){bottom:50%,right:0%,width:45%,height:40%,transform:scaleX(-1)} }} ![SwampIcon](https://cdn.midjourney.com/c975a120-cf0b-4515-956b-9f9eb8a13710/0_1.png){position:absolute,right:30%,top:10%,width:20%,mix-blend-mode:darken} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![Barugala](https://cdn.midjourney.com/a7d20420-bd35-479b-b125-f7bd04c64eeb/0_1.webp){bottom:3%,right:-1%,height:35%,transform:scaleX(-1)} }} ![OceanIcon](https://cdn.midjourney.com/4b425156-087b-4bf5-943d-c19be97b3a34/0_1.png){position:absolute,right:30%,bottom:34%,width:20%,mix-blend-mode:darken} {{pageNumber,auto}} \page ### Basilisk A reptilian predator known for its sinuous movements and deadly gaze, which can turn its victims to stone. ### Abilities **Petrifying Gaze**: The basilisk can force any creature that starts its turn within 30 feet and can see the basilisk's eyes to make a DC 12 Spirit saving throw. On a failed save, the creature is magically petrified until freed magical means. : **Venomous Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) *Piercing Damage*, and the target must make a DC 13 VIT saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a success. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Basilisk](https://cdn.midjourney.com/c362f48f-7da8-445e-b2b0-aaaecffc1fb6/0_3.webp){bottom:50.5%,right:0%,width:53%,height:43%,transform:scaleX(1)} }} ### Banshee A banshee is a spectral figure from Irish folklore, known for her chilling wail that foretells death. Often appearing as a mournful female figure, her presence signals impending tragedy, serving as a guardian of souls. {{imageMaskCenter8,--offsetX:10%,--rotation:185,mix-blend-mode:multiply ![Banshee](){bottom:56.5%,right:0%,width:53%,height:40%,transform:scaleX(1)} }} {{imageMaskCenter12,--offsetX:45%,--offsetY:30%,--rotation:0,mix-blend-mode:multiply,transform:scaleX(1),transform:scaleY(1) ![](https://cdn.midjourney.com/2a3eb4c8-59d4-412a-affa-8cbeb304a280/0_2.webp){bottom:56.5%,right:0%,width:50%,height:40%,transform:scaleX(1)} }} ### *Bog Monster* Large Monstrosity, Ritual Construct A spectral apparition, shrouded in mist and swampy vapors, with twisted vines and muck clinging to its ethereal form. ### Abilities **Bog Aura**: Any creature that starts its turn within 10 feet of the Bog Monster must succeed on a DC 14 Vitality saving throw or be poisoned until the start of its next turn. : **Swamp Lash**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) poison damage. : **Haunting Wail**: As an action, the Bog Monster emits a chilling wail. Each creature within 30 feet of the Bog Monster that can hear it must succeed on a DC 15 Spirit saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ![Bog Monster](https://cdn.midjourney.com/abbcaf8a-54f7-4bbd-88b5-e6f91985da9a/0_1.webp){position:absolute,bottom:16%,right:4%,width:46%,height:37.5%,transform:scaleX(-1),mix-blend-mode:multiply} ### Bone Lord The Bone Lord is a spectral figure draped in tattered robes, adorned with bones and commanding undead with dark magic. Dwelling in forgotten crypts, it's a harbinger of doom, freezing hearts with its gaze and recruiting unwilling servants into its army of the undead. ![BoneLord](https://cdn.midjourney.com/09d08747-7b9b-4384-8fe1-2ce0ba2577c9/0_0.webp){position:absolute,bottom:56%,right:0%,width:50%,height:40%,transform:scaleX(1),mix-blend-mode:multiply} {{position:absolute,width:40%,bottom:40% ### Bunyip A mythical creature from Australian Aboriginal folklore, said to lurk in swamps, rivers, and billabongs. Descriptions vary, but it is often depicted as a fearsome aquatic beast with tusks, flippers, and a haunting cry that echoes through the night. }} ![Bunyip](https://cdn.midjourney.com/e4c0f40e-e349-4bc0-b96f-9fd504cf9d9b/0_3.png){position:absolute,bottom:10%,right:0%,width:53%,height:40%,transform:scaleX(1),mix-blend-mode:multiply} ### Chimera The chimera is a legendary creature with features of a lion, goat, and serpent. With a lion's body, a goat's head on its back, and a serpent's tail, it is a fearsome beast capable of breathing fire. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![Chimera](https://cdn.midjourney.com/68c2e36a-cee5-4d23-b7dc-0bdc5b3b4c72/0_0.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(1)} }} {{position:absolute,width:40%,bottom:40% ### Chupecabra A legendary creature from Latin American folklore, said to prey on livestock by draining their blood. It is often described as a reptilian or canine-like beast with glowing red eyes, sharp fangs, and spines along its back. }} ![Chimera](https://cdn.midjourney.com/2b1cf703-33be-4a01-b564-597f1f0be514/0_2.png){position:absolute,bottom:10%,right:0%,width:50%,height:40%,transform:scaleX(-1),mix-blend-mode:multiply} ### Crawling Claw #### Occult, Abomination A crawling claw is an undead severed hand animated by dark magic. It skitters with eerie agility, seeking prey to rend with its gnarled fingers. Encountered in haunted places, it's a staple of cultic rituals. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![CrawlingClaw](https://cdn.midjourney.com/c4ca224e-50ce-4e1a-8780-e00c7ebb2cfd/0_2.webp){bottom:60%,right:0%,width:52%,height:40%,transform:scaleX(1)} }} {{position:absolute,width:40%,bottom:40% ### Cyclops A cyclops is a one-eyed creature that comes in many different shapes and sizes. The singular eye is told to hold special powers helping to convey their mind bending magical abilities to others who gaze upon their eye, they dwell in remote regions solitary but can have families. Encounters are perilous, requiring strategy to overcome their formidable defenses. }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Cyclops](https://cdn.midjourney.com/1443e729-9728-47ee-99e3-a1d6212520e4/0_1.png){bottom:10%,right:0%,width:50%,height:45%,transform:scaleX(1)} }} ### Death Knight {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:multiply ![CrawlingClaw](https://cdn.midjourney.com/bb3beef1-81c0-4cd6-8198-36e0f09d722e/0_0.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(-1)} }} ### Doppleganger {{imageMaskEdge8,--offset:-36%,--rotation:180,mix-blend-mode:darken ![Cyclops](https://cdn.midjourney.com/536829f5-d566-42c3-bf12-0aa1faaa71fa/0_3.webp ){bottom:3.5%,right:-2%,width:50%,height:45%,transform:scaleX(1)} }} ``` ### Summonling #### Darkling / Lightling A Summonling is a bright or shadowy creature associated with mystery. Small and elusive, they are believed to possess supernatural abilities related to light and shadows and stealth. Legends depict summonlings as mischievous tricksters or malevolent beings, often attracted to places of sorrow and despair. Encounters with darklings are unsettling, as they excel at remaining hidden and causing fear. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Darkling](https://cdn.midjourney.com/bde9ead4-d2f6-4178-a67e-d93630d1f7c4/0_0.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(-1)} }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:lighten ![Lightling](https://i.ibb.co/Mkc1mZLS/lightling.png){bottom:40.5%,right:40%,width:52%,height:40%,transform:scaleX(1)} }} ``` ### Dragons* #### Primal Dragons are majestic and intelligent creatures, often associated with magic and treasure. Drakes are smaller and more aggressive, lacking wings. Wyverns have two legs and wings, while wyrms are serpent-like and often dwell underground. - Drake - Dragon - Hydra - Wyrm - Wyvern {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Cyclops](https://cdn.midjourney.com/77eedcaa-afab-4cd4-a5b7-8653a0e8a21e/0_0.webp ){bottom:-2.5%,right:-3%,width:53%,height:50%,transform:scaleX(1)} }} ### Devourer A devourer is a monstrous creature with an insatiable hunger for life force or souls. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Devourer](https://cdn.midjourney.com/26850edc-b751-4260-8296-6d7f8736b09c/0_3.webp){bottom:56.5%,right:0%,width:52%,height:40%,transform:scaleX(-1)} }} {{position:absolute,width:40%,bottom:40% ### Dreadmaw A terrifying, burrowing predator that lurks beneath the earth, sensing vibrations from its prey. This massive, worm-like creature has rows of jagged, retractable teeth and a maw that can unhinge to swallow victims whole. Its body is covered in hardened, chitinous plates, making it difficult to harm, and it secretes a paralytic toxin to incapacitate those it catches. Legends say entire villages have vanished overnight, leaving only deep trenches in the ground—evidence of the Dreadmaw’s passing. }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Cyclops](https://cdn.midjourney.com/b21337ad-90cb-4ed0-b034-ff7d69f1dfa0/0_3.png){bottom:0%,right:-0%,width:55%,height:50%,transform:scaleX(1)} }} ### Elementals {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Elementals](https://cdn.midjourney.com/a47d0165-b150-4f3e-aa6a-48d8ea20851b/0_3.webp ){bottom:50%,right:0%,width:50%,height:50%,transform:scaleX(1)} }} #### Air ##### Statblock : #### Earth ##### Statblock : #### Electromagnetic ##### Statblock : #### Fire ##### Statblock : #### Gravity ##### Statblock : #### Nuclear ##### Statblock : #### Water ##### Statblock ### Ettin An ettin is a mythical giant notable for its two heads, each with distinct personalities and thoughts, standing about 13 feet tall and possessing great physical strength and agility. Ettins are typically dirty and unkempt, with earthy-toned skin and sharp claws. They can perform multiple actions simultaneously due to each head controlling one arm. Generally solitary and aggressive, ettins live in caves or ruins in mountainous or forested areas, and highly territorial, attacking most creatures on sight. {{imageMaskEdge8,--offset:7%,--rotation:230,mix-blend-mode:darken ![Ettin](https://cdn.midjourney.com/82de0acb-956e-4f23-9fac-4b430f220cbd/0_2.png){bottom:52.5%,right:3%,width:45%,height:45.5%,transform:scaleX(-1)} }} ### Fungal Decomposer Description here. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Fungal_Decomposer](https://cdn.midjourney.com/94e0a91e-798f-43ea-8090-8b9f92d72423/0_3.webp ){bottom:2.5%,right:1%,width:53%,height:47.5%,transform:scaleX(1)} }} ### Gargoyle This fearsome monstrosity, imbued with dark magic, embodies the sinister side of practical sorcery. With its ties to the arcane arts, it inevitably carries a malevolent aura, lurking atop ancient buildings, particularly in formal gathering areas of towns. Its grotesque features and bat-like wings allow it to blend seamlessly into the stonework until it strikes. Legends recount its dual nature as both protector and menace, a creature of darkness that wards off evil spirits while preying on unsuspecting travelers. Gargoyles are often depicted as sentient beings, capable of both defending and terrorizing those who dare to cross their path, leaving townsfolk to wonder if their stone guardians are truly their protectors or something far more sinister. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Gargoyle](https://cdn.midjourney.com/c25f805c-5259-4535-bf05-32a83dbd2ddb/0_2.webp ){bottom:50.5%,right:1%,width:50%,height:45.5%,transform:scaleX(1)} }} ### Ghost A ghost is a spectral entity believed to be the soul or spirit of a deceased person. Typically appearing as translucent figures wearing period clothing, they possess supernatural abilities like invisibility, intangibility, and manipulation of their surroundings. Ghosts are often associated with hauntings, lingering in places of emotional significance or trauma. They play central roles in horror and supernatural stories, exploring themes of unfinished business and the afterlife, and continue to captivate human imagination with their mysterious nature. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Ghost](https://cdn.midjourney.com/11a08dfd-176b-4425-a862-832fa0e9e3ee/0_3.webp){bottom:3.5%,right:-2%,width:55%,height:45%,transform:scaleX(1)} }} ### Ghast A ghast is a terrifying undead creature, resembling an emaciated, grotesque version of its living form. Found in desolate places like graveyards and ruins, ghasts possess supernatural strength, agility, and an aura of fear. They hunt in packs, using ambush tactics and paralyzing their victims with a touch before devouring them. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Ghast](https://cdn.midjourney.com/b595d61f-9fb3-404d-9bc4-cb90ecb30241/0_2.webp ){bottom:50.5%,right:1%,width:53%,height:47.5%,transform:scaleX(1)} }} ### Ghoul A ghoul is a repulsive undead predator found in dark places like graveyards and crypts. With decaying flesh, sharp claws, and glowing eyes, ghouls are swift and silent hunters known for paralyzing their victims before devouring them. Solitary by nature but gathering in groups for abundant food sources, they embody the darkest aspects of death and decay. {{imageMaskEdge8,--offset:0%,--rotation:0,mix-blend-mode:multiply ![Ghoul](https://cdn.midjourney.com/f0a027d5-b417-442d-82c5-ae784b8e1f01/0_3.webp){bottom:2.6%,right:1%,width:50%,height:40%,transform:scaleX(1)} }} {{position:absolute,width:44% ### Harpy* A winged humanoid creature with the wings of a bird and the body of a woman, known for its piercing screeches, sharp talons, and a penchant for stealing food and tormenting travelers. }} {{position:absolute,width:40%,top:11%, {{note | STR | AGI | VIT | SPT | MND | CHR | |:--:|:--:|:--:|:--:|:--:|:--:| | 1 | 2 | 3 | 3 | 4 | 4 | : | Environment | Adaptive Vision | Danger Level | Passive Awareness | |:--:|:--:|:--:|:--:| | Dark Swamps | 60 ft. | 7 | 17 | : | Health | Evasion | Aegis | Armor | Movement Speed | |:--:|:--:|:--:|:--:|:--:| | 52 (7d8 + 21) | 17 | 13 | 0 | Fly 30 ft. #### Hex As an action, the Hag can curse a creature she can see within 30 feet. The target must succeed on a DC 16 Mind saving throw or suffer disadvantage on ability checks, saving throws, and attack rolls for 1 minute. The target can make another Mind saving throw at the end of each of its turns, ending the effect on a success. : }} }} {{imageMaskEdge8,--offset:16%,--rotation:180,mix-blend-mode:darken ![Harpy](https://i.ibb.co/601j0x8/Harpy.png){top:7%,right:4%,width:45%,height:35%,transform:scaleX(1)} }} {{position:absolute,width:50%,top:43%,height:50% ### Hag* A malevolent, cunning witch with a grotesque appearance, known for her dark magic and manipulation. Hags inhabit the darkest corners of swamps, brewing potions and casting curses on the unwary. }} {{position:absolute,width:50%,bottom:0%,height:50% {{note | STR | AGI | VIT | SPT | MND | CHR | |:--:|:--:|:--:|:--:|:--:|:--:| | 1 | 2 | 3 | 5 | 4 | 5 | : | Environment | Adaptive Vision | Danger Level | Passive Awareness | |:--:|:--:|:--:|:--:| | Dark Swamps | 60 ft. | 5 | 15 | : | Health | Evasion | Aegis | Armor | Movement Speed | |:--:|:--:|:--:|:--:|:--:| | 52 (7d8 + 21) | 17 | 14 | 0 | Land 25 ft. {{statblock #### Hex As an action, the Hag can curse a creature she can see within 30 feet. The target must succeed on a DC 16 Mind saving throw or suffer disadvantage on ability checks, saving throws, and attack rolls for 1 minute. The target can make another Mind saving throw at the end of each of its turns, ending the effect on a success. : #### Evil Eye The Hag's gaze can paralyze. Any creature that starts its turn within 10 feet of the Hag and the two of them make eye contact must succeed on a DC 14 Spirit saving throw or be paralyzed until the end of the Hag's next turn. : #### Mimicry The Hag can imitate the voices of other creatures or the sounds of the environment around her. She gains advantage (+2) on Influence checks to deceive others using sound. : #### Nightmare Touch Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) psychic damage, and if the creature is a human, it must succeed on a DC 15 Mind saving throw or be frightened until the end of the Hag's next turn. }} }} }} {{imageMaskEdge8,--offset:-45%,--rotation:185,mix-blend-mode:multiply ![Hag](https://i.ibb.co/NYfMjz3/hag.png){bottom:-0.5%,right:0%,width:40%,height:30%,transform:scaleX(-1)} }} {{position:absolute,width:50%,bottom:45%,left:4%,top:4% ## Hellhound *Abomination, Beast* {{note,width:100% {{center ### Stats }} : | STR | AGI | VIT | SPT | MND | CHR | |:--:|:--:|:--:|:--:|:--:|:--:| | 4 | 4 | 4 | 4 | 1 | 1 | {{center ### Core Values }} : | Health | Evasion | Aegis | Armor | Movement Speed | |:--:|:--:|:--:|:--:|:--:| | 45 (6d8+18) | 14 | 4 | 0 | Land 35 ft. : | Environment | Adaptive Vision | Danger Level | Passive Awareness | |:--:|:--:|:--:|:--:| | Underworld | 60 ft. | 4 | 14 | {{center ### Resistances & Immunities }} |Weaknesses| Resistances | Dmg Immunity | Condition Immunity | |:--:|:--:|:--:|:--:| | Cold | Non-magical attacks | Fire | Frightened | }} }} {{wide,position:absolute,width:87%,top:37.5%,height:50%,left:4% #### Bite *Natural Weapon Attack*: +8 on Attack Roll : Damage: 2d6+3 *Piercing Damage* (10) + 1d6 *Necrotic Damage* (3), applies a number of **Curses** equal to the *Necrotic Damage* dealt. : Each creature that ends its turn within 5 ft of this creature must succeed a DC 13 **Fortitude** saving throw, or take 1d6 Fire Damage. : ### Traits #### Infernal Tracker The Hellhound can smell ***Cursed*** targets up to 1 mile away, even through walls and obstacles. #### Pack Hunter The Hellhound has **Advantage** on attack rolls against a creature if at least one of its allies is within 5 feet of the target. #### Take You With Me When reduced to 0 HP, this creature explodes in hellfire dealing 2d6 fire damage to creatures within 5 ft. }} ![Hellhound](https://cdn.midjourney.com/df4d52f4-4860-4069-bb37-d6b083d536a0/0_0.png){position:absolute,bottom:62%,right:4%,width:41%,transform:scaleX(1),mix-blend-mode:darken} {{note,position:absolute,bottom:4%,left:4%,width:92%,height:33%,transform:scaleX(1),mix-blend-mode:darken ![Hellhound Habitat](https://cdn.midjourney.com/e5ca7d1e-f7b3-4696-8f7d-7ef01b454b44/0_1.png){position:absolute,bottom:0%,left:0%,width:100%,height:100%,transform:scaleX(1),mix-blend-mode:darken} }} ### Imp {{imageMaskEdge8,--offset:9%,--rotation:185,mix-blend-mode:darken ![Imp](https://cdn.midjourney.com/baa6349b-8f30-40fb-af27-6ea167ab0d7f/0_2.png){bottom:67.5%,right:3%,width:47%,height:30%,transform:scaleX(1),transform:scaleX(1),mix-blend-mode:darken} }} #### Unholy Protection As an action, you can use your Channel Divinity to shroud yourself in abyssal energy. For 1 minute, you gain resistance to radiant, fire, and cold damage from non-magical attacks. #### Dim Shade As a Bonus Action, you can emit an aura of shadow that creates a lightly obscured area in a 10-foot radius. Celestials and fae within the aura have disadvantage on attack rolls against you. The aura lasts for 5 rounds (1 minute, or until you dismiss it | no action required). Once you use this feature, you can't use it again until you finish a short or long rest. ### Jiangshi *Hopping Vampire* {{imageMaskEdge8,--offset:7%,--rotation:-90,mix-blend-mode:darken ![Imp](https://cdn.midjourney.com/6e7d2967-1e25-4e70-b253-9fa1b751c232/0_3.png){bottom:3%,right:0%,width:47%,height:60%,transform:scaleX(1),transform:scaleX(1),mix-blend-mode:darken} }} ### Kitsune *Magical Fox Spirit* **Ability: Shape-shift** The Kitsune can transform into a human form as an action. In human form, it retains all its abilities but can no longer use its claws. The Kitsune can stay in human form indefinitely, but reverts to its fox form if it takes damage. It can also change back into a fox as a bonus action. **Ability: Illusory Mirage** As an action, the Kitsune can create an illusory duplicate of itself. The duplicate appears identical and lasts for 1 minute or until destroyed (AC 13, 10 HP). The duplicate cannot deal damage or take actions but can confuse enemies. Any creature that starts its turn within 10 feet of the Kitsune or its illusion must make a DC 15 Spirit saving throw or be *Distracted* for 1 turn, giving the Kitsune advantage on attack rolls against them. **Ability: Foxfire** The Kitsune can conjure a ball of magical fire in its mouth and spit it as a ranged attack. This deals 3d6 fire damage to a target within 30 feet. The fireball ignites the target, causing them to take an additional 1d6 fire damage at the start of each of their turns for 1 minute, unless they use an action to douse the flames. **Trait: Invisibility** Once per day, the Kitsune can turn invisible as a bonus action. It remains invisible until it attacks or casts a spell, or until it chooses to end the effect. **Trait: Magical Resistance** The Kitsune has advantage on saving throws against spells and magical effects. {{position:absolute,top:50%,width:40% ### Kraken }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Kraken](https://cdn.midjourney.com/08f1508b-689e-412a-ae8f-7ca07caaa95f/0_1.png){bottom:3%,right:0%,height:44%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Krakinos }} {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Krakinos](https://cdn.midjourney.com/7c8980c1-843a-4771-8681-d7e5a1f44fbe/0_0.png){bottom:3%,right:0%,height:40%,transform:scaleX(-1)} }} ### Lich* *Undead Sorcerer* **Ability: Life Drain** The Lich can drain life energy from a target within 30 feet. The target must make a DC 18 Vitality saving throw or take 3d6 *Necrotic Damage*, healing the Lich for half the damage dealt. On a successful save, the target takes half damage, and the Lich doesn't heal. : **Ability: Spellcasting** The Lich is a master of dark magic. It can cast the following spells at will (spell slots are unlimited, but the Lich may only cast a spell once per turn): : **Ability: Phylactery Bond** The Lich's soul is bound to a phylactery, which must be destroyed to permanently kill the Lich. If the Lich is reduced to 0 HP, it can choose to reform its body within 1d6 days at the location of its phylactery, unless the phylactery has been destroyed. : **Trait: Undead Fortitude** The Lich is immune to poison, necrotic, and psychic damage. It is also immune to being charmed, frightened, or stunned. : **Trait: Legendary Actions** The Lich can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be used at the end of another creature's turn. The Lich regains spent legendary actions at the start of its turn. - **Cast a Spell:** The Lich casts a spell with a casting time of Bonus Action. - **Teleport:** The Lich teleports up to 60 feet to an unoccupied space it can see. - **Frightening Gaze:** The Lich targets one creature it can see within 30 feet. The target must succeed on a DC 16 Spirit saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns to end the effect early. ### Minotaur *Labyrinth Guardian* #### Charge The Minotaur can charge in a straight line up to 30 feet, making an attack at each target it charges through dealing 2d6 + STR *Blunt Damage* If the attack exceeds the target's Bulwark, the target is knocked prone. : #### Frenzied Attack The Minotaur may use its action to make two melee attacks instead of one. If it hits both attacks, it inflicts *Curses* equal to the damage dealt by the attacks for 1 minute. : #### Labyrinthian Rage When the Minotaur becomes *Bloodied*, it enters a rage, gaining advantage on Strength-based rolls. The Minotaur also deals an additional 1d6 *damage* on all melee attacks for 1 minute. : #### Labyrinth Master The Minotaur has a natural ability to navigate mazes and can always find its way to the center or exit of any labyrinthine structure. Creatures that attempt to escape a labyrinth while the Minotaur is pursuing them must make a DC 16 Willpower Save or become *Lost*, moving in a random direction. #### Endurance Centaurs are known for their Stamina and Resilience. You have advantage on saving throws against exhaustion and can travel for twice as long before needing to take a rest. : **Difficulty Rating:** 5 {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Minotaur](https://cdn.midjourney.com/7d129de6-b8ad-40aa-aad5-3371d23e6e3a/0_1.png){bottom:2.25%,right:-5%,width:60%,height:75%,transform:scaleX(1)} }} ### Nuckelavee *Skinless Horror* **Plague Breath** The Nuckelavee exhales a noxious cloud in a 30-foot cone. Each creature within the cone must make a DC 16 Vitality saving throw or become *Poisoned* for 1 minute. While poisoned, the creature takes 2d6 *poison damage* at the start of each of its turns. A poisoned creature can make a new saving throw at the end of each of its turns to end the effect early on a success. : **Skinless Fury** When the Nuckelavee is reduced to 50% or less of its total health, its skinless body causes the air around it to crackle with energy. All creatures within a 10-foot radius must make a DC 14 Vitality saving throw or take 3d6 *necrotic damage* and become *Frightened* of the Nuckelavee for 1 minute. : **Horrific Appearance** Any creature that starts its turn within 30 feet of the Nuckelavee must succeed on a DC 14 Spirit saving throw or become *Frightened* for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. : **Terrifying Presence** The Nuckelavee can cause an aura of fear to emanate from its body. All creatures within 60 feet of the Nuckelavee have disadvantage on saving throws against being frightened. : **Difficulty Rating:** 6 ### Ogre *Giant Humanoid* **Thick Hide** The Ogre has resistance to non-magical slashing and piercing damage due to its tough skin. Additionally, the Ogre gains a +2 bonus to all Vitality saving throws. : **Savage Resilience** When the Ogre drops below 10 hit points, it gains advantage on Strength-based attacks and checks for 1 minute. This effect can only trigger once per day. : ***Mighty Blow*** Once per turn, the Ogre can apply an additional +2 to damage when making an attack with its club. The attack also causes the target to make a DC 14 Strength saving throw or be *Knocked Prone*. : ***Roar of the Mountain*** As an action, the Ogre can let out a terrifying roar that causes creatures within 15 feet to make a DC 13 Spirit saving throw or be *Frightened* for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. : **Difficulty Rating:** 3 ### Phantom *Ethereal Undead* **Ethereal Form** The Phantom can shift between the Material Plane and the Ethereal Plane at will. While in the Ethereal Plane, it is incorporeal, and it can move through objects and creatures. It cannot affect or be affected by creatures on the Material Plane unless it is on the same plane. It can return to the Material Plane as a bonus action. : **Terrifying Wail** Once per day, the Phantom can emit a horrifying wail that causes all creatures within 30 feet to make a DC 15 Spirit saving throw. On a failure, creatures are *Frightened* for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : **Invisibility** As an action, the Phantom can turn invisible. It remains invisible until it attacks or casts a spell. While invisible, it has advantage on all Stealth checks and cannot be seen except by creatures with true sight or magical means. : **Undying Spirit** The Phantom cannot be reduced to 0 hit points by non-magical means. Instead, when it reaches 0 hit points, it remains in a state of ethereal limbo for 1 minute, during which it cannot act or be harmed. After 1 minute, it returns to 1 hit point and materializes in an unoccupied space within 30 feet. : **Difficulty Rating:** 4 ### Qareen *Demon, Inhabitor* **Ability: Tempting Whispers** As a bonus action, the Qareen can whisper in the ear of a creature within 30 feet, causing it to make a DC 15 Spirit saving throw. On a failure, the target is *Charmed* by the Qareen for 1 minute. While charmed, the creature is compelled to act in accordance with the Qareen's suggestions. : **Ability: Shadow Step** The Qareen can teleport to any unoccupied space within 60 feet as a bonus action, leaving behind a shadowy afterimage that confuses foes. The next attack made against the Qareen has disadvantage until the end of the enemy's turn. : **Trait: Corrupting Influence** Any creature that spends more than 10 minutes in the presence of a Qareen must make a DC 13 Spirit saving throw. On a failed save, the creature gains a level of exhaustion. If a creature fails this saving throw three times, it becomes *Possessed* by the Qareen and must follow its commands for 1 hour. : **Trait: Illusory Form** The Qareen can use its action to become partially incorporeal, granting it resistance to non-magical physical damage. It can also use its action to create an illusion of itself that is indistinguishable from the real Qareen. The illusion lasts for 1 minute or until it is dispelled. : **Difficulty Rating:** 4 ### Roc *Giant Bird of Prey* **Ability: Crushing Talons** Once per turn, when the Roc hits a target with a claw attack, it can attempt to grapple the target. The target must succeed on a DC 18 Strength saving throw or be grappled. While grappled, the target takes 2d6 *bludgeoning damage* at the start of each of the Roc's turns. : **Ability: Wing Buffet** The Roc can use its wings to create a gust of wind in a 30-foot cone. Each creature in the cone must succeed on a DC 16 Strength saving throw or be *Knocked Prone* and pushed 15 feet away. Creatures that succeed on the save are not knocked prone but are still pushed 5 feet. : **Trait: Mighty Flight** The Roc can fly at a speed of 80 feet. It has advantage on all Acrobatics checks and can remain airborne while carrying heavy or larger creatures 2,000 pounds. : **Trait: Fearsome Presence** Creatures within 30 feet of the Roc must succeed on a DC 14 Spirit saving throw or become *Frightened* of the Roc for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. : **Difficulty Rating:** 5 ### Skrathar *Corrupted Abomination* **Ability: Acid Spit** The Skrathar can spit a burst of caustic acid in a 30-foot line. Each creature in the line must succeed on a DC 16 Agility saving throw or take 4d6 acid damage. Creatures that succeed on the save take half damage. The line is 5 feet wide and lasts until the Skrathar’s next turn. : **Unholy Strike** When you strike an enemy, you deal an additional 6 *Necrotic Damage* that count as stacks of **Curses**. If the target is a Celestial or Fae, they takes an additional 1d8 necrotic damage. : **Trait: Resilient Form** The Skrathar has resistance to all damage types except for fire and radiant damage. It also regenerates 5 hit points at the start of its turn if it has more than half of its maximum health. : **Trait: Grasp of the Void** Once per day, the Skrathar can summon tendrils of shadow to grapple creatures within 15 feet. The affected creatures must succeed on a DC 16 Strength saving throw or become *Restrained* by the tendrils. A creature can break free with a successful Strength (Athletics) check against the DC, or by dealing 10 or more damage to the tendrils (AC 14). The tendrils last for 1 minute or until destroyed. : **Difficulty Rating:** 6 ### Troll *Fearsome Giant* **Ability: Regenerate** At the start of its turn, the Troll regenerates 10 hit points if it has more than half of its maximum health remaining. : **Ability: Crush** The Troll can use its club or fists to perform a devastating slam attack. When it hits a target with its basic attack, it can choose to attempt a Crush attack. The target must succeed on a DC 16 Strength saving throw or be knocked prone and suffer an additional 2d6 *Bludgeoning Damage*. : **Trait: Stone Skin** The Troll has resistance to non-magical physical damage and can regenerate even in the face of injury, given its formidable Vitality. : **Difficulty Rating:** 5 ### Ulvhan *Shapeshifting Beast* **Ability: Shapeshift** Once per day, the Ulvhan can shift into a full wolf form, gaining increased speed and heightened senses. In wolf form, the Ulvhan gains +2 to Agility and +2 to Evasion, and its movement speed increases by 30 feet for 1 hour. The transformation lasts until the Ulvhan decides to revert to its humanoid form or is knocked unconscious. : **Ability: Feral Fury** The Ulvhan can enter a rage once per short rest. For 1 minute, the Ulvhan gains advantage on all Strength and Agility-based attacks and saving throws. During this time, it also deals an additional 1d6 damage with its basic attacks. : **Trait: Pack Tactics** If the Ulvhan is within 30 feet of an ally, it gains advantage on attack rolls against creatures that are within 5 feet of that ally. : **Trait: Unnatural Resilience** The Ulvhan has resistance to non-magical physical damage. Additionally, it regenerates 5 hit points at the start of its turn if it has more than half of its maximum health remaining. : **Difficulty Rating:** 4 ### Vampire *Undead Predator* **Ability: Vampiric Bite** The Vampire targets a creature within 5 feet (2 AP). The target must succeed on a DC 14 Vitality saving throw or take 2d8 necrotic damage. The Vampire regains health equal to half the damage dealt. If the target fails the saving throw, it also suffers the *Weakened* condition for 2 rounds. : **Ability: Hypnotic Gaze** The Vampire locks eyes with a creature within 30 feet (2 AP). The target must succeed on a DC 15 Spirit saving throw or become *Charmed* for 3 rounds, unable to harm the Vampire or resist its commands. : **Trait: Regeneration** The Vampire regains 5 HP at the start of its turn unless exposed to sunlight or radiant damage during the previous round. : **Trait: Undead Fortitude** If the Vampire is reduced to 0 HP, it can make a DC 15 Vitality saving throw. On a success, it drops to 1 HP instead. : **Difficulty Rating:** 6 ### Wight ### Witch *Spellcaster* **Ability: Hex** The Witch targets a creature within 30 feet to inflict a debilitating curse (2 AP). The target must succeed on a DC 15 Spirit saving throw or suffer disadvantage on attack rolls and ability checks for 3 rounds. : **Ability: Bewitch** The Witch can charm a creature within 20 feet (2 AP). The target must succeed on a DC 14 Charm saving throw or be charmed for 2 rounds, obeying simple commands given by the Witch. : **Trait: Magic Resistance** The Witch has advantage on saving throws against spells and other magical effects. : **Difficulty Rating:** 5 ### Wraith ### Xylopod *Wood-Eating Beast* **Ability: Devour Timber** The Xylopod can consume wooden objects or structures within reach (a Bonus Action). Each turn spent devouring restores 5 HP and creates a 10-foot difficult terrain area from splintered debris. : **Ability: Splinter Spray** The Xylopod launches a burst of splinters in a 15-foot cone (2 AP). All creatures in the area must make a DC 13 Agility saving throw or take 2d6 piercing damage and be blinded for 1 round. : **Trait: Hardened Carapace** The Xylopod's tough exoskeleton grants it resistance to non-magical slashing and piercing damage. : **Difficulty Rating:** 4 ### Yokai *Supernatural Spirit* **Ability: Phantom Touch** The Yokai can reach through solid objects to strike its prey. When attacking, it can pass through barriers and walls as if they were not present. This ability is especially effective in tight spaces and confined areas. **Ability: Haunting Whispers** Once per day, the Yokai can use its action to target a creature within 30 feet. The target must succeed on a DC 14 Spirit saving throw or become *Frightened* for 1 minute. While frightened, the creature is compelled to move toward the nearest exit or source of light. **Trait: Spiritform** As a supernatural being, the Yokai can phase through physical obstacles. It is immune to all non-magical physical damage. Additionally, the Yokai has advantage on all Charm-based checks and saving throws due to its ethereal nature. **Difficulty Rating:** 3 ### Zombie *Undead* **Ability: Infectious Bite** When the Shambling Devourer successfully hits a target with their basic attack, it can attempt to bite as a follow-up attack. If the bite hits, the target must succeed on a DC 13 Vitality saving throw or become *Infected*. An infected target takes 1d6 necrotic damage at the start of their turn until cured by magical means. : **Trait: Undead Resilience** The Shambling Devourer ignores non-magical poison damage and is immune to poison effects. If reduced to 0 HP, it can make a DC 10 Vitality check to rise again with 1 HP on its next turn. : **Difficulty Rating:** 1 https://cdn.midjourney.com/907d6540-d419-45fc-9dd7-0bf565d0586f/0_0.png ### Yeti Placeholder Image... Description and Statblock Goes Here. {{imageMaskEdge8,--offset:10%,--rotation:185,mix-blend-mode:darken ![Yeti](https://cdn.midjourney.com/52c68147-3aea-4812-977e-47c5516e6bf1/0_2.png){top:3%,right:0%,width:50%,,height:45%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Zarzatan ... }} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![Zarzatan](https://cdn.midjourney.com/ee7c1c36-5dd3-4225-a484-0810d4955437/0_0.png){bottom:0%,right:2%,height:45%,transform:scaleX(-1)} }} ### Leviathan ### Lycanthropes ### Makara Hippo Body, Lion Head, Alligator Face ### Manticore* A fearsome hybrid creature that has the body of a lion, the head of a man and a scorpion tail that can shoot poisonous darts. ### Mimic ### Minotaur ### ("Mummies") - Mummy Lord - Mummy ### ("Mutated One") ### Nightmare Claim the undead souls in the spiritual plane before taking them to their judge. {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Nightmare](https://cdn.midjourney.com/326692a5-dc5d-4dd5-a970-a4873b907108/0_3.png){top:3%,right:0%,height:40%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Normazu Sand Fish }} {{imageMaskCenter4,--offsetX:43%,--offsetY:-18%,--rotation:0,width:90% ![Normazu](https://i.ibb.co/SPyj8pQ/Sandfish.png){right:-7%,width:70%,height:50%} }} ### Ogre https://cdn.midjourney.com/6e63d39b-026e-4888-b950-fe16c1dc03cf/0_1.png ### Oni https://cdn.midjourney.com/42c05207-dbac-45e1-abe8-b906100167e9/0_2.png ### Ooze / Sludge ### ("Pixie") ### Quaker {{imageMaskEdge8,--offset:-36%,--rotation:185,mix-blend-mode:darken ![Quaker](https://cdn.midjourney.com/cd30c337-83a8-4248-a611-6255194b9d76/0_1.png){top:3%,right:0%,height:35%,,width:50%,transform:scaleX(1)} }} {{position:absolute,top:50%,width:40% ### Quaggoth ... }} {{imageMaskEdge7,--offset:-35%,--rotation:185,mix-blend-mode:darken ![Quaggoth](https://cdn.midjourney.com/74914037-9491-4da4-b85e-5b90727b26e9/0_3.png){bottom:3%,right:0%,height:35%,height:40%,transform:scaleX(-1)} }} ### Revenant ### ("Scarecrow") https://cdn.midjourney.com/b29a8475-4a1a-497d-a1a1-00fc2fbfa7c4/0_3.png ### Spiked Stalker The Spiked Stalker is a formidable creature with razor-sharp spines and deadly agility. It hunts silently in the wilderness, impaling prey from a distance before closing in for the kill with its vicious claws. Encountering the Spiked Stalker is a chilling reminder of the dangers lurking beyond civilization's borders. https://cdn.midjourney.com/57e9e845-cc6a-4bdb-a8e1-610202034279/0_0.png ### Vampires {{imageMaskEdge8,--offset:10%,--rotation:180,mix-blend-mode:darken ![Vampires](https://cdn.midjourney.com/1bd139a6-826c-4b0e-9b41-59dd21f00699/0_3.png){top:3%,right:-4%,width:60%,,height:50%,transform:scaleX(-1)} }} {{position:absolute,top:50%,width:40% ### Vetala Possessive spirit of the undead }} {{imageMaskEdge8,--offset:7%,--rotation:0,mix-blend-mode:darken ![Vetala](https://cdn.midjourney.com/b11c3bcb-1e44-4532-b7cd-3e713eca781c/0_0.png){bottom:0%,right:2%,height:45%,transform:scaleX(1)} }} {{pageNumber,auto}} \page {{partCover}} # PART 14 ## Glossary {{imageMaskEdge4,--offset:20cm,--rotation:180 ![Background image](https://i.imgur.com/9TU96xY.jpg){position:absolute,bottom:0,left:0,height:100%} }} \page # Glossary ### Armor Represents the physical protection of the gear you are wearing or another bonus that is reducing the damage taken in a similar fashion. Most characters start with a armor value of 10 (0) with the 0 referring to the damage mitigation from your armor score. Each armor value above 10, grants 1 damage reduction to either bludeoning, slashing, or piercing damage, depending on the armor type. #### Light Armors You gain a small amount of armor from most light armors, and they do not hinder your evasion at all. #### Heavy Armors You gain a more armor than light armors, however the weight of these armors can make it harder to dodge attacks. #### Shields One-handed, two-handed and worn shields all grant a bonus to your armor, check the item details for more information on a particular shield. ## Durability - Vague It is assumed that while your adventuring gear may get damaged as you continue in your journey, you make the necessary repairs to your gear during downtime. However, there are certain cases in which your weapons, armor, and other gear may become damaged or broken so be sure to keep some extra gear on hand if that is to happen. ## Doomed After dropping to 0 hit points, and succeeding your death saving throw or being healed, when you get back up your death saving throw difficulty increases by 1. This is known as the **Doomed 1** condition. This condition stacks, if it ever reaches a point where your next death saving throw would not be possible and you are reduced to 0 hit points, you die. This condition is reduced by 1 once you complete a Full Rest. \column ## Dying #### Gaining The Dying Condition When your character drops to 0 hit points and you are considered to be *Dying*. When you begin *Dying* you must roll a death saving throw at the start of your next turn, and every turn after. The death save difficulty starts at 10 and increases for each stack of the *Doomed* condition that you have, as well as for each increment of your vitality you meet or exceed into the negatives. #### Taking Damage While Dying Taking damage further pushes your hit points into the negatives, potentially increasing the difficulty of your death save and forces you to make another death saving throw even if it is not your turn. #### Rolling Your Death Save When you roll a your death save you may add your vitality to the roll, if you meet or exceed the diffficulty of the save, then your character cheats death regaining a number of hit points equal to your Vitality, this will also decrease the difficulty of your next death saving throw by 1, unless you take damage. #### External Healing If you recieve healing from an ally, the negative hit points are ignored and you gain the full amount of healing and regain consciousness and are no longer considered *Dying*. #### Regaining Consciousness Once you regain enough hit points to no longer be considered dying, your character regains consciousness but gains the *Doomed 1* and *Exhaustion 1* conditions. If you ever fail a death save, your character dies. ## Evasion An attack that does not exceed your Evasion, misses you. Missed attacks from physical weapons such as a battle axe or crossbow simply deal no damage, however any area of effect spells or other effects deal half damage instead, unless you have a bonus or the spell says otherwise. ## Hit Points The hit points you gain are represented by the number of points in the hit dice you recieve, this hit dice gives you the maximum number of hit points that it has to offer, additionally any vitality bonuses you have increase your hit points by that number each time you gain a level. If your character drops to 0 hit points you begin dying. {{pageNumber,auto}} \page {{backCover}} # Explore a World Like Never Before : {{note Be among the first to try a tabletop roleplaying game like no other. Mixing digital and in-person play like never before: Embark on a journey of self-discovery as you shape the rich history of Eldoria. Explore its diverse biomes, encounter mythical creatures, and stumble upon hidden settlements teeming with untold stories. Each step you take becomes a brushstroke on the canvas of this living world, where every discovery unveils a layer of complexity waiting to be explored. : In Eldoria, the power to influence the world is in your hands. Will you be a benevolent savior, aiding those in need, or a cunning manipulator, using the inhabitants as pawns in your grand scheme? Unearth ancient powers hidden in magical items, and watch as your renown grows, echoing through the corridors of history. As your influence takes root, alliances will form, and the course of Eldoria's destiny will be forever altered. : Eldoria invites you to go beyond the ordinary, crafting a narrative that is uniquely yours. With interactive maps and rich articles at your fingertips, the ease of play is matched only by the limitless potential for adventure. Embrace the power to shape history, unveil the secrets of Eldoria, and leave an indelible mark on this extraordinary world. }} ![background image](https://i.ibb.co/q719bSH/11.jpg){position:absolute,top:-4%,right:-47%,height:140%} {{logo ![](/assets/naturalCritLogoWhite.svg) Homebrewery.Naturalcrit.com }} \page :::::::: {{wide,note # Excerpt from the World of Eldoria :::::::: # Created by Justin Lewis :::::::: # This document is for playtesting # Alpha Version 34 }} ![background image](https://i.ibb.co/q719bSH/11.jpg){position:absolute,bottom:0,left:0,height:100%,width:100%}