```metadata title: Ariadne's SRD description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` {{frontCover}} {{position:relative,top:-60px,left:0px # Ariadne's SRD : ## **Ariadne's Codex of Strings {{width:2px}} - {{width:2px}} System Reference Document 2 . 1** --- }} {{banner 5th Edition Compatible}} {{footnote Spice up your game with the monsters, lore, playable options and expanded ruleset of the Universe of Strings! }} ![background image](https://lh3.googleusercontent.com/d/1CkDjxyIw50S8eiqHzLd2I7CtN7Tnze8u){position:absolute,top:-00px,right:-1px,height:101%,transform:scalex(-)} \page ## Legal Mumbo-Jumbo : Read the following considerations if you are interested in using our content as a part of a commercial venture, or if you want to understand how Ariadne's Codex of Strings ties in with the content / software published by Wizards of the Coast, Midjourney Inc. and NaturalCrit. If none of this is of relevance to you, feel free to skip this page and move on to the content you came for! - The content here is built upon Wizards of the Coast's 5e SRD, published under a CC-BY-4.0​ license. All content referenced from the 5e SRD belongs to Hasbro and may be reproduced and used only under by the terms of the license under which it is published. : - As an individual that has purchased *any* product in the Codex of Strings catalog, you are automatically granted a license to use the contents of Ariadne's SRD commercially. This is *not* a resell license, but an authorization to build your own products using content from the Ariadne's SRD and commercialize it without Ariadne's Codex of Strings LLC cutting into your incomes. The sole condition is that you give credit to "Ariadne's Codex" or "Codex of Strings" for any content you use from the Ariadne's SRD. If you represent a company that wishes to use content from the Ariadne's SRD commercially, please contact us to arrange specific terms. : - All the artwork featured in Ariadne's Codex of Strings is made using a Midjourney premium plan, and hereby published under their General Commercial Terms. This means the artwork featured in Ariadne's Codex of Strings is not owned by us or anyone else. We are not endorsed by Midjourney. Likewise, we do not claim ownership of the artwork, which may be used, commercially or otherwise, by all individuals or enterprises that own a Midjourney premium use license. : - The name "Ariadne's Codex of Strings", as well as "Ariadne Stringweaver", "City of Strings", "Runo Fylsworth", and "Guilliam Fallow", "Zaiah Fleshbinder", "Yrith Garas", "Myriel Genra" and "Myrrha Kal'Oshar" are copyright 2024 by Ariadne's Codex of Strings LLC. : * The formatting of Ariadne's Codex of Strings is made using the Hombrewery software by NaturalCrit, licensed under an MIT license. As such, we express our profound thanks to them for providing this wonderful tool, and we hereby recommend it to anyone in the process of making professional-looking homebrew content for TTRPGs. You can also support them on Patreon! ::::::::::::::::: {{note,position:absolute,top:540px,right:30px,width:330px #### On The Cover... *Threadmaster Guilliam Fallow, who bears a responsibility as sizeable as his fathomless melancholy. These two quintessential aspects of the most gifted magiker of our age are plain to see. His springless steps. The distance behind his arcane blue eyes. The sheer heartbreak of his composure.* #### Some Credits! **Alvar & Marcelo of the City of Strings:** Lore, Worldbuilding, Mechanics, Formatting, Concept Design, Edition and Revision. : **Lynda Behling:** Priceless revision and proofreading. : **Manuel Rivera:** FoundryVTT module development, revision and proofreading. : **The Players of the Ascension & Uhrimar Campaigns:** Playtesting, feedback and suggestions. #### Contact Information You may email us at support@codexofstrings.com if you have any questions, collaboration proposals, or, truth be told, anything you want to tell us at all! : If you want a great deal on all our publications, find us on Patreon and subscribe to one of our amazing (limited) tiers! www.patreon.com/codexofstrings : : For a full list on where to find us, check out our planar travel hub at www.codexofstrings.com, which will direct you anywhere you need--socials, selling sites, etc! }} {{position:absolute;top:0px;right:20px;width:auto }} {{position:absolute;top:20px;right:20px;width:auto }} {{imageMaskCorner26,--offsetX:58%,--offsetY:45%,--rotation:0 ![](https://imgur.com/fs2GTuF.png){height:75%,position:relative,left:330px,top:-100px} }} {{pageNumber,auto}} {{footnote Legal Considerations}} \page {{wide,position:relative,top:-20px,width:730px,left:-20px ## Changelog V.2.1 Here you can check every single change we made to the SRD document since the last version. : ### New Content - Added the Maps of Eos! Check them out at the end of this document. - Added Ariadne's Codex character sheets! ##### The full patch history of the Ariadne's SRD is available [here](https://homebrewery.naturalcrit.com/share/Z_F5v5DsatAa) for consultation. : }} {{watercolor6,top:-420px,left:850px,width:600px,background-color:#BBAD82,opacity:60%,transform:rotate(-30deg)}} {{watercolor6,top:120px,left:-60px,width:600px,background-color:#BBAD82,opacity:60%,transform:rotate(-20deg)}} {{pageNumber,auto}} \page {{toc,position:relative,top:-30px,wide # Contents - ### [{{ The Universe of Strings}}{{ 5}}](#p5) - [{{ About the Codex of Strings}}{{ 6}}](#p6) - [{{ A Quick Recap}}{{ 7}}](#p7) - [{{ The Universe of Strings}}{{ 11}}](#p11) - [{{ The Dead Gods}}{{ 18}}](#p18) - [{{ Table of Gods, Titans, and Other Entities}}{{ 22}}](#p22) - ### [{{ Ariadne's House Rules}}{{ 23}}](#p23) - [{{ New Conditions}}{{ 25}}](#p25) - [{{ Revised Sanity}}{{ 26}}](#p26) - [{{ Resolve Score}}{{ 32}}](#p32) - ### [{{ Ariadne's Bestiary}}{{ 38}}](#p38) - [{{ Snowy Elemental}}{{ 39}}](#p39) - [{{ Cat-sìth}}{{ 40}}](#p40) - [{{ Circuit Hound}}{{ 41}}](#p41) - [{{ Arkan Enforcer}}{{ 42}}](#p42) - [{{ Aurinoir Agent}}{{ 43}}](#p43) - [{{ Swarm of Skelepions}}{{ 44}}](#p44) - [{{ Corsarian Scoundrel}}{{ 45}}](#p45) - [{{ Forsaken Alchemist}}{{ 46}}](#p46) - #### [{{ GM Notes: Low Level Monsters}}{{ 47}}](#p47) - [{{ Iceborn Beast}}{{ 49}}](#p49) - [{{ Straggler}}{{ 50}}](#p50) - [{{ Crucible Hunter}}{{ 51}}](#p51) - [{{ Arkan Juggernaut}}{{ 52}}](#p52) - [{{ Shinobi Sensei}}{{ 53}}](#p53) - [{{ Karcharis}}{{ 54}}](#p54) - [{{ Cronebearer}}{{ 55}}](#p55) - #### [{{ GM Notes: Mid Level Monsters}}{{ 56}}](#p56) - [{{ Aurinoir Sentry}}{{ 58}}](#p58) - [{{ Grove Defender}}{{ 59}}](#p59) - [{{ Shrub O' Death}}{{ 60}}](#p60) - [{{ Masked One of Arkan}}{{ 61}}](#p61) - [{{ Radiation Eater}}{{ 62}}](#p62) - [{{ Convicted Magi}}{{ 63}}](#p63) - #### [{{ GM Notes: High Level Monsters}}{{ 64}}](#p64) - [{{ Arcane Warden}}{{ 66}}](#p66) - [{{ Celesari Purifier}}{{ 67}}](#p67) - [{{ Herald of the End Times}}{{ 68}}](#p68) - #### [{{ GM Notes: Epic Level Monsters}}{{ 69}}](#p69) - ### [{{ Magic Item Vault}}{{ 70}}](#p70) - [{{ Common Items}}{{ 71}}](#p71) - [{{ Uncommon Items}}{{ 73}}](#p73) - [{{ Rare Items}}{{ 75}}](#p75) - [{{ Very Rare Items}}{{ 77}}](#p77) - [{{ LegendaryItems }}{{ 79}}](#p79) - ### [{{ Player Options}}{{ 82}}](#p82) - #### [{{ Racial Options}}{{ 83}}](#p83) - [{{ Celesari}}{{ 84}}](#p84) - [{{ Misbegotten}}{{ 87}}](#p87) - [{{ Cetkar}}{{ 88}}](#p88) - [{{ Batraiki}}{{ 90}}](#p90) - [{{ Teng Scion}}{{ 91}}](#p91) - #### [{{ Class Options}}{{ 92}}](#p92) - [{{ The Starblade Class}}{{ 94}}](#p94) - [{{ The Shaper Class}}{{ 101}}](#p101) - [{{ College of Fools}}{{ 115}}](#p115) - [{{ Dread Hunter}}{{ 117}}](#p117) - [{{ The Hermit}}{{ 119}}](#p119) - [{{ Teng Bloodline}}{{ 121}}](#p121) - [{{ The Tower}}{{ 122}}](#p122) - [{{ Way of Strength}}{{ 124}}](#p124) - #### [{{ Feats of the Codex}}{{ 127}}](#p127) - ### [{{ The Arcanum of Strings}}{{ 133}}](#p133) - [{{ Cantrips}}{{ 134}}](#p134) - [{{ Level I}}{{ 135}}](#p135) - [{{ Level II}}{{ 136}}](#p136) - [{{ Level III}}{{ 138}}](#p138) - [{{ Level IV}}{{ 139}}](#p139) - [{{ Level V}}{{ 141}}](#p141) - [{{ Level VI}}{{ 143}}](#p143) - [{{ Level VII}}{{ 144}}](#p144) - [{{ Level VIII}}{{ 145}}](#p145) - [{{ Level IX}}{{ 147}}](#p147) - ### [{{ Resources}}{{ 148}}](#p148) - [{{ The First Circle of Eos}}{{ 149}}](#p149) - [{{ Ariadne's Codex of Strings Character Sheets}}{{ 157}}](#p157) }} {{pageNumber,auto}} {{imageMaskCorner34,--offsetX:-20%,--offsetY:-66%,--rotation:-32 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:50%,bottom:-10px,left:-1px} }} {{imageMaskCorner34,--offsetX:22%,--offsetY:-69%,--rotation:-55 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:50%,bottom:-10px,left:-1px} }} {{quote,color:white,position:absolute,top:890px,width:350px Eternity might believe itself invincible, inevitable. I say, as long as we continue to live, we are victorious. Do not falter, dear. There is much to do, before the lights go out for good. I shall await for you in our City, should you wish to visit, one day. The Order of Strings could use someone like you. {{attribution Ariadne Stringweaver}} }} \page {{partCover}} # I ## The Universe : ## of Strings {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://cdn.midjourney.com/eda95434-bcdd-4e1f-81e9-f775e980ce55/0_0.png){position:absolute,top:0,left:-29px,height:120%} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page :::::::::::::::::: # An Introduction Welcome you, newest acolyte of our order of knowledge! We are happy to introduce you to the cornerstone of the Codex of Strings, the illustrious Ariadne's SRD. You are beholding V.1.0 of this document, the first of many. Perhaps we've already released an update by the time you read this! Check out news on our website (www.codexofstrings.com) or patreon page (www.patreon.com/codexofstrings). Our patreon is the best way for you to keep updated, even as a free member! : Thank you for giving our little project a try, and we hope you enjoy your adventures across the CoS universe! : ### About the Codex of Strings The Codex of Strings is a growing TTRPG collection of fresh game settings, monsters, items and player options. It is also a cohesive universe: each piece of content in our books is part of the larger CoS setting, and compatible with everything else we make. The books are self-contained, however; there's no need to read anything else to understand the contents of an individual entry; you only run the risk of missing out on our *very* funny references. : ### The Core XII Starting out this project, we made 12 playable settings in the CoS universe, voted for by our patrons. Each of them is loaded with all kinds of homebrew, the best and most well-balanced of which we took and polished for this SRD. So, if you like any monster, item or player option found here, there's a good chance you'll like the setting it is from! Each Core XII sourcebook has three versions: Initiate, Base, and Deluxe. The Deluxe is the complete setting, the way it's intended to be read. Most of our Deluxe editions are about 80 pages, though some are even longer than that! The Base edition is about half that length, while the Initiate is a small 15+ page compendium of the content present within the entry. \column {{position:relative,top:-5px In a few words, the Core XII are the settings of the CoS universe, complete with unique creatures, lore, thematics, items, and much more. We are actively making *remastered* editions of the Core XII, too, and expanding on our previous content. : ### Threadmaster Entries Threadmaster Entries are more difficult to define, as each of them is built upon a unique concept. They are our most experimental content, different from most of the products one can commonly find in the 5e homebrew communities. Pantry of the Multiverse, one of our most popular Threadmaster Entries, deals with magical dishes, their effects, and gives rules on how to prepare them. We also made a short little visual novel, for example, with not a single mechanic on sight. Threadmaster entries are interesting concepts given life in a short sourcebook that is typically between twenty-five and forty pages long. It allows us to experiment with fun concepts that might have been left out of some of our core entries. : ### Codex Entries In a world after the Core XII settings, Codex entries refer to those small sourcebooks and other projects that we release each month. Generally the size of Threadmaster entries, they are intended to be short and sweet additions to D&D 5e, extremely easy to drag and drop into any game. For example, a Codex Entry could be called Cousins of Dragonkind, and provide lore, statistics, and related spells and items for draconic creatures distantly related to true dragons, in a similar vein to wyverns or dragon turtles. Another example could be a deep dive into an Order of the City of Strings, or a thematic collection of sea-dwelling monsters, or a specific quest rooted in a Core XII setting! Many, many possibilities. In practice, all entries *are* codex entries -- a remaster of a Core XII edition, for example. This is our baseline monthly output, intended for our patrons and all who await our newest releases! }} {{pageNumber,auto}} {{footnote The Universe of Strings}} {{imageMaskEdge5,--offset:40%,--rotation:180 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:20%,top:0,left:-1px} }} {{imageMaskEdge5,--offset:40%,--rotation:0 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:20%,bottom:-1px,left:-1px} }} \page {{imageMaskEdge2,--offset:9%,--rotation:90 ![](https://cdn.midjourney.com/8dde2996-df46-4e68-9bca-06c522266637/0_1.png){height:100%,left:-150px} }} \column {{text-align:center,position:relative,top:-10px ## A Quick Recap }} Built up across thousands of pages, the CoS universe has grown to dimensions we never foresaw when we were just starting out. One of the objectives of the SRD is to provide a succinct, flavorful synopsis of every aspect of the universe; both for the sake of you knowing what fraction of the Codex you'd like to get into next, and to have it as a wiki of sorts, where you can come to brush up on any and all CoS lore. : ### Of the Gods and their Demise The Xildur--the Gods of this universe--are all dead, cursed, or missing; but mostly dead. The Fall of the Gods took place in a plane-shattering war against the mightiest known void entity; Eternity, the End of All Things. That conflict left the universe broken beyond recognition, and the few creatures that remember a time before it speak of lost aspects of reality, of wounds in the functioning of the cosmos that can never be mended. In the end, the Xildur Gods gave their lives to banish Eternity, the Enemy, from reality. They perished, and their essence formed the seal that has been keeping doom at bay ever since. Divinity, however, did not die with them. : ### The Threads of Divinity Divine domains in the CoS universe are aspects of reality, the foundation blocks of the cosmos and its inner workings. A divine domain can be as general as "radiance" or "death," or as specific as "betrayal" or "stasis". The more encompassing a divine domain, the more powerful it is. Back when the Xildur lived, it was very easy to know who controlled each divine domain. The Gods had been born to wield divinity, the aspects of reality, and did so without breaking a sweat, perfectly embodying their portfolio. After their death, though... : The Gods divested themselves from their divinity in the moments before their sacrifice, to save their divine domains from Eternity's all-consuming grasp. The End of All Things is capable of destroying divinity itself, after all. These remnants of the Xildur were scattered across the universe, some entrusted to mortals loyal to the Pantheon, some left to drift through the stars, ready to be claimed by the first who embodied their values. These are called the Threads of Divinity, and carry with them the powers of the Dead Gods. They are manifestations of the powers that define reality, and are the most coveted treasures in the universe. Eternity, still plotting beyond the veil, wishes to destroy these threads, for without the very aspects of reality, the universe would cease to exist. That, beyond anything else, is what the City of Strings and its many allies work tirelessly to avoid. {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{position:relative,top:25px ### The Age of the Gods The universe inches closer to its final breath. A steady decline it is, each fight smaller than the last, each resistance less impactful in the grand scheme of things. It has been this way since time immemorial. In the end, Eternity will win, for it is entropy itself, and one cannot vanquish such a foe. There was a time, however, in which Eternity did not loom over existence, as it does in the present. An earlier age, when Gods were born and creation thrived. A legendary epoch of heroes and adventures, and great songs, and magnificent stories. The Age of the Gods. : Few individuals still remember those idyllic times, ten-thousand years ago. Within the City of Strings, only the Silver Dragon Garas can speak of the era that preceded the Teng, yet not even he finds the strength to do so. Those times are long forgotten, and with them, the myths of a thousand civilizations. The few things he does say about this period is the abundance of magic, of divine grace and godly intervention. Wars were fought, cultures were born; and many of the current species were created in this Age, by the very Gods. : When someone refers to this Age, they often do so in metaphor, for the only thing that remains from this time are ancient artifacts and tales. An Age when existence was simply allowed to be. ### The Meratar The Xildur were not the only race of ascended beings in existence. There was another; a long lost race, which few remember, of unique, powerful humanoid-animal hybrids, capable of attaining godhood on their own terms. Many of the current beasts descend from these legendary creatures. They were said to be the next generation of gods, after the Xildur, heralds of a new age of magic and progress--the Meratar, the universe's final wish for a brighter future. Anubis, Toth, Ra, these were all Meratar who managed to ascend to their full potential and become Gods of their respective domains. They carried the promise of a new age. Of a cycle continuing. Of existence eternal, in death and renewal. Yet, the Meratar did not fare better than the Xildur, and when the time came, tensions between these two divine races led to both their downfalls. That weakness, that infighting, is what led Eternity to act. }} \column {{position:relative,top:25px ### The War of Eternity Ylwe was the God of the Skies and Ruler of the United Pantheon, which comprised many of the gods you may be familiar with. He was murdered by seven powerful Meratar known as the Beast Monarchs. These individuals, seduced by Eternity and its allies, carried out an assassination with god-killer weapons, forged in the void beyond the veil of reality. Though they were put on trial and punished for their actions, the confusion that followed the death of Ylwe is what historians consider the start of the War of Eternity, for the invasion began soon after. This event incurred the wrath of Yhawe, Ylwe’s brother, the warrior God of Might, who hunted down the Meratar across the realms, accusing their entire race of his brother’s death. Many were slain in Ylwe's hateful crusade, which truly signified the beginning of the End Times. : The Meratar were stuck between a rock and a hard place. On one side, the zealous Xildur wanted justice for their murdered leader. On the other, the forces of the Void were tempting the Meratar to rise up against the Pantheon and reclaim the universe they were promised to inherit. Many fell to the dark side. This was the Enemy’s plan all along. Those that didn’t, those that went into hiding, they managed to somewhat escape the pantheon’s wrath and avoid Eternity’s temptations. ### The Fall of the Gods The War lasted for several thousand years. Entire Planes of Existence were shattered during those terrible battles. The Meratar were all but exterminated, and many Xildur began feeling the weight of loss, as their numbers began to thin. Eternity managed to enter reality for the first time, and in doing so, left enormous rifts in space that even today remain sources of void corruption. Eternity was eventually deemed an impossible foe, even for a United Pantheon. The great Gods, Odin, Gyreon, Yhawe, and many others, decided to lead one last charge and cast the immortal beast out of reality. This final battle is called the Fall of the Gods. Led by the Allfather himself, the Gods sacrificed their lives to create the seal that keeps Eternity at bay, confined to the Howling Void where it was born, along all its lesser ilk. : Many Xildur prepared for this final fight. They knew that Eternity was able to consume their very divine essence, and so they chose to leave it behind, allowing these aspects of the universe to live on among the mortals, hastily chosen inheritors of reality. And thus were forged the Threads of Divinity, entire divine domains contained in small heavenly strings. Some were left to powerful champions. Most were lost within the infinite expanse of the Astral Sea. }} {{pageNumber,auto}} {{footnote The Universe of Strings}} {{imageMaskCorner36,--offsetX:-48%,--offsetY:-93%,--rotation:-2 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:30%,left:-200px} }} {{imageMaskEdge1,--offset:44%,--rotation:180 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:20%,top:-80px} }} \page ### Wielders of Divinity Carrying a Thread of Divinity is no easy task. The Threads have a strange kind of sentience, an echo of their former, godly selves. They will not attune to a creature that doesn't have their best interests at heart, nor will they accept to be wielded by someone who doesn't embody their values. Once persuaded to attune to a character, the Thread will invest them with godly essence, increasing their power in proportion to their abilities, and giving them control over that particular aspect of reality. The Threads carry such energy, such conentrated power, they often influence and change the subject over time. Wielders of Divinity not only carry and protect their particular thread's domain, but slowly become incarnations of it. ##### Destined to Fail It is said the Threads were never supposed to fall into mortal hands. Many of these incredibly powerful divine strings have spelled doom for their wielders, in one way or another. Gods were born to wield this power, after all, while mortals inherited it after a haphazardly improvised plan. Yet, wield it they must, for the Threads yearn to be used; to expand, to grow in power, to augment their divine domains, and perhaps, one day, to be as they were, before the Fall. This, more often than not, leads to the Threads switching hands every hundred years or so. Rare are those that wield such power for more than a century, without being deposed by another, more capable wielder. Few of the original Thread Bearers have made it this far in the history of the universe, and those that did are often stagnant, wracked with misery, surrounded by afflictions of their own making. To be a Wielder of Divinity is no blessing. It is a burden unlike any other. And beyond all, it encurs a responsibility; to protect the Thread from eternal doom. Eternity is always lurking, and mortals have proved much easier to manipulate than the Gods ever were. ### The Teng There was a civilization of mighty mortals, once, that coexisted with the Gods; a dominion of primordial humanoids whose empire stretched across the material plane and into the stars, far beyond what any civilization after them ever achieved. The Teng, worshippers of the Gods and Inheritors of Dvinity. These legendary mortals were closest to the Xildur Gods before their passing, and many were chosen as Wielders of Divinity. This singular act doomed the Teng empire before it was even born. It was indeed their unmatched control over the forces of reality that led the Teng to dominate and expand after the Fall of the Gods, but it was also their vast amount of power and their numerous, conflicting Wielders of Divinity that led to their inevitable downfall. The Gods could allow themselves their petty squabbles; mortals cannot. And so, in time, the Teng destroyed themselves. Or so the stories say... : They faded in a matter of millennia. A slow death, as each different part of the Teng Dominion broke off into their own, independent region, and eventually, after a combination of revolutions, cataclysms, and wars, the last Teng realm crumbled under its own weight. The Teng species didn't go fully extinct; there are still some around, even to this day. Yet, their blood is diluted, and as other mortal races were allowed to thrive outside the Teng's watchful dominion, the ancient mortals slowly fell into obscurity, until they were nothing but a dolorous memory. ##### Of the Modern Age After thousands of years of slow and steady decline, the last Teng civilization to fall was the Moonsilver Kingdom. A plot from within, said to be orchastrated by the Enemy, saw the ancient silvery moon where the realm was based change course and be swallowed by the void. This cataclysmic event marks the start of the Modern Age, and many historians take it to represent the Year 0. This marks the end of the Teng, who ruled the galaxy with an iron fist for over seven-thousand years. {{imageMaskCorner24,--offsetX:52%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/3363cd48-effd-4c0f-96fa-2fda37d0687b/0_3.png){height:70%,right:0px,transform:scalex(1),right:-50px,bottom:-140px} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{position:relative,left:-15px ### The City of Strings In the year 894 after the fall of the Teng, within the material plane, a small group of wizards, scientists, and scholars decided to build a university atop the enlightened mountain Krath. This lodge of intellectuals wished to create a haven for scientific pursuit and arcane research, as the many kingdoms that ruled the material plane in those times were becoming increasingly hostile towards all things related to the arcane. This climate of persecution led to the creation of the precursor to the City of Strings, within the Iskendar kingdom, whose ruler was the legendary Catherine the Arcane, herself a powerful mage, who granted the lodge land rights over Mount Krath. : During the centuries that followed, the University of Mount Krath became the center of all arcane research within the material plane. A city was built to accommodate the growing number of researchers, wizards, and scholars drawn to the intellectual bubble of the University. Archdean Regan Rimley, one of the founders of the University of Krath, was studying the Threads of Divinity, and began to truly understand the traces left by the Gods after the fall. So, in the year 910, she named the nascent settlement the City of Strings, and created the Order of Strings, with one true purpose: the study and safekeeping of the legendary Threads of Divinity, which seemed an outlandish concept for many mortals, back then. ##### A City Forced to Exile After the death of Catherine the Arcane at the hands of one that passed to history only as the Queenslayer, Iskendar was thrown into a succession crisis that lasted for over half a decade. A number of unlikely deaths, arrests, and disappearances led to a most unexpected ascension to the throne of Iskendar; a distant uncle of the previous ruler, chosen for his strong army and promises to bring stability to the region. This terrible tyrant was Harlan Falthari, a ruthless religious zealot from the outer reaches of the kingdom, who would very quickly come to be known as Harlan the Cruel. Some historians speculate that Harlan's ascension was not a product of the times, but a conspiracy, a deliberate plot that began in 956 with the assassination of Catherine and ended six years later, in the year 962, when Harlan secured the throne. A climate of holy persecution of the sciences began to sour relations between the City of Strings and the throne, until the previous arrangement was no longer tenable, and a war broke out. Perhaps, if the City was more involved in Iskendar's politics, they could have prevented the conflict altogether, and even foreseen the assassination... Yet, the wizards of the University had their own problems to deal with, as their tampering with the fabric of reality led to many dangerous situations within the nascent City of Strings. }} :::::::::::::::: In a ploy to gain popular support, and to sack the powerful arcane artifacts discovered by the City of Strings, Harlan marched on Mount Krath. Despite superior firepower, technology, and magic, the numerical disadvantage was wholly insurmountable, and the lodge was forced to extreme measures to ensure its survival. : ### Arcane Escape In 1001, after six months of siege, the astronomers of the City of Strings made a proposal to the scholarly ruling council--a planar shift of unprecedented proportions, teleporting the entire metropolis to the Astral Sea. Specifically, they suggested relocating to an ancient structure, a yet unexplored artificial satellite of some kind, which the astronomers had first observed some years back. Among its advantages, it had a stable, wide orbit that promised a suitable headquarters for threadseekers to continue their exploratory endeavors. Rushed calculations, mistakes in application, and lack of arcane resources made it so one third of the City of Strings was lost in the great shift, either left behind in the material plane, or arcanely disintegrated by botched conjuration magic. : ##### The Ageless Sea The Great Shift was nothing short of an incredible exploit, despite its imperfections. The City of Strings now floated gingerly in the Astral Sea, orbiting the universe along the ancient megastructure that now served as its foundation: the primeval halls of what became known as the Library of Underside. A festivity is celebrated in the City of Strings on the date of the Great Shift, but it isn't a merry affair--it's a solemn reminder of all that was lost that fateful day. :: {{note #### The Beginning of our Story So begins the story of the City of Strings proper, and the adventures of our favorite Threadmasters! Ariadne, Fallow, and Runo all have their own campaigns in the centuries that follow, until the present, canon date of the Universe of Strings. The year is 1352, and the City of Strings has just survived its biggest inside coup! The story will continue... }} {{pageNumber,auto}} {{footnote The Universe of Strings}} {{imageMaskCorner35,--offsetX:40%,--offsetY:78%,--rotation:-20 ![](https://cdn.midjourney.com/a6df51cd-2792-4a5d-9d3c-ddb6426ff5a9/0_3.png){height:30%,top:0,right:0} }} {{imageMaskCorner35,--offsetX:40%,--offsetY:-85%,--rotation:10 ![](https://cdn.midjourney.com/a6df51cd-2792-4a5d-9d3c-ddb6426ff5a9/0_3.png){height:50%,transform:scalex(-1),right:-100px} }} \page # The Universe of Strings Beyond the established lore, the Universe of Strings has a plethora of different fantasy tropes in its all-encompassing setting; some you may recognize, while others are quite unique and offer a different approach to your familiar D&D concepts. : ### The Planes of Existence There are many planes of existence, each with their own rules, origins and complex stories. Some of them represent the nine alignments, noted by a parenthesis in their section name. Here's a short synopsis for each of them. #### The Material Plane (T.N) The center of the universe, the heart of the cosmos! The Material plane refers to the world from which the cosmic tree blossoms; an enormous, flat expanse of twenty continents and inumerable oceans divided in three Circles and surrounded by the Elemental Walls. Each culture has a different name for it. The Teng called it Eos, the base. It has also been called Kora by the Celesari, and the Root by the ancient Meratar. What makes this plane so special is its proximity to the flame of life, a powerful force of creation, responsible for the genesis of new species all across the universe. It is said the Meratar were born of the flame, much like many other mortal races after them. Could it birth new Gods, in the future? The material plane is huge, and sports hundreds of different cultures and civilizations. The only people that were able to conquer the entire plane were the Teng, with the power of their Wielders of Divinity, and even they struggled to dominate every single continent ##### Settings in the Material Plane Of our Core XII sourcebooks, the following are set within this plane of existence: * I - The Ichorous Peninsula * III - The Soulfrost Expanse * IV - The Molten Crucible * VI - The Rippling East * IX - The Last Bastion * X - The Emerald Crown * XI - The Tectonic Netherdepths \column : ##### The Ethereal Frequency The Universe of Strings, contrary to the base lore of D&D 5e, has an ethereal dimension that overlays the comsos entire, not just the material plane. That is because the etheral is not a plane, per se, but a different register of reality altogether; akin to playing the same notes on different octaves, in music. Hence, it is called the Ethereal Frequency, or Ethereal Overlay. There are some other Frequencies in the CoS lore, but they are much smaller than the Ethereal, which all inhabitants of this universe have at least passing familiarity with. : Sub-dimensions are found within the Ethereal--the Court of the Afterlife is one of them, the place where mortal souls are judged and sent to their final destinations. Another is the Narak, a corrupt offshoot of the Ethereal that overlays the land of Satokai, in the material plane. {{imageMaskCorner28,--offsetX:-25%,--offsetY:-87%,--rotation:0 ![](https://cdn.midjourney.com/c0d04869-4390-4886-b9e3-1a37da1f618c/0_1.png){height:100%,left:-1px} }} {{imageMaskCorner28,--offsetX:40%,--offsetY:-50%,--rotation:20 ![](https://cdn.midjourney.com/c0d04869-4390-4886-b9e3-1a37da1f618c/0_1.png){height:80%,right:-45px,top:300px,transform:scalex,left} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page : {{text-align:center ## The Elemental Realms The Material Plane is contained by four elemental walls, enormous barriers at its edges that rise towards the sky from the depths of the world. They are quite the sight! Yet, to even get there, one must sail across the endless sea that surrounds the main continents, which is easier said than done. ##### The Realm of Air Beyond the Wind Wall, north of the material plane, a near infinite expanse of clouds, tornados, and vortexes comprises the great plane of air. Gravity has no hold on the body within this realm, allowing all who enter to fly across the eternal skies, among floating islands and castles in the clouds. The Realm of Air is not so innocent, however, as it carries within itself the primordial chaos of all elemental planes, and beyond its borders lie the evil planes of Tartarus and Pandemonium. The Realm of Air is the easiest way through to these terrible hells. ##### The Realm of Fire To the East of the great continents, the imposing Wall of Sulfur erupts from the volcanic wastelands at the edge of the world. Beyond it, lakes of magma, molten rock, and primordial flame comprise the unlivable elemental plane of fire. Only fiends and fire elementals can bear its scalding heat. The elemental plane of fire borders Pandemonium. Yet, elementals and fiends detest one another, and so, the eternal war between the flame born and the hells rages on at the planar edges of their realms. This conflict is mirrored wherever these two affluences meet, be it in the astral plane, or within the material. The Molten Crucible is a hotspot of this old conflict, even though it is far from both Pandemonium and the Fire Realm. }} \column {{position:relative,top:315px,text-align:center ##### The Realm of Earth To the south of the world, beyond the endless sea, an enormous dam of stone holds the ocean from falling into the abyss, on the other side. This profound chasm is the entrance to the infinite cave systems of the plane of earth. Upside-down mountains, an entire world that seems to be deep below the ground, though it most clearly extends beyond our reality. Most of the earth realm is just that; earth. Solid rock for miles and miles, a claustrophobic network of tunnels that can only be tunneled through. Within this plane, forgotten beasts slumber under the earth, and intricate carved cities thrive in between dark, infinite chasms. There is no light below the earth, after all. Of all elemental planes, this might be the closest to true hell. ##### The Realm of Water To the West of Eos, titanic waterfalls break the endless sea in diamond shapes, in which whirlpools the size of continents lead to the dark ocean below. The elemental plane of water is an infinite expanse of water in which undersea kingdoms thrive and monsters of the deep roam. In the lowest reaches of the abyss, drowned titans, shipwrecks, and sleeping primordials lie aslumber, forgotten by the light. Beyond this realm, where water and air meet, the frozen wastes of Tartarus extend at the edges of reality. Home to the Nephilim, the renegade angels of the Pantheon, the dark fortress has great sway over the plane of water. Their tyranical rule has subjugated many of the kingdoms below the waves, who have come to fight for Tartarus in their wars of conquest. }} {{imageMaskEdge3,--offset:43%,--rotation:0 ![](https://cdn.midjourney.com/f51d24da-49f8-48cb-affe-dfffd1cd914f/0_1.png){height:100%} }} {{imageMaskEdge3,--offset:47%,--rotation:190 ![](https://cdn.midjourney.com/e778e307-cd0e-4a35-b041-244118165fb7/0_1.png){height:100%} }} {{imageMaskEdge3,--offset:37%,--rotation:266 ![](https://cdn.midjourney.com/e778e307-cd0e-4a35-b041-244118165fb7/0_1.png){height:100%} }} {{imageMaskEdge3,--offset:35%,--rotation:85 ![](https://cdn.midjourney.com/f51d24da-49f8-48cb-affe-dfffd1cd914f/0_1.png){height:100%} }} {{imageMaskCorner34,--offsetX:-43%,--offsetY:-60%,--rotation:-10 ![](https://cdn.midjourney.com/656ba21b-087e-4de8-b338-cf13de3dc20f/0_0.png){height:55%,bottom:-150px,left:-150px} }} {{imageMaskCorner34,--offsetX:43%,--offsetY:60%,--rotation:-10 ![](https://cdn.midjourney.com/e778e307-cd0e-4a35-b041-244118165fb7/0_1.png){height:60%,top:-20px,right:-300px} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{ ## The Higher Planes Above the Material, three planes of existence form the heavenly part of the cosmos. In this wounded universe, however, these dimensions do not exactly fulfill their original purpose. #### Celestia, The Broken Firmament (L.G) The heavenly plane of existence that was once the high seat of the Pantheon, from where Ylwe ruled the universe, no longer exists. A celestial remnant, a broken heaven--this outer plane houses the remains of the kingdom of the Gods. What little survived the War of Eternity was rebuilt by the Celesari as a refuge for all who fight against the Enemy. It is considered the home of the starfolk, even though it is not a plane of existence anymore, but a collection of shattered constellations, a phantasm of what once was the greatness of the Pantheon. They still call it Celestia, even after all this time. The broken firmament is a location within the Astral Sea and has no planar boundaries, nor Threads of Divinity that preside over it. #### Aaru, the Field of Reeds (N.G) The only Higher Plane that still remains mostly intact, the heaven known as the Field of Reeds is a peaceful, infinite expanse of gentle repose, presided over by the Angels of the Grave, the few benevolent celestials that survived the Fall of the Gods. This creed of funerary spirits shepherd the souls of the pure into quiet, peaceful rest. It is said that Anubis, the Meratar that became the God of Death, was the original patron of this mysterious celestial sect, and that, even today, the virtues of death continue to do his bidding. #### Asgard, Home of the Mad God (C.G) The ruined plane of Asgard comes next, atop the one of the furthest branches of the great tree Yggdrasil. Once, long ago, the golden kingdom of Asgard was a beacon of hope and greatness across the universe, an afterlife for heroes that fell in battle, a brilliant heart of rebellion against the mounting darkness of the galaxy. During the War of Eternity, Odin, the Allfather, God of War, exchanged his eye for knowledge of the Enemy's attack, and rallied the gods after the death of Ylwe. If not for him, the entire multiverse would surely have fullen. The price, however, for such knowledge, was more than just his eye; his kingdom entire was corrupted. The bargain is to blame for the wretched realm we now know. The once great land is now spoken of only in mourning. Within the shadows, ink-forged monsters haunt the desolate landscape, taking form from obscurity itself. The air vibrates with the ghastly echoes of their creation, as they hunt and kill one another for the amusement of a Mad God. : ##### Settings in Asgard: - XIII - Allfather's Ink }} {{imageMaskEdge5,--offset:6%,--rotation:270 ![](https://cdn.midjourney.com/a7df7d4d-28ff-411b-b5e1-808f88cee1aa/0_1.png){height:100%,left:290px,top:0} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{imageMaskEdge5,--offset:6%,--rotation:90 ![](https://cdn.midjourney.com/72a090e4-d435-4f18-bdaa-aa84581aaaaa/0_1.png){height:100%,left:-175px,top:0} }} \column {{position:relative,right:-20px ## The Lower Planes Surrounding the material, three lower planes of existence extend beyond the Elemental Planes. These are malicious in nature, and exist at the furthest edges of the base of the universe. #### Tartarus, the Frozen Fortress (L.E) The frozen wastes of Tartarus, beyond the elemental planes of water and air, is a frigid glacier, an artic sea that culminates in a black stone spire, a citadel of ice where the Nephilim reside. These dark angels are a legion of conquerors, expanding across the multiverse in their ultimate goal to bring security, and more importantly, control, to the universe. Their god, the Dark Angel Azrael, fell against Eternity, yet the Thread of Triumph, his divine domain, was passed on to his followers, on the condition they defeat the Enemy at any cost. In doing so, Azrael ensured the Nephilim would always strive to protect reality, in spite of their evil nature; for whoever contributed the most in their eternal labor would be rewarded by the Thread of Triumph itself. Today, the frozen fortress of Tartarus is a cutthroat game of politics and backstabbing, eternally at war against the Enemy and all who would aid it, even unwittingly or by accident. At the upmost floor of the Tartarus Fortress, the Wielder of Triumph rules over the plane with an iron fist, for they must continually please the Thread of Triumph with ever-greater victories and expanding control. Its current wielder, the Archnephilim Barbatos, has managed to hold on to the Thread for over a millenia, but came close to losing it during the War of Prophecy that devastated Tartarus and rattled the hells. #### Sheol, The Fields of Shadow (N.E) The darkness beyond the elemental planes coalesces in a single place, south of the material plane, in the deepest shadow of the cosmos. This place of profound darkness is known as Sheol, the somber wastes of the universe. Only patrolling Nephilim in search of prey, ambitious devils creating their own kingdoms, and shadowborn creatures of pure negative energy roam those forsaken fields. This plane of existence is the birthplace of primordial shadow, and of many of the darkest creatures of the universe. ##### Realm of Night Sheol was once the realm of Nyx, Goddess of night and darkness. Before the Fall, she divested herself of her domain, creating three Threads of Divinity, for her power was too strong for a single creature to bear. So, the Threads of Twilight, Dusk, and Midnight were born, and entrusted to her most devout followers. Today, Sheol is engulfed under the power of the Thread of Midnight, wielded by the ruthless Archdevil Lilith, who took it from the hands of the previous wielder with such finesse and brutality, that none remember their name nowadays. }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page #### Pandemonium, the Shattered Hells (C.E) Much like Celestia, its heavenly counterpart, the once unified plane known as Pandemonium is now nothing but a scatter of fiery stars, pits of doom, and dark landmasses, loosely connected by the river Styx. Pandemonium is the home of fiends, both devils and demons. The difference between these two is their origin; while devils are mortal souls turned into fiends, turned in their afterlife or by some other means, demons are hellspawn, born in Pandemonium, their souls native to the broken plane. This, unsurprisingly, leads to constant conflict between the two fiendish species. ##### The Seven In the Age of the Gods, this constant squabbling was kept under control by the Council of Seven, a cabal of dark deities responsible for the lower planes, often acting as opposition to the Ylwe-led Pantheon of Celestia in cosmic politics. Among them, Nyx, Mother of Night; but also the Archnephilim Azrael, doom bringer Abaddon, and the sly manipulator, Lady Asmodai. There was also the Xildur Rhox, God of Wrath, and the Meratar Set, God of Malice, who ascended alongside his brother Osiris, before killing and scattering his remains across the universe. And finally, presiding over the Council of Seven, the Goddess of chaos herself; Tiamat, the Primordial Greatwyrm. It was her who convinced the other dark deities to follow Odin into certain death, yet most of the Seven found a way to circumvent total annihilation. : What brought about the shattering of Pandemonium was not Eternity itself, who never grazed the lower planes, but the Fall of the Gods; in the power vaccuum left by the Seven, their followers waged war among each other. Not a single original inheritor of the Threads of the malevolent gods lived after the great wars of the lower planes, and so began the struggle for control among Nephilim, Devilkind, Shadowborn, and Hellspawn. \column ##### The War of Prophecy In the Modern Age, another great conflict shook the Shattered Hells to their core; the War of Prophecy. This conflict began when the Thread of Destiny, one of the most powerful threads in existence, fell into the hands of the Meratar Ipos. Seeking revenge for the ancient genocide the Xildur carried out against the Meratar, he rallied a host of fiends and planned to march on the higher planes, taking them in the name of the Seven, once and for all. It was Archnephilim Barbatos who opposed him, for Tartarus is tasked with the protection of the entire universe, and could not allow such discord to endanger their allies, distant though they are, in the cosmic struggle. This, Ipos had forseen--he was the Wielder of Destiny, after all. Yet, it is unclear what he tried to achieve with this ploy, for he was murdered by a rival devil soon after, and chaos ensued among the planes. Only with the help of the City of Strings, an unlikely ally, did Barbatos regain control of Tartarus and impose some kind of order in Pandemonium. The Thread of Destiny passed from hand to hand, until it was eventually lost--no one knows what happened to it after the War of Prophecy. The fact is, Pandemonium was left more broken than before, and some parts of it, such as the seat of Tiamat, the Endless City itself, drifted far into the Astral Sea, under the control of a mysterious figure only known as the King in Yellow. {{imageMaskCorner6,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/0c2ccba4-b412-4702-88f3-4c138c3347ac/0_0.png){height:115%,bottom:-100px} }} {{imageMaskCorner6,--offsetX:38%,--offsetY:-27%,--rotation:0 ![](https://cdn.midjourney.com/0c2ccba4-b412-4702-88f3-4c138c3347ac/0_0.png){height:115%,bottom:-100px} }} {{imageMaskCorner6,--offsetX:6%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/0c2ccba4-b412-4702-88f3-4c138c3347ac/0_0.png){height:115%,bottom:-100px} }} {{watercolor2,top:-320px,left:-110px,width:600px,background-color:#BBAD82,opacity:60%}} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{position:relative,left:180px,text-align:center,top:10px ## The Astral Sea In-between the roots of the Material and the tall branches of the Higher Planes, the infinite sea of stars known as the Astral Sea extends in all directions. Unlike other planes of existence, the astral does not have set boundaries, not even conceptually infinite ones like the endless pits of Pandemonium or the forever-mazes of Mirror's Edge; no, the Astral is truly infinite, for it extends far into the unknown, where no gods have ever thread. The astronomists of the City of Strings have mapped the infinite expanse of the Astral in sectors, depending on which planes of existence are near, and what planets populate those sectors. Yet, there is no edge to the universe. There is only empty darkness -- and of course, the few distant planes we know of, such as the Halls of Kallemtur, beyond the scope of cosmology. The material and its surrounding planes are, in fact, the center of the universe; still, we do not know where it ends. Where the Realm of Eternity might begin, out there in the nameless stars. ##### The Nova Cluster (L.N) In the far left of the Great Tree once stood the realm of Gyreon, God of Order. This incredible realm of cogs and arcane machinery was the driving force of order within the cosmos, until the War. Gyreon was killed before the final charge against Eternity, in a battle that merged his remains with an aspect of the Enemy itself. This destroyed his plane of existence, and also created something new; a brilliant, violet sun, a star of change and energy never seen before. Entropy and order, somehow conjoined. This location within the Astral Sea came to be known as the Nova Cluster, and is now a chaotic collection of asteroids and ancient strongholds, populated by the Gaard, Gyreon's paladins, and of course, space pirates. A whole lot of space pirates. ##### The City of Mirrors (C.N) To the right of the Great Tree, a shard of the hells drifted into the Astral, and became its very own plane of existence after the King in Yellow, Wielder of Madness, made it his seat. This remains the only fully fledged plane of existence to have been created after the Fall of the Gods. This powerful deity has extended his mad corruption to several key locations within the universe, which can be traced all the way to the first wars of the lower planes. What is this entity up to? The Wielder of Madness does not say. Yet, he appears to have made a stand against Eternity, in some way, for his machinations allowed Odin to plan his final assault, and snatch victory from the jaws of defeat--even at the cost of nine tenths of the Pantheon. }} {{imageMaskEdge5,--offset:21%,--rotation:270 ![](https://cdn.midjourney.com/ebcb6d5d-e55f-4d56-b96c-d3781afe0226/0_1.png){height:101%,left:px,top:-1px} }} {{imageMaskEdge5,--offset:21%,--rotation:90 ![](https://cdn.midjourney.com/ebcb6d5d-e55f-4d56-b96c-d3781afe0226/0_1.png){height:101%,right:1px,top:-1px} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page ::::::::::: #### Splinters of the Material Plane The Astral has an incomparable number of stars, super heated celestial bodies. It does not have many planets, however. There are, of course, odd asteroids where alien life has settled, but there are very few celestial bodies with the same capabilities as the flat and prosperous material plane. Perhaps the spherical form of these planets is not quite suited to life. Some did, however, develop intricate civilizations and powerful galactic empires, such as the charred planet of Rel, that yielded the Dark Crusader Cain; or the green and luscious planet of Grhul, home planet of the Oshar Empire, that spans an entire sector of the galaxy. Some of these are even directly connected to the Material by planar currents, such as Elphame, the land of the fey, thought to be one of the moons of Eos for many years. There is also the distant planet known as Aeryn, near Celestia itself, where Lyntas, Citadel of Radiance, stands proud among the chromatic pastures of the iridescent world. What all of these have in common, however, and what separates them from your glorified asteroid, is their core. At the center of these unnatural, spherical celestial bodies, a splinter of the Flame of Life, the heart of the Material, can be found. There must not be many of these planets, for these splinters are few and far between. Still, the City of Strings is always hard at work trying to discover habitable planets that may lead to the presence of the Xildur. ##### Settings in the Astral Sea * II - The Citadel of Radiance * V - The Nova Cluster * VII - The Library of Underside * XII - The City of Strings \column ::::::::::: #### The Distant Planes Not all is mapped out, yet. There are worlds beyond the observable universe. Splinters of the Material Plane could be found light years away from the Gyreon sector. Entire planes of existence could be waiting among the stars, abandoned by their forgotten gods. The fact is, the Xildur had a tendency to make their own domains, separate from the main planes, which might just mean there are a great amount of demiplanes and alternate dimensions beyond the Great Tree cosmology. All these potential worlds are called the Distant Planes. #### The Howling Void The realm of Eternity is not, as some might think, a distant concept. It is not the furthest plane from the material, nor the darkness of the astral, nor the eternal darkness beyond the lower planes. The Howling Void is everywhere and nowhere at the same time. It is underneath reality, omnipresent, yet unseen. The veil, maintained by the sacrifice of the gods, is what separates us from that howling realm. Divinity, in its purest form, is what keeps Eternity at bay. And for each Thread that is destroyed, consumed by the Enemy, the barrier becomes just a little bit thinner. The Howling Void is as near to you in your home as it would be at the edges of the galaxy. It is everywhere. And it awaits you voraciously. : {{classTable,frame ##### Planes of Existence and Alignment | | Good | Neutral | Evil | |:------------------|:-----:|:-----------------:|:-------:| | **Lawful** | Celestia, the Broken Firmament | Aaru, the Field of Reeds | Asgard, Home of the Mad God | | **Neutral** | Gyreon's Star, the Nova Cluster | Eos, the Material Plane | Mirror's Edge, the Endless City | | **Chaotic** | Tartarus, the Frozen Fortress | Sheol, Fields of Shadow | Pandemonium, the Shattered Hells | }} {{imageMaskEdge2,--offset:40%,--rotation:180 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:20%,top:0} }} {{imageMaskEdge2,--offset:35%,--rotation:0 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:25%,transform:scalex(-1),right:0} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{text-align:center ## The Dead Gods *and the fragments of divinity* }} : Even though they are gone, it is quite important to remember the gods of eld, for their actions, and most of all, their sacrifice, is what kept Eternity at bay, all those years ago. Clerics, Paladins, even Warlocks still gain power from these divine entities, which goes to prove they aren't truly gone. Here is a succinct list of every deity (and creature of similar power!) mentioned in the Codex of Strings, for reference. There could be more in the future... : ### Gods of the Pantheon First of all, the gods of the Pantheon, believed to be 10, based in Celestia. These are, by no means, all the gods, but they are considered the main deities of their Age. ##### Ylwe, Sovereign of the Gods God of the Skies and Ruler of the Pantheon. His Thread of Divinity was passed unto his brother, Yhawe, and then splintered when Yhawe was felled by Magnara, the Worldbreaker. Today, the Thread of Skies is atomized, broken down into pieces of wondrous power, but fickle as candle-flame compared to their united form. ##### Yhawe, Warrior God of Might The fiery Yhawe, bringer of light, god of all that shines. Sometimes credited with being the God of the Sun, even though there is no such thing. Died before the great sacrifice of the gods, eaten by the terrible Magnara. The Thread of Might, barely one of Yhawe's many divine domains, was passed on to a Teng Ruler, in an effort to control the Thread of Dusk, a fragment of the power of Nyx. ##### Gyreon, God of Order All-powerful Gyreon, keeper of balance, father of time. Primordial Xildur, said to be the mentor of both Ylwe and Yhawe. Merged with an aspect of Eternity, becoming the Eminent Star. ##### Pashama, Goddess of Nature Daughter of Ylwe and Tiamat, first ruler of Elphame, patron goddess of the elves. Mother nature and protector of the earth. Sacrificed herself against Eternity, providing one of the most powerful seals there is. To protect her unimaginably vast domain, she split the Thread of Nature into eight Sacred Blooms, whom she spread across the universe. One of those is at the heart of the Swamps of Rhunia, and has fused with an aberration, creating the fabled Lurker of the Flowers. ##### Odin, Allfather and God of War Firstborn of Yhawe and Nyx, great patriarch of the Aesir, and God of War. Led the final charge against Eternity, ralling the pantheon after the death of Ylwe and Yhawe, and the fall of Gyreon. One of the few gods that is still alive to this day... although he wishes he wasn't. ##### Kallemtur, God of Strength Second Son of Yhawe and Nyx, god of the forge and the mountains. Created the dwarves, and the afterlife known as the Halls of Kallemtur for all his followers. Reclusive deity, much like his creations. The Thread of Strength passed on into legend after Kallemtur's sacrifice. Its whereabouts are unknown. ##### Elir, Goddess of Love and Fertility One and only daughter of Yhawe and Nyx, Elir was a lesser known deity, but not less powerful by any means. She perished against Eternity, but not before using her Thread to create very particular (and very chaotic) matches within the Teng empire. Her Thread's whereabouts are unknown. ##### Mazdyr, God of Justice Creation of Gyreon, Mazdyr worked very closely with his father and was the judge of the Pantheon. It is unknown what happened to his thread after his demise, yet, around the Nova Cluster, there are still remnants of his old divine tribunals, and a glimpse of the terrible constructs he created as enforcers... ##### Toth, God of Wisdom Creator of the Infinite Library and credited with being the god of Magic itself, there was no greater sage than the Meratar Toth, one of the few of his race to have reached their full potential and ascended into deities. The Thread of Wisdom has been lost to time, much like the Thread of Symbols, which he was also the god of. It is widely believed these threads have long been splintered, as it tends to happen with great, all-powerful threads. ##### Anubis, God of Death The patient and respectful god of the dead, whose holy Synod still rules the Fields of Reeds. Toth's life-long companion, as the only two Meratar within the United Pantheon. After his sacrifice, the Thread of Death was scattered, transforming into both Virtues of Death and Vdekja spirits. Many think the great jackal is not done with the universe, as the pieces of the Thread of Death long to be reunited. {{imageMaskCorner33,--offsetX:30%,--offsetY:-76%,--rotation:20 ![](https://cdn.midjourney.com/ebcb6d5d-e55f-4d56-b96c-d3781afe0226/0_1.png){height:50%,right:0} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{position:relative,left:-10px ### The Council of Seven The dark gods of the seven, rivals to the Pantheon, yet also cooperators (even lovers, in some cases); died against Eternity all the same. The Xildur --the Meratar too, to some extent-- knew their time had come, and even the evil among them did not shy away from their duty. Here is the list of the gods that formed the Council of Seven, and ruled the lower planes during the Age of the Gods. ##### Tiamat, Dragon Goddess of Chaos Chaos at its purest form, the dragon goddess of chaos was one of the first Xildur to be born around the Great Tree. She is considered to be the mother of all chromatic dragons, which in her time, were the only dragons there were. With her army of flying, immortal creatures, she spread chaos wherever she went, for she believed that to be the correct state of affairs for the universe. Ylwe and Yhawe, trained by Gyreon, led the first divine crusade, and locked Tiamat in a stalemate. This she could not bear, for chaos is change, movement, not stagnation. She agreed to the terms proposed by Ylwe, in a great decree that shaped the universe and its still nascent planes of existence. In this mandate, she was to give half her progeny to Ylwe, who changed them into metallic dragons, paragons of virtue. In addition, the higher and lower planes were determined, and the hemispheres of the great tree would never again meddle in each other's affairs. To accept such terms, Tiamat demanded Ylwe himself as her prize. He was to be given, body and soul, to her. The Pantheon believed her to want vengeance, and Ylwe, ever the martyr, accepted. This was not what Tiamat had in mind, however. While within the lower planes, Ylwe was called Marduk, and became Tiamat's consort. They sired many children, some of which became loyal to the Pantheon, and some of which remained with their mother, in the lower planes. To track how much time Ylwe spent on each side of the universe accurately, for within the realms of chaos, Tiamat could control time to her whims, Gyreon created the Great Hourglass, a contraption that normalized the passage of time all across the universe, making the differences between the planes consistent. ##### Nyx, Mother of Night Yhawe, brother of Ylwe and God of Might, was absolutely livid when he heard about the union. What his older brother had agreed to, he would never. Cohorting with the enemy? Unacceptable. If he wasn't so honorable, Yhawe might have attempted a coup against his brother right then and there. Instead, in his rage, he left the Pantheon and wandered into the astral, saying he would never return. Oh, the irony. Within the material plane, almost as big as the heavens themselves in those times, he encountered a }} {{position:relative,left:20px beautiful pale woman bathing in a black lake. Enraptured by her long raven hair, Yhawe stopped dead in his tracks and faced the wondrous creature. This was, of course, Lady Nyx, one of Tiamat's most trusted advisors, and the Goddess of Night herself. It is unclear if such an encounter was planned, or if, by some twist of fate, the two gods did end up meeting by coincidence. Instead of continuing with their respective duties, they fell madly in love with each other and for an entire age, refused to return. Tiamat was the first to come looking for her advisor, and she did so with Marduk by her side. When they found the enraptured couple, they had sired five children, and were living in the shadow of the world tree, illuminated only by Yhawe's light. Yhawe and Nyx knew their time had come, and decided to split, for they were both nothing if not dutiful. ##### Rhox, God of Wrath Twin brother of Kallemtur, Rhox always lived in the shadow of Firstborn Odin, who Yhawe trained diligently. This made Rhox find comfort with his mother, while Kallemtur, ever the loner, preferred to focus on his own craft. When they were discovered by Ylwe and Tiamat, Rhox was barely past his adolescence, and Nyx's decision to leave all her children in the care of Yhawe hurt him the most. He never truly adapted to life in the upper planes. When Odin left, ready to start his own kingdom and prove his worth as God of War, Rhox transferred his envy to his twin brother, who despite having been dealt the same cards as him, was beloved by all for his stoic nature and craftsmanship. In comparison, Rhox, who always chased behind Odin, never did distinguish himself as a warrior. It was during the great tournament of the gods that Kallemtur beat his twin brother in wrestling. This was a great surprise, for Kallemtur was never thought of as the strong one. Yet, the essence of Might favored the god of the forge for his training, his discipline, and most of all, his inner strength. And so, Rhox was robbed of his place again, and he became bitter and unhinged. : That very night, Rhox attempted to murder his twin brother. His anger had boiled to the point of murderous wrath, and in a last ditch attempt to capture some of his father's praise and affection, he entered his brother's chambers and plunged his weapon in Kallemtur's chest. Tragically, sleeping beneath the covers, their little brother Adonis took the blow, who, wrecked by a terrible nightmare, had asked to sleep in Kallemtur's chambers. The would-be God died on impact, but saved Kallemtur's life. This was enough for the newly appointed God of Strength to wake and defeat his evil brother, who was forever banished from the Pantheon for the crime of kinslaying. Despite his actions, there is nothing in the universe like a mother's love, and Rhox, forever marred by his terrible actions, was taken in by Nyx. }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(90deg),position:absolute,top:400px,left:245px,opacity:80%} {{pageNumber,auto}} {{footnote The Universe of Strings}} {{watercolor9,top:-100px,left:420px,width:300px,background-color:gold,opacity:60%,transform:rotate(-40deg)}} {{watercolor9,top:-100px,left:420px,width:-300px,background-color:red,opacity:30%,transform:rotate(40deg)}} \page {{imageMaskCorner24,--offsetX:-52%,--offsetY:82%,--rotation:-0 ![](https://cdn.midjourney.com/eda95434-bcdd-4e1f-81e9-f775e980ce55/0_0.png){height:85%,right:0px,transform:scalex(-1),left:-50px,top:-170px} }} {{imageMaskCorner24,--offsetX:52%,--offsetY:-72%,--rotation:0 ![](https://cdn.midjourney.com/ec1e0ff4-12a5-454a-abc0-ae52a38923b8/0_0.png){height:70%,right:0px,transform:scalex(1),right:-50px,bottom:-380px} }} ::::::::::::::::: ##### Abaddon, Incarnation of Doom The Council, in those times, was comprised only by the previously mentioned Xildur; and sometimes Marduk, who ended up visiting his nephew Rhox more times than Yhawe ever did. The first demonic ascension happened much later, at the tail end of the Age of Gods, and thousands of years after the conflicts that the Xildur endured. Abaddon was one of the children of Marduk and Tiamat; an Archdemon, radically different from the Xildur, for he was conceived within the fiery pits of Pandemonium. He is considered to be one of the first demons to walk the planes, and in this promise he delivered, becoming the first ever Lord of the Hells, behind his all-powerful mother, of course. ##### Asmodai the Deceiver Following Abaddon's example, a mortal, of all creatures, attempted to ascend to godhood. This wayward soul hailed from an unknown civilization, from a time before even the Teng, that did not survive, nor leave any significant trace. The only thing that is certain is that, of all its members, only one pulled through, and in the afterlife, did something they could have never achieved during their fickle mortal days. Asmodai was reincarnated as a Devil within Pandemonium, and worked her way up the ladder from a lowly sinner to a respected Countess of Hell. Her status as devil meant she was not anchored to a single plane of existence, and could roam freely. And so, Asmodai traveled the universe, meeting the Nephilim of Tartarus, the great angels of Celestia, even the Einherjar of Asgard. She proved herself of great use, and everything she learned, she reported back to her superiors, until she caught the ear of Tiamat herself. As she accrued more and more power, she became the spy master of the entire Pandemonium, and is even rumored to have been invited to Tiamat and Marduk's bed. Her ascension was slow and steady, and eventually, she found the secrets of divinity, and became a goddess in her own right. Asmodai was the first mortal ever to achieve such a feat. To this day, it is still unclear how she managed it, or if another could repeat it. \column ##### Azrael, Fallen Angel of Triumph How are Nephilim created? What kind of magic turns a celestial into such a malicious, tyrannical entity? Into those black-winged angels? It is unclear what, or who, made the Nephilim, but within their ruthless ranks where only conquest matters, one thing remained clear: Azrael was the greatest of them all. Such was his power, Yhawe once went to war with Tartarus, and lost. Not only did he lose, but Azrael took a piece of his divinity for himself. In that moment, Odin decided to take up arms to recover the piece of his father that was lost, and Asgard went to war against Tartarus in the longest galactic conflict the universe had ever seen. Only the arrival of Eternity could make Azrael and Odin stop their battle, and still, it took great effort to convince both of them to work together. During their final charge, even despite their bad blood, Odin knew the Xildur would win. Triumph incarnate was on their side, after all. ##### Set, Malice Incarnate While Rhox failed to vanquish his object of envy, Set managed not only to kill his brother, but to scatter him across the universe, in an act of Spite so great it created its very own Divine Domain. The sole Meratar to ever sit among the Dark Gods, Set is credited with the murder of Osiris, the original Keeper of the Dead. Set is also, coincidentally, the only god to refuse the call to fight against Eternity. He instead joined Velenor, the Mad Alchemist, and plotted with Eternity to end all of existence, as long as Malice remained. He was brought to justice by Mazdyr and judged by the Pantheon, having his Divinity revoked, just in time for the Gods to make their final stand against Eternity. Set was confined somewhere within the material plane, in a cage much akin to a mortal's prison, for the great Meratar was no longer a deity, and such restraints could hold him forever. Still, he was immortal, and so, to this day, it is said that Set is still paying for his many crimes against the pantheon. The day he escapes, if it ever comes, will be one of terrible reckoning. {{pageNumber,auto}} {{footnote The Universe of Strings}} \page ### The Elemental Titans The elements, though at the service of the Xildur, were not part of their domains. In fact, the Primordials, which some called Titans, are a third species of primal entities, different from both Meratar and Xildur. They did not achieve Divinity as it is understood in the context of Threads and divine domains, for it is believed they were not capable of doing so. Still, the most powerful among them did ascend to become great elemental lords, and in time, form intricate religions around them and empower clerics with primordial blessings. ##### Agni, Primordial of Fire The great titan of fire Agni is one of the oldest beings in the universe, is still around this very day. Like many other elemental lords, he did not take part in the War of Eternity, only striking at the Enemy when it dared trespass within his domain. His stoic permanence and his uninvolved nature has led the plane of fire to be ruled by anarchy, as Agni believes it should. He is the flame, deep beneath lakes of magma and pillars of basalt, and is in constant meditation. It is said, if he were to ever perish, all fire in the universe would go out. Of all Primordials, excluding Geb for obvious reasons, Agni is the least involved. He is content with meditating deep beneath the world, tending to his own flame. ##### Neptune, Primordial of Water The meddlesome king of the seven seas is not only one of the most powerful beings in existence, but also the father of the innumerable beasts of the sea. He is as good as he is chaotic, as lenient as he is wrathful. He commands the sea and whatever lurks beneath, and often meddles in mortal affairs, taking the form of a blue eyed, white haired man of incredible talent and leadership... and not without a taste for warfare. Neptune thus proceeds to start wars between kingdoms for his amusement, before disappearing into the ocean in a particularly terrible naval battle. \column ##### Geb, Primordial of Earth The slumbering primordial of earth is the father of rock and stone. Deep within the plane of earth, he sleeps, motionless. If he were to ever wake up, the entire material plane would shake and crumble, for he is the mountains in which Kallemtur forged and the caves in which the dark creatures hide. He is the plains and the coasts, and the islands, and the deserts. He is the earth itself, and only in his sleep do mortals live in peace. There was a ploy once, hatched by the servants of Eternity, to murder Geb in his sleep by burrowing the monstrous creatures known as Tarrasques deep within his body. The monsters, however, were nothing but experiments, and even though they were bred for destruction, the cozy rock and warm earth of the primordial's body was enough to put them right to sleep. Every now and again, a Tarrasque wakes, and in its immortal rampage, it unburrows from the elemental plane of earth and destroys part of the material realm--yet always, and without fail, they return to the body of Geb when they become wounded or tired, and join him in comfortable slumber. ##### Zephyr, Primordial of Air The whimsical primordial of air traditionally takes the form of a woman, even though titans do not have conventional genders, as we understand them, and can take any appearance they want. Zephyr, much like Neptune, likes meddling in mortal affairs, though in a much more... involved way. The woman (or sometimes man!) often takes lovers, especially musicians, to be their consorts in a heavenly glade within the plane of air, accessible only to Zephyr and their nymphs. Zephyr's anger is as terrible as Neptune's, and whenever they are angry, they team up with the Primordial of the oceans to create terrible storms. These two are quite close, and might even be courting one another, though the mating rituals of elementals are not quite understood. ##### Hecate, Primordial of Magic And of all, the most enigmatic; Hecate, the primordial of magic. A creature without domain, ever-present, much like arcana itself. An invisible link between all; prana, the fifth element, the arcane charge that flows through everything, and connects the smallest of rocks to the most grand of mountains. Hecate is said to have given her favor to Toth in the Age of the Gods, and with her blessing, the god of knowledge created sorcery, which was quickly adopted by all. Hecate's whereabouts are unknown. The only proof of her existence are the writings of Toth, some of which were discovered within the Library of Underside, atop which stands the very City of Strings. One thing is clear; the primordial, or at least her primal domain, lives on, for if it did not, sorcery would cease to function. What a terrible prospect. {{imageMaskCorner33,--offsetX:-49%,--offsetY:-62%,--rotation:-11 ![](https://cdn.midjourney.com/362342c6-631b-4ff1-8e2d-f7e09b6c4eb8/0_3.png){height:94%,bottom:-560px,left:-130px} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page ::::::::::::::::::::: {{classTable,frame,wide,text-align:center ##### Table of Gods, Titans, and Other Entities | Deity | Alignment | Domain(s) | Symbol(s) | | |:------------------|:-----:|:-----------------:|:-------:| :-------:| | ***The Pantheon*** | | | | | Ylwe | Lawful Good | The Sky, Sovereigns | The Golden Crown | | Yhawe | Chaotic Good | Might, Light | The Eight-pointed Star | | Gyreon | Lawful Neutral | Order, Constructs, Time | The Cog, the Hourglass | | Pashama |Neutral Good | Nature, the Seasons | The Leaf | | Odin | Chaotic Good | War | The Valknut | | Kallemtur | Chaotic Good | Strength, the Mountains, the Forge | The Hammer, the Anvil | | Elir | Chaotic Good | Love, Fertility, Home | The Apple, the Heart | | Mazdyr | Lawful Neutral | Justice | The Scales, the Sword | | Toth | True Neutral | Wisdom, Sorcery, Symbols | The Purple Eye, Scrolls | | Anubis | True Neutral | Death | The Ankh | | ***The Seven*** | | | | | Tiamat | Chaotic Neutral | Chaos, Chromatic Dragons | The Red Dragon Head | | Nyx | True Neutral | The Night, Darkness | The Veil, the Waning Moon | | Rhox | Chaotic Evil | Wrath, Hatred, Betrayal | The Red Fist | | Abaddon | Chaotic Evil | Destruction, Doom, Catastrophe | The Sigil of Abaddon | | Asmodai | Lawful Evil | Ambition, Seduction | The Inverted Pentagram | | Azrael | Lawful Evil | Victory, Triumph, Conquest | The Cross | | Set | Neutral Evil | Malice, Spite | The Evil Eye | | ***The Elemental Titans*** | | | | | Agni | Chaotic Neutral | Fire, Stars | Symbol of Fire | | Neptune | Chaotic Neutral | Water, the Oceans | Symbol of Water | | Geb | Chaotic Neutral | Earth | Symbol of Earth | | Zephyr | Chaotic Neutral | Wind, Storms | Symbol of Air | | Hecate | Chaotic Neutral | Magic, the Arcane, Mystery | The Six-pointed Star | | ***Others*** | | | | | Marduk | Lawful Good | Temperance, Metallic Dragons | The Golden Dragon | | The King in Yellow | Chaotic Neutral | Madness, Manipulation, Corruption | The Inverted Chalice | | Tauryl | Chaotic Good | Perseverance, Stasis | The Bull | | Asterion | Chaotic Neutral | - | The Eight-Pointed Star | | Thor | Chaotic Good | Thunder, Warriors, Honor | The Hammer, Lightning | | Diana | Chaotic Neutral | The Hunt | The Arrow | | Leung | Lawful Neutral | Regalness, Dominion, Subjugation | The Dragon Serpent | | Al-Manakh | True Neutral | Burdens, Loops, Cycles | The Elephant | | Velenor | Chaotic Evil | Alchemy | The Black Goat, the Phial | | Sekhmet | Chaotic Neutral | Strife, Vengeance | The Lion Head | | Bastet | Chaotic Neutral | Luck, Revelry | The Cat | | The Hermit | Chaotic Neutral | Travel | The Hood, the Golden Circle | | Arkan | Lawful Evil | Greed, Poison, Slavery | The Scorpion | | Obsidias | Chaotic Evil | Suicide, Kinslaying, Blasphemy | The Vortex | | The Blind God | Chaotic Evil | True Seeing, Ruinous Prophecy | Rags, the Blind Eye | | Eternity | Chaotic Evil | Entropy, Nothingness, Endings, Void | The Sigil of the Void | }} {{imageMaskEdge4,--offset:10%,--rotation:180 ![](https://cdn.midjourney.com/ba1b0b12-8f93-482b-b44d-10f2beb33f7b/0_0.png){height:120%,bottom:10px,left:-25px} }} {{imageMaskEdge4,--offset:20%,--rotation:0 ![](https://cdn.midjourney.com/ba1b0b12-8f93-482b-b44d-10f2beb33f7b/0_0.png){height:120%,transform:scale(-),bottom:-20px} }} {{pageNumber,auto}} {{footnote The Universe of Strings}} \page {{partCover}} # II ## Optional Rules : {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://cdn.midjourney.com/7ea13c31-047d-4c2d-8a10-2f0fa202c1b9/0_0.png){position:absolute,top:-100px,left:-1px,height:130%} }} {{pageNumber,auto}} {{footnote Optional Rules}} \page # Ariadne's House Rules Hello there, brave Threadseeker! Beginning our System Reference Document, we present our tried and true house rules, playtested by many different D&D groups and refined over the years. To be honest, the Codex of Strings has a lot of Optional Rules, ranging from battlefield dynamics to brand new ability scores; we love adding mechanics to our games, even if the results aren't quite balanced. The following, however, are the rules that have been more optimally refined, and that have been adopted by the greatest majority of D&D playtest groups. We have been playing with these for the past few years, and have tweaked them as we went along, until we published them in their respective sourcebooks. ### Revised Sanity One of our most acclaimed additions, the revised sanity rules add much needed mechanical depth to mental health in the tabletop. First shown in our Ichorous Peninsula entry, these optional rules help the DM better represent different mental states, from disturbed minds to the clinically insane. It also gives measurements for a declining mental state, as well as options for recovery. These rules can be added to any type of game, without much commitment; even in games where sanity is not an issue! You can try them on, and if your group is not feeling them, you can always take them out. They can be added right in the middle of an ongoing campaign; they don't necessarily need to be implemented from character creation. \column ### Weapon Actions (Coming Soon!) A very common optional rule for many home games, these are our own version of the classic Weapon Features for martial characters. First implemented in our Citadel of Radiance entry, these rules add special weapon actions a martial character can take, depending on their skill with a certain type of weapon. It adds actions that can only be taken by experienced fighters, giving every martial an additional option to use during combat. These are also very modular rules. Try them on, and your martial players will never want to stop using them! ### The Resolve Score Our most game-changing optional rule, the Resolve score adds an entirely new ability score to the game. It is the alternative to Charisma, an entirely new way of approaching social situations. It also rearranges the fundamental power budget of the ability scores as they are presented in D&D, making Wisdom not so overbearingly strong compared to the other mental statistics. This optional rule is by far the most difficult to add to your game, and yet, it is the most rewarding. It not only refreshes the 5e D&D formula for seasoned players, but also gives the option to create interesting new characters with additional skills you never thought of. It stirrs the game on a completely different course, creating unexpected roleplay scenarios and allowing characters that might not usually shine in conversation to sway hearts and inspire crowds. : The Resolve score might just be our most recognizable rule, for many of our creatures have it on their stat sheet as RES. Once you get used to it, it isn't difficult to translate characters and NPCs to this system. :: {{note #### From Ariadne's to You Our own D&D groups have been playing with all these rules for the better part of 8 years, a long time before Ariadne's Codex of Strings was even an idea in our heads. As veteran DMs, we vow to you; these rules are worth the effort to implement them, and once you play with them, you will feel something missing from other D&D games. We hope you enjoy them! }} {{imageMaskEdge5,--offset:24%,--rotation:15 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,top:581px} }} {{imageMaskCenter4,--offsetX:-41%,--offsetY:-29%,--rotation:0 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,top:581px} }} {{pageNumber,auto}} {{footnote Optional Rules}} \page ### Some New Conditions! D&D 5e has long felt the lack of certain conditions; chief among them, a *chilled* condition, or a *frozen* condition to represent one of the most well-known and used tropes of fantasy: frost magic and its effects. The few that follow are our yet nascent attempt at making the game's condition library more complete! : Certain spells and monsters in the Ariadne's SRD apply these conditions, but they are designed for the GM to mete out at their discretion, too, following certain narrative events, or as mechanical solutions for situations not covered by any rules. : ##### Dazzled A lesser version of the stunned condition, the *dazzled* condition impedes a creature from taking reactions. This is already part of many class abilities within the core game, and should be a condition on its own. ##### Demoralized Hopelessness is a poisonous bloom most insidious, growing many thorny branches around a person's heart, and impeding true action. While *demoralized*, a creature cannot benefit from advantage in any ability check, saving throw or attack roll, even if they normally would in their situation. Additionally, creatures affected by this condition cannot benefit from bardic inspiration. : The *demoralized* condition can be applied, very specifically, by the mass despair spell (page 78), but it also serves very well as a mechanical effect of some tragic narrative event. It is always good to discuss the feelings of their character with the player when using it in this way, however; bestowing it on pure GM discretion is overstepping the bounds of a healthy table, more often than not. ##### Revealed A *revealed* creature cannot benefit from the *invisible* condition, is returned to its true form if it is shapeshifted, and attacks against it hit critically on a natural roll of 19-20. The *revealed* condition does not undo magic, it only negates it temporarily: if a creature is concentrating on an *invisibility* spell that it cast on itself and is *revealed*, for example, the spell doesn't end; its effects are put on hold until they lose the *revealed* condition. \column ::::::::: ##### Congelation Congelation sets in in three cumulative stages: *chilled*, *frostbitten* and *frozen*. Because they are cumulative, they don't replace one another when applied; a frostbitten creature still suffers the negative effects of being chilled, for example. - **Chilled:** Not terribly damaging, but still too much cold. In this bracket of congelation, creatures must consume twice the amount of food to take a short or long rest, to make up for the lost energy that staving off the cold requires. Additionally, while in combat, they are unable to use bonus actions. Creatures with immunity or resistance to cold damage don't suffer from these negative effects, but are still considered chilled for buildup purposes. - **Frostbitten:** When your body starts getting covered in icy crystals, then you know you should start worrying. Creatures in this bracket take 10 cold damage when they first acquire the condition, and again for every 10 minutes it remains. Additionally, they lose 10 feet of movement, as the icy buildup makes moving harder. Creatures with immunity to cold damage, in addition to not being damaged, don't receive any movement penalties. - **Frozen:** The frost becomes so harsh that moving becomes impossible, and the damage to organic tissue becomes nearly irreversible. Creatures that enter this bracket instantly take 15 cold damage, are considered *petrified*, and gain one point of exhaustion for every minute spent frozen. Creatures immune to cold damage don't gain points of exhaustion, but still suffer from petrification. {{pageNumber,auto}} {{footnote Optional Rules}} {{imageMaskEdge5,--offset:44%,--rotation:198 ![](https://imgur.com/YHpAbMO.png){height:100%,top:-1px} }} {{imageMaskCorner26,--offsetX:50%,--offsetY:-72%,--rotation:-12 ![](https://imgur.com/YHpAbMO.png){height:100%} }} {{imageMaskEdge3,--offset:38%,--rotation:0 ![](https://imgur.com/YHpAbMO.png){height:78%} }} \page {{imageMaskEdge1,--offset:0%,--rotation:270 ![](https://cdn.midjourney.com/f1be1d80-50d4-46b8-aed1-62f858d12336/0_0.png){height:100%,transform:scalex(-1),right:-80px} }} {{position:relative,top:-10px,right:20px,width:290px,text-align:center # Revised Sanity Dungeons and Dragons is a game that often delves into dark and mysterious settings, where the characters encounter horrors and eldritch entities that can test the limits of their sanity. During our play, we felt that the DM's Guide rules for sanity could be made much more interesting than just a random roll on a Madness table. : These optional rules for sanity and madness provide a framework for simulating the psychological strain and repercussions of facing the difficult life of an adventurer. They primarily represent the mental deterioration and recovery of characters during long periods of time, which is a great improvement over rolling a die and adcquiring a random quirk. : ### Sanity Score All characters start with a sanity score of 10, as if it were an additional ability score. It represents the general state of mind a character might have, and cannot be increased by ability score improvements. Characters who have suffered greatly in their backstories can (and should!) start the game with a sanity score of 9 or lower, to represent their fragile state of mind entering the campaign. They can get better over time, which adds a layer of *mechanical* benefit to many activities, such as developing a romantic relationship, forging a bond with your friends, or finding significant purpose in life, among other things. : ### Adding Sanity to your Game In terms of ease of use, the Sanity rules can be implemented from the start of the campaign, or in the middle of the adventure, or even for a single arc that deals with sanity altering creatures or events. It is quite easy to have the mechanic leave a mark on your players even when used for as little as a few sessions, though we personally recommend having Sanity all-throughout your adventure, for the cumulative effects of the condition are what truly takes this optional rule to the next level. : If you don't like it, or it creates any difficulty in the table, you can remove it without consequence. "Being crazy" in D&D is generally something you roleplay, after all, and not something that is represented in the sheet. Still, what Revised Sanity sets out to do is promote this facet of the game, without endangering other aspects. It leaves a lot on the Player's shoulders! This way, they can engage with it if they are inclined to. }} {{pageNumber,auto}} {{footnote Optional Rules}} \page ::::::::: ### Sanity Tiers The following is a brief explanation of what each sanity tier at and below 10 indicates, both from a mechanical and a roleplay perspective. ##### 10+ This is considered being mentally stable. Your life is considered normal, with the occasional traumatic event. Whatever happened, it got resolved in the past or didn't affect your mental health that much. A character can be at this tier while having suffered much; that would indicate they are over whatever trauma they endured, and are stronger for it. ##### 9 A particular event may have traumatized you, be it the death of your parents, the loss of your home, or even a personal failure that haunts you. Most backstories have an event that could call for a sanity score of 9, but it generally depends on how your character has lived through it. Luke Skywalker saw his aunt and uncle roasted alive and kept going without a care in the world. It boils down to how you would like to play your character. Most adventurers find themselves in this bracket, in one way or another. ##### 8 You had a difficult life; a traumatic experience, an event or series of events have changed you for the worse. This Sanity bracket is where you find the most common afflictions of the mind, such as Insomnia, Depression, Addiction, and many others. Note that your symptoms are still mild and they do not impede your normal functioning. You may have OCD, but it doesn't mean you take psychic damage whenever your Barbarian friend eats with their mouth open. Still, at this tier, your scarred mental state is an important part of why you are they way you are. ##### 7 You are heavily scarred by your past and actively deal with profound issues that affect your day to day life. In this bracket, the symptoms get worse; compulsions, chronic depression, post-traumatic stress disorder. You may experience regular panic attacks, or freeze during a fight, or have bouts of uncontrollable anger. A good example would be Caleb Widogast from campaign 2 of Critical Role. His issues make him stop dead in his tracks whenever encountering fire, for example. \column :::::::::::::::::::: ##### 6 This is as low as you should go when creating a character. This sanity score is reserved for the insane. Whatever the circumstances, your life has led you to a point were you cannot trust your own mind. You may suffer from constant hallucinations, multiple personality disorder, psychosis, among other things. The difference between this bracket and the one below is that you still function as a character, despite (or even because of) your insanity. The Mad Hatter, Patrick Bateman, the Joker; this tier makes the insanity of the characters not just a struggle, but their defining characteristic. ##### 5 Your mental health problems impede your normal functioning. Fugue states, amnesia, hysterical paralysis. A character with a sanity score of 5 is barely able to participate in the campaign. However, this can make for a pretty interesting story. Not too long ago, one of my players was brought back from the dead and lost a sanity point, bringing her down from 6 to 5. She ended up losing all her memories, which allowed a bad guy to take her under his wing (damn you, Constantine!). Next time she found the party, a tragic fight ensued, in which she slowly regained her memories in battle against her friends. This bracket can result in really powerful moments if you know how to capitalize on them. ##### 4 Players that end up this low on sanity lose control of their characters. They become raving lunatics, mute hermits, or frenzied killers. This tier represents a complete loss of bodily autonomy, akin to player character death. ##### 1-3 Finally, a creature with a sanity score of 3 or lower is no longer present in the mind. The body is still there, like an abandoned husk, but the self has left and cannot be recovered by normal means. Vegetative states, comas, and other terrible fates make up this sanity tier. {{imageMaskCorner34,--offsetX:-15%,--offsetY:80%,--rotation:-40 ![](https://cdn.midjourney.com/61bb76d4-8134-47e3-a988-6bd2cbfa2e3b/0_0.png){height:50%,top:-40px,transform:scalex(-1),right:-10px} }} {{imageMaskCorner34,--offsetX:30%,--offsetY:67%,--rotation:-25 ![](https://cdn.midjourney.com/61bb76d4-8134-47e3-a988-6bd2cbfa2e3b/0_0.png){height:50%,top:-40px,transform:scalex(-1),right:-100px} }} {{pageNumber,auto}} {{footnote Optional Rules}} \page ### When to Call for a Sanity Roll Like other ability scores, sanity saving throws can be called to determine the effect of a particular event on a character. Many things can induce a sanity save, from traumatic experiences to eldritch monstrosities. In situations that would test a character's sanity, the DM may call for a Sanity Saving throw. Roll a d20 and add or subtract your Sanity modifier. The DC works much like a death saving throw would; its always 10. This makes it so a character that is already mentally unstable is more likely to break under difficult circumstances and spiral out of control. :: ##### Negative Sanity Modifier | Sanity Score | Modifier | |:------------------|:-----:| |10 | 0 | | 9 | -1 | | 8 | -2 | | 7 | -3 | | 6 | -4 | | 5 or less | -5 | ##### Short-term, long-term Before the roll is made, the DM must determine if the event in question provokes short-term sanity loss or long-term sanity loss. Finishing a long rest recuperates a single point of short-term sanity. Regardless of which roll is made, the results are the same. To determine the effects of losing sanity, use the same parameters for both short-term and long-term as to create a more believable descent into madness. One could even think spells and other magical effects in this way; crown of madness is nothing but a spell that reduces your sanity to 4 for the duration, while hypnotic pattern goes a step further and reduces it to 3 for as long as you are under the effect. : Consistency goes a long way in creating a believable world for your players to inhabit, and makes it much easier for you to improvise on the spot, rather than having to roll on a madness table that, when in context, ends up making little to no sense whatsoever. \column ::::::::::::::::::::::::::::: ##### Descent into Madness When should you call for long-term sanity rolls? Generally after traumatic events a character has gone through at the table. The death of a loved one right in front of your eyes. Being brought back to life after a gruesome demise. Having your entire worldview questioned or outright destroyed. These scenarios are plentiful but are primarily focused on the character and their lived experience. : For example, when Luke confronts Darth Vader and learns the truth (I AM YOUR FATHER), the DM may call for a sanity save. One could say Luke failed the save and changed as a person because of it, becoming a grittier character by the third film (brother is killing extras like nobody's business. Go, green-saber Luke!). : Don't make the aberration beyond space and time provoke a long-term sanity roll; that may be a very cool (if not cliché) concept on paper, but a horrible thing to force onto a player. They must above all understand why their character is losing sanity, so as to be able to roleplay as said character. Reserve your sanity-loss combat mechanics for short-term rolls. : On the other hand, you could argue that some events are so traumatic they don't need a roll to be resolved. This can be a great tool when cooperating with a player; we do not advise forcing a character to lose a sanity point if your player isn't comfortable with it. Remember, the more sanity points a character loses, the harder it is to succeed in the following rolls. In this way, short and long-term sanity loss can be intertwined, making the character descend faster and faster into madness. {{imageMaskCorner34,--offsetX:50%,--offsetY:53%,--rotation:0 ![](https://cdn.midjourney.com/a297d331-7112-425d-acb6-c864dff0ed30/0_3.png){height:100%,top:-150px,right:-120px,transform:rotate(10deg)} }} {{imageMaskCorner32,--offsetX:-50%,--offsetY:-70%,--rotation:0 ![](https://cdn.midjourney.com/9c1d5deb-73c5-403f-a0b1-ba5a736934e8/0_2.png){height:70%,transform:scale(-1),bottom:-180px,left:-30px} }} {{watercolor2,top:20px,left:-130px,width:600px,background-color:white,opacity:80%}} {{pageNumber,auto}} {{footnote Optional Rules}} \page ### How to Interact with Sanity This is all well and good, but what impact does this score actually make in regular play? Well, to be perfectly honest, it depends on what you, as a DM (or player!) think is appropriate according to the respective sanity tier. : Going from X sanity to X - 1 may entail a Wisdom save, for example; on a failure, the character freezes, stunned for the round, as they process what happened. During a fight, you could impose disadvantage on certain tasks, give them a condition (be it frightened, demoralized, incapacitated), or even award them bonuses and benefits, as they snap and desperately try to achieve their goal. : More broadly, when interacting with a score of 7 or lower, you can have them hear voices, hallucinate, develop compulsions towards certain objects. As a player, you have free reign over what you think your character would be like under the strains of sanity-loss. We find that the more this score incites roleplay, the better. : We generally divide the sanity effects in two categories: instant, or temporary effects, and prolonged symptoms. Thinking in these terms will allow you to come up with believable (and original) repercussions to losing sanity. Think of the following as simply a guideline, not as an immutable fact. The true goal of these optional rules is to get you thinking! Teach a man to fish... : ##### A Few Examples | Sanity | Instant Effect | Prolonged Symptoms | |:------------------|:-----:|:-----------------:| | 9 | Stunned for a round, Frightened, Demoralized | Nightmares, self-doubt, anxiety, nervousness | | 8 | Frenzied (gains an additional attack), Tunnel-vision (must succeed on a task no matter the cost), Mental Breakdown (incapacitated) | Insomnia, Abusive Behavior, Alcoholism | | 7 | Fainting (unconsciousness), Irrational behavior, Frenzy (attacks whoever is closest) | Chronic Depression, traumatic flashbacks and dissociation, apathy | | 6 | Same effects as tier 7 | Multiple Personalities, Hallucinations, Suicidal-tendencies | | 5 | Loss of bodily autonomy (temporary) | Partial loss of bodily autonomy (permanent) | | 4 | Loss of bodily autonomy (permanent) | - | \column :::::::::::::::::::::::::::::: ### Character Development The Sanity score can be a great way to track your player's character development. Awarding a Sanity point after overcoming a great hurdle can be a way to encourage players to focus on what story they want to tell, be it the triumphant tale of a hero that conquers their fears, or the tragic downfall of a damaged person, destined to darkness. Cooperating with your players on this can make for an amazing story. : On the other hand, the Sanity score gives you a way to punish your players without ending their story prematurely—and have it not feel like you saved them when they should have died. If, for example, the players lose a fight against the main bad guy and one of them dies (a TPK is right around the corner), you can instead incapacitate the characters and capture them. : This is a pretty common DM tool to avoid the end of the campaign, but using the Sanity score, you can make it have tangible repercussions—and in turn make it feel more real for your players. Call for a Sanity save when the fighting is over, as the characters truly realize their friend is gone for good. Some will succeed, some will fail. That becomes a great jumping off point for players to develop how the event affected their characters! : You can even have them roll a Sanity Saving Throw without the player-character death; you can kill an NPC (old Ben Kenobi), destroy something your players hold dear (Alderaan), or even make the loss so devastating it scars the characters even if nothing has truly been lost (Han Solo frozen in carbonite). {{imageMaskCorner22,--offsetX:50%,--offsetY:65%,--rotation:0 ![](https://cdn.midjourney.com/965fa1dc-4c94-4ce6-887a-4a48bed0adbe/0_0.png){height:80%,right:-70px,top:-50px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote Optional Rules}} \page ### Sanity Scores Above 10 We have established that this iteration of sanity is not only a game mechanic much akin to permanent exhaustion, but also a measure of character development. With the addition of this ability score, you can encourage your players to change, to stay on their toes, to be open to improvisation. Sometimes, however, characters do not change, no matter the circumstances. These are generally NPCs, but sometimes a player may want this to be the case for their character. : These are static characters, such as Luffy from One Piece or Ben Kenobi in a New Hope, who don't change with the story. As such, they should be treated differently when it comes to sanity; these are the rare sanity scores beyond 10, be it 12, 14 or even 20 (with a crazy modifier like +5, your call). These characters have things figured out and are not affected by the sanity tiers above mentioned. : Some characters can even have a static Sanity score, in the case of the Mad Hatter example. Unable to change, be it for better or for worse, his sanity remains around 6 or 7. I mean, it's in the name, you can't have the Mad Hatter become the Sane Hatter, but you wouldn't make him the Clinically Insane Hatter either, lest he kills Alice in the third act. : In this vein, a character that is considered static shouldn't be affected by long-term sanity loss. This isn't a mechanic inherent to your players, more your NPCs, but sometimes you can give a player a sanity score above 10, to represent their sturdiness of mind and unwavering purpose. They don't change, they make the world around them change. Great convictions translate into peace of mind, regardless of the consequences. ##### Positive Sanity Modifier | Sanity Score | Modifier | |:------------------|:-----:| |11 | 0 | | 12 | +1 | | 13 | +1 | | 14 | +2 | | 15 | +2 | | 16 or more | +3 | :: {{note ##### Asymmetrical Modifiers Note that Negative Modifiers are much harsher on the roll than Positive ones. Thing is, sanity scores above 10 do not come with an inherent tier, like scores below 10 do. Failing a sanity save when above 10 doesn't mean much, just that the character has been scarred by the event and is more likely to have mental issues in the future. In this vein, positive modifiers being incrementally lower in comparison represents the harshness of life, the difficulties of coping. Not everyone is a true stoic, and events that challenge the sanity of a character shouldn't be easy to ignore. }} ### Getting Better When thinking about what could heal long-term sanity loss, several things come to mind. Religion, a quest, a struggle, a group of friends, a partner. When mapping out a character's mental health journey, these kind of things are the inflection point, but it never happens from one day to another. : This is where you can start to use short-term sanity increases, meaning they are treated much like temporary hit points, unrecoverable and expiring after a while (could be a week, could be a month). This is a particularly powerful tool to represent chronic mental health issues, such as depression, where even if things get better for a while, the darkness always comes back. For those Stormlight Archive fans, Kaladin is a great example. Fair warning, it can be a bummer to explore these difficult topics in your DnD games, and you should make sure your players are comfortable first and foremost. Remember you are not the master of the story, you are merely a guide. : To think about what would make a character gain sanity, consider their arc, their backstory, and their direction. Would an edgy kleptomaniac rogue who has no parents and kills indiscriminately at every chance just to steal everything from the corpses ever get better? That's a harsh one. : Well, maybe he spares someone's life, or refuses to take something that isn't his, or gives something away for once. Think of Han Solo in a New Hope. The rebellion becomes a sort-of purpose (sanity restored to 10!), then by the second film, he resolves his situation with Leia (now going strong on 11 sanity) and is perfectly okay with dying in carbonite ("I love you!", "I know"). {{imageMaskCorner33,--offsetX:25%,--offsetY:-57%,--rotation:30 ![](https://cdn.midjourney.com/571eb2f7-fc8c-4514-8ef5-0d0cdc15c2df/0_0.png){height:135%,bottom:-860px} }} {{imageMaskCorner33,--offsetX:-25%,--offsetY:-77%,--rotation:30 ![](https://cdn.midjourney.com/571eb2f7-fc8c-4514-8ef5-0d0cdc15c2df/0_0.png){height:135%,bottom:-860px} }} {{pageNumber,auto}} {{footnote Optional Rules}} \page \column ### Lord of the Rings (yes, really) The Sanity score allows you to construct a gradual descent into madness, as well as to tell a moving story about recovery. The Lord of the Rings, the archetypical DnD campaign, uses sanity in this manner to its fullest potential. Everything we talked about can be exemplified with LOTR (like many things in life). : The One Ring is a sanity altering item in and of itself. It not only provokes short-term sanity loss, but in the long run, also permanently reduces sanity. Gollum is a 6-sanity character, while Frodo is going on 7 sanity by the end of the trilogy. You can think of Boromir's descent into madness, then following redemption, as incremental sanity losses--and gains! : You could argue Gimli and Legolas to be static characters, affected only by short-term sanity loss (the Mines of Moria), while Aragorn starts out with 9 sanity (in the films!) and ends up with 12 or 13 when he accepts his purpose and becomes king. Gandalf could also be taken as a static character, but I would argue his transformation from Gandalf the Grey into Gandalf the White comes with a great deal of enlightenment, which would put him in the upper sanity brackets (15 or 16). Samwise Gamgee and Gollum can be thought of as sanity modifiers for Frodo, like Rivendell is for Bilbo. Note that the old hobbit gains temporary sanity, not permanent, as he relapses the second he sees the ring again. : LOTR is an amazing example of how sanity can affect your D&D campaign, from short-term sanity loss to psychological recovery. In the end, what truly helps the characters mental health are their friends, hence the 15 minute long reunion scene at the end of Return of the King (I never skip it). : The party is the essence of many campaigns, and adding this ability score will allow your players to find mechanical benefit in mental wellbeing. Sometimes, recovering your sanity can become a purpose in and of itself! Items can increase or decrease sanity, monsters can have mechanics tailored around sanity damage (short-term!), places and down-time can give bonuses or buffs in short-term sanity gains, etc. The possibilities are endless. : Most importantly, by adding sanity into your game, you create an additional layer of character progression that has a direct impact on roleplay. Gaining extra hit points, increasing your main stat, learning a new feat. These game mechanics are not discussed enough in the context of your world. Sanity allows you to represent with a numerical value a state of mind, a profound issue, or a devout purpose. Its a step towards further resonance between game mechanics and roleplay. That, my friends, is all for now. Go nuts (pun intended)! {{pageNumber,auto}} {{footnote Optional Rules}} {{imageMaskEdge1,--offset:4%,--rotation:90 ![](https://cdn.midjourney.com/5cf3b427-957f-4c1e-9a54-95a9c68da16f/0_2.png){height:100%,left:-180px} }} \page {{imageMaskEdge5,--offset:43%,--rotation:180 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_0.jpeg){height:120%,position:relative,left:-1px,top:-90px} }} :::::::::: # Optional Rules: The Resolve Score Grit. Determination. The unwavering zeal of mortalkind in the face of impossible odds. Isn't it uncomfortable that we do not have a statistic in D&D 5e that properly represents these things? Sure, Charisma *does* imply a certain power of personality, and Constitution *does* define, in a way, the resilience of a body and the spirit that animates it. But we find these answers rather incomplete. : Picture this: your dwarf barbarian stands up to the bandits in front of the whole town, trying to inspire the commoners to fight back! He gives the best speech you have ever heard from your murder-hobo of a player; you've never been prouder! With a smile on your face, you ask him to roll a performance check with advantage... and he rolls an 8 and a 13, which of course, becomes a lackluster 11 because Charisma is his dump stat. This situation is what prompted us to create a whole new ability score to represent integrity, honor, faithfulness, and veracity in the truest sense: Resolve! Here goes my attempt at explaining this optional rule... : ### Charisma for the Uncharismatic What is Resolve? Plain and simple: a secondary social score. The Strength to your Dex! The Wisdom to your Intelligence! The Constitution to your... well, you get it. It's a score that represents the strength of your will. A military officer may be absolute crap at persuasion, but he sure knows how to intimidate. Is letting him use his Strength score instead of his Charisma *really* the best we can think of? Is he going to put proficiency in intimidation, knowing he has a -2 in that ability score? I say, let the old soldier be! Let him have a skill to prove how good he is at bullying others! Resolve allows you and your players to create social interactions in which an uncharismatic character can still have an impact in social situations -- as they well should! : ### Get o' your High Horse Wisdom! Ever realized how many saving throws require Wisdom? How rarely Intelligence is used? How game-ending Charisma saves tend to be? Well, we've got a solution to some of those problems. Resolve represents the strength of your character, your will, your resilience, and your stubbornness. As such, let Resolve take some of the weight of our friend Wisdom's shoulders. : **This is our proposition:** effects that would fear, charm, or act upon your will now require Resolve (RES) saves instead of Wisdom. Hideous Laughter, Suggestion, Dominate Monster, all become Resolve saves. It makes sense, no? Resolve is supposed to represent your force of character, which makes anything that would try to subdue it a Resolve save. This leaves wisdom with sleep, transformation, and paralysis effects, such as Greater Sleep :df_d10:, Hold Person, and Polymorph, for example. This way, Wisdom is still important enough as to not become irrelevant (it determines your Perception!) and you can diversify your saves. : ### Also a Spellcasting Ability! Isn't it weird for our friend the Paladin to be so damn good at seducing people and performing at taverns? Isn't it weird for him to be so bad at religion checks? With Resolve, you can more accurately represent the Paladin's unwavering conviction and faith. : ***An Option for your Players.*** Resolve can be used as a spellcasting ability for Clerics, Paladins, and even Warlocks. Your player can choose between the two, depending on what their character specializes in. Who knows? Maybe your paladin really IS going around seducing people and pole dancing in taverns, in which case you are better off using Charisma as his main stat. The famous Oath of Throwing it Back! : Other than that, Resolve functions as any other ability score. You can change some feats to give +1 RES as you see fit (instead of Charisma or Wisdom). {{imageMaskCorner20,--offsetX:46%,--offsetY:-58%,--rotation:0 ![](https://cdn.midjourney.com/f890b983-4d8e-4e52-9302-ba87162ed9c9/0_3.jpeg){height:85%,position:relative,left:340px,top:630px} }} {{pageNumber,auto}} {{footnote **Optional Rules: Resolve**}} \page :::::::::::::::::::::::: ### Resolve in Character Creation It's not that hard. Just roll another statistic. : I'm kidding, of course. It is hard. But not really. What if you are using point buy? What if you are using standard ability scores? What if you are using another system that no one ever heard of? Every group has a way to create characters that is slightly different, so we'll go step by step. The most used method of character creation is to roll for stats. Great! Just roll another one and proceed as usual. If you are using point buy, add 12 additional points. If you are using standard ability scores, add another 12. That's the number we found most comfortable. : ***Starting scores are not that important.*** Yes, this could make it possible to get to 20 on an ability score at level 1, for all you minmaxers out there, but come on, are you gonna put a 7 on your Resolve score? Have you no dignity? Well, maybe that's your gist... Regardless, Charlie over there rolled three 18s and made it to 20 anyways, so who's counting? : ***Bonuses to Resolve.*** We recommend treating it like Wisdom for the purposes of race and subrace point allocation. The Firbolg has a +2 to their Wisdom score. Give them the option to put that +2 on their Resolve score instead. Goliaths, for example, would make amazing Resolve users. Experiment! Having Resolve makes the game feel so much more than it is, let me tell you. We have been playing with this new score for about three years and we cannot fathom going back to regular old Charisma. The important thing to keep in mind when adapting vanilla D&D to the Resolve score is keeping your options open; you can *choose* to use either Wisdom or Resolve--and what applies to your players also applies to your NPCs and monsters! : ### Unforeseen Consequences You know what's cool? Standard Humans (not Variant) are buffed by adding the Resolve score. In addition, rogues are nerfed, as they'll most likely have a low Resolve score, which makes them easier to neutralize. Isn't it wonderful? : In all honesty, Resolve brings great change to your table, and as a DM, you have to be prepared to handle it. Most players will ignore it, until they start failing Resolve saves and ending up charmed or dominated for the entire fight. Resolve fills the role of a Charisma-Wisdom hybrid, that allows stern and stoic characters to impact social situations, but also to be more resilient in fights. A barbarian with a high Resolve score will no longer be charmed and become useless! He's got grit. : ***A little game-breaking.*** You will often find yourself asking the question: "this feature/ability gives advantage/bonus/proficiency on Wisdom saves, should Resolve get it instead?" Think about what is intended for said feature or effect. Is it related to your will, your strength of character, your mental fortitude? Or is it referring to your knowledge, your lived experience, your instinct? Most of the time, it's not a hard call to make. *Slippery Mind*, for example, should now give proficiency on Resolve saves instead of Wisdom. That is an important feature of the rogue, meant to protect against charms! : When it comes to monsters and other stat sheets that do not have a Resolve score, just use their Wisdom instead. The more you play with Resolve in your games, the more you'll be able to come up with a believable Resolve score for your NPCs and creatures on the spot. Ancient Red dragon? Give it a 24. Behir? 12. Lich? 20. Keep in mind, if this gets too complicated for you, you can always disregard this segment in its entirety, keep Wisdom as the monumentally important ability score it is, and just take the following Resolve rules as an addition to roleplay for your stoic characters (which is its main purpose!). Have it as an extra! {{imageMaskCorner34,--offsetX:-50%,--offsetY:63%,--rotation:0 ![](https://cdn.midjourney.com/fa2d433e-44f2-41f5-993f-97444dc3add5/0_2.jpeg){height:65%,top:-80px,left:-150px} }} {{imageMaskCorner34,--offsetX:49%,--offsetY:-66%,--rotation:0 ![](https://cdn.midjourney.com/fa2d433e-44f2-41f5-993f-97444dc3add5/0_2.jpeg){height:50%,right:-10px} }} {{footnote Optional Rules: Resolve}} {{pageNumber,auto}} \page ## A Bunch of New Skills! Resolve is here to offer an alternative to Charisma. As a new mental score, it introduces three new skills. These range from Charisma substitutes to totally new ways to challenge your players. : Yes, adding three new skills will spread your player's proficiencies thin, so we recommend adding two additional proficiencies in character creation, regardless of class and background. To be honest, it's been a while since we played with restricted proficiencies. I personally feel like it's better to just allow your players to put those proficiencies wherever and not have your background or class smother choice. We'll talk in depth about skills some other time -- we go over a fix to this problem in our previous edition's Optional Rules section (Citadel of Radiance: Revamped Proficiency). : Keep in mind, the following skills are suggestions. Resolve doesn't need this many additional skills, and most of these can be added to already existing ability scores. Pick and choose which ones you like! \column #### Mettle *Intimidation, for real this time!* : This skill is the backbone of the Resolve optional rule, as Athletics is to Strength. Remember our dwarf barbarian? Now, that 13 he rolled becomes a 17 -- cause he's got proficiency, and the townsfolk rally behind him in a perilous charge against the bandit invaders! Mettle comes to take both Intimidation and Persuasion's place. It's an all in one skill for showing the strength of your character. Trying to put a scoundrel in their place? Roll a Mettle check. Trying to convince an old soldier to join your cause? Roll a Mettle check. Trying to inspire respect for you and your party in the middle of a den of criminals? You get the gist of it. : Mettle is the social skill for those that are not inherently charismatic. An old commander that inspires his troops. A feared barbarian twice your size. A weathered soldier that has seen one too many battles. All these characters should have proficiency in Mettle, and should respect mettle when they see it. No matter how slick your bard is, sometimes, strength of character is what matters. {{imageMaskEdge3,--offset:-1%,--rotation:0 ![](https://cdn.midjourney.com/fad75482-2479-4e2f-b88e-3c5e4c6c46bb/0_0.png){height:70%,left:-180px,top:350px} }} {{footnote Optional Rules: Resolve}} {{pageNumber,auto}} \page {{ ***Mettle Checks.*** When should a player roll Mettle? Well, the easy answer is: whenever they would normally roll a Persuasion or Intimidation check, but you know their characters are absolute trash at those skills. It's nice to have the option. If you want them to fail, make them roll persuasion. If you want them to succeed, make them roll Mettle. : The harder (and more rewarding) way is to truly differentiate the two types of social interactions--which can be done, you just need a little practice! Try to determine the way your player is talking. Are they being forceful when they speak? Are they putting themselves forward? Are they looking for a fight? Are they appealing to profound moral standards, such as duty, honor, and faith? Well, you should probably have them roll Mettle. It is possible to have both Resolve and Charisma mixed in the same interaction, in which case, just have them roll the skill they prefer! It is good to make players feel like their proficiencies matter--making this distinction between Persuasion and Mettle helps differentiate the deal-making warlock from the indomitable fighter. : ***A Few Examples of Mettle:*** * A motivational speech. * A poignant threat that makes the enemies back down. * A student of the blade trying to convince a master swordsman to take them as their apprentice by showing determination. * An honorable act that ends a fight without further bloodshed. * A show of resolve that convinces people to join the cause. {{ ***Intimidation?*** Now where does this leave the Intimidation skill? In the dumpster, to be honest. It is not a skill that a silver-tongued persuader would have, anyways, and won't be missed. It never made sense for the Bard to have +18 to their intimidation skill while the Barbarian barely had a +1 on their good days. }} : Regardless, there is an argument to be made as to maintain this skill: use it exclusively as social intimidation. To subdue someone in conversation, not by force but by status, prestige, or social expertise. The manipulative push of a savvy merchant that knows how to negotiate. The threat of an employer to fire their employees. The jarring mockery of a popular girl at school. It just so happens that we play in a high fantasy world, where everyone just goes to town after an argument. Intimidation can be cool in more modern settings, where violence isn't the answer 99% of the time. You can keep it, if you want. Just warn your players it will come up once in a blue moon, like Animal Handling. }} {{imageMaskEdge1,--offset:2%,--rotation:270 ![](https://cdn.midjourney.com/536b4bae-2935-407b-8551-3e5cddaab571/0_2.jpeg){height:100%,left:250px} }} {{footnote Optional Rules: Resolve}} {{pageNumber,auto}} \page {{position:relative,top:355px #### Perseverance *You are filled with {{width:px}} **D E T E R M I N A T I O N*** : Exactly what it sounds like. How industrious are you? How orderly? How diligent? This skill comes to represent that. While mettle could be compared to persuasion or intimidation, perseverance comes as a totally new game mechanic. : Picture a climb through the mountains. You would have your players roll Constitution saves, of course, it's cold out there. You would have them make athletics checks to advance. But what makes them go on? What fuels their actions? What maintains their grip and pushes them forward? Their perseverance. : ***Perseverance Checks.*** When should you make your players roll perseverance? Many scenarios come to mind. While on downtime, for example, when a player tries to perform the same action repeatedly. On a failure, their character gives up, and they can't try again. We all get frustrated sometimes! You can also do this when players start dog-piling skills (everyone tries the same sleight of hand check). : ***A Few Examples of Perseverance:*** * To maintain a particular rhythm while marching long distances. * To endure pain for a prolonged amount of time. * To stubbornly attempt the same action over and over. * To determine how much time will the wizard be able to study that day. * To determine how much training the fighter can get done before collapsing. }} : {{note,position:relative,top:340px ##### Determination is Everywhere This skill can be introduced in a variety of already existing game mechanics. I'll list off a few, you can pick and choose afterwards. - *Concentration Checks:* stop making them Constitution saves. Make them Perseverance checks instead. This makes perseverance a very interesting proficiency to choose, as a spellcaster. : - *Death Saves:* Come on, how lame is it to die on a coin flip? Allow your characters to cling to life with fervor depending on how determined they are. Make it a Perseverance check! : - *Falling Unconscious:* Yes, I'm getting more ludicrous by the minute, but this mechanic is a blast. Whenever a creature would go unconscious, make a Perseverance check of DC 10 + the damage that creature took beyond 0 hit points. On a success, the creature does not fall unconscious. This only happens once per long rest. Hear me out, okay? \ *Example:* a goblin arrow deals 8 damage, you have 4 hit points. Make a DC 14 Perseverance check. On a success, you do not fall unconscious until you take another instance of damage. You can choose to make this a player only rule or a universal one. : It functions like the Death's Door mechanic in Darkest Dungeon, if you've ever played that game. This allows your players to get one last warning before they go down, which is often enough for them to rally and avoid disaster. This also works for your bad guys, though... so the amount of damage that makes someone fall unconscious will become much more important. And how does this interact with other *death's door* type features, such as the half-orc's Relentless endurance? It stacks! First, you get rid of the universal rule (perseverance check) and when they fail it, you activate other 0 hit point shenanigans. }} {{imageMaskEdge3,--offset:17%,--rotation:180 ![](https://cdn.midjourney.com/fa2d433e-44f2-41f5-993f-97444dc3add5/0_1.jpeg){height:55%,top:-20px} }} {{footnote Optional Rules: Resolve}} {{pageNumber,auto}} \page #### Faith *Because religion checks are dumb.* : Picture this: the cleric sees a painting of their god, nods in reverence, and attempts to commune with their deity. You make them roll a religion check, because, of course, it's the only possible skill for them to roll. But religion is an Intelligence skill, and your cleric has a meager 12 on that score, so the most religious character in the party ends up rolling... an 8 + 4 (thank god for proficiency). : Enter the Faith skill. It's not that I don't like Religion, in fact, I love the academic part of the Intelligence skills. Nature, History, and Religion are considered book smarts, knowledge found by studying. They are info skills that let the DM provide additional information to the players, and it makes sense for a wizard to be learned in religion (he studied theology in school!) Still, it would be nice to have a skill to contact the otherworldly, no? That is the role that faith comes to fill. A faith check is an esoteric attempt to connect with your deity... or whatever else. You'd think this skill would be pretty useless, until you've got a cleric, a paladin, or a warlock in your party. You can even have this as a mechanic for your religious fighter, too. : ***A Few Examples of Faith*** * A warlock attempts a dark ritual to contact a devil. * A cleric stumbles upon an artifact from their god and tries to commune with it.. * To inspire faith in others after a religious speech (don't make them roll persuasion if the cleric has a 9 in Charisma) * A shaman attempts to commune with the spirits. \column ### When you put it all Together... What does Resolve achieve? It gives alternatives. It allows for more diverse characters, with better, more precise specializations. Yes, you may not use these skills at first, they're hard to remember. You'll have to check this document often. That is fine. : Resolve rules are meant to add to the game, not take away. Plus, the skills proposed here are not even half of all the additional skills we've been playing with. You'll get to see those someday! Maybe... : The fact is, sometimes, characters fail at things they should be great at. A barbarian who can't intimidate? A cleric who doesn't know how to pray? We often just band-aid fix these problems by making the barbarian roll intimidation with their strength instead of charisma, or letting the cleric make a general wisdom check instead of an actual skill. : Applying resolve skills to your game allows for these situations to feel earned and gives the players more customization options. I bet you are all tired of the same 6 proficiencies every time. Wisdom is way more important than Charisma or Intelligence. Now that Resolve has entered the table, all four saving throws will feel more balanced as a result. : Now, without further ado, we present our very own Character sheet, which you can check out in the final section of this SRD. We added the Resolve statistic and every skill we talked about here. It's got a nice resistance and immunity table for all damages, too! : Resolve is by far the biggest change we use in our own homebrew game, and at this point, we're unable to turn back. Playing without it feels strange, by now! We hope you enjoyed these optional rules as much as we loved playing with them throughout the years. {{imageMaskEdge1,--offset:20%,--rotation:0 ![](https://cdn.midjourney.com/83a91087-75a1-42c7-addb-528507bd7978/0_1.png){height:52%,bottom:-100px} }} {{footnote Optional Rules: Resolve}} {{pageNumber,auto}} \page {{partCover}} # III : ## Bestiary : {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://cdn.midjourney.com/5431be07-f962-41f0-ac65-dbe41f58184a/0_0.png){position:absolute,top:0,left:-1px,height:116%} }} {{pageNumber,auto}} {{footnote Bestiary}} \page # Ariadne's Bestiary Welcome to the srd's tantaling, tremendous, terrific bestiary! We had quite a hard time deciding which of our monsters made it, and which did not. In the end, we prioritized those monsters that represent our design philosphy well, those that we wish to reference in future entries of the Codex, and also some that were simply too cool to pass up. : Of course, these three purposes conjoin into one most important: that *you* enjoy them, wether as a DM running them, or as a player facing them! Or, caring for them. Speaking of which, let us start with some familiars! : ### Miniature Frost... For Now Snowy Elementals are the smallest, weakest and most endearing elementals found in the Soulfrost Expanse--not much of an exploit, in truth, since much of the fauna of this arctic region is monstrous *and* powerful *and* cruel. : Under the right circumstances, Snowy Elementals can grow into more powerful creatures; for example, when they are fed shards of elemental frost. However, they are surprisingly intelligent and sentient, and will not forget who their friends were when they were small and meek. Risky and costly as it is, this means elemental wizards can earn very powerful familiars if they manage to nurture a Snowy Elemental until it evolves into something mightier... : Snowy Elementals are fairly hot-headed--ironically enough--and will be very wary of strangers, even if their master seems comfortable in their presence. Their volatile temperament is trivial enough in their small form, but not so much when they grow stronger. : {{note,background-color:gainsboro,position:relative,top:10px ##### Threadnotes: Icy Familiars When faced with the necessity of making an expedition to an arctic region, proficient arcanists often try to form a magical connection with a (mostly) harmless ice elemental, which grants them resistance to the oppressive cold by virtue of soul connection. Having a such a familiar with you can be the difference between life and death, in many cases. : Be sure to treat them well, or they will renounce the familiar bond. Don't forget to feed them ice cubes if you keep them away from the frost for too long, lest they suffer from a heatstroke and perish. They don't reform quickly, or easily. }} {{watercolor2,top:-200px,left:400px,width:500px,background-color:#E2FCFF,opacity:100%}} ![Frostgub](https://imgur.com/51zsSMN.png) {position:absolute,top:10px,right:10px,width:420px,height:450px} {{imageMaskEdge3,--offset:27%,--rotation:10 ![](https://imgur.com/Fw4BtOh.png){height:100%} }} \column {{monster,frame,position:relative,top:300px ## Snowy Elemental *Tiny elemental, unaligned* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 5 (2d4) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|11 (-)|12 (+1)|11 (-)|14 (+2)| ___ **Damage Vulnerabilities** :: fire **Damage Immunities** :: cold **Condition Immunities** :: chilled, frostbitten, frozen **Senses** :: heat sight 30 ft. **Languages** :: Primordial (Aquan) **Challenge** :: 1/2 (100 XP) ___ ***Of Snow.*** The Snowy Elemental is vulnerable to fire damage, but is healed instead of damaged when it takes cold damage. When the Snowy Elemental drops to 0 hit points, it transforms into a small shard of gleaming blue ice that does not melt. If that shard is left in freezing conditions for 8 hours, the Snowy Elemental reforms with all of its hit points. : ***Variant: Snowy Familiar.*** Snowy Elementals can develop a bond to intelligent creatures, especially favoring those with an affinity towards the cold, such as Isark and Mountain Giants. The most important thing to keep their friendship is to feed them ice cubes if things get too toasty for their taste (they always do). : While bonded to a Snowy Elemental, a creature magically gains 30 feet of heat sight and resistance to cold damage. ### Actions ***Ice Chomp.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4+2) cold damage, and the target is *chilled* until the end of its next turn. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{watercolor2,top:-220px,left:-130px,width:600px,background-color:black,opacity:80%}} {{watercolor2,top:220px,left:-330px,width:600px,background-color:black,opacity:80%,transform:rotate(50deg)}} {{monster,frame,position:relative,top:-15px,left:-25px,width:360px ## Cat-sìth *Small monstrosity, chaotic evil* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 17 (3d6 + 6) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|16 (+3)|14 (+2)|14 (+2)|12 (+1)|7 (-2)| ___ **Skills** :: Acrobatics +5, Stealth +7 **Saving Throws** :: Dex +5 **Senses** :: darkvision 120 ft., passive Perception 11 **Languages** :: understands dark sylvan and common but doesn't speak **Challenge** :: 1/2 (100 XP) ___ ***Evasion.*** If the Cat-sìth is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Cat-sìth instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ***Bringer of Misfortune.*** Saving throws made within 30 feet of the Cat-sìth have a penalty of -2. The Cat-sìth's saving throws are unaffected by this trait, but its allies, if it has any, still suffer the penalty. This penalty does not stack if a creature is within 30 feet of multiple Cat-sìth. : ***White Mark.*** The Cat-sìth is the evil invention of a powerful Hag grandmother who wished to suck the luck out of the world and keep it all to herself--preferably along a sizeable amount of stolen souls, too. Only the Dead Gods know what became of her, but her spawn still prowl the planes, bringing misfortune to all who cross their path. The luck they steal is stored in a white spot between their dark fur, located right where their heart is. Cat-sìth walk in their infamous eerie stance to keep others from seeing it, but a creature who knows of this lore (DC 18 History or Arcana) may attempt to touch it, rolling an unarmed attack against the Cat-sìth's AC + 5 (18). On a hit, they are imbued with *Stolen Fortune*, which grants a +2 bonus to their saving throws, attack rolls and ability checks. This bonus lasts for eight hours, over the course of which the Cat-sìth cannot give the *Stolen Fortune* condition to those who touch its white mark. : ### Actions : ***Claw of Ill Fortune.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 1 piercing damage, and the creature must succeed on a DC 13 Charisma saving throw, or their next attack roll or saving throw will always be a 1, unless a *remove curse* spell is cast on them. : ***Soulsteal.*** The Cat-sìth touches the body of a humanoid that has been dead for no longer that a minute, stealing the dead creature's soul and becoming *soul-wreathed* as long as the soul is in its possession. While in this state, the Cat-sìth has resistance to all damage except force and psychic. ### Bonus Actions ***Ethereal Jaunt.*** The Cat-sìth shifts from the Material Plane to the Ethereal Plane, or vice versa. ### Reactions ***Ethereal Dodge.*** The Cat-sìth partially melds into the ethereal plane to avoid an attack that would hit it, causing it to miss. }} {{note,position:relative,top:470px,background-color:gainsboro,left:20px ##### Threadnotes: Cat-sìth Familiars Cat-sìth, malicious and chaotic as they are, have an affinity towards wielders of dark fae magic--this is one of the reasons why they are often confused for dark fae, even though they have no such ancestry. This affinity comes from their nature as creations of a tremendously powerful Hag, who wired loyalty to her in the very nature of the Cat-sìth species. : Creatures of dark power may form a bond with a Cat-sìth, gaining a powerful familiar if certain conditions are met. First, the would-be master must capture one; a difficult task, given their plane-shifting capabilities. Then, a ritual of appeasement must be performed, over the course of which the soul of a good-aligned creature must be offered to the Cat-sìth. After the ritual, the one attempting to bind the Cat-sìth must touch its white chest mark, which isn't such an easy feat either, given the evasive prowess of the small monstrosity. : But once all these steps are complete, the Cat-sìth will be bound to the soul of its new master, who can command it by speaking orders in the dark sylvan tongue. The Cat-sìth can bring the digested soul of a humanoid to its master, who can collect it to be used for any purposes they see fit. A Cat-sìth familiar will allow its master to touch its white mark to grant the *Stolen Fortune* condition. : Among the most common masters of Cat-sìth are night hags, warlocks with dark fae patrons, and sorcerers touched by negative energy. }} ![cat sith](https://imgur.com/PY5BrNd.png) {position:absolute,top:-45px,right:-0px,width:430px,transform:rotate(0deg),mix-blend-mode:d} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner32,--offsetX:34%,--offsetY:46%,--rotation:32 ![](https://cdn.midjourney.com/a116a006-bd5c-4f4d-911e-3d9fbf78b7f9/0_3.png){height:100%,right:} }} {{imageMaskCorner32,--offsetX:-34%,--offsetY:60%,--rotation:32 ![](https://cdn.midjourney.com/a116a006-bd5c-4f4d-911e-3d9fbf78b7f9/0_3.png){height:100%,left:-1px} }} ![Doggo](https://imgur.com/Fq66Q6B.png) {position:absolute,top:-15px,right:-20px,width:490px,transform:scaleX(-1)} ::::::::::::::::::::::: {{position:relative,left:-35px,text-align:center,top:30px ## Mechanical Companions : The Uldanni, close descendants of the mighty Teng, make constructs to alleviate almost every burden others must face with the sweat of their brow: from loading merchandise onto shop stalls to guarding their homes, they have an automaton to assist them. : Almost all Uldanni citizens own at least one *Circuit* brand construct, the cheapest and most popular make in the floating city. If you are looking to get your hands on one, best have a citizenship papers handy. By decree of the Senate, Uldanni constructs cannot be sold to foreigners... To protect industry secrets, and the such. : {{descriptive ##### From "Examinations", Section 33-S It's interesting how very different mortals in very different environments arrive to the same conclusions--and the same mistakes. Runo may call me an unhinged collectivist for saying this, but the vehemence with which industrialists cling onto their manufacturing secrets is rather backwards. : To be published in a prestigious and popular grimoire is a high honor in a mage's career, and thus we all evolve our knowledge and ability together, with only our talent and dedication as a limitation. Hoarding breakthroughs instead of sharing them is a bad deal for everyone--even for the hoarders, in the long run, as it limits the development of new breakthroughs based on the previous one. : But I'm not the Astral Sea's first billionaire, so what do I know? Perhaps the Uldanni and the Lyntasians are right in their... mercantile zealotry. : **-- Guilliam Fallow, Threadmaster of Arcana & Science** }} : }} {{imageMaskCorner32,--offsetX:34%,--offsetY:-66%,--rotation:32 ![](https://cdn.midjourney.com/a116a006-bd5c-4f4d-911e-3d9fbf78b7f9/0_3.png){height:60%,top:500px} }} {{imageMaskCorner32,--offsetX:-14%,--offsetY:-76%,--rotation:32 ![](https://cdn.midjourney.com/a116a006-bd5c-4f4d-911e-3d9fbf78b7f9/0_3.png){height:60%,top:500px} }} \column {{monster,frame,top:320px,width:365px,left:-10px, ## Circuit Hound *Small construct, lawful neutral* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 14 (3d6 + 3) **Speed** :: 35 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|14 (+2)|12 (+1)|8 (-1)|14 (+2)|14 (+2)| ___ **Skills** :: Perception +6 **Damage Vulnerabilities** :: lightning **Damage Immunities** :: poison, necrotic **Condition Immunities** :: poisoned, frightened, charmed, exhaustion **Senses** :: darkvision 60 ft. **Languages** :: speaks the languages of its creator **Challenge** :: 1 (200 XP) ___ ***Teng Circuitry.*** The delicate arcano-electric systems that power the Circuit Hound are susceptible to violent shocks of energy. It has vulnerability to lightning damage. If lightning damage brings the Circuit Hound to 0 hitpoints, its battery bursts in a minor arcane explosion. Creatures within 5 feet of it must make a DC 12 Dexterity saving throw, taking 7 (3d4) force damage on a failed save, or half as much on a successful one. : ***Arcane Nature.*** The Circuit Hound has advantage on saving throws against spells and other magical effects. : ***Guardian Construct.*** The Circuit Hound's bite can be made more lethal by feeding it an elemental energy core (lightning, acid, fire, or cold) worth 15 GP, which can be purchased at most arcane markets. After being fed, the Circuit Hound deals 2 (1d4) extra damage of the chosen type with its *Bite* until it takes a long rest. ### Actions ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 13). : ***Ward (1/day).*** The Circuit Hound casts the *alarm* spell (5e SRD) innately, typically by order of its owner. If the alert is mental, both it and its owner can hear it if triggered. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge8,--offset:35%,--rotation:187 ![](https://imgur.com/lcUZjRO.png){height:116%,top:-300px} }} {{imageMaskEdge8,--offset:20%,--rotation:10 ![](https://imgur.com/lcUZjRO.png){height:116%} }} {{note,background-color:gainsboro,position:relative,top:530px,left:-20px ##### Threadnotes: Low Status, High Ambition Since there is no official hierarchy, factions that are forced to deal with Arkan's thousands of agents have taken to drafting a rough classification for ease of threat identification. At the very bottom lie the enforcers, those who have just been inducted into the organization and have no influence within or without the Group. : They are called enforcers, and they bide their time for years or decades, waiting for their big break; an opportunity to gain wealth, influence, or whatever else may propel them to a place of greater significance within their ruthless organization. They are called enforcers because they most often earn a living by enforcing the will of higher ranking operatives as ground troops, guards and thugs. : A wise adventurer knows to never underestimate an Arkan Enforcer. They may be meek for now, but every night they dream of ascending, and their eyes detect opportunity like light at the end of the tunnel. The enforcer you scorn today is the operative you must bargain with tomorrow. }} ![enforcer](https://imgur.com/0b6XAFa.png) {width:400px,position:absolute,top:60px,left:30px} \column {{monster,frame,position:relative,top:10px,left:20px ## Arkan Enforcer *Medium humanoid (any race), typically lawful evil* ___ **Armor Class** :: 14 (studded leather) **Hit Points** :: 33 (5d8 + 10) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|15 (+2)|14 (+2)|13 (+1)|11 (-)|14 (+2)| ___ **Skills** :: Stealth +4, Perception +2 **Senses** :: passive Perception 12 **Languages** :: common, abyssal and one other language **Challenge** :: 1 (200 XP) ___ ***Arkan Combat Mastery.*** The Enforcer has mastered a unique fighting style thanks to the relentless training regimens of the Arkan Group. Choose one of the options below: : *Suppressive Fire:* After making a ranged attack against a creature, the Arkan Enforcer and any allies within 10 feet of it gain a +1 bonus to their A.C until the start of its next turn. This bonus can stack up to a maximum of +3 if other Enforcers make ranged attacks in the same round. : *Combat Poisoner:* When the Arkan Enforcer deals poison damage to a creature, it must succeed on a DC 11 Constitution saving throw or be *blinded* or *poisoned* (the Enforcer's choice) for one minute. A creature afflicted by these effects can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. : *Sword and Bolt:* When the Arkan Enforcer hits a creature with a melee attack, the next ranged attack it makes against that same creature doesn't suffer from disadvantage as a result of being within 5 feet of it, and hits critically on a natural roll of 18-20. These benefits last until the end of the Enforcer's next turn. : ***Dual Wielder.*** The Arkan Enforcer adds its ability modifier to the damage of attacks made with its off-hand. : ***Hidden Arsenal.*** In addition to their shortsword and hand crossbow, the Arkan Enforcer carries two hidden *daggers* and 1d4 *bombs* (5e SRD). A creature can make a Perception check to notice the hidden items (DC 16) or an Investigation check to find them when searching their bodies (DC 12). ### Actions ***Shortsword.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 2) slashing damage. : ***Hand Crossbow.*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit* 5 (1d6 + 2) piercing damage. ### Bonus Actions ***Poisonous Infusion (3/day).*** The Arkan Enforcer coats its blade or crossbow bolt with poison. Its next attack using the poisoned weapon or ammunition deals an additional 5 (2d4) poison damage. }} {{pageNumber,auto}} {{footnote Bestiary}} {{watercolor11,top:-50px,left:-300px,width:1300px,background-color:white,opacity:80%,transform:rotate(60deg)}} {{watercolor11,top:-50px,left:-300px,width:1300px,background-color:white,opacity:80%,transform:rotate(60deg)}} \page {{imageMaskCorner16,--offsetX:-40%,--offsetY:40%,--rotation:0 ![](https://cdn.midjourney.com/93f01303-92c5-4e39-867c-e344a1c01042/0_3.png){height:55%,top:-00px,left:-150px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote}} {{watercolor4,top:-850px,left:330px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(-1)}} {{watercolor4,top:-760px,left:300px,width:550px,background-color:#D4AF37,opacity:40%,transform:scalex()}} {{watercolor4,top:-200px,left:-100px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(}} {{watercolor4,top:-450px,left:-230px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(-1)}} ![Agent](https://imgur.com/BWqgXk2.png) {position:absolute,top:30px,left:70px,width:320px,transform:scalex(-1)} {{descriptive,position:relative,top:440px,left:-8px,width:x ##### From "The Aurinoir Creed", page 24 To be an Agent of our prestigious order is more than just a position. Enforcers and Lieutenants are soldiers; they are meant to be brash, reactive. They may make mistakes. You are a much more important piece of the puzzle. Not only are you considered capable, but also wise enough to exert your own judgement regarding the difficult encounters you will have to face. You were chosen for this reason. You have the authority to call in a powerful Sentry, and are responsible for it. We do not have infinite resources, nor the capability to get you out of a bad situation. You are not so important as to be worth losing a Sentry for. This is your last resort. You will call upon your sentry if, and only if; - You are confident you will come out on top. - You are carrying out an arrest on Aurinoir jurisdiction. - You believe you are more important alive than dead. {{ Whatever the reason, if you call on your sentry, your decision will be scrutinized by an Inquisitor, who will determine if your actions were justified. If you are found incapable of wielding such authority, you will face consequence. : Your mission is what keeps the City of Strings safe. The information you gather can mean the difference between our safety and catastrophe. }} : **--Kara Salem, Threadmaster of the Underside Affairs** }} \column {{monster,frame,top:-15px,left:15px,width:350px ## Aurinoir Agent *Medium humanoid (any race), lawful neutral* ___ **Armor Class** :: 14 (leather armor) **Hit Points** :: 44 (8d8 + 8) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|16 (+3)|12 (+1)|18 (+4)|14 (+2)|14 (+2)| ___ **Saving Throws** :: Dex +5, Int +6 **Skills** :: Deception +6, Investigation +8, Perception +6, Stealth +7 **Senses** :: passive Perception 16 **Languages** :: common and two other languages **Challenge** :: 2 (450 XP) ___ ***Undercover.*** The Aurinoir Agent is undercover, passing as a harmless commoner. They have created a fake identity and have expertly inserted themselves in their social environment, falsifying documents, following a regular schedule, and otherwise giving no sign of being an officer of the Aurinoir. Until given an obvious reason to doubt this fake identity, other creatures believe them to be an unremarkable character. : ***Mind Fortress.*** The Aurinoir Agent has advantage on saving throws against spells and magical effects that would modify, read, or otherwise interfere with its memory or emotions. : ***Keen and Alert.*** The Aurinoir Agent cannot be surprised. In addition, it can expertly recall anything it has seen or heard within the last 30 days. : ***Trained Deceit.*** The Aurinoir Agent is an extremely capable liar. It has advantage on Charisma (Deception) checks against creatures that believe its fake identity. : ***Spellcasting.*** The Agent is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: : **Cantrips (at will):* message, minor illusion, mage hand* : **1st level (4 slots):* detect magic, disguise self, shield* : **2nd level (2 slots):* zone of truth, invisibility* ### Actions ***Hidden Blade.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit*: 6 (1d4 + 3) piercing damage. If the target is surprised, this attack deals an additional 7 (2d6) piercing damage and is considered a critical hit. : ***Call Sentry (1/day).*** The Aurinoir Agent silently requests backup through the arcane communication network. A creature that succeeds on a DC 15 Wisdom (Perception) check can notice the Agent calling for reinforcements. The Aurinoir are notified of the situation and will send one Aurinoir Sentry (or more, if they deem it necessary) to the location of the Agent. If a Sentry is available nearby, it will arrive to the Agent's location in 1d4 + 1 rounds. If not, it can take up to several minutes for a Sentry to arrive. The Sentry will always go to the location of the Agent, and is under the Agent's control. If the Agent is killed, the sentry will guard its body until the Aurinoir arrive with additional backup. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge,--offset:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} {{imageMaskCorner30,--offsetX:-55%,--offsetY:50%,--rotation:50 ![](https://imgur.com/3Zhqi7W.png){height:190%,top:-20px,left:-10px,transform:scalex(-1)} }} ![Skelepion](https://imgur.com/FAlstRT.png) {position:absolute,top:-45px,right:405px,width:280px,transform:rotate(-20deg)} ![Skelepion](https://imgur.com/ujVlae0.png) {position:absolute,top:-40px,right:535px,width:350px,transform:scalex(-1)} ![Skelepion](https://imgur.com/ujVlae0.png) {position:absolute,top:-40px,right:275px,width:450px,transform:rotate(20deg)} {{monster,frame,position:relative,top:270px,width:365px,left:-20px ## Swarm of Skelepions *Medium swarm of tiny undead, chaotic evil* ___ **Armor Class** :: 14 **Hit Points** :: 45 (10d8) **Speed** :: 25 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |9 (-1)|16 (+3)|11 (+0)|2 (-4)|12 (+1)|3 (-4)| ___ **Damage Vulnerabilities** :: radiant **Damage Resistances** :: bludgeoning, piercing, slashing **Damage Immunities** :: poison **Condition Immunities** :: charmed, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned **Senses** :: darkvision 30 ft.,, passive Perception 11 **Challenge** :: 3 (700 XP) ___ ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. : ***Undead Nature.*** The swarm is made of tiny undead that don't require air, food, drink, or sleep. ### Actions ***Pierce.*** *Melee Weapon Attack:* +5 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 15 (4d6) piercing damage, or half as much if the swarm has half of its hit points or fewer. A creature hit by this attack must succeed on a DC 13 Dexterity saving throw, or have the Skelepion swarm cling to it. They can now be targeted by the *Sting* action. While the swarm clings to a target, the Swarm moves with it. A creature that has a swarm clinging to it can use an action to attempt a DC 13 Athletics or Acrobatics check, throwing off the creatures on a success. : ***Sting.*** *Melee Weapon Attack:* +5 to hit, reach 0ft., one target in the swarm's space that the swarm is clinging to. *Hit* 15 (4d6) piercing damage plus 11 (2d10) poison damage, or half as much if the swarm has half of its hit points or fewer. A creature hit by this attack must succeed on a DC 13 Constitution saving throw or be *paralyzed* for one minute. A creature paralyzed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} \column {{text-align:center,transform:rotate(-deg),position:relative,left:80PX,TOP:150PX,,color,width:275px ##### Skelepions {{quote, Perhaps the strangest of Asgard's insect population, a skelepion is a very large scorpion, around the size of a rat, with a miniature humanoid skeleton protruding from its front. They are rare, thank the threads, and are often seen around the roots of the plentiful Coalwoods. : These nefarious little critters are extremely murderous in nature, and sometimes craft small weapons to stab and cut with. Like many other creatures in these forsaken lands, they kill for no apparent reason, and are extremely aggressive towards adventurers. : By themselves, they don't pose much of a threat, unless they jump on your face. They become a problem when they start to group up. Like many undead, they tend to clump into hordes, following similar scents towards the same targets. This... presents a problem, to say the least. Skelepion Hordes can amalgamate anywhere from ten to a hundred of these critters. : When a swarm of Skelepions bursts from the ground and rushes your party, you'd best have a cleric and holy symbol handy. A powerful enough turn undead ability can be a life-saver. They may be small, but the sting of a Skelepion carries a potent venom capable of paralyzing limbs. : Be careful out there. The Groves may provide cover from Dragons, but I the deadliest creatures are, without exception, the ones you don't see coming. }} }} {{imageMaskCorner1,--offsetX:64%,--offsetY:55%,--rotation:55 ![](https://imgur.com/urJKiNk.png){height:100%} }} {{imageMaskCorner1,--offsetX:-64%,--offsetY:-55%,--rotation:55 ![](https://imgur.com/urJKiNk.png){height:100%} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner35,--offsetX:-50%,--offsetY:45%,--rotation:-10 ![](https://imgur.com/EwTRptd.png){height:155%,left:-80px,top:-00px,transform:scalex(-1)} }} {{imageMaskCorner34,--offsetX:70%,--offsetY:-33%,--rotation:10 ![](https://imgur.com/EwTRptd.png){height:145%,left:-200px,top:-00px,transform:scalex(1)} }} {{watercolor4,top:-850px,left:330px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(-1)}} {{watercolor4,top:-760px,left:300px,width:550px,background-color:#D4AF37,opacity:40%,transform:scalex()}} {{watercolor4,top:-200px,left:-100px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(}} {{watercolor4,top:-450px,left:-230px,width:550px,background-color:#D4AF37,opacity:40%,transform:scale(-1)}} ![dude](https://imgur.com/odoMmaq.png) {position:absolute,top:-0px,right:0px,width:450px,transform:scalex(-1)} {{monster,frame,top:-10px,left:-25px ## Corsarian Scoundrel *Medium humanoid (any race), chaotic neutral* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 71 (13d8 + 13) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (-)|18 (+4)|13 (+1)|14 (+2)|11 (-)|13 (+1)| ___ **Saving Throws** :: Dex +6, Int +4 **Skills** :: Stealth +6, Sleight of Hand +6 **Senses** :: passive Perception 10 **Languages** :: any three languages **Challenge** :: 4 (1,100 XP) ___ ***Opportunist.*** The Corsarian Scoundrel makes opportunity attacks with advantage, hitting critically on a natural roll of 19-20. It can make an additional off-hand slash attack as part of its opportunity attack. : ***Dual Wielder.*** The Corsarian Scoundrel adds its Dexterity modifier to the damage of its off-hand attack (included in the attack). : ***Quickstep (1/day).*** When the Corsarian Scoundrel rolls initiative, it can choose to shift their own initiative count up by one spot, playing before the nearest contender. : ***Shootout Regular.*** The Corsarian Scoundrel benefits more from having cover. They gain +3 to their A.C and Dexterity saving throws when behind half-cover, and +6 when behind three-quarters cover. : ***Cunning Action.*** The Corsarian Scoundrel can use the *dash*, *hide*, or *disengage* actions as a bonus action. : ***Bleeding Strikes.*** Creatures hit by a *Scimitar* attack from a Scoundrel take 2 additional points of slashing damage if they can bleed. Constructs and most undead are immune to the effects of this trait. ### Actions ***Multiattack.*** The Corsarian Scoundrel makes two weapon attacks. : ***Scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage. : ***Blaster.*** *Ranged Weapon Attack:* +6 to hit, range 60/120ft., one target. *Hit* 8 (1d8 + 4) fire damage. ### Bonus Actions ***Off-Hand Slash.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage. ### Reactions ***Parry.*** The Scoundrel adds 4 to its AC against one melee attack that would hit it, potentially causing it to miss. To do so, the scoundrel must see the attacker and be wielding a melee weapon. }} {{note,position:relative,top:455px,left:10px,width:340px,background-color:gainsboro {{text-align:center #### Sinners At Heart }} : The ugly allure of sin calls to an outlaw, a beacon of pleasure and respite in a harsh life. It is a corrupt light, but a light at least, and those who live too much in darkness will cling to it all the same. : Corsarian Scoundrels can have a *cardinal sin* optional trait, choosing one among the following: : - ***Greed:*** The Corsarian Scoundrel has advantage on Stealth and Sleight of Hand checks. : - ***Wrath:*** When the Corsarian is hit by an attack, its next attack against the creature that damaged it has advantage. : - ***Envy:*** The Corsarian Scoundrel's scimitar is poisoned, dealing an additional 3 (1d6) poison damage on a hit. : - ***Lust:*** The Corsarian Scoundrel can use Dexterity instead of Strength to resolve grapple checks, and its attacks hit critically on a natural roll of 18-20 against grappled targets. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{monster,frame,position:relative,top:-25px,left:-37px,width:365px ## Forsaken Alchemist *Medium undead, neutral evil* ___ **Armor Class** :: 12 (16 with barkskin) **Hit Points** :: 60 (8d8 + 24) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|10 (+0)|16 (+3)|16 (+3)|14 (+2)|9 (-1)| ___ **Saving Throws** :: Con +5, Int +5 **Damage Immunities** :: poison **Condition Immunities** :: charmed, exhaustion, poisoned **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: primeval **Challenge** :: 4 (1,100 XP) ___ ***Undying Scourge.*** When the Forsaken Alchemist takes damage that would reduce it to 0 hitpoints, it must make a DC 10 Constitution saving throw, unless the damage is radiant or from a critical hit. On a success, it is reduced to 1 hit point instead. The DC increases by 2 every time the Alchemist has to roll this save between long rests. : ***Spellcasting*** The Forsaken Alchemist is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Forsaken Alchemist has the following spells prepared: : *Cantrips (at will):* disruptor, eldritch blast, thaumaturgy : *1st level (4 slots):* water drake, magic missile, jump : *2nd level (3 slots):* barkskin, mindblast, heat metal : *3rd level (2 slots):* ariadne's mimicry, slow : ***Cursed Core.*** The Forsaken Alchemist should have perished a long time ago, but its physical form is sustained by a cursed orb that replaced its heart. When the Forsaken Alchemist is below half its maximum hitpoints, faint glimmers of the red orb can be observed. A creature can use an action to attempt a DC 17 Strength (Athletics) check to rip it out, killing the Alchemist instantly on a success. : The Forsaken Alchemist's body turns to dust upon death, leaving behind only its blood-red cursed core. Creatures within 30 feet of the exposed sphere have disadvantage on all saving throws, unless they possess the *Cursed Core* trait. Casting *Remove Curse* on the sphere neutralizes this effect for eight hours, or permanently if cast at 5th level or higher. : ***Alchemical Fixation.*** Forsaken Alchemists are attracted to a material that they studied in life--gold, silver or a particular gemstone. They can sense the presence of their preferred material within 1000 feet, and will act to take it, irrespective of the perils. ### Actions ***Touch of Alchemy.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (2d6) force damage. A medium or smaller creature reduced to 0 hit points by this attack is instantly killed and fully transmuted into the Forsaken Alchemist's favored material. : ***Cursed Breath (recharge 5-6).*** The Forsaken Alchemist breathes a cloud of cursed gas in a 15 foot cone in front of it. Creatures within that area must succeed on a DC 13 Constitution saving throw or suffer disadvantage on rolls related to a statistic of the Forsaken Alchemist's choosing (the same for every creature in the area). }} :::::::::::::::::::::::::::::::::::::: {{note,background-color:gainsboro,width:350px,position;relative ##### Threadnotes: The Forsaken Ones The Primeval Arts, as the ancient science practiced by the inhabitants of the Underside is known, are an endeavor ripe with things like immortality, chaotic transmutation, arcane afflictions, and death. Those who dabble in it rarely keep their wits for long, and their mortal bodies soon follow their minds into eternal demise. : What is left are a particular type of entity, the Forsaken Ones, wretched undead abominations that pursue the arcane art they practiced in life with frenzied madness. Because they are mostly mindless, the Forsaken Ones are easily lured into traps, especially if you are aware of their fixation, the scientific obsession that keeps their soul from passing to the afterlife. Alchemists, the weakest of the Forsaken, often fixate on the transmutation of gold, or other precious metals and gems. }} : #### Cursed Sphere: Blood *Wondrous item, rare (requires attunement)* : The Forsaken Ones who pursued forbidden transmutations in life slowly grew this cursed sphere within their hearts, eventually turning into the undead abominations they are today. It is a potent transmutation focus: after being extracted, it can be used to transmute up to 5 gallons of humanoid blood into the favored material of the Forsaken Alchemist from whom it was taken. {{imageMaskEdge3,--offset:35%,--rotation:180 ![](https://cdn.midjourney.com/07d3c8eb-1f37-468e-a697-e0a1b181f61e/0_0.png){height:130%} }} {{imageMaskEdge3,--offset:35%,--rotation:207 ![](https://cdn.midjourney.com/07d3c8eb-1f37-468e-a697-e0a1b181f61e/0_0.png){height:130%} }} {{imageMaskEdge3,--offset:35%,--rotation:197 ![](https://cdn.midjourney.com/07d3c8eb-1f37-468e-a697-e0a1b181f61e/0_0.png){height:130%} }} ![Forsaken Alchemist](https://imgur.com/n9l8q4w.png) {position:absolute,top:-10px,right:-10px,width:400px,transform:rotate(deg)} {{watercolor9,top:820px,left:710px,width:300px,background-color:indigo,opacity:80%}} {{watercolor9,top:820px,left:-200px,width:300px,background-color:indigo,opacity:80%}} {{watercolor9,top:820px,left:710px,width:300px,background-color:indigo,opacity:80%}} {{watercolor9,top:820px,left:-200px,width:300px,background-color:indigo,opacity:80%}} {{watercolor9,top:820px,left:710px,width:300px,background-color:indigo,opacity:80%}} {{watercolor9,top:820px,left:-200px,width:300px,background-color:indigo,opacity:80%}} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} # Game Master Notes: Low Level Monsters : Creatures of low power have many uses inside a game of D&D, no matter the tier of play your find yourself in. Interesting low CR minions can be a delightful spice for a boss encounter, for example; and a group of lesser monsters that synergize with one another are a flavorful threat to even high level adventurers. : These small guides you'll find sprinkled across the bestiary will outline some design intents and unique ways to play the SRD's monsters, (hopefully) elevating their encounters to the next level! : ### The Snowy Elemental A very simple one, but not wholly devoid of unique possibilities. Aside from being a cute companion to a mage player or NPC, Snowy Elementals can be very interesting creatures to give to a frosty bad guy, such as a Forlorn Draugr. What difference could it make, I feel you think... Well, say the bad guy has the means to summon Snowy Elementals in a rite, and then feed them shards of elemental frost to grow them into something mightier. That is, unless the players use some resources to stop the ritual by dealing with the icy apparitions, stealing the elemental shards, or countering its summoning ability! In a few words, they can dynamize a fight, helping make it more than just trading blows until one of the sides falls. : ### The Cat-sìth This old classic of celtic mythology may be numerically weak, but it has some abilities that make it amazing as a kick-starter for an entire plot line. Stealthy beyond the perception of most low level parties, a Cat-sìth can stalk them, waiting for them to enter dangerous situations, wherein the magical misfortune they bestow can mean the difference between life and death. And when death arrives, they have the ability to steal the souls of the departed, potentially initiating a quest to recover it! : Now, a Cat-sìth with a master, that's where the money's at. Imagine an important ally of the party gets their soul stolen by a Cat-sìth with a familiar bond to a powerful hag, and the players must now cut a deal with her to recover it... Oh, the adventuring potential! And well, if it comes to a fight with a hag or other dark fey baddie, they make *incredible* low-level minions, not so easy to deal with but not impossibly hard either, \column and capable of inflicting dire penalties as a price for ignoring them. All in all, there is nothing like a creature of mythology to move the story along, and the Cat-sìth delivers on that front. ### The Circuit Hound Perceptive, impossible to charm or frighten, with the innate capability to cast the *alarm* spell, and with a high AC that makes it hard to kill it fast, the Circuit Hound is a perfect construct to give to a creature you *don't* want your players to get the drop on. All in all, it can be used to turn another monster--that would normally not be much of an issue--into a good challenge. And of course, the annoyance this may cause your sneakier party members is turned on its head to become delight, if they ever acquire a Circuit Hound for themselves! There is not much else to be said for it; it has but one job, and does it remarkably well for its challenge rating. You can also modulate the danger it poses in battle by deciding to grant or withhold the elemental energy core damage buff. : ### The Arkan Enforcer Though they make excellent disposable minions for a mastermind-type villain, we've found Arkan Enforcers to be best used as a threat of their own, as they're not too powerful in their own right, but have enough unique abilities to keep the players on their toes. This is especially true when using two or three of them simultaneously, and giving each of them a different option of the *Arkan Combat Mastery* trait. An Arkan Enforcer is cunning, and will stall a confrontation as much as needed until the conditions are ripe for them to come out on top. Use of traps, poisons and favorable environment is paramount to playing these low CR menaces appropriately. They are also an ideal recurring bad guy to level up alongside the party, eventually going down in a *very* cathartic battle. It's the kind of enemy you have to outsmart, not outfight. {{imageMaskEdge2,--offset:38%,--rotation:-10 ![](https://imgur.com/lcUZjRO.png){height:120%,} }} {{imageMaskCenter10,--offsetX:46%,--offsetY:-52%,--rotation:180 ![](https://imgur.com/lcUZjRO.png){height:120%,} }} {{pageNumber,auto}} {{footnote Bestiary}} \page :::::::::::::::::: ### The Aurinoir Agent Though developed in the Codex to be an unexpected undercover ally to a party of adventurers, popping up from their guise at the most impactful time, their features relating to deceit and illusion can make them an outstanding evil secret service type of foe, if reskinned only a little. The main thing to keep in mind with the Agent is that, once the cat is out of the bag, they are *weak*. They punch far above their weight class for a moment, and then fall off dramatically. They are also intelligent, and aware of this--hence, whenever they intervene, they should have one of the following two things: a planned escaped route, or the certainty of a decisive victory. And how can we not talk about the nuclear button in their pockets: the "calling for a Sentry" mechanic. When used as an ally NPC, it can lead to great roleplay moments as the party strives to convince them that the emergency option *is* warranted. When used as a foe, it can be great for the players to *know* there is someone that can do that, but not who it is, and to have to race against the clock to find them before backup arrives. : ### The Swarm of Skelepions At CR 4, a Swarm of Skelepions rides that awkward space where monsters are still *kind of weak*, but also kind of TPK material if you're not careful. Flavorful though a dozen swarms may be, moderation is key to running a balanced skelepion encounter. Their clinging mechanic along with paralysis makes it so it's incredibly easy for them to knock unconscious and kill even the healthiest adventurers. In our experience, the Swarm of Skelepions is best used as a flavorful summon for an undead or necromancer boss, or as an environmental hazard you can see coming and prepare for. As ambushers, skelepions are deadly as all hell, and you should consider carefully if your party is strong enough to deal with them. With a surprise round, a decent initiative roll, and some poor saving throws by the players, they can have your whole party paralyzed without them having a chance to act! \column :::::::::::::::::::::::::::::::: ### The Corsarian Scoundrel A swashbuckler kind of foe with an arsenal of traits and abilities that allows them to be an all-purpose baddie. The Corsarian Scoundrel is flavorful as an Astral Pirate, but can easily be reskinned to suit your outlaw minion needs in any other setting. It does nothing too remarkable, but it has a collection of skills that make it a surprisingly proficient fighter at range *and* up close, and it is skilled at briding battlefield distances for tactical purposes, thanks to cunning action. Though they can be used on their own, they are at their best as difficult secondary foes for your players to face in a battle against a more unique commander; for example, a Shinobi Sensei (page 17). : ### The Forsaken Alchemist An undead creature with ungodly amounts of pizzazz, the Forsaken Alchemist's gimmicks make it very suitable for a memorable low level miniboss-type encounter, as it lacks the conscious drive to go further. The entries of the Codex of Strings often deal with places both cursed and ancient, a trope we love to explore, and creatures such as these are great to set the tone just right for your players, breathing life into an entire region. More than just a monster, the Forsaken Alchemist is a piece of environmental storytelling! They are not likely to be much of a strategic threat, so their battles should serve the purpose of furthering the narrative. Be descriptive, tie the monster to its surroundings, and see your dungeon crawl come alive with flavor! {{pageNumber,auto}} {{footnote Bestiary}} {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} {{imageMaskEdge7,--offset:27%,--rotation:190 ![](https://cdn.midjourney.com/93f01303-92c5-4e39-867c-e344a1c01042/0_3.png){height:52%,top:-100px} }} {{imageMaskCenter6,--offsetX:40%,--offsetY:37%,--rotation:-35 ![](https://cdn.midjourney.com/93f01303-92c5-4e39-867c-e344a1c01042/0_3.png){height:52%,top:-100px} }} \page {{watercolor2,top:-240px,left:-160px,width:650px,background-color:skyblue,opacity:100%}} {{watercolor2,top:-240px,left:360px,width:650px,background-color:skyblue,opacity:100%}} ![Iceborn Guardian](https://imgur.com/oaKUMsa.png) {position:absolute,top:0px,right:20px,width:780px,mix-blend-mode:,transform:rotate(-1deg)} {{monster,frame,wide,position:relative,top:422px,width:745px,left:-30px ## Iceborn Beast *Large Elemental, chaotic neutral* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 95 (9d10 + 45) **Speed** :: 30 ft., swim 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|12 (+1)|20 (+5)|6 (-3)|16 (+3)|9 (-1)| ___ **Saving Throws** :: Str +7, Con +8 **Skills** :: athletics +7, perception +6 **Damage Resistances** :: fire **Damage Immunities** :: cold **Condition Immunities** :: chilled, frostbitten, frozen **Senses** :: darkvision 60 ft., passive Perception 16 **Languages** :: Ice Tongue **Challenge** :: 5 (1,800 XP) {{bonus **Proficiency Bonus** +3}} ___ ***Ice Stride.*** The Iceborn Beast can swim through non-magical ice and water. While doing so, the Iceborn Beast doesn't disturb the material it moves through. : ***Cold Absorption.*** Whenever the Iceborn Beast is subjected to cold damage, it takes no damage and regains a number of hit points equal to the cold damage dealt. : ***Everfrost Form.*** The Iceborn Beast is covered in a thick layer of ice that constantly regenerates. At the start of each of its turns, it gains 5 temporary hit points. While the beast has temporary hit points from this ability, it has resistance to bludgeoning, piercing, and slashing damage. If the Iceborn Beast takes fire damage, this trait doesn't function at the start of the Beast's next turn. : ***Frost Aura.*** The Iceborn Beast is surrounded at all times by a 10-foot radius sphere of frost centered on itself. Creatures that start their turn within the Frost Aura or enter it for the first time on their turn must succeed on a DC 14 Constitution saving throw or take 7 (2d6) cold damage and become *chilled* until the end of their next turn. This feature affects all creatures that start their turn within the area. If a *chilled* creature fails this saving throw, they become *frostbitten* instead. If a *frostbitten* creature fails this saving throw, they become *frozen* instead. : ***Innate Spellcasting.*** The Iceborn Beast's spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: : *At will:* thaumaturgy : *3/day each:* ice gale, chromatic orb (cold only) ### Actions ***Multiattack.*** The Iceborn Beast makes one maul attack and one bite attack. : ***Maul.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) slashing damage plus 4 (1d6) cold damage. : ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 4) piercing damage plus 4 (1d6) cold damage, and the target is grappled if it is a creature (escape DC 15). : ***Cold Breath (recharge 5-6).*** The Iceborn Beast exhales a blast of freezing wind in a 15-foot cone in front of it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 ( 6d8 ) cold damage, or half as much damage on a successful one. }} {{pageNumber,auto}} {{footnote Bestiary}} {{imageMaskEdge2,--offset:10%,--rotation:0 ![](https://cdn.midjourney.com/d77616ab-e614-4ed5-888f-6bbf17c7ca75/0_1.png){height:100%} }} \page {{watercolor2,top:-220px,right:660px,width:500px,transform:rotate(20deg),background-color:#BBAD82,opacity:100%}} {{watercolor2,top:70px,right:60px,width:500px,transform:rotate(20deg),background-color:#BBAD82,opacity:80%}} {{position:relative,top:-px,text-align:center,width:250px,right:-420px ## Mimics of Sound : Mimics are creatures that take advantage of greed, and tales of them are so widespread that most adventurers stab dungeon chests before opening them, just to make sure. But there are other monstrosities keen on humanoid flesh, some of which exploit another common emotion: empathy. The Straggler is one of these creatures. A stealthy, monstrous predator that stalks caves and dungeons. It gets its name for way in which it hunts. The Straggler imitates the cries for help of the people that were left behind, drawing in its victims and ambushing them. It prefers lone prey, the stragglers of the group, which it cruelly draws in by making them believe there are others in its situation, and that perhaps together, they may survive. : The grip strength of a Straggler is enough to grapple and snatch away all but the strongest of adventurers. That, along with its prodigious climbing ability, makes it so even if you are in a group, you are not safe from being dragged off to die in obscurity. }} ![straggler](https://imgur.com/EGFBKfx.png) {position:absolute,top:-90px,left:0px,width:488px,transform:scalex(-1)} :::::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:36px ## Straggler *Large monstrosity, unaligned* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 83 (11d10 + 22) **Speed** :: 40 ft., climb 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|18 (+4)|14 (+2)|8 (-1)|12 (+1)|7 (-2)| ___ **Skills** :: Athletics +10, Perception +4, Survival +7, Stealth +10 **Senses** :: blindsight 30 ft., passive Perception 14 **Languages** :: None **Challenge** :: 5 (1,800 XP) ___ ***Expert Tracker.*** The Straggler has advantage on Wisdom (Survival) checks made to track creatures. It has advantage on initiative rolls against creatures it has been tracking for at least 10 minutes. : ***Ambusher.*** The Straggler has advantage on attack rolls against creatures that haven't taken a turn in combat yet. : ***Survival Instinct.*** If the Straggler has a creature grappled or starts its turn with 30 hit points or less, it gains a 10 feet bonus to its walking and climbing speed, and does not provoke opportunity attacks when moving in or out of an enemy's reach. : ***Mimic Voice.*** The Straggler can mimic the last words and sounds uttered by its victims, and remembers them for up to 30 days after hearing them. A successful DC 14 Wisdom (Insight) check reveals the sounds to be beastly in nature, and not humanoid. : ***Snatcher.*** The Straggler suffers no penalties to its movement while carrying a grappled creature that is Medium or smaller. : ***Bounding Leap.*** The Straggler's jump distance is doubled. It can perform a high jump of up to 15 feet without a running start. : ### Actions ***Multiattack.*** The Straggler makes two attacks: one with its claws and one with its bites. : ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) slashing damage. : ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 14 (4d4 + 4) piercing damage, and the target is grappled (escape DC 18). A creature that escapes the grapple takes 10 (4d4) piercing damage. The Straggler can only have one creature grappled in this way at a time. This attack always hits critically against creatures that are grappled by the Straggler's *Bite*. : }} {{imageMaskCorner33,--offsetX:-50%,--offsetY:-55%,--rotation:-5 ![](https://cdn.midjourney.com/8dd67d21-8d93-4865-8872-4ee23f93fc09/0_2.png){height:100%,bottom:-1px} }} {{imageMaskCorner33,--offsetX:50%,--offsetY:-55%,--rotation:5 ![](https://cdn.midjourney.com/8dd67d21-8d93-4865-8872-4ee23f93fc09/0_2.png){height:100%,right:-10px,bottom:-1px} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner12,--offsetX:-50%,--offsetY:-0%,--rotation:0 ![](https://imgur.com/efUYWx0.png){height:90%} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://imgur.com/efUYWx0.png){height:60%,right:0px} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:50%,--rotation:0 ![](https://imgur.com/efUYWx0.png){height:60%,top:0px,right:0px} }} {{pageNumber,auto}} {{footnote Bestiary}} {{watercolor4,top:-850px,left:330px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} {{watercolor4,top:-760px,left:300px,width:550px,background-color:red,opacity:100%,transform:scalex()}} {{watercolor4,top:-200px,left:-100px,width:550px,background-color:red,opacity:100%,transform:scale(}} {{watercolor4,top:-450px,left:-230px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} ![Nemesis Temple Guard](https://imgur.com/69SXMYy.png) {position:absolute,top:-10px,right:-40px,width:500px,height:800px,mix-blend-mode:arken} {{monster,frame,top:-45px ## Crucible Hunter *Medium fiend (devil), Lawful Evil* ___ **Armor Class** :: 18 (plate armor) **Hit Points** :: 90 (12d8 + 36) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|14 (+2)|16 (+3)|10 (+0)|15 (+2)|16 (+3)| ___ **Skills** :: Athletics +6, Perception +5, Survival +5 **Damage Resistances** :: bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered **Damage Immunities** :: fire, poison **Condition Immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 15 **Languages** :: infernal, common **Challenge** :: 6 (2,300 XP) ___ ***Devil's Sight.*** Magical darkness doesn't impede the devil's vision. : ***Hellfire Plate.*** A creature that touches the Crucible Hunter or hits it with a melee attack while within 5 feet of it takes 4 (1d6) fire damage. : ***Survivalist.*** The Crucible Hunter has advantage on Wisdom (survival) checks made to track creatures. It always knows which way is north and can perfectly recall any path it has traveled through, unless hindered by magical means. : ***Lone Wolf.*** If the Crucible Hunter has no allies within 30 feet and is in melee range with two or more foes, he gains advantage on his *Infernal Greatsword* attacks. : ***Great-Weapon Fighting.*** The Crucible Hunter can reroll 1s and 2s on its damage rolls. It must use the new roll. ### Actions ***Infernal Greatsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 7 (2d6) fire damage. : ***Trap Elemental (recharge 5-6).*** The Crucible Hunter carries an Ember Cage, an item designed to capture the souls of elementals. As an action, the Hunter can attempt to capture an Elemental that is CR 5 or lower and has less than half its total hit points remaining. The Elemental must make a DC 14 Charisma saving throw or be trapped within the Ember Cage. If the Ember Cage is occupied, the Crucible Hunter cannot use this action. The Ember Cage is a tiny object with an AC of 12, 20 hit points, and immunity to poison and psychic damage. If the Ember Cage is destroyed, it instantly releases the trapped elemental in the nearest unoccupied space. : ***Vow of Flame.*** The Crucible Hunter recites a magical vow it made to its superiors in the infernal hierarchy, ensuring it will not fail on its task. For the next minute, if the Hunter fails a saving throw, it can choose to succeed instead, ending this effect. : ***Ignite (3/day).*** *Ranged Spell Attack:* +6 to hit, range 60ft., one target. *Hit:* 18 (4d8) fire damage. A creature hit by this attack catches fire, taking 4 (1d6) fire damage at the start of each turn for a minute, or until the flames are doused with water, cold damage, or by using an action to extinguish the flames. }} {{note,position:relative,top:540px,left:20px ##### Encounter: Vow of the Hunter Down on one knee, an ominous figure in black plate looms over a defeated flame elemental. The creature of fire looks up defiantly, still hissing like a barrel of burning embers, spitting sparks. The dark knight brings up his enormous greatsword. The elemental closes its coal-like eyes... but no execution takes place. The infernal blade finds its sheath, and the plated figure brings forth a strange cage of Ember Brass as he recites a sharply intoned incantation. : The last look of the elemental is not defiance, but terror, before it vanishes in a flash, its soul confined to the magical cage. The Crucible Hunter turns to look at you... and draws his greatsword once more. The battle with the elemental seems to have exhausted him none. He intones a rhythmic vow, laced with the sharp, mocking idioms of infernal. : *"By the might of the Lady Eternal, by the power of the Nine Hells, by the greatness of devilkind... My guiding flame, my promise of service; this is not the day I fail."* : A softly burning sheet of flaming essence covers his armor after reciting his vows, as he marches in your direction. Hanging from his belt, the elemental thrashes relentlessly against its cage of ember. It seems battle is inevitable. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge5,--offset:40%,--rotation:180 ![](https://imgur.com/lcUZjRO.png){height:116%,left:-1px} }} {{imageMaskEdge5,--offset:-9%,--rotation:0 ![](https://imgur.com/lcUZjRO.png){height:116%,right:-1px} }} {{monster,wide,frame,position:relative,top:440px,left:-35px,width:760px ## Arkan Juggernaut *Medium humanoid (any race), typically lawful evil* ___ **Armor Class** :: 18 (plate armor) **Hit Points** :: 136 (16d8 + 64) **Speed** :: 20 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|7 (-2)|18 (+4)|10 (-)|10 (-)|12 (+1)| ___ **Saving Throws** :: Str +8, Con +7 **Damage Resistances** :: fire, piercing, slashing **Senses** :: passive Perception 10 **Languages** :: any three languages **Challenge** :: 8 (3,900 XP) ___ ***Overloaded.*** The Arkan Juggernaut carries heavy equipment. Too heavy, some would say. When knocked prone, it must use an action and all of its movement to get up. An observant character may notice this potential weakness with a successful DC 16 Wisdom (Perception) check. : ***Executioner.*** When the Arkan Juggernaut lowers a creature to 0 hit points or lands a critical hit, it can make an additional melee attack as a bonus action on that turn. In addition, the Juggernaut has advantage on attack rolls against creatures that have less than half their total hit points. : ***Bulwark of Arkan.*** Creatures cannot land critical hits on the Arkan Juggernaut. Additionally, it reduces all incoming bludgeoning, piercing, and slashing damage by 3. : ### Actions ***Multiattack.*** The Arkan Juggernaut uses its *slam* action. It then makes two attacks with its *Executioner's Sword*. : ***Slam.*** The Arkan Juggernaut bashes one Large or smaller creature within 5 feet of it with its heavily armored shoulder. The target must succeed on a DC 17 Strength saving throw or be knocked prone. : ***Executioner's Sword.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 13 (2d6 + 6) slashing damage. If a creature is reduced to 0 hit points by this attack, they are decapitated, dying instantly. : ***Arkan Gatling Gun (Recharge 5-6).*** The Arkan Juggernaut fires a scatter of deadly lead bullets in a line that is 90 feet long and 5 feet wide or in a 60-foot cone (the Juggernaut's choice). Each creature in the area must make a DC 17 Dexterity saving throw, taking 39 (12d4 + 9) piercing damage on a failed save, or half as much on a successful one. : ***Crackling Gravity Bomb (3/day).*** The Arkan Juggernaut throws a gravity distortion grenade at a point it can see within 60 feet of it. Creatures within 15 feet of that point must make a DC 15 Strength saving throw, taking 14 (4d6) lightning damage plus 14 (4d6) force damage and being knocked prone a failed save, or taking half as much damage and not being knocked prone on a successful one. ### Reactions ***You Go Down With Me!*** As a reaction when it is lowered to 0 hitpoints, the Arkan Juggernaut moves up to half its maximum speed and detonates its volatile equipment before death. Creatures within 15 feet of the Juggernaut when it explodes must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage plus 28 (8d6) thunder damage and being knocked prone a failed save, or taking half as much damage and not being knocked prone on a successful one. If the Juggernaut is prone or incapacitated, it cannot take this reaction. }} ![huggernaut](https://imgur.com/SZ5hieQ.png) {width:445px,position:absolute,top:-30px,left:10px} {{quote,position:absolute,top:145px,width:290px,left:475px Little man always break easy. Puny rogue, sad wizard... No competition for Gronge Maul. But Gronge not always fight the little men. One time kill ogre, then bed ogre wife. Offspring not little and not man, but big half-ogre woman. Bigger than Gronge, even. But Gronge love his daughter, and daughter love Gronge. Now we break little man, together. {{attribution Gronge Maul, Arkan Juggernaut}} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{monster,frame,position:relative,top:-20px,left:-30px,width:370px ## Shinobi Sensei *Medium humanoid (any race), typically lawful neutral* ___ **Armor Class** :: 17 (studded leather) **Hit Points** :: 85 (13d8 + 26) **Speed** :: 40 ft., climb 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|20 (+5)|14 (+2)|15 (+2)|14 (+2)|13 (+1)| ___ **Saving Throws** :: Dex +8, Int +5, Wis +5 **Skills** :: Stealth +8, Perception +5, Insight +5 **Senses** :: blindsight 15 feet, passive Perception 15 **Languages** :: any three languages **Challenge** :: 8 (3,900 XP) ___ ***Evasion.*** If the Shinobi Sensei is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Shinobi Sensei instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ***Mantis Warrior.*** The Shinobi Sensei can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it has advantage on rolls to grapple creatures or break free from grapples, and can choose to knock prone a creature when they win a grapple contest against them. : ***Paralysis Poison.*** The Shinobi Sensei carries a vial of paralyzing venom. Creatures hit by a weapon coated with Paralysis Poison must succeed on a DC 13 Constitution saving throw or be paralyzed for one minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. : ***Kinetic Awareness.*** Creatures within the Shinobi Sensei's blindsight range cannot gain advantage on any attacks against it, unless the Shinobi Sensei is incapacitated. ### Actions ***Multiattack.*** The Shinobi Sensei uses its *Shadow Slash* and makes two weapon attacks. It can choose to replace a weapon attack with a grapple attempt, or with a *Prana Blocker* attack. : ***Shadow Slash.*** The Shinobi Sensei teleports behind a creature within 15 feet of it, and immediately makes a *Ninjato* attack against it. If the attack hits, it deals an extra 7 (2d6) necrotic damage. : ***Ninjato.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 5) slashing damage. : ***Blowgun.*** *Ranged Weapon Attack:* +8 to hit, range 50/100ft., one target. *Hit* 1 piercing damage. : ***Prana Blocker.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 7 (3d4) force damage. On a hit, a target must succeed on a DC 16 Constitution saving throw, or be unable to cast spells or use magic items that require attunement until the end of their next turn. ### Bonus Actions ***Blinding Powder (3/day).*** The Shinobi Sensei throws a handful of eye-irritating powder at a creature within 10 feet. The target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. : ***Coat Weapon (3/day).*** The Shinobi Sensei coats the blade of their ninjato or the tip of a blowgun dart with *Paralysis Poison*. }} ![master](https://imgur.com/yi9h1zQ.png) {position:absolute,top:156px,right:0px,width:450px,transform:scaleX(),mix-blend-mode:multiply} {{watercolor9,top:-1350px,left:-150px,width:390px,background-color:#BB0A1E,opacity:100%,transform:rotate(120deg)}} {{watercolor9,top:-1339px,left:-150px,width:390px,background-color:#BB0A1E,opacity:100%,transform:rotate(120deg)}} {{watercolor9,top:-600px,left:-905px,width:750px,background-color:#BB0A1E,opacity:1000%,transform:rotate(60deg)}} {{watercolor9,top:-600px,left:-905px,width:750px,background-color:#BB0A1E,opacity:1000%,transform:rotate(60deg)}} {{watercolor9,top:300px,left:-05px,width:650px,background-color:#BB0A1E,opacity:1000%,transform:rotate(-50deg)}} {{watercolor9,top:300px,left:-05px,width:650px,background-color:#BB0A1E,opacity:1000%,transform:rotate(-50deg)}} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge5,--offset:37%,--rotation:190 ![](https://cdn.midjourney.com/fb8b9c28-6c73-4955-a96e-54f8a31ad99c/0_0.png){height:55%,top:0} }} {{imageMaskEdge5,--offset:9%,--rotation:10 ![](https://cdn.midjourney.com/fb8b9c28-6c73-4955-a96e-54f8a31ad99c/0_0.png){height:55%} }} {{watercolor2,top:-320px,left:-130px,width:700px,background-color:white,opacity:100%}} {{monster,wide,frame,position:relative,top:450px,left:-25px,width:740px ## Karcharis *Large aberration, unaligned* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 144 (18d10 + 45) **Speed** :: 50 ft., swim 80 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|21 (+5)|16 (+3)|5(-3)|13 (+1)|18 (+4)| ___ **Saving Throws** :: Dex +9, Con +7 **Skills** :: Stealth +9, Perception +9 **Senses** :: darkvision 120 ft., passive Perception 19 **Languages** :: Deep Speech, telepathy 60 ft. **Challenge** :: 9 (5,000 XP) ___ ***Amphibious.*** The Karcharis can breathe air and water. : ***Starspawn's Sight.*** Magical darkness doesn't impede the Karcharis' darkvision. : ***Scent of Blood.*** The Karcharis has advantage on Wisdom (Perception) checks that rely on smell. It can sense the general location of creatures that have recently bled within 1000 ft of the Karcharis. : ***Blood Frenzy.*** The Karcharis can make a *Bite* attack as a bonus action against creatures that have less than half of their maximum hit points remaining. : ***Evasion.*** When the Karcharis is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ***Predator's Instinct.*** The Karcharis cannot be surprised and has a +5 bonus to initiative rolls. In addition, the first opportunity attack it makes in a round of combat does not expend its reaction. : ### Actions ***Multiattack.*** The Karcharis makes two attacks: one with its Claws and one with its Bite. : ***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 12 (2d6 + 5) slashing damage. : ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 5) piercing damage and the target is *grappled* (escape DC 17) and knocked prone. The Karcharis can only use its bite attack against the creature it is currently grappling in this manner. : ***Tail.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 14 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked back 10 feet, falling prone. : ***Brutal Onslaught (Recharge 5-6).*** The Karcharis makes two *Claw* attacks and a *Bite* attack against a creature it is grappling. : ### Reactions ***Tail Brace.*** The Karcharis makes a *Tail* attack against a creature that enters its reach. }} ![shark](https://imgur.com/LOTfKky.png) {width:805px,position:absolute,top:0px,right:10px} {{pageNumber,auto}} {{footnote Bestiary}} \page {{position:relative,top:-25px ## Derelict Wanderers : The forgotten roads of the kingdom once known as Asgard still make a path through the mountains. These ancient passages once led armies into a great capital of gold, at the feet of the mighty Yggdrasill, jewel of Midgard. : Today, these pathways of stone are unkept, teeming with afflicted bandits and Harbingers. To those that cannot survive the Myrkviðr beyond the hills, this is their only sanctuary, for the shores are taken by spirits and sea serpents. Under the cover of mountains, these derelict wanderers find refuge in barren valleys and rocky caves. : In these parts, were few Dragefjell are found, the greatest danger are not Harbingers nor bandits, but a much more insidious creature. Stories tell of a traveler carrying an enormous bag, full of riches, through the abandoned roads -- seemingly easy prey for the desperate mountain-dwellers. That is how the monster attracts its meal. : Once it is cornered, the Cronebearer shows its true, terrifying form. The monstrous Ink-forged paralyzes its would-be attackers with blood-curling screams from a thousand maws that sprout from its bag, only to then feed on the unfortunate creatures that fall to its bait. : }} \column : {{monster,frame,wide,position:relative,top:-15px ## Cronebearer *Large aberration, neutral evil* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 130 (15d10 + 75) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|12 (+1)|20 (+5)|12 (+1)|14 (+2)|18 (+4)| ___ **Saving Throws** :: Con +9, Wis +6, Cha +8 **Damage Resistances** :: acid, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: poison **Condition Immunities** :: charmed, poisoned **Senses** :: darkvision 60 ft., passive Perception 16 **Languages** :: Common, Primordial, Asgardian **Challenge** :: 10 (5,900 XP) ___ ***Magic Resistance.*** The Cronebearer has advantage on saving throws against spells and other magical effects. : ***False Appearance.*** The Cronebearer can appear as a hooded traveler with a very large bag on its back. After it uses its *Reveal Form* action, it cannot return to its false appearance until it has finished a long rest. : ***Innate Spellcasting.*** The Cronebearer's spellcasting ability is Charisma (spell save DC 16). The Cronebearer can innately cast the following spells, requiring only verbal components: : *At will:* silent image, charm person, detect magic : *3/day each:* detect thoughts, hold person, invisibility (self only) : *1/day each:* dominate person, harm ### Actions ***Reveal Form (1/day).*** The Cronebearer sheds its illusory form, unleashing a thousand screams that echo from its aberrant mouths. It immediately uses its *Paralyzing Scream* action, with an improved range of 60 feet. The Cronebearer can move up to half its maximum speed before or after using *Paralyzing Scream* as part of this action. : ***Multiattack (Aberrant Form Only).*** The Cronebearer makes three *Bite* attacks. : ***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and suffers 11 (3d6) necrotic damage at the start of each of its turns. : ***Paralyzing Scream (Recharge 5-6).*** The Cronebearer lets out a blood-curling screech from its many mouths. Each creature within 30 feet must succeed on a DC 16 Wisdom saving throw or take 23 (5d8) psychic damage and be *paralyzed*. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cronebearer's paralysis effect for the next 24 hours, though they still take the damage. }} {{imageMaskCorner,--offsetX:5%,--offsetY:40%,--rotation:0 ![](https://imgur.com/urJKiNk.png){height:200%} }} {{imageMaskCorner36,--offsetX:5%,--offsetY:35%,--rotation:0 ![](https://imgur.com/gGGUvzu.png){height:200%} }} ![Cronebearer](https://imgur.com/CXxKw2T.png) {position:absolute,top:-90px,right:-20px,width:460px,transform:scalex(-1),mix-blend-mode:darken} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} :::::::::::::::: # Game Master Notes: Mid Level Monsters : *Now* it gets interesting, right in the middle of the power table. Monsters between CR 5 and 10 are an amazing thing, powerful enough to warrant unique skills and memorable encounters, but also common enough to be sprinkled into almost any game; as secondary antagonists against high level parties, and as impactful bosses against less powerful ones. : Unlike low level monsters, which thrive on subtle abilities and traits that add up to a flavorful whole, these creatures have well-defined playstyles guided by their unique features, such as the Cronebearer's Paralyzing Scream and False Appearance, which set up a horrifying ambush, or the Crucible Hunter's many traits that make it a great loner enemy. : ### The Iceborn Beast Potentially a direct level-up of the Snowy Elemental, the Iceborn Beast is, like most elementals, a great summon. But you already knew that. What is particular about the Iceborn Beast are its features that allow it to act as a prodigious tank, front-line damage dealer, and debuff specialist. A lot of stuff for just one creature to be doing! Hence, the Iceborn Beast is best played as a lone enemy for parties that aren't quite so powerful, and is an excellent minion to throw at overconfident high level parties in need of a cold reminder of their own mortality. A fun quirk of this stat sheet is that, using the ice gale spell that it can cast innately once a day, it can simultaneously heal itself (thanks to the Cold Absorption feat) and damage others. : ### The Straggler Explaining how the Straggler should be played is tantamount to explaining how a Mimic should be played; an exercise in futility, as its very existence is rooted in its combat gimmick, like most ambusher monsters. Instead, we'll take this space to remark \column how easy it is for the Straggler to kill a player, with its high speed, snatch-away capability, and advantage on surprised targets. So yes. Do be careful, for even if a Straggler will almost never cause a TPK, a poorly timed PC death can devastate a table and sour your game for a long time. The Straggler is best left for grittier games; the importance of session 0 cannot be understated in these cases! ### The Crucible Hunter Dealing damage to melee attackers automatically in every hit, with an action that gives it something akin to a legendary resistance, and advantage on all attacks while fighting alone, the Crucible Hunter is a monster made to solo an adventuring party. Narratively, they are great as ominous, silent mercenaries, and they have the mechanics to back it up. It's our attempt at breaking the natural course of action economy without legendary actions. Making them capable of reforming sometime after death is something we used in playtesting, and it left a huge imprint on players. The fact is, the Crucible Hunter simply oozes with that edgy coolness we all love to see from time to time. So go on, indulge, and don't hold back on those Infernal Greatsword swings! : ### The Arkan Juggernaut A monster that could be more aptly defined as an obstacle clad in plate armor, the Arkan Juggernaut is pure brawn and not much brains. Its very first trait, *Overloaded*, already induces the players to outsmart it and not outfight it. Trading blows with this behemoth goes bad, unless you have exceptional might. : The Arkan Juggernaut is most fun as an encounter when placed in environmental conditions that allow for creative way of defeating it. All the classics from TTRPGs and video games apply: oil cannisters, conspicuously unsafe ledges, crumbling roofs... Extra XP for physics kills! {{imageMaskEdge4,--offset:37%,--rotation:0 ![](https://imgur.com/efUYWx0.png){height:120%} }} {{imageMaskEdge4,--offset:40%,--rotation:180 ![](https://imgur.com/efUYWx0.png){height:120%} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} {{imageMaskEdge7,--offset:7%,--rotation:90 ![](https://cdn.midjourney.com/724b51e4-3736-4efc-9043-ce74381616d0/0_3.png){height:100%,left:-130px} }} \column {{position:relative,top:-0px,left:20px ### The Shinobi Sensei A skilled combatant with many abilities that benefit from careful planning and a rigorous study of the enemy, the difficulty of their combat encounters scales exponentially with the knowledge they have of the party. If they know one of the PCs has an important magic item that can turn the tides of battle, they will likely target them with their *prana blocker* action, for example. Or, if one of the PCs is renowned for their speed and fast reaction time, they will likely be the first to feel the brunt of their paralysis poison. : Using *Shadow Slash* as a mobility option, especially when paired with the *Blinding Powder* bonus action, is a great way of keeping a fight against a Shinobi Sensei dynamic, tense and exciting. Use them to get away from the range of melee combatants, to get behind cover... High mobility is one of the things that makes the Shinobi Sensei such a daunting foe. It'd be a disservice not to play that aspect of its fighting style correctly! : ### The Karcharis We made an evil void shark. Thematically, its whole gist can be elegantly summed up in that six word phrase. Mechanically, the Karcharis is a combatant that, by logical extension of its benefits against wounded creatures, tends to hyperfocus on a single target. PCs with high mobility and / or teleportation options will find battling it a breeze, while those that lack such things will surely know shark hell. As noticeable by its lack of AoE abilities, this creature was not designed with solo combat in mind, in contrast to many of our other mid level monsters. It is best paired with mightier aberrations as its masters, or hunting in packs of 2-4 Karcharis. PCs with a low amount of hit points, like our beloved wizards and sorcerers, will suffer particularly against Karcharis, as they will be rapidly bloodied in the face of the space shark's onslaught. : ### The Cronebearer Ah, yet another ambusher to give your players nightmares. Lovely. This one is the mightiest of the mid level monsters of the SRD, and let me tell you, it really blurs the line with the high level ones. But... That's only if it lands its *Reveal Form* plus *Paralyzing Scream* combo of death, which can only happen once over the course of an entire campaign, and quite honestly, over the course of a player's entire life. There's no falling in that trap twice, so best make the first one memorable! Much like the Forsaken Alchemist, the Cronebearer overflows with flavor, and is amazing to use as a piece of environmental storytelling, in the sense that it has no major narrative of its own, but instead incarnates the tale of the whole region it is found within. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner36,--offsetX:50%,--offsetY:60%,--rotation:0 ![](https://cdn.midjourney.com/351af30c-8181-44f7-87b5-0d7fc2b24ee3/0_2.png){height:120%,top:0} }} ![Sentry](https://imgur.com/bWfQA78.png) {position:absolute,top:0px,left:0px,width:480px} {{imageMaskCorner36,--offsetX:-40%,--offsetY:-67%,--rotation:0 ![](https://cdn.midjourney.com/351af30c-8181-44f7-87b5-0d7fc2b24ee3/0_2.png){height:120%,top:0} }} {{note,position:relative,top:555px,text-align:center,width:350px,left:-30px,background-color:gainsboro ##### Variant: Sentry Suits *Until Threadseeker Thomas Farlane came along, the shining starlet of the Aurinour Order, the Aurinoir Sentries were not sentries at all, but rather suits of power armor meant to be worn by agents. He revolutionized the confection of defense constructs, and went on to design, almost single-handedly, the famed Aurinoir Destroyers.* : *Some of the suits that had been manufactured before Farlane redesigned them to be autonomous are still around, and are sometimes lended out to Threadseekers who must embark on a difficult quest.* : {{text-align:left #### Sentry Suit *Plate Armor, Legendary (requires attunement)* : *The Sentry Suit is a suit of plate armor +2. By touching it and expending a 3rd level spell slot, it becomes activated for the next 8 hours, granting its wielder the following benefits:* : - *You don't need proficiency with heavy armor to use this magic item.* - *Your Dexterity score increases by 2, and your walking speed increases by 10 feet.* - *Climbing doesn't cost you extra movement, and your jump distance is doubled. You can high jump of to 15 feet without a running start.* - *You gain the Evasion feature from the rogue and monk classes, if you don't have it already.* }} }} \column {{monster,frame,position:relative,top:-20px,left:0px,width:370px ## Aurinoir Sentry *Large construct, lawful neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 153 (18d10 + 54) **Speed** :: 50 ft., climb 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|22 (+6)|16 (+3)|7 (-2)|10 (-)|6 (-2)| ___ **Skills** :: Acrobatics +10 **Damage Immunities** :: psychic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** :: blindsight 60 ft. **Languages** :: speaks the language of its creator **Challenge** :: 11 (7,200 XP) ___ ***Magic Resistance.*** The Aurinoir Sentry has advantage on saving throws against spells and other magical effects. : ***Eminent Flare.*** While the Sentry is in combat, it sheds bright light out to a range of 30 feet and dim light for another 30 feet. Invisible or ethereal creatures that start their turn illuminated by the bright light of the sentry are anchored to the material plane and become visible. : ***Evasion.*** When the Aurinoir Sentry is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds and half damage if it fails. : ***Engineered Athlete.*** Getting up when prone only consumes 10 feet of the sentry's movement. In addition, the Aurinoir Sentry's jump distance is doubled. It can high jump up to 15 feet without a running start. : ***Rapid Slash.*** If the Aurinoir Sentry has advantage on a *High-Frequency Blade* attack against a target, it can forgo the advantage to make an additional *High-Frequency Blade* attack against the same target instead. The extra attack cannot benefit from advantage in any way. : ***Immutable Form.*** The Aurinoir Sentry is immune to any spell or effect that would alter its form. ### Actions ***Multiattack.*** The Aurinoir Sentry makes two attacks with its *High-Frequency Blade* and one with its *Barbed Tail*. : ***High-Frequency Blade.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage and 7 (2d6) force damage if the target is incorporeal or ethereal in nature. This attack ignores resistance to slashing damage and is considered magical. : ***Barbed Tail.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. ### Reactions ***Brace.*** The Aurinoir Sentry makes one *Barbed Tail* attack against a creature that comes within 10 feet of it. : ***Defensive Acrobat.*** As a reaction to an attack that would hit it, the Aurinoir Sentry can make a Dexterity (Acrobatics) check. If the result is higher than the attack roll, the attack misses. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner27,--offsetX:40%,--offsetY:52%,--rotation:-40 ![](https://cdn.midjourney.com/c79320fd-a770-4918-bf03-d176bef7fbf6/0_0.png){height:63%,top:0,left:-px,transform:scalex()} }} {{imageMaskCorner27,--offsetX:-30%,--offsetY:-50%,--rotation:-50 ![](https://cdn.midjourney.com/c79320fd-a770-4918-bf03-d176bef7fbf6/0_0.png){height:63%,bottom:0,left:-1px,transform:scalex()} }} {{quote,position:relative,top:75px,left:-30px,text-align:Center,color:,width:280p "Squabbling children. That is what they are. The Edict. The Court. Both Paledark and Prisma are two sides of the same coin. Our Queen is gone, and with her, any semblance of dignity and dialogue. Now, they are at each other's throats, and we, the true keepers of the groves, are caught in the middle. : {{attribution Archfey Zenar, Spear of the Dryads}} }} ![Grove Defender](https://imgur.com/1pmY82y.png) {position:absolute,top:5px,right:-100px,width:780px,transform:rotate(4deg),mix-blend-mode:darke,z-index:1} {{monster,frame,wide,position:relative,top:275px,z-index:2,width:750px,left:-30px ## Grove Defender *Large fey, neutral good* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 186 (18d10 + 105) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|12 (+1)|20 (+5)|12 (+1)|18 (+4)|14 (+2)| ___ **Saving Throws** :: Str +11, Con +10, Wis + 9 **Damage Immunities** :: poison **Condition Immunities** :: poisoned **Senses** :: darkvision 60 ft., passive Perception 19 **Languages** :: Common, Elvish, Sylvan, Druidic, Undercommon **Challenge** :: 13 (10,000 XP) ___ ***Magic Resistance.*** The Grove Defender has advantage on saving throws against spells and magical effects. : ***Speak with Beasts and Plants.*** The Grove Defender can communicate with beasts and plants as though they shared a language. : ***Innate Spellcasting.*** The Grove Defender's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Grove Defender can innately cast the following spells, requiring only verbal components. *At will:* druidcraft, entangle *3/day each:* barkskin, cure wounds *1/day each:* polymorph (self only), plant growth : ***Polearm Master.*** If it is wielding a weapon with the *reach* property, the Grove Defender can make an opportunity attack when a creature enters its reach. : ***Sentinel Strike.*** A creature hit by an opportunity attack from the Grove Defender has its speed reduced to 0 for the rest of the round. ### Actions ***Multiattack.*** The Grove Defender makes two weapon attacks. : ***Nature's Trident.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit* 15 (2d8 + 6) piercing damage. : ***Hooves.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one prone target. *Hit* 33 (8d6 + 6) bludgeoning damage. : ***Nature's Trident (Throw).*** *Ranged Weapon Attack:* +11 to hit, range 60/120 ft., one target. *Hit* 17 (2d10 + 6) piercing damage. A Medium or smaller creature hit by this attack must succeed on a DC 19 Strength saving throw or be knocked prone and restrained as they are impaled by the Trident. A creature restrained by the Trident or one that can touch the creature can use an action to attempt to pull the Trident out by succeeding on a DC 19 Strength (athletics) check. The Grove Defender can use a bonus action to instantly recall the Trident to its hand, freeing any creature it had pinned to the ground. : ***Wrath of the Grove.*** The defender attempts to grow thorny vines inside the body of a creature within 30 feet that is restrained by its *Nature's Trident (Throw)* action. The creature must make a DC 17 Constitution saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much on a successful one. A creature that is reduced to 0 hit points by this attack is instantly killed, and a small tree grows from its corpse. ### Bonus Actions ***Polearm Backstrike.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit* 11 (2d4 + 6) bludgeoning damage. }} {{pageNumber,auto}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-15px,width:720px,right:20px ## Shrub O' Death *Huge plant, unaligned* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 173 (15d12 + 75) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|11 (-)|21 (+5)|5 (-3)|14 (+2)|9 (-1)| ___ **Saving Throws** :: Str +11, Con +10 **Condition Immunities** :: blinded, deafened **Damage Vulnerabilities** :: fire **Senses** :: blindsight 60 ft., tremorsense 120 ft., passive Perception 17 **Languages** :: Understands primeval and sylvan but doesn't speak **Challenge** :: 13 (10,000 XP) ___ ***Earth Sense.*** The Shrub O' Death is blind, but can sense the presence of other creatures through nearby plant life. The Shrub O' Death magically detects the precise location of creatures within 240 feet of it that are within 15 feet of another plant. : ***Pack of Carnivorous Plants.*** The Shrub O' Death has advantage on attack rolls against a creature if at least two plant type allies are within 15 feet of it. : ***Keen Hearing and Smell.*** The Shrub has advantage on Wisdom (Perception) checks that rely on hearing or smell. : ***Mutant Regeneration.*** The Shrub regains 15 hit points at the start of its turn. If the Shrub takes fire damage, this trait doesn't function at the start of the Shrub's next turn. The Shrub dies only if it starts its turn with 0 hit points and doesn't regenerate. : ***Acid Blood.*** When a creature within 5 feet of the Shrub O' Death hits it with an attack that deals piercing or slashing damage, it must make a DC 18 Dexterity saving throw or take 9 (2d8) acid damage. : ***Subservience.*** The Shrub O' Death is a bio-engineered creation of an arcane master, and follows its commands. It receives information through a special telepathic bond with its creator that has a maximum range of 1000 feet. Outside this range, the Shrub becomes animalistic in nature and no longer follows any orders. A caster of 15th level or higher can attempt to form a temporary subservience bond with a masterless Shrub O' Death that is unconscious. It must spend 10 minutes creating the magical bond, at the end of which it must roll a DC 20 spellcasting ability check. On a success, the Shrub O' Death follows its commands as if it were its creator for the next 48 hours. ### Actions ***Multiattack.*** The Shrub O' Death makes two claw attacks and one bite attack. : ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit* 17 (2d10 + 6) slashing damage. : ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 17 (2d10 + 6) piercing damage plus 18 (4d8) acid damage, and the target is grappled (escape DC 19). : ***Poison Breath (5-6)*** The Shrub exhales poisonous gas in a 60-foot cone in front of it. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. ### Reactions ***Spore Cloud.*** As a reaction to a creature entering the area within 10 feet of it, the Shrub O' Death can release a cloud of poisonous spores. Each creature within 10 feet of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) acid damage and 9 (2d8) poison damage and be *poisoned* for one minute. }} {{imageMaskEdge4,--offset:-5%,--rotation:0 ![](https://imgur.com/v8scpWJ.png){height:117%,mix-blend-mode:multiply} }} {{imageMaskEdge4,--offset:-2%,--rotation:17 ![](https://imgur.com/v8scpWJ.png){height:117%,mix-blend-mode:multiply} }} {{imageMaskEdge4,--offset:-2%,--rotation:-17 ![](https://imgur.com/v8scpWJ.png){height:117%,mix-blend-mode:multiply} }} ![Deathly SHRUB](https://imgur.com/XwPr7Mk.png) {position:absolute,top:-86px,right:10px,width:820px,mix-blend-mode:multi} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge,--offset:1%,--rotation:90 ![](https://cdn.midjourney.com/b6b61370-e58c-4b5c-80ef-2c5db61c8403/0_3.png){height:100%,right:0,transform:scalex(-1)} }} {{imageMaskEdge,--offset:1%,--rotation:90 ![](https://cdn.midjourney.com/b6b61370-e58c-4b5c-80ef-2c5db61c8403/0_3.png){height:100%,left:-35px} }} {{note,position:relative,left:-15px,top:650px,width:340px ##### Condition: Revealed The eldritch magic used by the higher ranking members of the Arkan Group is based on revealing the secrets of others and using it to extort them, or downright end them if they prove too willful to control. This malicious intent extends into their combat tactics, which often employ arcanisms that inflict a magical revelation of weaknesses and secrets. The *revealed* condition represents that. : A *revealed* creature cannot benefit from the *invisible* condition, is returned to its true form if it is shapeshifted, and attacks against it hit critically on a natural roll of 19-20. The *revealed* condition does not undo magic, it only negates it temporarily: if a creature is concentrating on an *invisibility* spell that it cast on itself and is *revealed*, for example, the spell doesn't end -- its effects are put on hold until they lose the *revealed* condition. }} \column {{monster,frame,position:relative,top:-30px,width:330px,left:30px ## Masked One of Arkan *Medium humanoid (any race), lawful evil* ___ **Armor Class** :: 17 (eldritch blessing, 20 with mage armor) **Hit Points** :: 110 (16d8 + 38) **Speed** :: 30 ft., fly 50 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|15 (+2)|16 (+3)|13 (+1)|11 (-)|20 (+5)| ___ **Saving Throws** :: Con +7, Cha +10 **Skills** :: Stealth +7, Perception +5, Intimidation +10 **Damage Resistances** :: psychic, cold **Senses** :: passive Perception 15 **Languages** :: common, abyssal, deep speech and one other language **Challenge** :: 14 (11,500 XP) ___ ***Revealing Gaze.*** The Masked One's gaze creates an area, equivalent to a 60-foot cone, where concealment of any kind becomes almost impossible. The Masked One decides in which direction the cone is facing at the start of each of its turns. Creatures that enter that area must succeed on a DC 18 Charisma saving throw or become *revealed* until they leave the area. A creature that succeeds the saving throw against the *revealed* effect is immune to the Masked One's *revealing gaze* trait for the next hour. : ***Herald of the Deep.*** The Masked One acts as the willful envoy of an unknowable entity, and is endowed with its otherworldly power in return. It gains the following benefits: : *Deepsight.* The Masked One can use a bonus action to focus its gaze, gaining truesight in an area equivalent to its *revealing gaze* until the end of its turn. : *Beams of Damnation.* The Masked One's *eldritch blast* damage includes its Charisma modifier (+5), and inflict the *revealed* condition until the end of the target's next turn on a hit. : *Eldritch Blessing.* The Masked One's AC includes its Charisma modifier. Additionally, when forced to make and Intelligence or Wisdom saving throw, it can make a Charisma saving throw instead. : ***Innate Spellcasting.*** The Masked One can cast the following spells innately, requiring no material components. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). *At will:* eldritch blast (3 beams), disguise self, mage armor *3/day each:* cause arrhythmia, counterspell (as a 5th level spell), hypnotic pattern *1/day each:* hellish retort, dominate person, greater invisibility : ***Exhort the Branded.*** When the Masked One targets another servant of Arkan (that is branded) with one of its spells, they have disadvantage on saving throws they make against the spell, if any. Additionally, if the spell targets only branded creatures, it doesn't expend a use from its *Innate Spellcasting* trait. ### Actions ***Eldritch Touch.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage and 11 (3d6) psychic damage. }} {{pageNumber,auto}} {{footnote Bestiary}} \page ::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:143px,left:-26px,margin-bottom:-30px,width:740px ## Radiation Eater *Huge construct, unaligned* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 206 (18d12 + 90) **Speed** :: 40 ft., climb 20 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|14 (+2)|21 (+5)|7 (-2)|13 (+1)|10 (-)| ___ **Saving Throws** :: Str +10, Con +10 **Damage Resistances** :: slashing, piercing and bludgeoning from non-magical attacks **Damage Immunities** :: poison, necrotic, radiant **Senses** :: blindsight 120 ft. **Languages** :: understands common, elvish, and teng but doesn't speak **Challenge** :: 14 (11.500 XP) ___ ***Lesser Magic Immunity.*** The Radiation Eater can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. : ***Radiation Charges.*** Whenever the Radiation Eater is subjected to radiant damage, it stores this damage in a special compartment within its metallic torso and gains an amount of Radiation Charges equal to the damage it absorbed. The Radiation Eater can hold up to 50 Radiation Charges. If there is no space left in the compartment, the Radiation Eater consumes all Radiation Charges and regains 50 hit points. Every time the Radiation Eater takes damage, it begins to overheat and gains 5 Radiation Charges. : ***Immutable Form.*** The Radiation Eater is immune to any spell or effect that would alter its form. : ***Protection Protocol.*** If the Radiation Eater starts its turn with 50 hit points or less, it will attempt to escape the confrontation. If it considers its attackers a greater threat than its own demise, it will use the *self destruct* action on its next turn, attempting to catch as many opponents as possible in the blast. ### Actions ***Multiattack.*** The Radiation Eater makes three attacks: one with its tail scythe and two with its arachno-limbs. : ***Tail Scythe.*** *Melee Weapon Attack:* +10 to hit, reach 20 ft., one target. *Hit* 21 (3d10 + 5) slashing damage. : ***Arachno-Limb*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit* 15 (3d6 + 5) piercing damage. : ***Irradiating Gaze (Costs 20 Radiation Charge).*** The Radiation Eater casts its gaze upon a creature within 60 feet of it, blasting it with a wave of radiation. The creature must make a DC 18 Constitution saving throw, taking 28 (8d6) radiant damage and being poisoned for the next minute on a failed save, or taking half that damage and not being poisoned on a successful one. : ***Self Destruct.*** The Radiation Eater uses its own body as an explosive weapon. At the start of its next turn, it bursts in a powerful blast of lightning, force and radiation. Creatures within 60 feet of the Radiation Eater when it explodes must make a DC 18 Dexterity saving throw, taking 14 (4d6) lightning damage, 14 (4d6) force damage and as much radiant damage as the Radiation Eater has Radiation Charges on a failed save, or half as much on a successful one. ### Bonus Actions ***Irradiate Limbs (Costs 20 Radiation Charge).*** The Radiation Eater bolsters its titanium appendages with radiant energy. For the rest of the turn, its weapon attacks are considered magical and deal an additional 7 (2d6) radiant damage. }} {{imageMaskEdge4,--offset:4%,--rotation:180 ![](https://cdn.midjourney.com/64d1c718-67a3-4373-bad0-e01ab7b82dc9/0_0.png){height:52%,top:-10px,transform:scaleX(-1)} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{monster,frame,position:relative,top:630px,left:-10px,width:30x ### Spellcasting The Magi is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Magi can cast silent image and invisibility at will and has the following spells prepared: *Cantrips (at will):* eldritch blast, thaumaturgy, light, minor illusion *1st level (4 slots):* hideous laughter, mage armor, thunderwave, hellish rebuke *2nd level (3 slots):* scorching ray, blur, mindblast, hold person *3rd level (3 slots):* counterspell, fly, lightning bolt *4th level (3 slots):* dimension door, magisteal, energy feedback *5th level (2 slots):* cloudkill, dominate person, telekinesis *6th level (1 slot):* disintegrate, frozen brume *7th level (1 slot):* fire storm, cosmic singularity *8th level (1 slot):* feeblemind, glibness (cult leader) *9th level (1 slot):* weird, meteor swarm (arcane scourge) : The Magi casts mage armor on itself before combat. }} \column {{monster,frame,position:relative,top:-43px,left:0px,width:350px ## Convicted Magi *Medium humanoid (any race), any chaotic alignment* ___ **Armor Class** :: 13 (natural armor, 16 with Mage Armor) **Hit Points** :: 130 (20d8 + 40) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|17 (+3)|14 (+2)|16 (+3)|13 (+1)|20 (+5)| ___ **Saving Throws** :: Wis +6, Cha +10 **Skills** :: Arcana +8, Deception +15, History +8, Perception +6 **Senses** :: darkvision 60 ft., passive Perception 19 **Languages** :: any five languages **Challenge** :: 15 (13,000 XP) ___ ***Infamous Trait.*** The prisoners of Fallow's Hold are infamous across the universe. Their dastardly exploits are often associated with a particular trait. Choose one of the following: : *Cult Leader.* The Magi can cast the *suggestion* and *command* spells at will. It can do so as a bonus action even if it already cast a spell of 1st level or higher using its action. : *Arcane Scourge.* The Magi can add its Charisma modifier to the damage of its spells. : *Magical Anomaly.* Each time the Magi casts a spell, roll a d10. On a 10, it can immediately cast another spell of 5th level or lower without expending a spell slot. Additionally, the Magi has advantage on saving throws against spells and other magical effects. : ***Anti-Magic Collar.*** To confine these powerful spellcasters, the Hold limits their use of the arcane with an anti-magic collar. While the Convicted Magi has its collar on, it can only cast cantrips. : ***Arcane Sight.*** The Convicted Magi darkvision is not impeded by magical darkness. If the Magi has the *Magical Anomaly* trait, it can cast *detect magic* at will. : ***Deceive the Faithful (Cult Leader).*** The Convicted Magi cannot be compelled to tell the truth by magical means. It gains proficiency in the Persuasion (+10) and Intimidation (+10) skills. : ***Magical Warfare.*** The Convicted Magi has advantage on Constitution saving throws made to avoid losing concentration on a spell. In addition, when a creature provokes an opportunity attack from the Convicted Magi, it can cast a cantrip instead of making an attack. : ***Overchannel (1/day).*** When the Convicted Magi casts a spell of 1st through 5th level that deals damage, it can deal maximum damage with that spell. If the Magi has the *Arcane Scourge* trait, it can use this feature 3 times per day instead of one. ### Actions ***Multiattack.*** The Convicted Magi makes two unarmed strikes. : ***Unarmed Strike.*** *Melee Attack:* +7, reach 5ft., one target. *Hit:* 3 bludgeoning damage. ### Reactions ***Arcane Surge (Magical Anomaly).*** When a creature other than the Convicted Magi casts a spell within 60 feet of the Convicted Magi, roll a d6. On a 5-6, the Convicted Magi can use its reaction to cast a spell that is of 5th level or lower without expending a spell slot. }} {{imageMaskCorner33,--offsetX:40%,--offsetY:55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:85%,right:-1px,top:-10px} }} {{imageMaskCorner33,--offsetX:-0%,--offsetY:-55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:135%,left:-110px,bottom:-300px} }} {{watercolor6,top:-220px,right:300px,width:600px,background-color:#BBAD82,opacity:80%}} ![Interdimensional Magi](https://imgur.com/ymkVabv.png) {position:absolute,top:55px,left:-0px,width:420px,transform:scalex(-1),z-index:,mix-blend-mode:darken} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} ::::::::::::::::: # Game Master Notes: High Level Monsters : From CR 11 onward, monsters become dangerous in even the highest tiers of play. These beings can go toe to toe against almost any single level 20 player character, and sometimes come out on top. Defeating high level monsters is, almost without exception, a team effort, and an encounter that pits the party against two or three high level monsters that work well together is more challenging *and* fun that most mythic fights against a single Godlike enemy that has three metric tons of legendary actions. Just brings some variety and excitement, you know? : ### The Aurinoir Sentry A construct flavored around high agility and mobility instead of machine strength, this one shines in its simplicity. It can attack *a lot*. Three times with Multiattack, then another if it has advantage, and as a reaction when an enemy enters its reach. All in all, the Aurinoir Sentry makes for a great pursuer, and a good guard to place next to NPCs you don't want the party to go full murder hobo on. Note the "Aurinoir Agent" previously mentioned in this document; the sentry is meant to NPCs such as these with their lives. This construct isn't designed to have a very compelling narrative; it is more of a high level sentry, for when the town guard stat sheet starts lagging behind the power levels of your campaign. However, subverting this trope is an amazing thing! What if, for example, an Aurinoir Sentry were to gain sentience, and pursue its own, probably ruinous, purposes? : ### The Grove Defender With several options to restrain at range, immobilizing opportunity attacks, superior mobility and high damage per round, the Grove Defender is the bane of melee martials, and not such an easy target for casters either, thanks to its magic resistance. Like the Shinobi Sensei, the Grove Defender's CR is justified in the tools it has to prevent creatures from fighting back effectively. \column The Grove Defender is a straightforward monster to run, but only if you remember that, despite its imposing frame, it will rarely seek to fight up close, since range gives it an almost insurmountable advantage against most builds PCs are likely to have. : It will only expose itself to additional risk when charging into the fray to use its devastating *Hooves* attack, which may be a blessing in disguise. For the price of an average 33 damage, PCs can now attempt to inflict an immobilizing condition upon it, such as a grapple, to prevent it from using its powerful ranged strategy. ### The Shrub O' Death Similarly to the Forsaken Alchemist and the Cronebearer, and like most Plant type monsters in the game, the Shrub O' Death can be a living part of the environment. A violent "hello" to explorers, which you can drop in overgrown laboratories, jungles, and quite honestly, anywhere that suits your fancy. Mechanically speaking, the Shrub O' Death is a mixture of troll (regeneration, fire weakness), green dragon (breath weapon) and poisonous plant (spore cloud, blindsight). In sum, an exceptionally able damage dealer and tank, but with pronounced weaknesses in fire and in most spells, which it has almost no recourse against. : The subservience trait gives it great narrative versatility that most Plants lack, making it work well as a lackey to an enemy caster, or as a wild environmental threat, or as the high level pet of the party's wizard. With time, it can even be all three! : {{imageMaskEdge2,--offset:37%,--rotation:-10 ![](https://imgur.com/3PRPSCI.png){height:120%} }} {{imageMaskEdge4,--offset:40%,--rotation:180 ![](https://imgur.com/3PRPSCI.png){height:120%} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{position:relative,top:200px ### The Masked One of Arkan A great mastermind to put behind many layers of Arkan Enforcers and Juggernauts, a position that is solidified by its *Exhort the Branded* trait, which lets it cast dominate person at will on underlings. This makes them excellent at seeming stronger than they actually are, and leaving a lasting impression on the party after seeing them deal with an unruly servitor. Similar flavor to characters such as Palpatine! : In *actual* combat, they shine when accompanied by goons, as they can inflict the *revealed* condition very easily and on multiple targets at once, making their whole crew hit critically more often, and countering any sneaky invisibility or shapeshifting shenanigans the party may have up their sleeves. : ### The Convicted Magi An all-purpose stat sheet for a very bad, very evil spellcaster, complete with three variants to better adjust itself to the exact sort of BBEG mage you have in mind! This one is made with the express purpose of being played around a bit further in the workshop, a functioning base for GMs across the world to Frankenstein as they wish. : With the full versatility of high level spellcasters, the Convicted Magi is often best presented as a potential threat the players must prevent from coming to fruition--hence the whole prisoner theme. A ploy to liberate such a sinister and powerful character can be extremely compelling, *especially* if the party never faces the caster themselves in a fight, but rather in interrogations. }} \column ::::::::: {{position:relative,top:200px ### The Radiation Eater Big AC, big bag of hit points, big frame. This colossal hunk of metal will never not be a hard foe to face, but you can dial its difficulty down or up by making careful use of its *Radiation Charges* trait, which will also make it the most hated monster of every paladin at your table. Indeed, the choice of starting it off with different amounts of radiation stored will highly complicate or simplify a combat encounter. : Even when played at its weakest, everything about this monster screams "run away," and this should be made clear to players. This construct is *dangerous* and menacing in a machinal sort of way. Dispassionate, efficient, and utterly lethal. It will even destroy itself in a raging ball of fire and radiance if that is what it takes to deal with intruders! As for placement, anywhere in your game where there's forbidden locations is amazing, as it plays the role of secret police tank very successfully. }} {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} {{imageMaskEdge5,--offset:29%,--rotation:195 ![](https://cdn.midjourney.com/3bbc567b-7aad-4e2f-8e64-d67a819133d0/0_1.png){height:120%} }} {{imageMaskEdge4,--offset:28%,--rotation:-15 ![](https://cdn.midjourney.com/3bbc567b-7aad-4e2f-8e64-d67a819133d0/0_1.png){height:120%,transform:scaleY(-1)scaleX(-1),top:430px} }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner32,--offsetX:-50%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:60%,top:-1px,left:-280px} }} {{imageMaskCorner32,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:70%,right:0,bottom:-1px,transform:scalex(-1)} }} ![Warden Devil](https://imgur.com/nbZaJxG.png) {position:absolute,top:0px,right:-20px,width:455px} {{monster,frame,top:-30px,right:20px ## Arcane Warden *Large elemental, typically lawful neutral* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 250 (24d10 + 120) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|12 (+1)|21 (+5)|18 (+4)|16 (+3)|24 (+7)| ___ **Saving Throws** :: Str +12, Con +11, Cha +13 **Damage Immunities** :: cold, fire, poison **Condition Immunities** :: charmed, frightened, incapacitated, poisoned **Senses** :: truesight 120 ft., passive Perception 16 **Languages** :: Arcani and two other languages **Challenge** :: 18 (20,000 XP) ___ ***Limited Magical Immunity.*** The Arcane Warden can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. : ***Arcane Demise.*** If the Arcane Warden dies, its body explodes in an arcane burst, leaving behind only the equipment it was wearing or carrying. All creatures within 30 feet of the Arcane Warden when it is reduced to 0 hit points must make a DC 21 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much on a successful one. Magical effects of 6th level or lower within the area of the explosion are dispelled, and magical Items of *Very Rare* rarity or lower lose their magical properties for 1d4 + 1 hours. : ***Bluefire Penance.*** Whenever the Arcane Warden deals fire damage, it can choose to deal cold damage instead. In addition, each creature of the Arcane Warden's choice within 15 feet of it takes 1d6 fire damage at the start of each of the Warden's turns. For each consecutive turn a creature is affected by this feature, it takes an additional 1d6 fire damage, up to a maximum of 5d6. This damage can’t reduce a creature’s hit points below 1. : ***Unrelenting Jailor.*** The Arcane Warden's attacks are magical. A creature hit by the Arcane Warden's *Chain* attack becomes *Imprisoned* for an hour. The Warden knows the location of all *Imprisoned* creatures while in the same plane of existence. An *Imprisoned* creature cannot teleport nor leave its plane of existence by any means and has its walking speed reduced by half. ### Actions ***Multiattack.*** The Arcane Warden makes two *Chain* attacks. : ***Chain.*** *Melee Weapon Attack:* +12 to hit, reach 15ft., one creature. *Hit* 13 (2d6 + 6) bludgeoning damage and 7 (2d6) fire damage, and the target is grappled (escape DC 20). The Arcane Warden can have up to two creatures grappled in this way. The Arcane Warden can choose to pull a grappled creature closer to it as part of this attack. A grappled creature must succeed on a DC 20 Strength saving throw or be pulled 15 feet closer to the Arcane Warden. : ***Grip of Disintegration.*** *Melee Spell Attack:* +13 to hit, reach 5ft., one target. *Hit* 75 (10d6 + 40) force damage. This attack can only be made against a creature the Warden is grappling. }} {{monster,frame,top:625px,width:350px ### Legendary Actions *The Arcane Warden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Warden regains spent legendary actions at the start of its turn.* : ***Ignite.*** The Arcane Warden bursts with blue flames. Each creature within 30 feet of it must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. : ***Move.*** The Arcane Warden moves up to half its maximum speed. : ***Chain.*** The Arcane Warden makes one *Chain* attack. : ***Dispel (Costs 2 Actions).*** The Arcane Warden casts *Dispel Magic* at 6th level. : ***Ethereal Chains (Costs 2 Actions)*** The Arcane Warden makes a *Chain* attack against an *Imprisoned* creature. This attack has a range of 120 feet and ignores cover. A creature grappled by this attack cannot be pulled closer by the Arcane Warden. }} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCorner32,--offsetX:35%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/3b72729c-cb14-428e-90a8-76e7d1ec84e4/0_1.png){height:65%,top:-10px,transform:scalex(1),right:-130px} }} {{imageMaskCorner32,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/3b72729c-cb14-428e-90a8-76e7d1ec84e4/0_1.png){height:65%,bottom:-10px,left:-1px,} }} ![silly effect de la espada](https://imgur.com/yTijnht.png) {position:absolute,top:275px,right:406px,width:344px,transform:scalex(-1),z-index:1} ![Void Hunter](https://imgur.com/tf3yqPi.png) {position:absolute,top:5px,right:365px,width:410px,transform:scalex(-),z-index:} ![Void Hunter](https://imgur.com/t4nurIn.png) {position:absolute,top:5px,right:365px,width:410px,transform:scalex(-),z-index:} {{monster,frame,position:relative,top:485px,right:23px,text-align:center,width:351px ### Actions {{width:20px}}***Multiattack.*** The Purifier makes three weapon attacks. : ***Cosmic Blade.*** *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) slashing damage plus 18 (4d8) force damage. Aberrations take an additional 22 (5d8) force damage. : ***Reality Slash.*** The Purifier slashes horizontally, creating a powerful wave of energy in a 60-foot-cone. Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 42 (12d6) force damage, or half as much damage on a success. : ***Dimensional Passage.*** The Purifier creates a dimensional passage. It chooses a point within 10 feet. At any point over the next 8 hours, it can choose another point within 10 feet of it. When both points are chosen, a circular portal, 10 feet in diameter, opens over each point. The portal cannot open on an occupied space. The two spaces are perfectly linked, and can be traveled to and from, even if they are on different planes of existence. The portals last for an hour or until the Purifier dismisses them. The portals cannot deal damage nor be destroyed, and connect the two points as if the space was contiguous. ### Reactions ***Parry.*** The Purifier adds 6 to its AC against one melee attack that would hit it, potentially causing it to miss. To do so, the Purifier must see the attacker and be wielding a melee weapon. : ***Riposte.*** When an attacker misses a melee attack against it, the Purifier can make a *Cosmic Blade* attack against that target. }} \column {{monster,frame,position:relative,top:-35px,right:-5px,width:360px ## Celesari Purifier *Medium celestial, typically true neutral* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 209 (22d8 + 110) **Speed** :: 40 ft., fly 80 ft (hover). ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|22 (+6)|20 (+5)|17 (+3)|18 (+4)|24 (+7)| ___ **Saving Throws** :: Str +12, Dex +12, Cha +13 **Skills** :: Perception +10 **Damage Resistances** :: radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: truesight 120 ft., passive Perception 20 **Languages** :: all, telepathy 120 ft. **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (3/day).*** If the Purifier fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Purifier has advantage on saving throws against spells and other magical effects. : ***Starfolk Aura.*** The Celesari Purifier can choose one of the following auras at the start of each of its turns, which remains active until another is chosen. The Celesari Purifier cannot benefit from an aura if it is *incapacitated.* Each aura is visually distinct, as the Purifier's empty hand changes colors to match the cosmic power it commands. *Space Expansion (blue).* Each creature of the Purifier's choice that is within 30 feet of the Purifier has their movement speed halved until the end of their next turn. Creatures cannot benefit from advantage on melee attack rolls against the Purifier. *Force Field (purple).* The Purifier and allies within 30 ft. of it gain +2 to their AC and reduce all incoming damage by 3. *Resistance (gold).* The Purifier gains resistance to acid, cold, fire, lightning, and thunder damage. *Ethereal Movement (white).* The Purifier can move through other creatures and objects as if they were difficult terrain and becomes immune to the *Prone*, *Grappled*, *Paralyzed*, *Petrified*, and *Restrained* conditions. If the Purifier ends its turn inside an object, it takes 6 (1d10) force damage. *Missile Snaring (red).* The damage of any ranged weapon attack that targets the Purifier is reduced by 1d10 + 6. If the damage is reduced to 0, the projectile is stopped, hovering slightly in the air, and the Celesari Purifier can use a reaction to make a ranged spell attack roll (+11 to hit) against a target within 60 feet. On a hit, the target takes the attack's regular damage plus 5 (1d10) additional force damage. : ***Armament of the Stars.*** The Purifier's weapon attacks are magical and deal an additional 18 (4d8) force damage (included in the attack). : ***Celesari Reflexes.*** The Purifier cannot be surprised while it is conscious, and it has a +5 bonus to initiative rolls. In addition, it can take an additional reaction per turn. : ***Innate Spellcasting.*** The Purifier's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Purifier can cast the following spells innately, requiring no material components: *At will:* *fallow's spellbind, hunter's mark, magic missile* *3/day each:* *banishment, misty step, shooting star* *1/day each:* *wall of force*, *watcher's smite*, *teleport* }} {{watercolor2,top:320px,left:330px,width:600px,background-color:lightblue,opacity:100%}} {{watercolor2,top:-220px,left:-230px,width:700px,background-color:lightblue,opacity:100%}} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskEdge5,--offset:9%,--rotation:-10 ![](https://imgur.com/61Gp6Q5.png){height:196%,transform:scaleY(-1),top:20px} }} {{imageMaskEdge5,--offset:40%,--rotation:-190 ![](https://imgur.com/61Gp6Q5.png){height:196%,transform:scaleY(-1),top:0px} }} {{watercolor6,top:-100px,left:420px,width:500px,background-color:darkblue,opacity:40%}} {{watercolor6,top:-100px,left:420px,width:500px,background-color:black,opacity:40%}} {{monster,frame,position:relative,top:-0px,left:-25px, ## Herald of the End Times *Huge aberration, neutral evil* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 225 (18d12 + 106) **Speed** :: 30 ft., fly 60 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|20 (+5)|22 (+6)|23 (+6)|11 (+0)|20 (+5)| ___ **Saving Throws** :: Con +12, Int +12 **Damage Resistances** :: fire, force; bludgeoning, slashing, and piercing damage from non-magical attacks **Damage Immunities** :: poison, psychic, cold, necrotic **Condition Immunities** :: blinded, demoralized, exhaustion, poisoned **Senses** :: truesight 180 ft., passive Perception 10 **Languages** :: All **Challenge** :: 20 (25,000 XP) ___ ***Legendary Resistance (3/day).*** If the Herald fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Herald has advantage on saving throws against spells and magical effects. : ***Arcane Dominion.*** The effects of spells of 5th level or lower are suppressed within 15 feet of the Herald, unless it chooses to permit them. This includes the overlapping parts of an area effect, such as a fireball, and spells that target creatures within the range of the Herald's *Arcane Dominion*. : ***Mind-Rending Weapons.*** The Herald's weapon attacks deal an additional 21 (6d6) psychic damage (included in the attack) and are considered magical. : ***Implosive Demise.*** When the Herald is lowered to 0 hit points, a gravitational singularity manifests as its body collapses. Creatures within 90 feet of it must succeed on a DC 18 Strength saving throw or be pulled 45 feet closer to the Herald's remains. At the start of the Herald's next turn, the singularity detonates. Creatures within 45 feet of it must make a DC 18 Constitution saving throw, taking 65 (10d12) force damage on a failed save, or half as much on a successful one. : ***Innate Spellcasting.*** The Herald can cast the following spells innately, requiring no material components. Its spellcasting ability is Intelligence (spell save DC 20). *At will:* telekinesis, slow *3/day each:* phantasmal killer, mass despair, disintegrate *1/day each:* foresight, antimagic field, weird : ***Prophesied Darkness.*** When a hostile creature within 30 feet of the Herald fails a saving throw, the Herald regains 14 (4d6) hit points. : ***Eternity's Grasp.*** When a creature fails a saving throw against one of the Herald's spells, they are afflicted with *Nihil's Curse* for the next hour. A creature under *Nihil's Curse* has all its ability scores reduced by 1. This effect can stack up to a maximum of three times. Regardless of how many stacks a creature has, a single casting of *remove curse* or *greater restoration* completely removes the effect. }} {{monster,frame,position:relative,right:-13px,top:527px,width:350px ### Actions ***Multiattack.*** The Herald makes one attack with its *Darkeye Scepter* and one attack with its *Void Claw*. It can then cast a spell from its *Innate Spellcasting* list or use *Collapse Space*, if available. : ***Darkeye Scepter.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (3d6 + 4) bludgeoning damage plus 21 (6d6) psychic damage. : ***Void Claw.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 35 (10d6) force damage plus 21 (6d6) psychic damage.: : ***Collapse Space (Recharge 5-6).*** The Herald teleports to an unoccupied space it can see within 120 feet of it. Creatures and objects within 15 feet of the point where it appears must make a DC 20 Strength saving throw, taking 28 (8d6) force damage on a failure, or half as much on a success. : ***Teleport.*** The Herald magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ### Reactions ***Warped Teleportation.*** When a creature the Herald can see within 120 feet of it casts a spell that would teleport it, the Herald can use a reaction to redirect the teleportation to an unoccupied space within 30 feet of it. If the spell would teleport several creatures, all of them teleport to unoccupied spaces within 30 feet of the Herald. }} ![baron](https://imgur.com/prk3TZ4.png) {width:545px,position:absolute,top:-30px,right:-60px} {{pageNumber,auto}} {{footnote Bestiary}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://imgur.com/9sHRjEh.png){height:100%} }} :::::::::::::::::::::: # Game Master Notes: Epic Level Monsters : The epic monsters of the Universe of Strings! Each and every one of these creatures can make for a formidable boss battle in their own right, and should be taken seriously, no matter the circumstance. From CR 15 to 20, here are some of the hardest and most complicated stat blocks we have devised! : ### The Arcane Warden An Arcane Elemental! What is that? Well, they have their own special lore here in the Universe of Strings, but you can add them as mutant, ascended elementals in whatever world you desire. They can even be powerful constructs! A very flavorful stat block that combines magic immunity with unrelenting strength to create a juggernaut that will not rest until its enemies are in chains! The Arcane Warden is meant to be a high level guardian, hence the whole "chains" theme. Mechanically, the closer you are to the Warden, the worse its fire/cold damage can be, and the Warden will attempt to maintain as many characters in its Bluefire Penance range as it can, using grapples and tagging targets with its *imprisoned* mechanic. This feisty elemental is designed to go up against a large number of foes and come out on top. The Warden's myriad of immunities, coupled with its very high saving throws, make it so it doesn't really need legendary resistances. If, by chance, a character manages to put it in a difficult position with a powerful enough spell or ability, let them have it! The warden is an incredibly tough foe regardless, and will probably survive anything the characters throw at it. : ### The Celesari Purifier An epic character in its own right, the Celesari Purifier is a stat block that can be used to represent a myriad of different high level NPCs. A jedi, an alien super-soldier, a celestial champion -- pretty much anything that fits the theme! The most important thing is the narrative aspect of it. Unlike many of the high level stat blocks that D&D offers us, the Celesari Purifier is not some mindless, evil beast for your characters to defeat, but a great adversary that stands against the party in more than just battle, or a powerful ally your players will never forget. : On the matter of the stat sheet itself, it is important to note that the Purifier has no legendary actions. It is, in essence, a high-level player character, an NPC more than an actual epic boss. Though, it can hold up to that title very well, if the party finds themselves in battle against it. The true goal of the Purifier at all times is to divide and conquer. If it can control the battlefield, it can control the fight. Wall of Force can be used to trap certain characters, while Shooting Star and Reality Slash makes the Purifier a threat even in range. Its most powerful ability is its *banishment*, which it will most likely use to maintain the party disorganized. ### The Herald of the End Times And finally, in opposition to the Celesari Purifier, a true cosmic horror. A monster meant to take on entire parties without so much as breaking a sweat, a spellcaster capable of throwing several high level spells per day, an anti-magic menace that revels on the characters failures--the Herald of the End Times. Part of a collection of very high-level aspects of Eternity, this stat sheet is exactly what it seems; and eldritch horror in humanoid form, almost relatable, but completely alien in its motives and magic. You can play the Herald as a lovecraftian creature, an unspeakable shadow that lives to bring forth Eternity's will; or you can also play it as a high level champion of Eternity, a character that was seduced by the End of All Things, and has now given themselves completely to it. Much like the Purifier, the Herald does not have legendary actions--he instead makes up for this with extremely powerful abilities, the kind that should only be used once per turn. : To battle a Herald of the End Times is an exercise in futility, for it thrives in direct confrontation. It can control magical effects of all kinds within its Arcane Dominion, and its *Prophesied Darkness* feature will keep it alive as long as it keeps fighting; the more, the merrier. It is quite difficult to defeat a Herald in a fight, and even in death, it manages to be a nuisance. The players may have to find other ways to deal with the creature, which makes it a perfect "force of nature" kind of encounter, much like a Kraken or an Astral Dreadnought. {{pageNumber,auto}} {{footnote Bestiary}} {{imageMaskEdge1,--offset:34%,--rotation:180 ![](https://imgur.com/61Gp6Q5.png){height:85%,top:-380px,transform:rotate(90deg),left:80px} }} \page {{partCover}} # IV {{position:relative,top:3px ## Magic Item Vault }} {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://cdn.midjourney.com/cdf1759c-29a6-4691-a715-a6d132c21c77/0_0.png){position:absolute,top:0,left:-0px,height:116%} }} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page {{wide,text-align:center,position:relative,top:-10px # Common Items }} #### Clockwork Needle *Wondrous Item, Common* : When people think of medicinal needles, it's usually a crude tool made to close the wounds of the flesh. The elegant clockwork needle serves a much more elegant and complex purpose: the fast repair of highly advanced constructs and machinery. : Three times per day, you can use an action to tend to the damage dealt to a construct of mechanical object within 5 feet of you. The needle unfolds a dozen tiny appendages to meticulously repair and rewire, restoring 2d8 + 5 hitpoints to the target. You can also attempt to stab an organic creature with it instead, causing the appendages to tear into the flesh. Make an improvised weapon attack. On a hit, you deal 3d8 + 5 piercing damage to the target, and the needle breaks. You can attempt to repair it over the course of an hour, rolling a DC 12 Dexterity (Sleight of Hand) check. On a failed save, the needle breaks permanently. Each time the needle is repaired, the DC of this check increases by 2. : \column {{position:relative,top:420px,width:330px #### Pot of Endless Coffee *Wondrous Item, Common* : *The obsession of mortals with brewing the small brown grounds native to the Yakari jungles is understandable: a hot beverage capable of improving alertness, physical performance and energy levels is truly a gift of Pashama upon mortalkind. That is why the kitchens of the City of Strings produce a limitless amount of coffee, available on demand at a very affordable price, delivered anywhere in the cosmos through this wondrous pot. Thank you for purchasing your brews from the City of Strings cantina!* : This small bronze contraption doesn't have the normal engineering of a moka pot, though its form resembles one. To use it, you must unscrew the two chambers, and fill the lower one with an amount of copper pieces equal to the servings of coffee you wish to receive. You must then twist the two parts back together, speak the command word *capulus* and wait one minute. The top compartment will then be filled with piping hot coffee, and the lower one will be empty of coin. : A creature can drink a serving of this coffee as a bonus action. For the next minute, they gain a +2 bonus to initiative rolls. To grant this benefit, the coffee must have been brewed within the last hour. A creature cannot benefit from this magical effect more than once in an 8 hour period. }} ![needle](https://imgur.com/PBFxg00.png) {position:absolute,top:125px,right:70px,width:305px,mix-blend-mode:,transform:scaleX(-1)rotate(deg)} ![CAfeTEEEEEra](https://imgur.com/dp0ojQ5.png) {width:465px,mix-blend-mode:multipy,position:absolute,top:500px,left:-30px,transform:scaleX(-1)} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:405px,left:243px,opacity:80%} {{watercolor6,top:-260px,left:570px,width:500px,background-color:goldenrod,opacity:50%,transform:rotate(-20deg)}} {{watercolor4,top:240px,left:550px,width:500px,background-color:#6f4e37,opacity:50%,transform:rotate(-70deg)}} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page ![serpencora](https://imgur.com/1MnG2EN.png) {width:365px,mix-blend-mode:multipy,position:absolute,top:160px,left:20px,transform:rotate(-deg)} ![cristalius](https://imgur.com/TWmMURI.png) {width:365px,mix-blend-mode:multipy,position:absolute,top:30px,right:10px,transform:scaleX(-)} {{position:relative,top:-20px,LEFT:-30PX,text-align:center #### Amulet of Shared Suffering *Wondrous item, Common (requires attunement)* : This amulet is shaped like a heart of deep crimson with a snake coiling around it. While attuned to this item, when an ally within 60 feet of you takes damage, you can use your reaction to take half the triggering damage in its stead. Once used, this ability can't be used again until you finish a short or long rest. }} \column ::::::::::::::::::::::::::: {{position:relative,top:-,LEFT:30PX,text-align:center #### Crystal of Echoing Whispers *Wondrous item, Common* : This small, translucent crystal hums faintly when held. Several of these crystals are scattered across this dungeon. : While you carry the Crystal of Echoing Whispers, you can cast the message cantrip. Additionally, once per day, you can use an action to cast *detect thoughts* (spell save DC 13) through the crystal. }} {{imageMaskEdge7,--offset:19%,--rotation:-3 ![](https://cdn.midjourney.com/6a2f3ace-4b13-4a36-8f6b-14f2154c743a/0_0.png){height:155%,transform:scaleX(-1),top:350px} }} {{imageMaskEdge7,--offset:19%,--rotation:-13 ![](https://cdn.midjourney.com/6a2f3ace-4b13-4a36-8f6b-14f2154c743a/0_0.png){height:155%,transform:scaleX(-1),top:350px} }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(90deg),position:absolute,top:245px,left:245px,opacity:80%} {{pageNumber,auto}} \page {{wide,text-align:center,position:relative,top:-10px # Uncommon Items }} :: #### Hunter's Reliquary *Wondrous Item, Uncommon (requires attunement)* : A masterpiece of some long-gone eldritch smith, this magical receptacle is made for carrying a small amount of blood. While attuned to this item, you can sense the precise location of a creature whose blood is stored within, and your critical range against them is increased by 2. The reliquary can only contain the blood of one creature at a time, and it cannot sense the location of a creature that is in another plane of existence. : Additionally, you may use the reliquary’s magic to cast the *hunter's mark* spell against a creature whose blood is contained within the item. Wisdom is your spellcasting ability for this spell. You cannot transfer the mark to a creature whose blood isn't in the reliquary. Once you use this ability, you cannot do so again until you finish a short or long rest. \column ::::::::::::::::::::::::::::::::::::::: #### Baldric of Gravity *Wondrous Item, Uncommon (requires attunement)* : This belt, which extends greatly when unbuckled and is meant to be worn over the shoulder, was initially made as a thief's tool. Its uses as an astral exploration item soon became apparent to the inhabitants of the silvery expanse between the stars, however. While worn, gravity reacts to pull the user towards the surface they are standing on, be it a meteorite, a wall, or a roof. This effect functionally grants you a climb speed equal to your walking speed. : Additionally, you can use the belt's magic to cast the *levitate* spell on yourself. Intelligence is your spellcasting ability for this spell. Once you use this ability, you cannot do so again until you finish a short or long rest. ![cinto](https://imgur.com/Lf8gxl4.jpg) {width:305px,position:absolute,left:60px,top:530px} ![relicario](https://imgur.com/11BAbCU.png) {width:345px,position:absolute,left:430px,top:120px,transform:rotate(-deg)} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:405px,left:243px,opacity:80%} {{watercolor4,top:-20px,left:-200px,width:650px,background-color:darkblue,opacity:15%,transform:rotate(-20deg)}} {{watercolor2,top:-160px,left:500px,width:400px,background-color:darkred,opacity:30%}} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page ::::::::::::::::::::::::::::: {{position:relative,left:-20px #### Pashama's Ear *Wondrous Item, Uncommon (requires attunement)* : This ornate piece of jewelry was made to fit the ears of some kind of elf, but with careful handiwork and some mild discomfort, other humanoids can use it. It does look a bit silly on them, though. From time to time, you can hear whispers emanating from the ear, spoken in an ancient language laced with magic and primal power. : While attuned to Pashama’s Ear, you can speak and understand druidic, but not read it. You gain the *Keen Hearing* trait, granting you advantage on Perception and Investigation checks that rely on hearing. Additionally, you have blindsight out to a range of 30 feet, which ceases to function if you are deafened. }} \column {{position:relative,left:20px #### Wand of Accuracy *Wand, Uncommon (requires attunement by a spellcaster)* : A simple but clever tracking enchantment is placed upon the small purple gem at the tip of this wand. Unfortunately, you need to hit the target first for the magic to stick. : When you hit a target with a ranged spell attack while using the Wand of Accuracy as a spellcasting focus, you gain a +1 to subsequent ranged spell attack rolls against that creature. This bonus can stack up to a maximum of +3 and lasts until you finish a short or long rest, or until an affected target is targeted by *dispel magic*. }} ![earring](https://imgur.com/SStC58a.jpg) {width:265px,position:absolute,left:60px,top:10px,transform:rotate(-30deg)scaleX(1)} ![Wand of Kinetic Assault](https://imgur.com/9xsmhhR.png) {width:335px,position:absolute,right:30px,top:330px,transform:scaleX(-)} {{imageMaskEdge5,--offset:23%,--rotation:0 ![](https://cdn.midjourney.com/b37fdcf5-f391-4612-9044-203b382ee49d/0_0.png){height:120%,top:20px,left:-1px} }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(90deg),position:absolute,top:245px,left:245px,opacity:80%} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page {{wide,text-align:center,position:relative,top:-10px # Rare Items }} #### Staff of Falling Stars *Quarterstaff, Rare (requires attunement)* : This black staff is adorned by brilliant constellations that float gently around its slender body. You can feel cosmic energy flowing within the item. : While using the staff, you gain +2 to your spell attack bonus. Through the staff, you can cast each of the following spells once per day, requiring no material components: *starfire*, *shooting star*. : In addition, whenever you hit a creature with an attack with this staff, the creature is *Revealed* :df_d10: until the end of your next turn. \column #### The Fixer *Wondrous Item, Rare (requires attunement)* : This wrench is a particularly useful tool that takes care of all minor inconveniences, even ones that have nothing to do with repairing stuff. This item has more applications that you can even fathom. If you have a problem--any problem at all--try the Fixer first. You might not even need a sword after that. This item can be used as a set of Tinker's Tools that grants a +2 to ability checks made with it. ![Wrench](https://imgur.com/zFzsIEC.png) {position:absolute,top:240px,left:440px,width:300px,transform:rotate(27deg)} {{position:relative,top:200px While attuned to this item, you can cast the *guidance* and *mending* cantrips through it, requiring no material components. : ***Fixes Stuff.*** Any Medium or smaller non-magical object that is broken can be fixed with a gentle tap of this wrench. A broken dagger, a splintered shield, even the inner workings of a lever system. : ***Fixes Magic Stuff.*** The Fixer has 5 charges. You can expend a charge to gain advantage on an ability check. You can expend 5 charges to restore half the maximum charges of another magical item that is of *Rare* rarity or lower. The Fixer regains 1d4 + 1 charges daily at dawn. : ***Even Fixes Your Relationships.*** You gain +2 bonus to any Charisma check meant to de-escalate a situation and avoid battle. Whether you are lying or not, the Fixer will help you regardless. : }} ![staff](https://imgur.com/08xLnXk.png) {position:absolute,top:340px,left:50px,width:330px,transform:rotate(-deg)scaleY(-1)} {{watercolor9,top:200px,left:-330px,width:600px,background-color:indigo,opacity:20%,transform:rotate(65deg)}} {{imageMaskCorner4,--offsetX:42%,--offsetY:-55%,--rotation:0 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:40%} }} {{pageNumber,auto}} \page ::::::::::::::::::::::: #### Nightingale Pendants *Wondrous Item, Rare (requires attunement by a spellcaster)* : These beautiful pendants bear resemblance to both feathers and teardrops. The symbology it could have is lost, as its current owner claims they’re just purple beetles. Kadir seems to be wearing a very similar pair… perhaps he knows more than he’s letting on, judging by his knowing smile. : The Nightingale pendants have ten charges. While attuned to them, you can expend one charge to ignore a spell’s verbal and somatic components (as per the sorcerer’s subtle spell metamagic option), two charges to cast the darkness, pass without trace or silence spells, or four charges to cast the invisibility spell. : The pendants regain 1d4+1 charges daily at dawn. \column :::::::::::::::: #### Wand of Gold & Garlic *Wand, Rare (requires attunement)* : Made by a primeval alchemist with a sense of humor, this wand can freely transmute heads of garlic into sand-like grains of gold. It will not transmute anything else under any circumstances, but it does reek of garlic all the time. Because of its potential to wreck the economy of the material plane, the *Wand of Gold & Garlic* is safely contained deep within the vaults of the Aurinoir Order. : This wand can also be used as a spellcasting focus that grants a +1 to your spell save DC and spell attack bonus. While attuned to this item, all cloud-based spells smell of garlic and deal double damage to creatures of vampiric nature. : ***Cursed Item:*** After you transmute a hundred and one heads of garlic into gold, the next time you attempt the transmutation, you must succeed on a DC 18 Charisma saving throw or be turned into a mound of golden sand. This transformation kills you instantly. This curse cannot be removed by any means except the destruction of the wand. {{watercolor9,top:-900px,left:-420px,width:650px,background-color:goldenrod,opacity:50%,transform:rotate(85deg)}} ![pendants of night](https://imgur.com/6vdxZbA.png) {width:355px,position:absolute,top:-2px,left:10px,opacit} ![garlic](https://imgur.com/SL1ofyp.png) {width:455px,position:absolute,top:-70px,left:360px,transform:rotate(-55deg)} {{imageMaskEdge7,--offset:20%,--rotation:-5 ![](https://cdn.midjourney.com/1a04d5ba-d6fb-43ff-a070-844c1ef63326/0_0.png){height:117%,top:20px,left:-1px} }} \page {{wide,text-align:center,position:relative,top:-10px # Very Rare Items }} #### Parchment of the Wayfarer *Wondrous item, Very Rare (requires attunement)* : To the casual observer, this may seem nothing more than a dry, old piece of paper. However, when the command words *Ahrym Eleian* are spoken, it instantly re-draws itself to represent an area 25 miles around its current position. ::::::::::::::::::::::::: You can use the *Parchment of the Wayfarer* to create an arcane eye (as per the *arcane eye* spell) that appears at a place of your choice within the surface represented in the map. Places shrouded from divination magic appear as blank space in the map, and cannot be targeted or seen by the special arcane eye. The eye lasts for one hour or until you dispel it as an action. You cannot have more than one eye active simultaneously. : \column #### Spellbane Dagger *Weapon (Dagger), Very Rare* : This small dagger was designed to fight powerful spellcasters, as its every slash weakens their arcane capabilities. : You have a +2 to hit and damage rolls made with this dagger. On a hit, creatures capable of casting spells suffer a -1 penalty to their spell save DC and spell attack bonus for the next minute. The penalty can stack up to three times. Hitting a maximally penalized caster renews the time until the condition expires. :::::::::::::::::::::::: Additionally, you can cast the following spells through the *Spellbane Dagger* without expending material components (spell save DC 15, +7 to hit with spell attacks). Intelligence is your spellcasting ability for these spells. : *At will:* disruptor, detect magic : *1/day each (as 5th level spells):* counterspell, dispel magic, remove curse {{imageMaskEdge7,--offset:28%,--rotation:10 ![](https://cdn.midjourney.com/8dceb20b-bdfd-4d0e-82ba-f2158081cacc/0_2.png){height:78%,top:330px,left:-1px} }} ![dagardium](https://imgur.com/Ll9E8pt.png) {width:335px,position:absolute,top:295px,right:65px,opacit} ![mapard](https://imgur.com/cq20j95.png) {width:280px,position:absolute,top:250px,right:450px,transform:rotate(-10deg)} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page ![mascara](https://imgur.com/dbGKdwY.png) {position:absolute,top:635px,left:45px,width:360px,transform:rotate(-deg),mix-blend-mode:multipl} ::::::::::::::::::::::: #### Mask of the Platinum Owl *Wondrous Item, Very Rare (requires attunement)* : This legendary mask bears the likeness of a platinum owl, majestic creatures of a distant age. According to legend, aristocrats of the ancient Teng civilization rode them as gallant mounts for diplomatic missions, or as fierce beasts of war for battle. : While you wear the *Mask of the Platinum Owl*, your Wisdom score increases by 2, up to a maximum of 20, and you have truesight out to a range of 10 feet. Additionally, if you are a druid of 5th level or higher, the true power of the mask is revealed and unlocked to your use. You can expend two uses of your Wild Shape feature to assume the shape of a *Giant Platinum Owl*. \column ::::::::::::::::::::::::::::::: {{monster ## Giant Platinum Owl *Large beast, neutral good* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 85 (10d10 + 30) **Speed** :: 20 ft., fly 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|16 (+3)|16 (+3)|18 (+4)|18 (+4)|14 (+2)| ___ **Saving Throws** :: Dex +6, Wis +7 **Skills** :: Perception +10 **Senses** :: truesight 30 ft., darkvision 180 ft., passive Perception 20 **Languages** :: all, telepathy 60ft. **Challenge** :: 5 (1,800 XP) ___ ***Blessing of Knowledge.*** The Giant Platinum Owl has advantage on Intelligence (Investigation) rolls made to understand coded messages and other extraneous script. : ***Alert.*** The Giant Platinum owl cannot be surprised while it is conscious, and it has a +5 bonus to initiative rolls. ### Actions ***Talons.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage, and the target is *grappled* (escape DC 13). : ***Paralyzing Breath (recharge 6).*** The Giant Platinum Owl exhales paralyzing gas in a 15-foot cone in front of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be paralyzed 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. }} {{imageMaskEdge7,--offset:20%,--rotation:193 ![](https://cdn.midjourney.com/5161ee34-7953-4bda-a472-017afce3b1ef/0_0.png){height:53%,top:-40px,left:-1px} }} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page {{wide,text-align:center,position:relative,top:-10px # Legendary Items }} ![orbe](https://imgur.com/MQ854KM.png) {position:absolute,top:85px,right:45px,width:340px,transform:rotate(-deg),mix-blend-mode:multipl} {{position:relative,top:0px,width:340px,left:-20px #### Orb of Threadseeking *Wondrous Item, Legendary (requires attunement)* : Threadseekers are many things: planeswalkers, researchers, and adventurers. But most of all, they are free. And no freedom is more important to a threadseeker than freedom of movement--planar movement, to be precise. This orb provides that, and much more. You can only attune to this item with the blessing of a Threadmaster. : While attuned to this item, you are the owner of a personal sub-section of the City of Strings, a timeless bastion in the astral sea, home to the Order of Strings. Once a day while in possession of the orb, you can perform a 10-minute ritual to open a planar gate to your sub-section, which lasts for one hour or until you dismiss it (no action required). The gate is one inch thick and can be up to 15 feet tall and 15 feet wide. The demiplane has a surface space of 8000 square feet, which you may arrange in any way you wish when you first attune to the *Orb of Threadseeking*. Typical rooms to be found in a Threadseeker's sub-section include the following: : *Arcanist's Laboratory (1000 square feet):* A room accommodated to investigate the mysteries of the cosmos. It has arcane instruments that allow you to cast the *identify*, *comprehend languages* and *detect poison and disease* spells at will while inside the room. : *Testing Facility (1000 square feet):* A Threadseeker must sometimes perform dangerous experiments. A little abjuration is always welcome for risk mitigation. This room has sygaldry that allows you to cast the *shield*, *silence*, *false life*, and *feather fall* spells at will. : *Abjuration Complex (2000 square feet):* A room made to handle all manner of curses, hexes and maledicts. It has arcane instruments that allow you to cast the *dispel magic*, *remove curse,* and *lesser restoration* spells at will while inside the room. This room can be expanded to 6000 square feet, allowing you to cast the aforementioned spells at 6th level, and adding *greater restoration* to the list of spells you can cast within the room. : *Greenhouse (2000 square feet):* A room made to grow plants from all climates, excellent pickings for gourmands, alchemists and botanists. You can plant the seeds of any plant, magical or otherwise, in the capsules of this room, and they will grow free of disease and pests. They will mature at the fastest possible natural rate, as if they were in their ideal soil and climate. : *Astral Observatory (4000 square feet):* A room to gaze at the stars and planes of the multiverse. While inside this room, you can use its arcane telescope observe the events currently transpiring in any specific place you previously }} \column {{position:relative,top:295px,width:340px,left:-333px visited. The area you can spy in this way is a sphere with a radius of 20 feet, which you may move up to 15 feet as an action. : *Crafting Station (4000 square feet):* A room filled with arcane machinery. While inside this room, you can use its many magical instruments to cast the spell *fabricate* at will. You are considered proficient with all tools for the purposes of what you can create with this room's special ability. : *Medbay (6000 square feet):* A miniature hospital, equipped with everything you need to deal with organic wounds. While inside this room, you regain 10 hit points per minute if you are wounded. Severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes inside the Medbay. If you have the severed part and hold it to the stump, the restorative magic instantaneously causes the limb to knit to the stump. : *Shipyard (6000 square feet):* An advanced industrial plant, for a Threadseeker's most complex mechanical necessities. You can craft all types of vehicles, including astral craft and warships, using the automated machines of this room, but despite the name, you can also use it to create any type of object that is Large or larger. You must provide the necessary raw materials. The room constructs objects as per your spoken instructions, emulating the speed of ten skilled hirelings working without need of rest or recreation. : These are only examples; work with your DM to establish how your 8000 square feet are occupied. The more powerful the special ability of a room is, the more room it should occupy. If you are attuned to more than one *Orb of Threadseeking*, you can merge them to create a single orb that combines all their surface spaces, and they use a singular attunement slot. You can extend the benefits of your rooms to allies within them as an action, or remove that privilege at will (no action required). }} \column ::::::::::::::::::::::::::::: {{pageNumber,auto}} {{footnote Magic Item Vault}} {{watercolor6,top:-400px,left:500px,width:500px,background-color:turquoise,opacity:40%,transform:rotate(-30deg)}} {{watercolor8,top:-100px,left:730px,width:500px,background-color:goldenrod,opacity:40%,transform:rotate(-90deg)}} \page ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:365px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:373px,left:250px,opacity:80%} ![amulet xd](https://imgur.com/8CoGS1q.png) {position:absolute,top:-1px,right:0px,width:440px,mix-blend-mode:,transform:rotate(0deg)} {{watercolor3,top:-340px,left:300px,width:650px,background-color:purple,opacity:50%,transform:rotate(-90deg)}} {{watercolor7,top:-520px,left:-100px,width:1000px,background-color:orange,opacity:100%,transform:rotate(40deg)scalex(-1)}} {{position:relative,top:-0px #### Amulet of Greater Might *Wondrous Item, Legendary (requires attunement)* : This gemstone is one of many primordial starshards kept within the Caelum Temple vaults, a zealously guarded remnant of the power of Yhawe. These were once used by the Templars of Aeryn themselves to erect the Citadel of Radiance, even under the constant celestial bombardment of the Starfalls. Only the power of Yhawe could have ever created such a structure in so little time. : ***Might Unleashed.*** While attuned to this amulet, your Strength and Constitution scores are increased by 3, up to a maximum of 30. : ***Bulwark of Power.*** While you are not wearing heavy armor, you gain a bonus to your AC equal to your Strength modifier (minimum +1). : ***Asterion's Force.*** You are always under the effects of the Telekinesis spell, which does not require concentration for you. You spellcasting ability for this spell is Strength. }} \column {{position:relative,top:455px,width:340px #### Band of the Dark Star *Ring, Legendary (requires attunement)* : Some of the objects kept within the vaults of the Caelum Temple are there for safekeeping. Others, such as the Band of the Dark Star, are there for containment. This ring carries the primordial echoes of the dark star, the Singularity that birthed the Void-eyed Celesari into existence. This band is one of many remnants of the War of Eternity, and is as ruinous as Eternity itself. : ***Daring Spell.*** When casting a spell that requires a ranged spell attack, you can choose to make a melee spell attack instead. : ***Void Touch.*** While attuned to this ring, your spell attack bonus increases by 2. In addition, when making a melee spell attack, you deal maximum damage with that spell. Once you use this feature, you cannot do so again until you finish a long rest. : ***Gravitational Pull.*** As an action, you create a field of gravity around a point you can see within 60 feet. Each creature within a 20-foot radius must succeed on a DC 18 Strength saving throw or be pulled 15 feet toward the center of the field and restrained until the end of their next turn. : ***Ruinous Fate.*** While wearing this ring, you can no longer regain hit points from spells. Whenever you roll a death saving throw, you fail it. }} ![Anilll](https://imgur.com/RIwxjGW.png) {position:absolute,bottom:100px,left:-20px,width:480px,transform:scalex(-1)} {{pageNumber,auto}} {{footnote PART IV | THE SACROPOLIS}} \page {{position:relative,top:px,width:340px,left:-30px #### Amulet of Polyfocus *Wondrous item, Legendary (requires attunement)* : This beautifully crafted amulet is meant to be worn on the back of the head, but its psionic link will work as long as you attach it anywhere adjacent to your skull. The magic within the *Amulet of Polyfocus* couples against your consciousness like an additional layer of processing power, allowing your mind to perform more tasks simultaneously, or perform normal tasks better as you track detail and variables with uncanny accuracy. ::::::::::::::::::::::: While attuned to this item, you have advantage on Intelligence ability checks and saving throws. Additionally, it allows you to maintain concentration on two spells at a time. This usage drains you: once both concentrations finalize, roll a DC 14 Constitution saving throw. On a failed save, you gain one point of exhaustion. The DC increases by 2 each time you have to roll the save between long rests. If you fail a Constitution saving throw to maintain concentration while concentrating on more than one spell, all spells you were concentrating on end. }} \column {{position:relative,top:180px,width:340px,left:10px #### Void Beckoner *Wand, Legendary (requires attunement by a spellcaster)* : Created by a mad alchemist in the age of the gods, the Void Beckoner carries the power of the far realm, and is capable of opening rifts to that dimension, where Eternity patiently awaits. It has passed from ambitious mage to nefarious warlock, outlasting every single one of its wielders. : Some say the artifact should be destroyed. After all, nothing good has ever come from Velenor, the Meratar Alchemist. Others, the more unscrupulous types, prefer to test their luck, for the powers the Void Beckoner promises are too tempting to ignore. : ***Legendary Armament.*** While attuned to this wand, you can use it as a spellcasting focus that grants a +2 to your spell attack bonus and spell save DC. : ***Arcane Prowess.*** This wand has 10 charges. You can expend these charges to cast the following spells, requiring no material components and using no spell slots (spell save DC 18, +10 to hit with spell attacks). : ***1 Charge:*** *mindblast*, *hideous laughter* : ***3 Charges:*** *shooting star*, *counterspell* : ***5 Charges:*** *planar binding*, *telekinesis* : ***Open Rift.*** As an action, you can expend 5 charges to open a rift in an unoccupied space you can see within 60 feet. Each creature that starts its turn within 30 feet of the rift or moves into that area for the first time in their turn must succeed on a DC 17 Strength saving throw or take 3d6 force damage and be pulled 15 feet towards the rift. A Large or smaller creature that starts its turn within 5 feet of the rift and fails the Strength saving throw takes an additional 10d6 force damage and must succeed on a DC 17 Charisma saving throw or be swallowed by the void, never to be seen again. Only a Wish spell or similar magic can return them from the other side. : The rift remains open for a minute, or until you dismiss it as a bonus action. At the start of each of your turns, while the rift remains open, roll a d10. On a 1, a Karcharis bursts from the rift, its ravenous hunger focused on the wielder of the Void Beckoner. : The Void Beckoner regains 1d6+2 charges daily at dawn. }} ![amuleto panfleto](https://imgur.com/dpxZGpB.png) {position:absolute,top:245px,left:70px,width:270px,mix-blend-mode:,transform:} ![wandington](https://imgur.com/HmmsD6m.png) {position:absolute,top:-50px,right:95px,width:260px,mix-blend-mode:darken,transform:rotate(-65deg)} {{imageMaskCorner3,--offsetX:-47%,--offsetY:-46%,--rotation:0 ![](https://imgur.com/vUQQd8Z.png){height:85%,top:520px,left:-345px} }} {{watercolor6,top:200px,left:-160px,width:500px,background-color:teal,opacity:20%}} {{watercolor5,top:790px,left:260px,width:500px,background-color:indigo,opacity:20%}} {{pageNumber,auto}} {{footnote Magic Item Vault}} \page {{partCover}} # V ## Player Options : {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://cdn.midjourney.com/8d9c3eab-e4db-42b9-ad7b-0c402c1bac0d/0_0.png){position:absolute,top:0,left:0,height:116%} }} {{pageNumber,auto}} {{footnote Player Options}} \page ::::::: # Ariadne's Racial Options Certain species of the CoS Universe are of paramount importance to the entire setting, such as the Celesari. Others are unique additions to the classic fantasy races the 5e SRD offers, which we believe improve the game's variety and flavor. The races and subraces of the Ariadne's SRD, found below, fall into either of these boxes, or sometimes both. : In any case, if you're the kind of person to bring a weird homebrew race to the table, ask your DM if you can play as an anthropomorphic sea slug, or make your own subraces of established races to fit your backstory better, this section's for you! {{text-align:center ## Storied Species }} : Though the most universally important already had some of their history described in the lore section of the SRD, a quick rundown next to the stats is never a bad thing to have! An orderly SRD is a godly SRD. {{text-align:center #### Celesari *Racial Option* }} : The angels of the stars, born of cosmic dust in the broken heavens of Celestia. They are, quite possibly, the most naturally powerful mortal species of the current age, after the demise of the Teng. As trueborn heavenly creatures, they naturally gravitate towards benevolence and magnanimity, but a dark, tragic history fraught with corruption from the void and civil war has left them reclusive and distrustful. : {{text-align:center #### Misbegotten *Universal Subrace* }} : The term "misbegotten" was first coined to describe those mortals who had their blood tainted by the oozing corruption of the Ichorous Peninsula, but has since become a catch-all term for individuals whose original genome has been partly or wholly replaced by some blasphemous, monstrous parody of what life is supposed to be. Misbegotten can be of any race, and they can be born with their twisted forms, or acquire them after some terrible accident or unspeakable arcane experiment. : \column {{text-align:center #### Batraiki *Racial Option* }} : Toad-like humanoids from the swamps of Rhunia, their kind fell into diaspora after they were hunted by a zealous military order following the corruption of the Ichorous Peninsula and the raising of the Blackstone wall. Indeed, they were accused of being behind the fall of Selem and the apparition of the aberrations that prowl those lands to this day. With their prodigious memory and aptitude for arcane magic, many Batraiki have become errant wizards, offering their services and counsel to thosewho can pay for it. Others are bent on revenge against the sentinels that drove them from their ancestral homeland. {{text-align:center #### Cetkar *Racial Option* }} : Sharkmen from Ylrein, an icy moon of the Nova Cluster that was destroyed long ago. As an astral people without a homeland, many of them became pirates of the silvery expanse, or highly capable mercenaries with scruples adjustable to the size of any purse. Confrontational and direct, Cetkari have no qualms about speaking their minds, nor defending what they speak with jaw and blaster. : The Cetkari are aquatic apex predators by nature, and despite the sophistication of civilization, this disposition still conditions them to work as henchmen, quartermasters and vanguard brawlers. Some Cetkari grow to resent this expectation, becoming scholars or accountants in rebellion. Others revel in it, playing with their enemies’ minds using their bloody reputation. {{text-align:center #### Teng Scion *Universal Subrace* }} : The blood of the ancient Teng is *almost* extinct, but not quite. In certain parts of the universe, lesser descendants of the inheritors of the Dead Gods still thrive, most notably in the flying city of Uldann, where elves with traces of Teng ancestry take zealous care of preserving their heritage. : Though elves, oshari and dwarves are the most likely races to contain splinters of Teng blood, they can be found among all the peoples of the universe. {{imageMaskEdge5,--offset:44%,--rotation:187 ![](https://cdn.midjourney.com/1c075b82-71d9-4914-998a-cae51f0c4c14/0_3.png){height:30%,top:0} }} {{imageMaskEdge5,--offset:40%,--rotation:7 ![](https://cdn.midjourney.com/1c075b82-71d9-4914-998a-cae51f0c4c14/0_3.png){height:30%} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page ## {{position:relative,top:-20px,left:-20px {{text-align:center # Celesari }} Celestia, nowadays known as the broken heavens or the firmament, was once a mighty plane of existence, the place where Ylwe, Sovereign of the Gods, held his court, along with his brother Yhawe, God of Might. The increasingly catastrophic events that preceded the war of Eternity claimed both their lives, and the war itself shattered the plane, leaving its pieces strewn across the astral, creating a landscape with more stars than any other in the universe. : Millennia passed and none returned to Celestia, that dolorous memory of war, betrayal, and loss; but the spilled energies of a shattered plane did coalesce, and it did form the Celesari, inheritors of the cosmos, who would give new life to the broken heavens. : ### Celesari Traits Celesari share certain racial traits as a result of their common celestial origin. ##### Ability Score Increase Your Intelligence score increases by 2. ##### Age You share in the longevity of celestial bodies. A Celesari can live to be eight hundred years old, but frequently die of other causes along the way. ##### Size Celesari are thin and angular and partly gaseous, making them very light, about 80 pounds for the average individual. Your size is Medium. ##### Speed Your base walking speed is 30 feet. ##### Limited Truesight You have darkvision out to a range of 60 feet, but can momentarily focus your sight to see beyond the feeble disguises of reality. As an action on your turn, you can grant yourself truesight out to your darkvision range, which lasts until the end of your next turn. Once you do so, you must finish a long rest before you can do it again. : When you reach 14th level, the duration of your limited truesight is increased to 1 minute. This magical effect requires your concentration. If you fail a concentration check while using this ability, the effect ends. When you reach 20th level, you can use this ability an unlimited number of times between long rests. ##### Meteoric Skin You have +1 bonus to your AC while not wearing armor as a result of your tough, meteorite-like skin. : }} {{imageMaskEdge4,--offset:4%,--rotation:270 ![](https://cdn.midjourney.com/d39d45a4-1429-43de-9491-41e4c82c3b06/0_2.png){height:106%,right:-130px,top:-15px,transform:rotate(-4deg)} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page :::::::::::::::::::::::::::: {{position:relative,left:-20px ### Nebulous Subrace Celesari who are born of the energy of stardust clusters and other nebulous celestial bodies develop specific traits that categorize them in this subrace, one of light-bodied individuals with unparalleled natural finesse and dexterity. : ##### Ability Score Increase Your Dexterity score increases by 1. ##### Nebula Form As a reaction when you are hit by an attack or damaged by a spell, you momentarily turn into pure cosmic vapor, gaining immunity to slashing, piercing and bludgeoning damage, and resistance to thunder, acid, fire, cold and lightning damage until the start of your next turn. These immunities affect the triggering attack / damage. : Once you use this feature, you cannot do so again until you finish a long rest. : }} \column :::::::::::::::::::: {{position:relative,left:20px ### Asterian Subrace The Asterian Celesari are born of the brutal energy of meteorites and other fast-travelling celestial bodies, and find their origin in the stars around Lyntas, after thousands of years of change and evolution. These particular starfolk specimens are tougher and heavier than most of their kin, and also endowed with an explosive personality to rival the comets and warping suns that gave birth to them. ##### Ability Score Increase Your Constitution score increases by 1. ##### Gravitational Control You know the *coin throw* :df_d10: cantrip. When you reach 3rd level, you can cast the *feather fall* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *levitate* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. }} : {{imageMaskEdge7,--offset:27%,--rotation:163 ![](https://cdn.midjourney.com/3347f7af-24e1-4ddf-b120-5f9a5d26438e/0_3.png){height:55%,top:0} }} {{imageMaskEdge7,--offset:26%,--rotation:-17 ![](https://cdn.midjourney.com/3347f7af-24e1-4ddf-b120-5f9a5d26438e/0_3.png){height:55%} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page ![Void eye](https://imgur.com/5h7C68v.png) {position:absolute,top:0px,right:340px,width:528px,transform:scaleX(-1)} \column ### Void-Eyed Subrace Not all Celesari are born of the energy of luminous stars, nebulous clusters and shooting comets. There are other celestial bodies out there. Much rarer, much darker… Certain arcanists call them black devourers, moving void that becomes the bane of entire planes of existence. These malformed celestial entities were surely touched by Eternity, bringer of the End Times. ##### Ability Score Increase Your Charisma modifier increases by 1. ##### Windows to the Dooming Dark You have proficiency in the Intimidation skill. ##### Entropy Whenever you deal force damage to a creature and the creature has less hit points remaining than your current level, the creature is reduced to 0 hit points. ##### Orbs of the World-Eater Whenever you deal an instance of acid, cold, fire, lightning, or thunder damage, you can choose to deal force damage instead. Once you do so, one of your eyes goes dark. If both your eyes go dark, you are blinded until you finish a long rest, but you gain blidsight out to 30 feet. While blinded in this manner, you cannot use your Limited Truesight feature. At 5th level, you can use this feature once per long rest without turning one of your eyes dark. {{imageMaskEdge4,--offset:10%,--rotation:49 ![](https://cdn.midjourney.com/beb33fd0-8ccb-4440-8474-7da951b146d9/0_3.png){height:80%,top:0} }} {{imageMaskEdge8,--offset:10%,--rotation:10 ![](https://cdn.midjourney.com/beb33fd0-8ccb-4440-8474-7da951b146d9/0_3.png){height:80%} }} ![void eyed mfer](https://imgur.com/5h7C68v.png) {position:absolute,top:0px,right:340px,width:528px,transform:scaleX(-1)} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page {{position:relative,left:-35px,top:-25px # Misbegotten : The Misbegotten are a twisted and corrupted offshoot of their original race, tainted by dark influence. Mutated and imbued with otherworldly power, they possess unique abilities that reflect their connection to the eldritch. Though shunned by many, the Misbegotten navigate a delicate balance between embracing their newfound abilities and retaining the sense of identity inherited from their parents, and their culture. : ### Misbegotten traits ##### Ability Score Increase Your Constitution score increases by 1. : ##### Eldritch Mutation Due to your eldritch corruption, you gain one of \ the following traits based on the type of eldritch creature that tainted your bloodline. Choose one \ option from the list below: : ***Tentacular Form.*** Your body has significant aberrant mutations. You can use a bonus action to extend or retract a set of tentacle-like appendages from \ your back. These appendages have a reach of \ 10 feet and can be used as natural weapons, dealing 1d4 bludgeoning damage + your Strength or \ Dexterity modifier. While they are extended, you \ gain a climbing speed equal to your \ walking speed, and gain advantage on acrobatics and athletics checks that can be aided by your eldritch appendages. : ***Twilight Veil.*** Shadows cling to your form, and \ darkness seems your ally. You have darkvision \ out to a range of 60 feet, which is not \ impeded by magical darkness. Additionally, \ you can cast the *darkness* spell innately \ once between long rests. : ***Whispers of Madness.*** Unsettling whispers \ echo within your mind, granting you \ insight into the minds of others. You have \ advantage on saving throws against being \ charmed and cannot be put to sleep by \ magical means. : Additionally, you can cast the *detect* \ *thoughts* spell innately with this trait, using \ Wisdom as your spellcasting ability. Once \ do so, you must finish a long rest before you \ can do it again. : ##### Tainted Resilience You have resistance to a damage type \ associated with the event that tainted your \ blood. Choose one among the following \ options: lightning, poison, acid, necrotic or cold. }} {{imageMaskEdge1,--offset:1%,--rotation:270 ![](https://cdn.midjourney.com/1aa3ccd6-5a62-4253-8875-1e028c936451/0_0.png){height:150%,right:-195px} }} ![misbiiii](https://imgur.com/WgPBRQk.png) {position:absolute,bottom:3px,right:-197px,width:735px,transform:scaleX(-),opacity:111%} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page \column {{position:relative,top:-20px,width:330px,left:10px # Cetkar : The Cetkari are confrontational and socially aggressive. They tend to speak their minds and make their will known to others, with little regard for the consequences of their words, or how they may affect those around them. This doesn’t mean they are malintentioned or do not care for others: in fact, they typically respect those who stand their ground before them, and don’t hold grudges for past disagreements. Not all Cetkari fall into this archetype, of course: those who were raised amid other cultures may differ a lot, acquiring the spirit of their environment. : ***Ability Score Increase***. Your Strength and Constitution scores increase by 1. : ***Amphibious.*** You can breathe air and water, and have a swimming speed equal to your walking speed. : ***Cetkari Jaws.*** Your jaws are a natural weapon with a range of 5 feet that deals 1d8 + your Strength modifier piercing damage. On a hit with your jaws, you can choose to grapple the target if it is medium or smaller (escape DC 8 + your proficiency bonus + your Strength modifier). : ***Threathening Presence.*** You have proficiency in the Intimidation skill. In addition, you have advantage on Charisma (Intimidation) checks against creatures that have seen you hit a creature with your *Cetkari Jaws*. : ### Quaru Subrace The Quaru Cetkari are typically suave and charismatic, with an easy-going way that can nonetheless turn threatening in the space of a breath. They are masters of every kind of persuasion and intimidation out there, both physical and social. : ##### Ability Score Improvement You Charisma or Strength score increases by 1. ##### Keen Hearing and Smell You have advantage on Wisdom (perception) checks that rely on hearing or scent. ##### Deadly Strength You have a +2 bonus to damage rolls made against creatures that have less than half their maximum hit points remaining. ##### Born Leader You can cast the *friends* cantrip innately, requiring no material components. When you reach third level, you can cast the *heroism* spell once between long rests using this trait, only targeting yourself. Charisma is your spellcasting ability for these spells. }} {{imageMaskEdge3,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/48e42803-85a6-4d5d-9d90-dea664b42976/0_0.png){height:100%,right:290px} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page {{position:relative,top:px,left:-25px ### Fykari Subrace : The Fykari are considered to be the most physically ruthless of the two main Cetkar subraces, with a barracuda-like build that makes them extremely well suited to physical combat, with an emphasis on speed and deceptive strength. : They are socially inept as a general rule, with their cold minds often compared to those of sociopaths in other races. This is not entirely true, however: even if they feel little emotion, they do not tend to be malicious or egotistical, but simply a bit... empty. This can make them intimidating to others, especially those who do not understand them. A Fykari individual can still be a great paragon of good, just not a very emotional one. Reason can be a path to benevolence, just as much as empathy. ##### Ability Score Improvement Your Dexterity or Intelligence score increases by 1. : ##### Constrict & Bite You can use your Dexterity modifier instead of Strength to resolve grapple checks. Your *Cetkari Jaws* attack deals 2d6 piercing damage instead of 1d8 if the target is grappled by you. : ##### Impassive Killer You have advantage on rolls made to resist being frightened, and rolls made to resist being frightened by you are made with disadvantage. : ##### Artificer's Psyche You have proficiency with Tinker's Tools, and have advantage on Intelligence rolls made to understand the functioning of mechanical artificery. Additionally, you can cast the *mending* cantrip innately, requiring no material components. :: {{note,background-color:gainsboro ##### Threadnotes: Cetkari Threadseekers The City of Strings is not above prejudice, and the animosity against members of the Cetkari species is a prime example of that. Corsarians, many of them Cetkari, have caused headaches in the Astral Sea for centuries, and the Bastion of Knowledge was no exception. Disrupted supply convoys and even assassinations have made it so the Order of Strings mistrusts Cetkari almost by instinct, which is why not many of their kind, despite their force of personality and innate ingenuity, become Threadseekers. There are exceptions, of course, which are always good to see! In the end, every Threadseeking Cetkari is one that will never give into the life of piracy and violence the Mauve Gaard has pushed many of them into, with their excessive zealotry for Gyreon. }} }} {{imageMaskEdge5,--offset:3%,--rotation:270 ![](https://imgur.com/VdQ2hcP.png){height:100%,right:-130px} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page {{imageMaskEdge4,--offset:6%,--rotation:90 ![](https://cdn.midjourney.com/14b12419-372f-48af-a416-6ec0c2cf7e53/0_0.png){height:100%,left:-110px} }} \column {{position:relative,top:-30px,width:346px # Batraiki : The toad people of Rhunia make excellent librarians and mages, memorious and naturally arcane as they are. That, combined with the diaspora they suffered at the hands of the Harspire sentinels, has made it so most magical academies, including the City of Strings, have a great deal of Batraiki professors and scholars. ### Batraiki Traits ##### Ability Score Increase Your Wisdom score increases by 2 and your Constitution score increases by 1. ##### Age Batraiki mature very slowly, reaching adulthood at about thirty years of age. They live to be around three centuries old. : ##### Alignment The Batraiki people are exiles from their land, an experience that has made many of them swerve to the most extreme of alignments. Evil Batraiki seek vengeance at any cost, and some turn to chaos as a reaction to the very orderly and disciplined forces that drove them from their homeland. Conversely, lawful individuals of this species stick to tradition and custom as a way to preserve what the sentinels attempted to burn out. Good-aligned Batraiki have a soft spot for outcasts like themselves, and often find themselves championing the causes of the downtrodden. : ##### Size. Batraiki have a stout frog-like build. Typical heights are between 5' and 5'8" tall, averaging at 200 lbs in weight. Your size is Medium. : ##### Speed Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed. ##### Amphibious You can breathe air and water. ##### Magical Reserves Your body naturally accumulates prana, the very essence of magic. As an action on your turn, you can touch a willing creature, and they recover an expended spell slot, with the maximum level being one fourth of your total character level, rounded down (minimum of 1). Once you use this ability, you cannot do so again until you finish a long rest. ##### Ironclad Memory You rarely forget a face, a date or an interesting fact. You rarely forget anything, in fact. You have proficiency in the History, Nature and Religion skills. Additionally, you can accurately recall any information you've learned in the past month, even if your exposure to it was short or inconsequential, such as an overheard conversation. }} ![Batraiki](https://imgur.com/8pHVbA6.png) {width:585px,position:absolute,left:-90px,top:320px,transform:scaleX(-1)} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page {{position:relative,top:-30px,left:-20px # Teng Scion : The Teng have left a massive mark upon the universe, one that goes far beyond Uldann and the defunct Impero Celerian that fabricated the Last Bastion's engine, an age and a half ago. Members of any race can have traces of Teng blood, as almost all humanoids have distant Teng ancestors, a fact that the Uldanni and other civilizations that style themselves the true inheritors of the Empire don't care to admit. : ### Teng Scion Traits : All creatures with Teng blood share certain traits as a result of the blessings imparted by the Gods upon their ancestors. ##### Ability Score Increase Your Charisma score increases by 1. ##### Greater Lifespan Your race's natural lifespan is doubled for you, as your Teng ancestry slows aging. ##### Teng Magic You gain the *magic initiate* feat, but you can choose spells from any spell list instead of being limited to just one. Charisma is your spellcasting ability for these spells. Their influence is yet minor... if only there was a way to tap into it. ##### Blood of Antiquity You have advantage on ability checks and saving throws made to investigate, use or protect yourself from magical artifacts and machinery. Constructs and circuits of Teng origin, depending on their state of dereliction, may still respond to your commands. }} {{note,background-color:gainsboro,position:relative,top:620px,left:-373px ##### Balancing Universal Subraces The Teng Scion and Misbegotten options are *universal subraces*, an original concept of the Codex of Strings. This means a member of any race that has subrace options (for the purposes of balancing) can choose to forgo their specific subrace and instead adopt a universal one. For example, a dragonborn that chooses the Misbegotten universal subrace has no breath weapon or draconic damage resistance, instead gaining the abilities outlined in the Misbegotten's trait list. : In the case of races that are *not* meant to have subraces, these pose a bit of a problem in terms of balancing, especially in lower levels, since they are all benefit and no cost. We believe it's not too large of a power difference, but if your DM runs a tight ship, you may want to consider shedding some of the benefits of your base race to compensate for the power bump of the universal subrace you chose. For example, a variant could be balanced by taking away their starting feat in exchange for the benefits of their universal subrace. }} {{imageMaskEdge2,--offset:6%,--rotation:270 ![](https://cdn.midjourney.com/1ab651c0-0599-4c44-9828-f4ba79630571/0_1.png){height:120%,left:230px,} }} {{pageNumber,auto}} {{footnote Player Options: Races & Subraces}} \page # Ariadne's Class Options Within the CoS universe, several classes and subclasses have become particularly important to the worlds they inhabit. They are often part of a great order, an organization that left its imprint in history, or an infamous group that brought strife to the cosmos. These warriors, mages, rogues, and great heroes count many legendary characters among them, who've made these classes and subclasses into important parts of the Universe of Strings. : {{text-align:center ## Classes Much like schools of philosophies, disciplines of battle and arcana leave a lasting--sometimes indelible--imprint in the pages of history. Such is the case of the following, recorded in the Codex for their past and ongoing importance. }} : {{text-align:center #### Starblade *Warriors of Force & Radiance* }} : The Astral Sea, with its myriad stars and nebulas, is the closest approximation to a Universe in its primordial state, despite the contamination of the void. It follows reason that some of those born and raised there would come to master its most quintessential aspects, in a discipline that has spelled doom for many-a-pirate, and countless voidborn aberrations. : Some Starblades choose to focus on gravitational orbits, becoming masters of positional strategy and channelers of unendurable currents of force. Others look to the great nebulas, the birthplace of the elements, and fight with hammers and blades alight with those primordial energies. And yet another few look to the glorious violence of meteors, and decide to take that up for their fighting style. : {{text-align:center #### Shaper *Masters of the Elements* }} : The elemental forces of the universe are chaotic in nature. To think they can be controlled is madness. Shapers are those that understand this fundamental truth and call upon the elements regardless, knowing they might not answer. A Shaper expects nothing, but acts anyway. One cannot negotiate with chaos. \column That is why, in the end, it’s the very essence of the world that recognizes a Shaper’s will, resolute and unwavering, and chooses to follow. Fire, wind, water, and earth; these elements are called from beyond to aid a Shaper’s purpose, and they do it with glee and excitement. They do not respond to logic. They follow, like moths to a flame, the bright light that is a Shaper’s soul. {{text-align:center ## Subclasses It is rare for a particular predilection of certain classes to reach such highs as to be recorded in the annals of history. The following are the most important subclasses from the many pages of the Codex of Strings. }} : {{text-align:center #### College of Fools *Bard College* }} : Bards follow greatness in song, or in battle, or in performance. The many pursuits bards are known to entertain can fill a thousand story books. Some of them, however, focus on a rather different school of thought. The story itself. : The College of Fools is the bard that embodies not only the lighthearted innocence and naivete of beginnings, when the Fool takes the first step, but also the gravitas and cyclical nature of stories, for their object of study is the journey itself. Of all Bards of this persuasion, there is none more famous than the Seeker of Divinity themselves, Myriel Genra. {{text-align:center #### Dread Hunter *Fighter Martial Archetype* }} : The famous Sentinels of the Blackstone, defenders of the realms, and hunters of the eldritch. These gloomy but determined fighters are sworn to fight the aberrations that lurk in the Ichorous Peninsula until their dying day. Some of them, such as Chief Sentinel Selena and Afterlife Magister Geld have reached greater highs than any other in their Order. Never underestimate the indomitable will of the mortal spirit. {{text-align:center #### Teng Bloodline *Sorcerous Origin* }} : Teng Scions are not the only ones blessed with the great power of the ancient Teng. Some sorcerers discover in their bloodline some powerful trace of the blood of the precursors, and use it to grow in power. Only they can manifest the long-forgotten dominion of Sorcery and Arcana of the Teng, and truly come into their own as the true descendants of the fallen empire. {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} {{imageMaskCorner36,--offsetX:-50%,--offsetY:-90%,--rotation:0 ![](https://cdn.midjourney.com/1c075b82-71d9-4914-998a-cae51f0c4c14/0_3.png){height:35%} }} {{watercolor6,top:-220px,left:390px,width:500px,background-color:red,opacity:20%}} {{watercolor6,top:320px,left:-130px,width:500px,background-color:purple,opacity:20%}} \page {{position:relative,top:-10px,width:300px,left:0px {{text-align:center #### The Hermit *Cleric Divine Domain* }} : The Hermit is a mysterious figure, appearing in tale and song, a hooded man bringing gifts and aid to the heroes of the world, but never staying long. He is as transient as the breeze, yet in his wake, some gifted clerics have managed to channel his power, embodying his philosophy and way of life. They too travel the world, helping wayward adventurers find their path, and in doing so, writing their own story. : As one of the very few cleric paths that remains devoted to a singular entity, and not to a general domain, its might is considerable, but its interpretations narrower. One cannot walk the line while devoted to the hooded man; if you displease him, your light will fade. {{text-align:center #### The Tower *Warlock Patron* }} : What happens when everything you thought was true, everything that gave you meaning, became ash in your mouth? There are powers in the universe much greater than those of dead gods and wielders of Divinity. These warlocks have understood that fact the moment they let ruin enter their lives. What drives such desperate souls, broken by strife and abandoned by life itself? Nothingness. The path of the Tower is not just a rejection of life, but a rejection of existence itself. Thus do they bring disaster; first to their foes, then to their friends, and finally to themselves. : Warlocks of the Tower are few and far between. Among the most notable is Queen Nemesis, of the Molten Crucible; the Lady Eternal. Her black star of ruin eclipses all light, even that of Might itself. {{text-align:center #### Way of Strength *Monastic Tradition* }} : At the top of the cold mountains of Detheros, in the Material Plane, the forlorn dragon Yuna, also known as Bluefire, has taught an order of Monks how to tap into the inner strength of all mortals, and use their souls to empower their mystical bodies. These fiery warriors follow the Way of Strength, a path that uses the very flame of creation to bolster oneself. : Bluefire Yuna is thought to be a myth, for she has not been seen for thousands of years, yet the monks of the Way of Strength spread her teachings to all that would listen, using the might of their body and soul to perform feats of unparalleled tenacity, whether they believe in the draconic originator of their art or not. }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} {{imageMaskEdge7,--offset:7%,--rotation:270 ![](https://cdn.midjourney.com/06f1c93b-ca02-49f2-b7f0-e445eb99f584/0_1.png){height:100%,left:130px} }} {{watercolor6,top:-100px,left:30px,width:600px,background-color:purple,opacity:20%,transform:rotate(-20deg)}} \page :::::::::::::::::::::::: {{width:930px ## The Starblade Class }} {{ : The skilled warriors who survived the battle of Celestia, powerful though they were, had to band together and share resources to subsist in the dilapidated medium they were stuck in. With rampant voidborn presence in the astral sea for decades after the war, many of them were stuck for a mighty long time, and eventually had only the ruins of Celestia to call home. It was in this context that dozens of fighting styles melded with one another, adopting gravitational and celestial magic from the devastated higher planes in the process, and became the fabled martial tradition of the Starblades. From their ranks have come scores of the universe's greatest heroes. : }} \column ::::::::::::::::: ### Gravity In Your Favor When a plane is gutted, its innards spilled across the surrounding astral sea, weird things happen to gravity. The first Starblade warriors learned gravitational magic out of necessity, to avoid being trapped in the vast swathes of the silvery expanse. Those that followed, even when they found steady ground to root their lives, honed that skill and transformed it into a means of performing deadly battle acrobatics. ### Truest of Spellblades The originators of the Starblade tradition faced worse existential threats than wanton gravitational currents. Chief among them, the monstrous inhabitants of the Astral Sea, and the invading aberrations from the great beyond, both mostly impervious to the puny weapons of mortals. Those who would survive coated their blades with powerful incantations of different origins: divine, arcane... It made little matter, so long as it could kill hungering aberrations. Spellblades, as those who fuse martial prowess with magical ability are known, are elite warriors everywhere they are found. It takes great skill and resolve to master *two* entirely different disciplines, and even more to properly intertwine them in practice. Among the spellblades of the universe, Starblades are undoubtedly the mightiest, for the survival of each of their generations depended on their mastery. : {{imageMaskEdge1,--offset:26%,--rotation:-190 ![](https://imgur.com/PTz4p9J.png){height:78%,top:-150px,left:-1px,transform:scaleX(-1)} }} {{imageMaskEdge1,--offset:21%,--rotation:10 ![](https://imgur.com/srjRIaN.png){height:100%,top:280px,left:-110px} }} {{pageNumber,auto}} {{footnote The Starblade Class}} \page {{position:absolute,width:320px,top:40px {{text-align:center ## The Starblade v.1.3 : *Starblades combine the martial excellence of knights with the mystical energies that permeate the astral sea, resulting in a warrior folk augmented beyond the ken of normal fighters by gravity and nebulous radiance.* }} #### Quick Build You can make a Starblade quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom for your maneuvers and Constitution for extra hit points. Second, choose the acolyte background. ### Class Features As a starblade, you gain the following class features. You must have a Strength and Wisdom score of 13 or higher to multiclass in and out of this class. #### Hit Points - **Hit Dice:** 1d10 per starblade level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per starblade level after 1st. #### Proficiencies - **Armor:** All armor - **Weapons:** Simple weapons, martial weapons - **Tools:** Smith's tools - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Athletics, Acrobatics, Arcana, Perception and Survival }} {{position:absolute,top:75px,width:320px,right:50px #### Equipment You start with the following equipment, in addition to the equipment granted by your background: : - Two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) an explorer's pack or (b) a diplomat's pack - A suit of scale mail ### Spellblade of Force & Flame At 1st level, your familiarity with combat and astral magic meld together, turning you into a promising and capable spellblade. : ***Spellblade Dice.*** You have a number of spellblade dice determined by your level, which are d6s, that you can use to fuel a variety of different abilities provided by the starblade class. A spellblade die is expended when you use it. You regain all of your expended spellblade dice when you finish a short or long rest. You gain an additional spellblade die each time you gain a level in this class. At 11th level, your spellblade dice become d8s. At 17th level, they become d10s : ***Spellblade DC & Attack Bonus.*** When one of your spellblade maneuvers calls for targets to make a saving throw, the DC equals 8 + your Wisdom modifier + your proficiency bonus. When one of your spellblade maneuvers calls for you to make a spell attack, your bonus equals your Wisdom modifier + your proficiency bonus. }} {{classTable,frame,decoration,wide,text-align:center,position:relative,top:530px ##### The Starblade : | Level | Proficiency Bonus | Spellblade Dice | Features | |:-----:|:-----------------:|:---------:|:---------------------:| | 1st | +2 | 1 | Spellblade of Force & Flame (d6), Starsight, Spellblade Maneuvers (2) | | 2nd | +2 | 2 | Fighting Style | | 3rd | +2 | 3 | Astral Path, Spellblade Maneuvers (3) | | 4th | +2 | 4 | Ability Score Improvement | | 5th | +3 | 5 | Extra Attack, Spellblade Maneuvers (4) | | 6th | +3 | 6 | Grip of Gravity | | 7th | +3 | 7 | Astral Path Feature, Spellblade Maneuvers (5) | | 8th | +3 | 8 | Ability Score Improvement | | 9th | +4 | 9 | Continual Flare | | 10th | +4 | 10 | Astral Path Feature | | 11th | +4 | 11 | Spellblade of Force & Flame (d8), Greater Spellblade Maneuvers (2) | | 12th | +4 | 12 | Ability Score Improvement | | 13th | +5 | 13 | Weightless Warrior | | 14th | +5 | 14 | Greater Spellblade Maneuvers (3) | | 15th | +5 | 15| Astral Path Feature | | 16th | +5 | 16 | Ability Score Improvement | | 17th | +6 | 17 | Spellblade of Force & Flame (d10) | | 18th | +6 | 18 | Astral Path Feature | | 19th | +6 | 19 | Ability Score Improvement | | 20th | +6 | 20 | Peerless Spellblade | }} {{imageMaskEdge3,--offset:25%,--rotation:0 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:30%,transform:scale(-1),bottom:-10px,right:-100px} }} {{pageNumber,auto}} {{footnote The Starblade Class}} \page {{width:340px,left:-15px,position:relative ### Starsight At 1st level, your connection to the cosmos has granted you greater insight into the primordial arcana. As an action, you can hone your sight, gaining the effects of the *detect magic* spell for one minute. While using your starsight, you have advantage in perception checks and cannot be surprised. You can use this ability an amount of times equal to your proficiency bonus between short / long rests. : ### Spellblade Maneuvers At 1st level, you learn two Simple Spellblade Maneuvers. You can choose an additional Simple Spellblade Maneuver at 3rd, 5th, and 7th level. At 11th level, you learn two Greater Spellblade Maneuvers. You gain an additional Greater Spellblade Maneuver at 14th level. Once you use any spellblade maneuver, you cannot use the same maneuver until the start of your next turn, unless otherwise stated. You can use your spellblade dice to fuel the following abilities. Whenever you gain a level in this class, you can choose to replace a spellblade maneuver you know with another in its same category. : #### Simple Spellblade Maneuvers : - ***Solar Blade:*** When you hit a target with a weapon attack, you can expend up to three spellblade dice, dealing the result as extra fire or radiant damage (your choice) to the target. : - ***Force-Guided Weapon:*** When you make a weapon attack or unarmed strike, you can expend one spellblade die and add half its result (rounded down) to its attack and damage rolls. : - ***Gravity-Assisted Landing:*** As a reaction when you would take fall damage, you can expend any amount of Spellblade dice and reduce the damage you take by an amount equal to your starblade level + the number you roll on your expended spellblade dice. : - ***Solar Storm:*** As an action on your turn, you can expend up to three spellblade dice to spin your weapon above your head, creating a whirlwind of solar energy around you. Creatures in a 10 foot-radius-sphere centered on you must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant or fire damage (your choice) on a failed save, or half as much on a successful one. : - ***Repulsion:*** As a reaction to an attack you can see that would hit you, you can expend one spellblade die and reduce the damage by an amount equal to the result + your Wisdom modifier. : }} {{width:340px - ***Igniting Strike:*** When you hit a creature with a weapon attack, you can expend a spellblade die to ignite the target for one minute. While ignited, the target takes one spellblade die as fire damage at the start of each turn. The target can use an action to douse the flames by rolling on the ground. #### Greater Spellblade Maneuvers : - ***Gravitational Downpour:*** As a bonus action on your turn, you expend two spellblade die to momentarily create an area of unendurable gravity in a 30 foot radius around you. Creatures of your choice within that area must succeed on a Strength saving throw or be knocked prone. : - ***Gravity-Assisted Jump:*** As a bonus action on your turn, you can use a spellblade die to jump 20 feet in a direction of your choosing, including up. You do not need to be touching the ground to perform this special jump, nor require a running start. You can expend more spellblade dice to further enhance your jump, leaping 10 additional feet for every die beyond the first, up to a maximum of 60 feet (4 additional dice). : - ***Area of Deflection:*** As a bonus action on your turn, you can expend one spellblade die to create a 15-foot area centered on you where rogue gravitational currents make landing ranged attacks more difficult. Attacks aimed at targets within that area have a penalty equal to the spellblade die expended to use this maneuver. The area moves with you and lasts until the start of your next turn. : - ***Solar Flare:*** As an action on your turn, you can expend up to five spellblade dice to thrust or slash horizontally with your weapon, creating either a line or a cone of solar energy. Creatures in a 5-foot-wide, 60-foot-long line or a 30-foot cone in front of you (your choice) must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant / fire damage (your choice) on a failed save, or half as much on a successful one. : - ***Gravitational Brace:*** As a reaction to a creature entering your melee reach, you can expend a spellblade die to make an opportunity attack against it. If the attack hits, the creature must succeed on a Strength saving throw or fall prone and have their speed become 0 until the start of their next turn. Alternatively, if the creaeture is Large or smaller, you can choose to push the creature up to 15 feet in a direction of your choice. : - ***Blinding Burst:*** As a bonus action on your turn, you raise your weapon high and expend two spellblade dice, creating a burst of blinding solar light in a 30 foot radius around you. Creatures of your choice within that area must succeed on a Constitution saving throw or be blinded for one minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} {{imageMaskEdge7,--offset:47%,--rotation:10 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:20%} }} {{watercolor5,top:550px,left:-200px,width:1300px,background-color:indigo,opacity:15%}} {{watercolor5,top:-700px,left:-200px,width:1300px,background-color:indigo,opacity:15%}} {{footnote The Starblade Class}} {{pageNumber,auto}} \page {{position:relative,top:-30px,left:-20px,width:330px ### Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. : ***Charging.*** When you move at least 15 feet in a straight line before making a melee attack in the same turn, that melee attack deals an additional 1d6 damage of its type. : ***Astral Fighting.*** You gain an additional Starblade die and learn one simple Starblade maneuver of your choice. : ***Defense.*** While you are wearing armor, you gain a +1 bonus to AC. : ***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. : ***Great Weapon Fighting.*** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. : ***Mobile Fighting.*** When you make a melee attack against a creature, you can move 5 feet in a direction of your choice. This movement doesn't provoke opportunity attacks. : ***Two-Weapon Fighting.*** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. }} \column ::::::::::::: {{position:relative,top:60px,width:340px ### Astral Path At 3rd level, you choose an Astral Path. The path you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Grip of Gravity At 6th level, a fine weave of gravitational force bolsters your grip. You cannot be disarmed while you are conscious, and your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. : Also at 6th level, your mastery of gravitational vectors grants you proficiency in Dexterity saving throws. ### Continual Flare Starting at 9th level, astral magic permanently enwreathes your weapon. Whenever you hit a creature with a weapon attack, the creature takes extra fire or radiant damage equal to one of your spellblade dice. You do not expend any spellblade dice to deal this extra damage. ### Weightless Warrior Starting at 13th level, your command of astral magic has yielded you the secret of weightlessness. All equipment you are wearing or carrying weighs half of its normal weight for you, and you have a fly speed (hover) equal to your walking speed. Additionally, you can add your Dexterity modifier to your AC while wearing heavy armor (maximum of +2), and no longer suffer from Dexterity bonus limitations when wearing medium armor. ### Peerless Spellblade At 20th level, you can use a bonus action to momentarily enter a state of heightened consciousness and physicality for the next minute. You do not expend spellblade dice to use your Starblade features and maneuvers during that time. Once you use this ability, you cannot do so again until you finish a short or long rest. }} {{footnote The Starblade Class}} {{pageNumber,auto}} {{imageMaskCenter5,--offsetX:-25%,--offsetY:-36%,--rotation:75 ![](https://imgur.com/Z7zOD2i.png){height:100%,left:-160px,top:80px} }} {{imageMaskCenter5,--offsetX:37%,--offsetY:63%,--rotation:-30 ![](https://imgur.com/Z7zOD2i.png){height:100%,right:0} }} \page {{position:relative,top:-30px,left:-30px,width:350px {{text-align:center ## Path of the Nebula : *The most breathtaking and dangerous of all celestial bodies is the nebula, brimming with primordial colors. Such otherworldly beauty does befit the birthplace of the elements.* }} : ### Nebulous Flare When you choose this path at 3rd level, you learn that all elements are born of star dust. Whenever a Starblade feature allows you to deal fire or radiant damage, you can change the type of damage to lightning, acid, poison or cold. #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. The first time you use one of your Unique Maneuvers after a long rest, you do not expend any spellblade dice. : ***Solar Deluge:*** As an action on your turn, you can expend up to three spellblade dice to create a downpour of astral energy from above. Choose up to 5 points within 60 feet of you. Creatures in 30-foot high, 5-feet wide vertical lines above those points must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant / fire damage (your choice) on a failed save, or half as much on a successful one. : ***Nebulous Blade:*** As a bonus action on your turn, you can expend a spellblade die to replace the physical matter of a melee weapon you are wielding with pure elemental energy. For the next minute or until you stop wielding the weapon, it deals fire or radiant damage (your choice) instead of its normal damage type. ### Improved Flare Starting at 7th level, your mastery of nebulous magic improves some of your spellblade maneuvers. These maneuvers now count as Unique Maneuvers for you. : ***Solar Blade, Solar Storm, Solar Deluge:*** You can expend two additional spellblade dice (maximum of 5). Additionally, you add your Wisdom modifier to the damage of those maneuvers. : ***Igniting Strike:*** You can expend two spellblade die instead of one to double the damage taken by the target at the start of each of its turns. ### Elemental Resiliency Starting at 10th level, you can choose one of the following damage types when you finish a long rest: fire, radiant, lightning, acid, poison or cold. You gain resistance to that damage type until you choose a different one with this feature. At 18th level, you can choose one damage resistance and one damage immunity from that list when you finish a long rest. ### Fast Flare Starting at 15th level, you can use the following spellblade maneuvers as an action or bonus action on your turn: Solar Storm, Solar Flare, Solar Deluge. }} {{imageMaskEdge1,--offset:3%,--rotation:270 ![](https://imgur.com/ya4W9L8.png){height:100%,right:-205px,transform:scaleX(-1)} }} {{pageNumber,auto}} \page {{position:relative,top:-10px,left:-0px ## Path of the Singularity : *Many of the forces that define the functioning of the universe are invisible to the naked eye, and it takes a special sort of soul to appreciate them. Gravity is one such example, and Starblades of the singularity are its foremost keepers.* : ### Far Strikes When you choose this path at 3rd level, you learn to manipulate your weapon at a distance using gravitational magic, throwing it forward for an attack before promptly returning it to your hand. You have an additional reach of 10 feet with all melee weapons that do not have the *reach* property. For weapons with the *reach* property, the additional reach is reduced to 5 feet. #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. The first time you use one of your Unique Maneuvers after a long rest, you do not expend any spellblade dice. : ***Force Shield:*** You can expend 2 spellblade dice at the beginning of your turn to gain a bonus to your AC equal to half the result of the expended dice (rounding down) until the start of your next turn. : ***Gravitational Furor:*** Immediately after you take the Attack action on your turn, you can expend two spellblade dice to make an additional attack with a melee weapon you are wielding as a bonus action. : }} \column {{position:relative,top:-10px,width:330px ### Improved Force Starting at 7th level, your mastery of gravitational magic improves some of your spellblade maneuvers. These maneuvers now count as Unique Maneuvers for you. : ***Gravity-Assisted Jump:*** No longer consumes your bonus action. : ***Gravity-Assisted Landing:*** You can now expend a single spellblade die to fully mitigate any fall damage you would take. : ***Repulsion:*** You can expend an additional spellblade die to fuel this maneuver. : ***Area of Deflection:*** You can expend an additional spellblade die to fuel this maneuver. ### Singularity Strikes Starting at 10th level, whenever you deal bludgeoning, piercing or slashing damage, you can choose to deal force damage instead. Additionally, when you hit a Large or smaller creature with an attack, you can expend a spellblade die push them up to 10 feet in a direction of your choice. ### Projected Force Field Beginning at 15th level, whenever you are subjected to an effect that would allow you to make a Dexterity saving throw to halve its damage against you, you can use your reaction and expend two spellblade dice to create a gravitational current that wards you from harm. When you do so, you take no damage if you succeed, and only half damage if you fail. ### Permeating Force Starting at 18th level, you can affect a number of allies within 30 feet of you equal to half of your Wisdom modifier (rounded up) when you use your Force Shield spellblade maneuver or your Projected Force Field reaction. }} {{imageMaskEdge5,--offset:23%,--rotation:15 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,bottom:-100px} }} {{imageMaskCenter4,--offsetX:-41%,--offsetY:-29%,--rotation:0 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,bottom:-100px} }} {{footnote The Starblade Class}} {{pageNumber,auto}} \page {{position:relative,top:-20px,width:320px,left:-10px ## Path of the Comet : *Propeled by gravitational fields, comets blaze through the astral sea, promising swift devastation to any who would stand in their way. An uncannily precise mirror to the philosophy followed by many Starblades.* : ### Violent Impact When you choose this path at 3rd level, you learn to manipulate gravity to perform brutal takedowns against your enemies. When you shove or knock a creature prone, you can choose to deal an amount of bludgeoning damage equal to twice your proficiency bonus. }} \column {{position:relative,top:-25px,left:25px,width:340px #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. The first time you use one of your Unique Maneuvers after a long rest, you do not expend any spellblade dice. : ***Comet Field:*** As an action on your turn, you can expend up to three spellblade dice to create an amount of miniature comets equal to the number of spellblade dice expended, which hover around you for the next minute. Each comet grants a +1 bonus to your AC. You can throw a comet using one attack from your Attack action, making a ranged weapon attack against a target within 60 feet. On a hit, the target takes one spellblade die in bludgeoning damage and is knocked prone if it is Large or smaller. You cannot have more than three active comets at a time. : ***Asteroid Dash:*** As a bonus action on your turn, you can expend a spellblade die to instantly move up to 30 feet in a straight line to an unoccupied space that you can see, leaving a fiery trail in your wake. Creatures in the line you travel must succeed on a Dexterity saving throw or take one spellblade die in bludgeoning damage and be knocked prone. You can expend up to three additional spellblade dice to increase the maximum distance of your Asteroid Dash, by 10 feet per spellblade die expended on top of the first. ### Improved Impact Starting at 7th level, your mastery of orbital magic improves some of your spellblade maneuvers. : ***Gravitational Downpour:*** Creatures that fail their saving throw against this maneuver have their speed reduced to 0 in addition to being knocked prone. : ***Force-Guided Weapon:*** You can expend two spellblade die when you use this maneuver. ### Meteoric Strikes Starting at 10th level, any time you deal bludgeoning damage, you can choose to deal force damage instead. Additionally, creatures have disadvantage on saving throws against being shoved or knocked prone by you. ### Aftershock Starting at 15th level, when you deal force damage to a creature, you can expend 2 spellblade die to create a staggering shockwave that follows your blow. When you do so, the target must succeed on a Constitution saving throw or be *stunned* until the end of its next turn. ### Meteoric Rift At 18th level, your attunement to the meteoric bodies of the Astral Sea allows you to summon a destructive comet as an action by expending 5 spellblade dice. The comet makes impact at a point you can see within 300 feet. Creatures in a 40-foot radius sphere centered on that point must make a Dexterity saving throw, taking 8d6 bludgeoning damage and 8d6 fire damage on a failed save, or half as much on a successful one. }} {{footnote The Starblade Class}} {{pageNumber,auto}} {{imageMaskCenter4,--offsetX:-42%,--offsetY:-25%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-285px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-45%,--offsetY:-1%,--rotation:-10 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-41%,--offsetY:-55%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-40%,--offsetY:-25%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{watercolor6,top:-500px,left:360px,width:700px,background-color:indigo,opacity:15%,transform:rotate(-10deg)}} {{watercolor6,top:500px,left:360px,width:700px,background-color:orange,opacity:20%,transform:rotate(-10deg)}} \page {{imageMaskEdge4,--offset:19%,--rotation:180 ![](https://cdn.midjourney.com/f7c8e176-05f0-44b5-8dd7-2ff08acb430f/0_0.jpeg){height:55%,top:0px,left:-1px} }} ::::::::::::::::::::::::::::::::::::::::::::::::::: # The Shaper A mysterious shaman clad in black furs walks amidst the snowstorm, head held high, the terrible elements barely a nuisance to his unknowable march. Motes of fire gingerly float around him, inexplicably linked to his very soul, making him impervious to the stasis storm around them. The flame spirits grow bigger, fueled by the shaman's resolve. He continues his determined pilgrimage. On a luxurious balcony, somewhere in the Fae Isles, a Lightborn princess plays with the wind. Small spheres of brume and smoke surround her as she prepares to give her speech. The elements empower not only her body, but also her iron will and determination. As she grips the golden handrails of the Palace of Autumn, her voice is carried effortlessly by the wind and into the crowd below, as if she was whispering into their ears. \column A stalwart warrior falls to his knees, exhausted. The battle rages on: a new regiment has joined the opposing side. Their situation is desperate. The warrior takes a deep breath and calls upon the very earth. As he raises his hands, he imprints his will upon the land, and commands it to break. A chasm opens where the reinforcements were to arrive, breaking the battlefield in two. The warrior smiles, sweating with exertion, hammer in hand. They might still have a chance. : These are Shapers, resolute warriors connected to the essence of matter and energy. Powered by the elemental planes, they have no God, nor any particular alignment. They are the chosen, those willful enough to impose their wishes onto the laws of nature. The chaotic elements do not respond to reverence, but to tenacity -- your elemental power stems from your force of mind, body and soul. {{imageMaskEdge4,--offset:21%,--rotation:0 ![](https://cdn.midjourney.com/b4f6ef6f-1616-4a53-8fc6-59b10baee180/0_2.jpeg){height:65%,top:690px,left:-100px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{position:relative,top:-0px,columns:2,wide ### Chosen by the Elements The elemental forces of the universe are chaotic in nature. To think they can be controlled is madness. Shapers are those that understand this fundamental truth and call upon the elements to aid them regardless, knowing they might not answer. A Shaper expects nothing, but acts anyway. One cannot negotiate with chaos. That is why, in the end, it's the very essence of the world that recognizes a Shaper's will, resolute and unwavering, and chooses to follow. Fire, wind, water, and earth; these elements are called from beyond to aid a Shaper's purpose, and they do it with glee and excitement. They do not respond to logic. They follow, like moths to a flame, the bright light that is a Shaper's soul. Shapers are often those in contact with the elemental realms, but not always. A Shaper can be fueled by the energies of other planes of existence, such as the Sheol or Celestia. At heart, a Shaper relies on their innate magical prowess and their resolve, a profound conviction, beyond logic, that theirs is the way, and there cannot be another. : ### Tenacious Warriors Shapers are capable and deadly warriors. Some of them give themselves fully to their more esoteric abilities, but most are highly skilled martial combatants , first and foremost. The powers of a Shaper are often unlocked in a moment of great stress, a breaking point, in which their resolve is pushed to its ultimate test. What separates a Shaper from a madman is often a single event, from which they came out stronger---and a little bit stranger. Their profound convictions make them well suited to adventuring, since they often have an impossible quest or goal they preach about. Among groups of other adventurers, they take the role of great leaders. Their resolve allows them to connect deeply with others, usually inspiring them with sheer force of determination. : ### Creating a Shaper When creating a shaper, you must consider your relationship with your unexplained powers. The fact is, you're a half-druid, much like a ranger, but your powers are volatile, directly linked to your personal resolve, and came to you as a direct result of your actions. How do you feel about the strange energies that enhance your physical abilities? Do you summon the elements willingly, or do they manifest without explanation to aid you in battle? Are you connected with the elements of the world, or are you indifferent, focused solely on your own purpose? A Shaper is not necessarily a nature-loving shaman. The elements follow the strongest of wills, not the most respectful or benevolent. : The second thing you must keep in mind while creating a shaper is your breaking point. What drove you to snap and call upon the elements for aid? What event made you so profoundly resolute as to be able to impose your will upon the world itself? What is the source of your determination? A Shaper knows, at heart, the difference between them and a broken soul was a single moment of extreme tension, in which they prevailed where others didn't. What was that moment for you? What was your lowest point, and what made you push forward? }} {{classTable,frame,decoration,wide,position:relative,top:-,width:750px,left:-35px ##### The Shaper | Level | Proficiency | Features | Commands | Spells | --- Spell Slots Per Spell Level ---||||||||| | ^| Bonus ^| ^| Known ^| Known ^|1st |2nd |3rd |4th |5th |:-----:|:-----------:|:-------------|:--------:|:------:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Commands | 1 | --- | --- | — | — | — | — | 2nd | +2 | Fighting Style, Imbue Weapon, Spellcasting | 1 | 2 | 2 | — | — | — | — | 3rd | +2 | Elemental Shape, Signs of Power| 1 | 3 | 3 | — | — | — | — | 4th | +2 | Ability Score Improvement | 1 | 3 | 3 | --- | — | — | — | 5th | +3 | Extra Attack, Improved Infusion *(d6)* | 2 | 4 | 3 | 2 | — | — | — | 6th | +3 | Elemental Shape Feature, Additional Sign | 2 | 4 | 4 | 2 | — | — | — | 7th | +3 | Unwavering Resolve | 2 | 5 | 4 | 3 | --- | — | — | 8th | +3 | Ability Score Improvement | 2 | 5 | 4 | 3 | --- | — | — | 9th | +4 | Improved Infusion *(d8)*, Commands (x2) | 3 | 6 | 4 | 3 | 2 | — | — | 10th | +4 | Elemental Shape Feature, Additional Sign | 3 | 6 | 4 | 3 | 2 | --- | — | 11th | +4 | Heightened Infusion | 3 | 7 | 4 | 3 | 3 | --- | — | 12th | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 3 | --- | --- | 13th | +5 | Breaking Point, Improved Infusion *(d10)* | 4 | 8 | 4 | 3 | 3 | 1 | --- | 14th | +5 | Elemental Shape Feature, Additional Sign | 4 | 8 | 4 | 3 | 3 | 1 | --- | 15th | +5 | Timeless Body | 4 | 9 | 4 | 3 | 3 | 2 | --- | 16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | --- | 17th | +6 | Commands (x3), Improved Infusion *(d12)* | 5 | 10 | 4 | 3 | 3 | 3 | 1 | 18th | +6 | Unwavering Resolve (x2) | 5 | 10 | 4 | 3 | 3 | 3 | 1 | 19th | +6 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 20th | +6 | Elemental Blessing | All | 11 | 4 | 3 | 3 | 3 | 2 }} {{imageMaskEdge2,--offset:16%,--rotation:0 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_0.jpeg ){height:118%,transform:scale(-1),top:50px} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{imageMaskEdge1,--offset:4%,--rotation:-90 ![](https://cdn.midjourney.com/806e37b8-9aa0-4935-86ca-612b4a02ff6d/0_1.jpeg){height:100%,right:-300px} }} {{position:relative,top:0px #### Quick Build You can make a shaper quickly by following these suggestions. First, Resolve (or Wisdom, if you are not using the optional rules listed further down) should be your highest ability score, followed by Strength or Dexterity, depending on which weapons you use. Second, choose the hermit background. ## Class Features As a Shaper, you gain the following class features. #### Hit Points **Hit Dice:** :: 1d8 per shaper level **Hit Points at 1st Level:** :: 8 + your Constitution modifier **Hit Points at Higher Levels:** :: 1d8 (or 5) + your Constitution modifier per shaper level after 1st #### Proficiencies **Armor:** :: Light Armor, Medium Armor, shields **Weapons:** :: Simple weapons, martial weapons **Tools:** :: Choose one type of artisan's tools, herbalism kit **Saving Throws:** :: Strength, Resolve (or Wisdom)* **Skills:** :: Choose two from Athletics, Insight, Nature, Persuasion, and Survival. If using the Resolve rules,* choose three between Athletics, Discernment, Mettle, Nature, Perseverance, and Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a scale mail or *(b)* a leather armor - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack ### Commands In your hardships, you have learned to impose your will upon the world and shape it with a command. These words of power feed off your resolve and exhaust you the moment you utter them. After using a command, your vocal chords bleed and you take 1d4 force damage that cannot be reduced in any way other than by a Shaper Class feature. The damage you take increases to 1d6 at level 5, 1d8 at level 9, 1d10 at level 13, and 1d12 at level 17. You cannot speak for a round after you use a command. If you cannot speak for whatever reason, you cannot use commands. : At 1st level, you gain a single command of your choice. Your command options are detailed at the end of the class description. When you gain certain shaper levels, you gain additional commands of your choice, as shown in the Commands Known column of the Shaper table. : You can use a single Command per long rest. You gain an additional use of this feature at 9th and 17th level. }} {{note,position:relative,top:690px,left:50px ##### Resolve, Wisdom, and the Nature of Homebrew classes This class is meant to be played alongside the Resolve optional rules listed in this sourcebook (Soulfrost Expanse). A Shaper is first and foremost a determined warrior, which is exemplified by the addition of the Resolve score. If you do not want to add this ability score to your games, you can replace Resolve with Wisdom at every point in this class description. : The Shaper shares a spell list with the Druid, not the Ranger, even though they are a half-caster. It is in the nature of homebrew classes that we cannot add a full spell list for a spellcaster, unless we create it from the ground up. Regardless, almost every spell added in this entry is considered a Druid spell, hence part of the Shaper's list. }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. : #### Defense While you're wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. : ### Imbue Weapon Beginning at 2nd level, you have learned the ways of the elements, and know you can call upon them for aid. You gain the ability to enchant a weapon you are carrying as a bonus action on your turn. If your weapon leaves your hand for an entire round, the infusion is dispelled. You can only imbue one weapon at a time. : Choose an elemental damage from the following: acid, cold, fire, lightning, or thunder damage. For the duration, your weapon gains an additional 1d4 damage of the chosen type. This enchantment lasts for a minute. : ***Improved Infusion***. Your Elemental Damage die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. : You use this feature a number of times equal to your proficiency modifier and regain all expended uses after you finish a long rest. Your imbued weapon is very important; know that without it, you cannot cast spells nor use some features of this class. Imbue your weapon wisely! : ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of the earth to cast spells, much as a druid does. If you are silenced -- after uttering a command, for example, you cannot cast spells that require verbal components. #### Spell Slots The Shaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the druid spell list. : The Spells Known column of the Shaper table shows when you learn more druid spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. : Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Resolve is your spellcasting ability for your druid spells, since your magic draws upon your determination and attunement to the elements. You use your Resolve whenever a spell refers to your spellcasting ability. In addition, you use your Resolve modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. {{text-align:center **Spell save DC**:: = 8 + your proficiency bonus + your Resolve modifier **Spell attack modifier**:: = your proficiency bonus + your Resolve modifier }} #### Spellcasting Focus Your imbued weapon is your spellcasting focus for your spells. **Without your weapon in hand, you cannot cast spells. If your weapon is not imbued, you cannot cast spells.** Only with a conduit to the elements at hand can you manifest your latent magical talent. {{imageMaskCorner21,--offsetX:64%,--offsetY:-61%,--rotation:87 ![](https://cdn.midjourney.com/4d06d84f-a62c-41d7-9d09-a37c8e10672a/0_3.jpeg){height:50%,left:360px,top:700px} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{columns:2,wide ### Elemental Shape At 3rd level, you connect with the primordial energies of the world, learning to channel a particular elemental shape of your choice: the Flamecaller, the Windchaser, the Waterdancer, the Earthbreaker, or the Wordbearer. All of these subclasses are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. : ### Signs of Power At 3rd level, you gain the ability to influence the world through small disruptions; weaker, easier versions of your commands. You learn two Signs of your choice--fast, somatic spells unique to the Shaper, detailed at the end of the class description. You gain an additional Sign at 6th, 10th and 14th level. : ***Signs are not cantrips!*** After you cast a Sign, you cannot cast that same sign again for a minute. : ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. : ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. : ### Unwavering Resolve At 7th level, your resolve becomes so powerful few things can affect your will. Your Resolve score is increased by 1, up to a maximum of 20. In addition, your proficiency bonus is doubled in Resolve saving throws. When you reach 18th level, your Resolve score is increased by 2, and your maximum for that score becomes 22. : ### Heightened Infusion Beginning when you reach 11th level, you can imbue two weapons instead of one when you use your *Imbue Weapon* feature. You must be holding both weapons when infusing them. In addition, the infusion is maintained for the duration even if you drop the weapon or someone else carries it. You can have a maximum of 2 simultaneous infusions active at any given time. If you infuse a third weapon, the first weapon you imbued loses its enchantment. : ### Breaking Point Starting at 13th level, you've learned to recreate the surge of energy you felt when you first reached your breaking point. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you regain all of your spellslots and can immediately use your reaction to cast a spell with a casting time of 1 action. You can’t use this feature again until you finish a long rest. : After you use this ability, you gain a point of exhaustion. If you are already suffering from exhaustion, you cannot use this ability. : ### Timeless Body Starting at 15th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. In addition, you can't be aged magically and you suffer none of the frailty of old age. : ### Elemental Blessing Starting at 20th level, when you roll for initiative and have no uses of your *Imbue Weapon* feature, you regain two uses. In addition, you learn all Signs and Commands available to you as per your Elemental Shape. }} {{imageMaskEdge4,--offset:27%,--rotation:0 ![](https://cdn.midjourney.com/f364bcea-ecf0-4de7-b6f6-f06da2f6490f/0_1.png){height:116%,bottom:-200px} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{watercolor2,top:-380px,left:480px,width:600px,background-color:#BBAD82,opacity:80%,background-color:orangered,transform:rotate(-26deg)}} {{watercolor2,top:380px,left:480px,width:600px,background-color:#BBAD82,opacity:80%,background-color:orangered,transform:rotate(-26deg)}} {{watercolor1,top:850px,left:-292px,width:400px,background-color:#BBAD82,opacity:80%,background-color:orangered}} {{watercolor4,top:-450px,left:-222px,width:400px,background-color:#BBAD82,opacity:80%,background-color:orangered}} ![firecaller](https://imgur.com/Lx88wqq.png) {position:absolute,top:-15px,right:-35px,width:530px,transform:scalex(-1),mix-blend-mode:} {{position:relative,top:-0px {{text-align:center,position:relative,top:0px ## Flamecaller *Elemental Shape* : *Flamecallers exemplify the values of a true Shaper: tenacity, determination, and purpose. They are often solemn in nature, maybe because their inner fire burns so bright it demands an iron will just to keep it contained.* }} #### Shape of Fire When you take this Shape at 3rd level, you gain the following features: : ***Living Fire.*** You gain resistance to fire damage. In addition, whenever you hit a creature with a fire infusion from your *Imbue Weapon* feature, you set them on fire. A creature that is set on fire takes 1d4 fire damage at the end of their turn for a minute or until doused. A creature can use an action to put out the flames on their turn. Creatures that are immune to fire damage are not affected by this ability. : ***Fire Control.*** You learn the *Produce Flame* cantrip. #### Shape Sign When you take this Shape at 3rd level, you learn the following sign. #### Fire Punch **Casting Time:** :: 1 bonus action **Range:** :: Touch **Components:** :: S **Duration:** :: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 fire damage plus your strength modifier. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Chaotic Ignition Beginning at 6th level, your fire takes a form that is unique to you and cannot be resisted by normal means. Whenever you deal fire damage, you ignore resistance to it. #### Flame of Determination Starting at 10th level, once per turn, if your weapon is imbued with fire, it deals extra fire damage equal to your Resolve modifier on a hit. #### Blazing Soul At 14th level, you become a master Flamecaller and gain the following benefits: * Your *Living Fire* damage die is increased to 1d6 * You gain immunity to fire damage. * Whenever you deal fire damage, you treat immunity to fire damage as if it was resistance. }} {{note,position:relative,top:465px,left:-1px,background-color:gainsboro,text-align:cente,width:350px #### The Path of Flame *We are the first and the last. We are the Callers, those that stood before the infernal gates and sealed them shut. We are the Guardians, in eternal vigil we watch. We are the lost and the found. The naive and the sage. Oh, to be both the sin and the virtue... We are the Flame.* : ***Be Fire.*** Burn what stands before you. Walk the path no other will. Do it alone, if you have to. Be unwavering. Be unstoppable. Be like fire. : ***Protect your Flame.*** Strive to maintain the delicate equilibrium of the chaotic energies that course through your veins. There is a way forward within you. Never forsake yourself for someone else's dream, or worse, their cause. : ***Control the Blaze.*** Recognize that to be irresponsible with power is to not be worthy of it. Only in your own guidance will you find true control. If you cannot trust yourself, you are truly lost. : ***Walk in the Light.*** There is a path of light, to start, but it won't get you to the end. Half-way through, you will have to make your own. Mark the way, trust your instincts. Seek guidance from those that came before and let their light illuminate your path. : ***Be the Sun.*** Fill your soul with true power. Do not let your potential be wasted. Become a beacon for those who are lost. May your light guide others find their own. : *Maxims of Emberstone by Firelord Alexei, Year 782* }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{watercolor6,top:-200px,left:-400px,width:700px,background-color:green,opacity:50%}} {{watercolor2,top:-800px,left:400px,width:700px,background-color:green,opacity:50%}} ![Windchaser](https://imgur.com/X03vi4N.png) {width:440px,position:absolute,top:-0px,left:-0px,mix-blend-mode:,transform:scalex(-1)} {{ {{note,position:relative,top:0px,background-color:gainsboro,top:510px,width:350px,left:-20px #### Resolve of the Windchaser *A curious man is not a naive one. Not all who wander are lost. Do not underestimate the power of the wind. It can take you to places you never even thought of, just as it can raise your city to the ground in a catastrophic storm.* : ***Smile in the face of Danger.*** There is no reason to pout like you're taking a shit. Laugh! Any moment may be your last! You can't leave this world with a frown, can you? : ***Help those in Need.*** We are powerful. That does not give us the right to forgo decency. Lend a hand to those less fortunate. One day, the winds will change, and you may find yourself in a difficult spot. : ***Explore the World.*** You are blessed by the wind. You cannot stay locked inside. Go forth towards adventure! The wind will guide you, and you'll soon find… you're right where you're supposed to be. : ***Be Untamable.*** The wind does not bend nor break, nor will you. You will never kneel. You will never be bound to an oath. You will be untamable. : ***Chase the Wind.*** There is no destination without the journey. The path is what gives you purpose. Follow the way. Never stop chasing the wind. : *Maxims of the Clouds by Stormrider Felda, Year 782.* }} }} \column {{text-align:center,position:relative,top:-0px,width,left:20px ## Windchaser *Elemental Shape* : *Windchasers are the most adventurous of all Shapers. They are curious in nature and often gravitate towards the breeze by sheer happenstance. They are fueled by profound desires and incomprehensible, often absurd quests they never even think of abandoning. The wind is a fleeting thing, much like life itself, and these warriors know it.* }} : {{left:20px,position:relative #### Shape of Wind When you choose this Shape at 3rd level, you gain the following features: : ***Unarmored Defense.*** While you are wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Resolve modifier. : ***You cannot catch the Wind.*** Your speed is increased by 10 feet. After you move at least 20 feet on your turn, you gain a +2 bonus to your AC until the start of your next turn. #### Shape Sign When you take this Shape at 3rd level, you learn the following sign. #### Wind Thrust **Casting Time:** :: 1 bonus action **Range:** :: 30 feet **Components:** :: S **Duration:** :: Instantaneous A gust of wind shoots forth from your hand in a 30 feet long, 5 feet wide line in front of you. The first creature it encounters in that area must make a Strength saving throw or be pushed back 10 feet. If this sign hits a medium or smaller object, it pushes it back 10 feet. As a part of this spell, you can fly 10 feet back in the opposing direction of the sign, even up. #### Twinned Infusion Starting at 6th level, if you are wielding two finesse weapons, you can infuse both with the same use of the *Imbue Weapon* feature. They count as a single weapon infused for the purposes of *Heightened Infusion*. You can use this feature to enchant throwing weapons and ammunition. #### Wind's Fury Starting at 10th level, you gain an additional attack with your off-hand weapon whenever you take the Attack action on your turn. #### Like a Breeze At 14th level, you gain a flying speed of 60 feet. }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{watercolor2,top:-320px,left:-430px,width:600px,background-color:lightblue,opacity:80%,transform:rotate(30deg)}} {{watercolor2,top:320px,left:-230px,width:600px,background-color:lightblue,opacity:80%,transform:rotate(30deg)}} {{watercolor7,top:-390px,left:630px,width:600px,background-color:lightblue,opacity:80%,transform:rotate(0deg)}} ![water dancer](https://imgur.com/hE4IqOs.png) {position:absolute,top:-5px,right:-55px,width:500px,transform:scalex(),mix-blend-mode:darken} {{position:relative,top:-0px {{text-align:center,position:relative,top:0px ## Waterdancer *Elemental Shape* }} : *Waterdancers are... quiet. They move with unnatural grace, their flowing gait almost otherworldly in nature. Cold as ice, these Shapers call forth the very depths and impose their will onto the untamable ocean.* : #### Shape of Water When you take this Shape at 3rd level, you gain the following features: : ***Flowing Water.*** Your body can become partially water, allowing you to move without restrictions. You gain a swim speed equal to your walking speed. You can move through creatures and objects as if they were difficult terrain as long as there is at least 5 feet of open space in any direction around them. You cannot end your turn inside an object or creature, instead reforming in the nearest unoccupied space. : ***Killer Dance.*** While passing through a creature, you can choose to deal 1d8 cold damage to it. A creature can only be damaged by this trait once per round. #### Shape Sign: Water Bolt When you take this Shape at 3rd level, you learn the following sign. **Casting Time:** :: 1 bonus action **Range:** :: 60 feet **Components:** :: S **Duration:** :: Instantaneous You launch a powerful bolt of water and ice from your hand. Make a spell attack against a creature you can see within range. On a hit, the target takes 1d8 cold damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Water Affinity Beginning at 6th level, you gain resistance to cold damage and a swim speed equal to twice your walking speed. In addition, you gain the ability to breathe water. #### Liquid Form Starting at 10th level, as a reaction to a weapon attack that would hit you, it phases through you as your form becomes water. You take no bludgeoning, slashing, or piercing damage from that attack, and only half damage from other damage types. #### Flow Unbound At 14th level, you become resistant to cold damage and immune to the *grappled*, *prone*, and *restrained* conditions. In addition, you can become water, moving through a space as narrow as 1 inch without squeezing. }} {{note,position:relative,top:545px,left:5px,background-color:gainsboro,text-align:cente,width:350px #### The Dance of the Currents *Beautiful, calm, relaxed. Be like the current. Through our will, we change the world. We tame the untamable. That majestic, eternal beauty of the sea... is what you must become. Cold and deadly. Irrepressible. We can never be chained. Avoid stagnation... at all costs.* : ***Everflow.*** Never stop moving. Continue your path, like water from the mountain. The ocean awaits at the end of your quest. You must not keep it waiting. : ***Dance between Blades.*** In the art of combat, emulate the fluidity of water. Let your movements be graceful, unpredictable, and ever-changing. A mindful warrior is always on the move. : ***Weather the Storm*** Just as a river navigates through turbulent waters, face adversity with resilience. Stand firm against the currents of challenges, for within the storm lies the opportunity for growth. : ***Celebrate the Cycle*** Acknowledge the cyclical nature of life, mirroring the water's journey from source to sea and back again. Embrace each stage of your journey, understanding that every drop contributes to the grand adventure that is life. : *Maxims of Waterfowl by Sage Irina, Year 782* }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{watercolor9,top:-200px,left:-100px,width:600px,background-color:orange,opacity:50%}} {{watercolor9,top:600px,left:500px,width:700px,background-color:orange,opacity:50%}} ![Earthbreaker](https://imgur.com/Rn4pNJf.png) {width:500px,position:absolute,top:-0px,left:-36px,mix-blend-mode:,transform:scalex(-1)} {{ {{note,position:relative,top:500px,background-color:gainsboro,width:350px,left:-30px #### Of Earth and Iron *As disciples of the earth, we embody the unyielding strength of stone. Stand firm in the face of adversity, for our foundation is unshakable. Let the weight of the earth guide your resolve. We are immovable.* : ***Stone's Endurance.*** When faced with the trials of your journey, channel the endurance of our earthly mother. Just as a boulder withstands the ravages of time, so too shall you endure. The hardships of the present pave the way for the strength of the future. : ***Protect those in Need.*** We are powerful. That is a duty, not a boon. As the boulder to the stones, we shall protect those who cannot protect themselves. It is the way of the earth... to ensure a brighter tomorrow. : ***Gratitude to the Earth.*** Give thanks. Honor the earth beneath your feet, for it sustains and nurtures. Honor the people you encounter, for they nourish your soul and fuel your determination. In every step, express appreciation for the solid foundation that supports your journey. : ***Honor in Hardship.*** There is greatness in strife. Endure. Overcome. But never fall to pettiness and spite. Respect all... even those you hate, so long as they fight. : *Maxims of the Mountain by Stonewarden Dak'ta, Year 782.* }} }} : {{position:relative,top:-0px,left:20px {{text-align:center,position:relative,top:-10px ## Earthbreaker *Elemental Shape* : *Earthbreakers are stubborn. Like their chosen element, they are unmoving, brash, and profoundly determined. Oddly, they happen to be the most gentle of all Shapers, in tune with nature and the elements.* }} : #### Shape of Earth When you choose this Shape at 3rd level, you gain the following features: : ***Earthly Barrier.*** Your skin hardens and creates a barrier that grants you 10 temporary hit points. After it is broken, this barrier regrows on you if you haven't taken damage in the last minute. : ***Immovable.*** If you haven't moved in the last round, you gain +1 bonus to your AC, up to a +3 bonus. #### Shape Sign: Blessing of Stone When you take this Shape at 3rd level, you learn the following sign. **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: 1 minute You steel yourself with the power of the earth and become resistant to one of the following damage types: bludgeoning, slashing, piercing. #### Shattering Strike Starting at 6th level, after your *Earthly Barrier* is broken, you can use your reaction to make an attack against a creature within your melee range. This attack deals an additional 1d10 force damage to all creatures in a 15-foot cone in front of you. A creature hit by this attack must succeed on a Strength saving throw or be knocked prone. : The extra damage of this feature is increased to 2d10 at 14th level. #### Greater Barrier Starting at 10th level, your *Earthly Barrier* grants you 15 temporary hit points. In addition, after your barrier is broken, you gain +2 to attack and damage rolls until the end of your next turn. #### Boulder Throw At 14th level, you gain the ability to break and control huge chunks of rock. As an action, you can hit the ground and heave a great boulder, before magically launching it at your enemies. Choose a point within 120 feet of you. Each creature in a 10-foot radius sphere around that point must make a Dexterity saving throw. On a failure, they take 4d12 bludgeoning damage, half as much on a success. }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{watercolor4,top:-380px,left:580px,width:600px,background-color:#BBAD82,opacity:80%,background-color:purple,transform:rotate(-28deg)}} {{watercolor1,top:680px,left:780px,width:600px,background-color:#BBAD82,opacity:80%,background-color:purple,transform:rotate(-26deg)}} {{watercolor4,top:-450px,left:-222px,width:400px,background-color:#BBAD82,opacity:80%,background-color:purple}} ![wordbearer](https://imgur.com/OKOeh33.png) {position:absolute,top:-15px,right:-35px,width:500px,height:800px,transform:scalex(1),mix-blend-mode:darke} {{position:relative,top:-10px {{text-align:center,position:relative,top:0px ## Wordbearer *Elemental Shape* }} : *Wordbearers are the most mysterious of all Shapers and by far the rarest. They do not master the elements, but reality itself. Wordbearers are either fabled kings and sage prophets, or wretched outcasts and wanted criminals--there is no in-between.* : #### Shape of Words When you take this Shape at 3rd level, you gain the following features: : ***Improved Commands.*** You gain an additional use of your Command feature per long rest. : ***Expanded Spellbook.*** You gain the ability to learn spells from the wizard spell list. #### Shape Sign: Soothe Mind When you take this Shape at 3rd level, you learn the following sign. **Casting Time:** :: 1 bonus action **Range:** :: 60 feet **Components:** :: S **Duration:** :: 1 minute You shape a sign of soothing. A creature within 60 feet must succeed on a Resolve saving throw or have disadvantage on their next saving throw for the duration. A creature is not aware that it has been targeted by this sign. #### Greater Arcana Beginning at 6th level, you gain the ability to cast spells using your resolve as a spellcasting focus. You no longer need an imbued weapon (nor any other spellcasting focus) to cast spells. In addition, you may cast a spell of 2nd level or lower without expending a spell slot by expending a use of your *Imbue Weapon* feature. : When you reach 10th level, you may cast spells of 3rd level or lower using this feature. #### Tenacious Voice Starting at 10th level, you no longer damage yourself when uttering a command and are no longer silenced afterwards. #### Ascended Will At 14th level, your resolve is so powerful you can weed out the weak of will with a glance. As an action, a number of creatures of your choice equal to your proficiency modifier within 60 feet must make a Resolve saving throw against your spellcasting ability. On a failure, they are stunned until the end of their next turn. If they are of CR 4 or lower, they fall unconscious. You can use this feature once per long rest. }} {{note,position:relative,top:525px,left:-5px,background-color:gainsboro,text-align:cente,width:350px #### Words of Power *It is always so perplexing to me... some people don't even know what reality is made of. Some of them even know magic, wield powerful artifacts, battle against creatures so terrible they are better left to the imagination! Yet, they just don't know. Ignorant to their core, they wander around like they're detached from the whole, like they are special, in some way.* : *They are not. No one is exempt from the fundamental laws of reality. No one, but us. We are the Shapers of existence, my friend. Even the gods envy us, for mortality should not be experienced with such power.* : ***Rule.*** You are meant for greatness. Shape the world around you, determine the course of history, take your rightful place of power, and rule. : ***Understand.*** Do not be ignorant. Strive to understand the intricacies of your own reality. *Why* can you bend it? Why are *you* special? Never stop wondering. : ***Change.*** The world itself resists change. It resists us. You must persevere. You must endure. Only the strongest of wills can claim true power, and with it, bring change. : *Written in &$(!)(@# by The Wordsmith, Year 782* }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page :::::: {{imageMaskCorner31,--offsetX:-61%,--offsetY:78%,--rotation:30 ![](https://cdn.midjourney.com/e8195b54-b280-4575-a574-8cf3f67ae129/0_3.jpeg){height:100%} }} ## Signs of Power You can choose a Sign of Power from the options below when you reach 3rd, 6th, 10th, and 14th level. After you cast a Sign, you cannot cast that same sign again for a minute. : #### Disturbance **Casting Time:** :: 1 bonus action **Range:** :: Self (15-foot cone) **Components:** :: S **Duration:** :: Instantaneous You summon a shockwave of force. All creatures that are medium size or smaller in the area must succeed on a Strength saving throw or be pushed 5 feet back and take 1d4 force damage. : #### Elemental Protection **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: 1 round Choose a damage type from acid, cold, fire, lightning, or thunder damage. You are resistant to that type of damage for the duration. : #### Force Shift **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: 1 round You become semi-ethereal. You gain resistance to non-magical slashing, piercing, and bludgeoning damage for the duration. : #### Reinforce Body **Casting Time:** :: 1 bonus action **Range:** :: Touch **Components:** :: S **Duration:** :: Concentration, up to 1 minute You wave a sign of physical strength. A creature within range gains advantage on the next Strength, Dexterity, or Constitution saving throw. \column #### Arrest Momentum **Casting Time:** :: 1 reaction, which you take when a creature or object in motion is about to crash. **Range:** :: 30 feet **Components:** :: S **Duration:** :: 1 round You extend a wave of gravitational power from your outstretched hand in the hopes of mitigating a fall or stopping a projectile. A single medium or smaller creature/object has its momentum nullified, dropping its speed to 0 and hanging in the air for the duration, inches before the surface it was about to hit. When the sign fades, the target drops to the ground. : #### Zone of Power **Casting Time:** :: 1 bonus action **Range:** :: Self (10-foot radius sphere) **Components:** :: S **Duration:** :: Concentration, up to 1 minute You summon a zone of iridescent power in a 10-foot radius sphere centered on you. While inside the area, you gain a number of temporary hit points equal to your Resolve modifier at the start of each of your turns. : #### Purge Infusion **Casting Time:** :: 1 bonus action **Range:** :: Self (30-foot area) **Components:** :: S **Duration:** :: Instantaneous You end the Infusion on your weapon in a violent flash of energy that sheds bright light out to 30 feet, and dim light for an additional 30 feet. All creatures within 30 feet of you that did not avert their gaze must succeed on a Constitution saving throw or be blinded until the end of their next turn. : #### Elemental Boon **Casting Time:** :: 1 bonus action **Range:** :: 30 feet. **Components:** :: S **Duration:** :: Concentration, up to 1 minute You harness the power of a particular element within range. * Fire: you gain an additional 1d6 fire damage on your next weapon attack. * Earth: you gain resistance to bludgeoning, piercing, and slashing damage dealt by the next attack that hits you. * Water: if you are below half your total hit points, you heal 1d6 hit points. * Air: your next ranged weapon attack doubles its range. {{imageMaskCorner31,--offsetX:-20%,--offsetY:-79%,--rotation:50 ![](https://cdn.midjourney.com/e8195b54-b280-4575-a574-8cf3f67ae129/0_3.jpeg){height:100%,left:0px,transform:scale(-1)} }} {{watercolor2,top:-220px,left:-230px,width:600px,background-color:#BBAD82,opacity:80%}} {{watercolor2,top:200px,left:350px,width:700px,background-color:#BBAD82,opacity:80%}} {{pageNumber,auto}} {{footnote The Shaper Class}} \page #### Preserve Infusion *Prerequisite: 6th level* : **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: Concentration, up to 1 hour You smother the enchantment of your weapon to preserve its power for later use. If your weapon infusion has more than half its duration left, you interrupt it for the duration of this spell. When you end the spell (no action required) your weapon infusion will resume with five rounds left. : #### Quicken *Prerequisite: 6th level* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: Instantaneous You magically quicken yourself and take one of the following actions as part of the casting of this sign: dodge, help, dash, shove, grapple, disengage. #### Reinforce Will *Prerequisite: 6th level* : **Casting Time:** :: 1 bonus action **Range:** :: Touch **Components:** :: S **Duration:** :: Concentration, up to 1 minute You wave a sign of mental strength. A creature within range gains advantage on the next Intelligence, Wisdom, Charisma, or Resolve saving throw. : #### Sharp Winds *Prerequisite: 6th level, Windchaser Elemental Shape* : **Casting Time:** :: 1 reaction, which you take after a creature misses you with a melee attack **Range:** :: Touch **Components:** :: S **Duration:** :: Instantaneous You retaliate against a creature that missed you by hitting them with a gust of cutting wind. Make a melee spell attack against the creature. On a hit, they take 1d8 + your Resolve modifier slashing damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \column #### Force Step *Prerequisite: 10th level* : **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: 1 round You make surfaces of any kind solidify under your feet. For the duration, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. : #### Interruption *Prerequisite: 10th level* : **Casting Time:** :: 1 reaction, which you take when a creature within range is about to cast a spell of 5th level or lower. **Range:** :: Touch **Components:** :: S **Duration:** :: Instantaneous You wave a sign of interruption, stopping the arcane powers of a creature by sending discordant signals from you palm. Make a melee spell attack. On a hit, the creature must succeed on a Constitution saving throw or fail to cast the spell. Spells of 6th level or higher are not affected by this sign. : #### Fire Wake *Prerequisite: 10th level, Flamecaller Elemental Shape* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: Concentration, up to 1 minute For the duration, you leave a trail of fire wherever you move. The trail is a 5-foot wide line and can be up to 60 feet long. Creatures within 5 feet of the fire at the start of their turn must make a Dexterity save or take 2d6 fire damage. A creature that traverses the line takes 2d6 fire damage. : #### Extend Infusion *Prerequisite: 14th level* : **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: S **Duration:** :: Instantaneous You channel the elements into your weapon enchantment, extending its duration. When you cast this sign, the duration of an imbued weapon's enchantment is extended to 10 minutes. This sign can only be used once per infusion. : {{imageMaskEdge4,--offset:43%,--rotation:14 ![](https://cdn.midjourney.com/e8195b54-b280-4575-a574-8cf3f67ae129/0_3.jpeg){height:90%,transform:scalex(-1),top:650px,left:00px} }} {{imageMaskEdge4,--offset:43%,--rotation:14 ![](https://cdn.midjourney.com/e8195b54-b280-4575-a574-8cf3f67ae129/0_3.jpeg){height:90%,transform:scalex(-1),top:650px,left:-150px} }} {{watercolor6,top:220px,left:-230px,width:600px,background-color:#BBAD82,opacity:80%}} {{watercolor6,top:-600px,left:350px,width:700px,background-color:#BBAD82,opacity:80%}} {{pageNumber,auto}} \page {{position:relative,top:-0px ## Commands These are the words that shape reality. When you utter a command, you are unable to talk for the next round. Afterwards, your voice is raspy and harsh, and it hurts to use. These words of power represent the energies of the world itself, and as such, cannot be resisted by normal means. Your word is law. Whatever you say will be so. That is the true power of a Shaper. A command is a powerful spoken word. To use a command, you must be able to speak. You can utter a command as a bonus action on your turn. Creatures that have legendary actions or that are CR 20 or higher can attempt a Resolve saving throw against your Spell Save DC to resist a command. : #### Attack When you utter this command, a single creature of your choice that can hear you within 30 feet immediately uses its reaction to make an attack of opportunity against a creature of your choice within its range. If it has no reaction available, this command has no effect. : #### Brace When you utter this command, a number of creatures equal to your Resolve modifier that can hear you within 60 feet gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. : #### Change When you utter this command, a non-magical object that is medium or smaller (that is not being worn or carried) that you are touching changes from one element to another. : You can exclusively change objects to (and from) the following ten elements: fire, smoke, air, stone, sand, wood, water, ice, steel, iron. If the object you touch is larger, you can affect an area of up to 5 by 5 feet around the surface you touched. : For example, you can turn stone to water, wood to smoke, steel to fire; but you are unable to change iron to gold, paper to diamonds, or wine to crystal. : #### Drop When you utter this command, a number of creatures equal to your Resolve modifier that can hear you within 30 feet must drop whatever they are carrying in their hands. : Items that are held but also attached to a creature, such as shields with straps, are not dropped. : #### Endure When you utter this command, a single creature of your choice that can hear you within 30 feet automatically succeeds on all saving throws until the end of its next turn. }} \column ::::::::::::: {{ #### Stop When you utter this command, a single creature of your choice that can hear you within 60 feet must stop dead in their tracks. Their speed becomes 0 and they cannot move of their own volition until the end of their next turn. : #### Fall When you utter this command, a single creature of your choice that can hear you within 60 feet immediately falls to the ground and is knocked prone. Flying creatures fall 30 feet down at great speed. If they hit the ground, they suffer 6d6 bludgeoning damage and cannot take to the air again until the end of their next turn. : #### Jump When you utter this command, you immediately jump 30 feet in a direction of your choice. You can jump vertically or horizontally, or a mix of the two; for example, you can make a jump 20 feet high and 10 feet long to get on top of a building. : #### Disappear When you utter this command, you silently shift into the Ethereal Plane for a minute. You can reappear on the material plane at the start of any of your turns. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. : While on the Ethereal Plane, you move at half your speed and can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. : When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. }} {{imageMaskCorner30,--offsetX:62%,--offsetY:80%,--rotation:0 ![](https://cdn.midjourney.com/fa2d433e-44f2-41f5-993f-97444dc3add5/0_2.jpeg){height:100%} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page :::::::::: #### Water *Prerequisite: 6th level, Waterdancer Elemental Shape* : You command water to part before you. You create a passage between two stretches of land no more than a mile apart separated by water. The passage can be up to 15-feet wide and can take any form you want. It can appear as a tunnel through the ocean floor, a road of ice through the surface of a lake, or a waterslide through a river. : The passage lasts for an hour, or until you choose to dispel it. : #### Wind *Prerequisite: 6th level, Windcaller Elemental Shape* : You command the wind to lay down your enemies. A number of medium creatures equal to your Resolve modifier (or a single large creature) within 60 feet of you must make a DC 20 Strength saving throw or be knocked prone. : #### Earth *Prerequisite: 6th level, Earthbreaker Elemental Shape* : You command earth to bless your party, as it has done for you. If your *Earthly Barrier* feature is active, a number of creatures up to your Resolve modifier within 60 feet of you gain its benefits. #### Fire *Prerequisite: 6th level, Flamecaller Elemental Shape* : You command the flame to aid you. Creatures of your choice that you can see within 60 feet of you burst into flames. The number of creatures you can affect is equal to twice your proficiency bonus. Each creature suffers fire damage equal to twice the damage you took from using this command. Each target also catches fire as per the *Living Fire* feature of the Flamecaller subclass. \column :::::::::::::::::: #### Break *Prerequisite: Wordbearer Elemental Shape* : When you use this command, a medium or smaller non-magical object within 30 feet of you breaks irreparably. A sword is cut in half, an armor falls apart, a shield turns to splinters. : #### Run *Prerequisite: Wordbearer Elemental Shape* : When you use this command, a number of creatures equal to your Resolve modifier within 30 feet that can hear you must use their reaction to move half their speed away from you. If they have no reaction available, they do not move. : #### Shift *Prerequisite: Wordbearer Elemental Shape* : When you use this command, you magically teleport to an unoccupied space you can see within 120 feet. You may take a medium creature with you if it is willing. : #### Mend *Prerequisite: Wordbearer Elemental Shape* When you use this command, a medium or smaller non-magical object within 30 feet of you returns to a previous version of itself. A book recovers its lost pages, an eaten apple is made whole again, a broken key regrows its missing half... {{imageMaskCorner32,--offsetX:50%,--offsetY:67%,--rotation:-20 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_3.jpeg){height:120%} }} {{imageMaskEdge4,--offset:38%,--rotation:180 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_3.jpeg){height:120%} }} {{imageMaskEdge4,--offset:36%,--rotation:0 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_3.jpeg){height:120%} }} {{imageMaskCorner32,--offsetX:30%,--offsetY:-69%,--rotation:20 ![](https://cdn.midjourney.com/ed610b01-61d4-43ec-8caf-a9a5abea99c5/0_3.jpeg){height:120%} }} {{pageNumber,auto}} {{footnote The Shaper Class}} \page {{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:55%,right:-0px,top:-1px,transform:scalex(-)} }} {{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:55%,left:-50px} }} : {{text-align:center ## College of Fools *Bard College* : *You wouldn't think a jester to be much of a threat. Funny clothing, bad japes, nothing but a clown. A one-note bard with even less self respect than the rest of them. And yet, behind the mask--either figurative or literal--could prowl a scheming thief, a bloodthirsty killer, or simply a bumbling idiot, truly nothing more than what they seemed. How can you know? A fool is as much a mystery as they are an open book.* : *That uncertainty is the tightrope walked by bards of the College of Fools. Some may be much more than what they seem, while others can be as superficial as the character they portray. Some are found in royal courts, others in run-down taverns. They could be secret agents in a plot to assassinate the king, or town fools no one takes seriously--not even themselves. Jesters, troubadours, clowns, and chatty travelers. Wherever they might be, they will entertain, often with their own silliness, be it a performance, or an act.* : *The fool is the first and last card of the Deck of Many Fates, but can be found all throughout the deck, as it has no real place within the sequence. It represents new beginnings, for both hopeful newcomers and grizzled veterans. The fool is the piece that holds the entire deck together. It takes great valor to speak up when everyone is silent. To take the first step, no matter the ridicule. Some equate that with stupidity, others with courage. Does it matter, really? The path is forward, after all, and purpose is always found through fire and flame.* }} \column {{position:relative,top:540px,text-align:center : *Myriel Genra believed the fool to be the unlimited potential of fate. The one that walks forth into the unknown, eager and unburdened. The deck builds itself on that premise. The fool can be anyone; and everyone, without fault, will embody the fool someday. To live is to explore, to endure, to suffer, and ultimately, to grow. Dare. Either by unbridled courage, or sheer stupidity, dare. The College of Fools is the greatest manifestation of this edict.* : *Bards are already considered storytellers, chroniclers, performers--even fools. This college puts its focus in the tale, and most of all, in the strength it takes to tell it, from beginning to end. Either by choice or by pure cosmic chance, the bards that take the mantle of fools are the ones that manifest fate in its truest form. Myriel Genra, creator of the Dedalus Deck, is said to be of this persuasion, ominous and gloomy though they are.* : *Agents of fate in its truest form, the College of Fools' bards open the path, take the first step, and with their actions, become the truest heroes of them all--those who begin. Draw this card, and prepare for the journey of a lifetime. Reject stability, embrace chaos, and fate will reward your courage.* }} ![The Fool](https://imgur.com/T9iOWBw.png) {position:absolute,top:65px,right:30px,width:360px,transform:rotate(6deg)} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page ::::::: ### Playing the College of Fools The Bard of Fools has unlimited potential. This subclass opens the way for many different types of characters, from mysterious and prophetic storytellers to simple and lucky fools, guided by fate. Its mechanics heavily lean on the support aspects of the bard, with social and skill-based features. #### New Beginnings When you join the College of Fools at 3rd level, you can choose an additional background. This is your new beginning, or perhaps, the mask behind which you hide. You do not gain items or extraordinary features from this new background, such as languages, contacts, or otherworldly abilities--it is just a performance, after all--but you do benefit from its proficiencies, as the knowledge of a thousand new beginnings fills your fate-touched psyche. A successful Charisma (Performance) check against a creature's Wisdom (Insight) skill can convince others of your role, for the purposes of background perks such as the Acolyte's *Sanctuary of Faith* or the Entertainer's *By Popular Demand*. In addition, as a Bard of Fools, you are perpetually in a state of new beginnings, and embody each one with conviction and skill, not mere deception. You can change this new background--and the proficiencies it comes with--whenever you finish a long rest. : Alternatively, if your game does not use backgrounds, choose two skill proficiencies and a tool proficiency. You can change these whenever you finish a long rest. : #### Self-Mockery At 3rd level, you can make a fool of yourself with such skill enemies disregard you in favor of your allies. Is this really all part of the plan? You learn the Vicious Mockery cantrip, if you don't know it already. In addition, you can use your action to perform a Self-Mockery. You embarrass yourself -- maybe your joke doesn't land, or you fall on your face, or you let out a : \column ::::::::: cowardly yelp in the face of \ danger. Whatever the reason, enemies \ within 60 feet that can see and understand \ you are magically convinced of your incompetence and regard you as harmless for the time being. Until the end of your next turn, hostile creatures cannot willingly target you with an attack or harmful spell, unless you are the only possible target within 60 feet. This effect does not protect you from area effects, such as the explosion of a fireball or the charm of a hypnotic pattern. Creatures affected by your Self-Mockery have disadvantage on saving throws against your spells. Once a creature has been affected by this feature, it cannot be affected again for the next 24 hours. #### Beginner's Luck At 3rd level, whenever you or a creature within 60 feet uses a skill they are not proficient in, you can use your reaction to expend one use of your bardic inspiration and add it to the roll. If the roll is succeeds (at the DM's discretion), you regain one use of your bardic inspiration. : #### Fool's Errand When you reach 6th level, you begin to understand the latent potential in every soul, and the courage it takes to, at the very least, try. Some call it a fool's errand... you know it to be much more than that. Failure is the greatest teacher, after all. Whenever a creature within 60 feet of you misses an attack or fails a saving throw, you can use your reaction to expend a use of your Bardic Inspiration feature and allow the creature to repeat the roll. If the creature succeeds, it gains one Bardic Inspiration die. : #### The One That Begins Starting at 14th level, your courage in making the first move inspires others to do the same. You cannot be frightened or surprised, and the first roll you make after a long rest is considered a 20. : In addition, whenever you succeed on a saving throw, you can choose a number of creatures equal to your Charisma modifier within 60 feet of you. For the next minute, they cannot be charmed or frightened. If they are currently charmed or frightened, the effect ends for them. {{imageMaskCorner32,--offsetX:-55%,--offsetY:85%,--rotation:-60 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:80%,top:-00px,right:-0px,transform:scalex(-)} }} {{imageMaskCorner32,--offsetX:-2%,--offsetY:85%,--rotation:-50 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:80%,top:-00px,right:-0px,transform:scalex(-)} }} {{imageMaskCorner32,--offsetX:50%,--offsetY:74%,--rotation:-0 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:70%,top:-50px,right:-80px,transform:scalex(-)} }} {{imageMaskCorner32,--offsetX:-23%,--offsetY:-82%,--rotation:10 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:100%,bottom:-60px,left:-120px,transform:scalex(-)} }} {{imageMaskCorner32,--offsetX:-53%,--offsetY:-72%,--rotation:0 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:70%,bottom:-50px,left:-80px,transform:scalex(-)} }} {{imageMaskCorner32,--offsetX:23%,--offsetY:-83%,--rotation:-26 ![](https://cdn.midjourney.com/f656e507-cd47-493a-a6e7-42be36252f7a/0_1.png){height:100%,bottom:-70px,right:-80px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{watercolor6,top:-130px,left:-40px,width:500px,background-color:#BBAD82,opacity:100%,background-color:maroon}} ![Dread Hunter](https://imgur.com/zQEtFFw.png) {width:475px,position:absolute,top:-30px,left:0px,mix-blend-mode:,transform:scalex(-1)} {{note,position:relative,top:510px,right:30px,background-color:gainsboro,width:340px ##### Profound Conviction Dread Hunters, known for their unwavering zeal, surpass all others in their commitment to their conviction. They embrace the pursuit of the unattainable as an inherent truth, sparing no effort to justify it to those who question their path. They possess the profound understanding that their goals will forever elude them, yet they also recognize the potency of resolute determination. These are some possible Dread Hunter Convictions: : • "I will never relent in my pursuit, even as the trail disappears into the depths of the unknown. My resolve shall pierce the darkest of veils." : • "I pledge to restore every fallen stone, mend every crumbling wall, and resurrect every derelict structure to its former grandeur, until even Selem is risen from ruins." : • "I vow to eradicate every trace of eldritch corruption from the land, from the Blackstone to the primeval pool. Every shadow will be banished by my torch, every aberration slain by my blade, every drop of ichor cleansed by my flame." : • "I commit to protect every last one of my fellow sentinels, ensuring they will never stand alone, no matter the threat." : • "I embrace the eternal hunt of those who've indulged in the dark arts, vowing to persist until their entire lineage is eradicated from this world." }} \column {{position:relative,top:-0px {{text-align:center ## Dread Hunter *Fighter Martial Archetype* }} : *The Dread Hunter is a skilled warrior who has honed their abilities in the dangerous art of hunting the eldritch. Equipped with survival expertise and an uncanny understanding of the otherworldly, they bring their unique skills to bear against the creatures that lurk in the shadows.* : #### Unwavering Conviction When you choose this archetype at 3rd level, you gain proficiency in Intimidation checks. In addition, you gain three Conviction dice, which are d4s. When you make an attack roll or an ability check, you can choose to expend one Conviction die and add it to the roll. You can wait until after you roll the d20 before deciding to use a Conviction die, but you must decide before the DM says whether the roll succeeds or fails. These dice cannot be used in rolls that have you acting against your chosen Conviction. You recover your Conviction dice when you finish a long rest. Your Conviction die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. #### Dread Mark Starting at 3rd level, you gain the ability to mark creatures with a supernatural connection. As a bonus {{width:15px}} action, you can choose one creature you can see {{width:27px}} within 90 feet of you and mark it as your quarry {{width:38px}}for the next 24 hours. You have advantage on {{width:43px}} Wisdom (Survival) and Intelligence {{width:71px}} (Investigation) checks made to track or {{width:55px}}uncover information about the marked {{width:45px}}creature. Additionally, you deal extra damage equal to your proficiency bonus to the marked creature whenever you hit it with a weapon attack. You can only mark a single creature at a time. You regain a use of this feature if you reduce your quarry to 0 hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. : #### Supernatural Defense At 7th level, your esoteric connection to your marked creatures grants you enhanced protection against their magic. You gain resistance to damage from spells and magical effects cast by creatures marked by your Dread Mark. Additionally, if a marked creature misses you with an attack roll, you can use your reaction to immediately make one weapon attack against it. : #### Eldritch Insight Upon reaching 10th level, you have developed an uncanny understanding of the eldritch powers that flow }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{ through the veins of the monsters you hunt. As an action, you can make a Wisdom (Insight) check with a DC equal to a marked creature's challenge rating. On a success, you learn the creature's damage resistances, vulnerabilities, and immunities. Up to the DM's discretion, you may also learn of other strengths and weaknesses of the creature. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after finishing a long rest. : #### Rallying Presence At 15th level, you have become such a force in the battlefield your allies start believing your absurd convictions. Whenever you score a critical hit, you and all friendly creatures within 30 feet of you gain temporary hit points equal to half your fighter level (rounded down). Also, when you use your Second Wind feature, you can choose to distribute the regained hit points among friendly creatures within 30 feet of you. : In addition, starting at 15th level, you can add your Conviction dice to saving throws you make. : #### Slaying Strike Starting at 18th level, your attacks against your quarry become even deadlier. Whenever you hit a creature that is marked by your Dread Mark feature and the target has 100 hit points or fewer, you can choose to perform a Slaying Strike. The creature must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes double the damage of your normal attack. : Once you use this feature, you must finish a short or long rest before you can use it again. {{descriptive,position:relative,top:6px,right:px ##### From "Into the Storm", Chapter Four *The Dread Hunters, revered and feared in equal measure, stand as the vanguard against the tides of the unknown. They are the guardians of the night, the vigilant defenders of a world that teeters on the brink of oblivion. And as long as their cloaked figures grace the moonlit marshes, there remains a spark of defiance, a beacon of resistance against the encroaching darkness.* : *These intrepid souls have stared into the abyss and refused to blink. They have gazed upon horrors that would shatter the minds of ordinary men and women, yet they stand tall, their will unyielding. This unwavering resolve sets them apart.* : ***Chief Sentinel Geld, Stormwalker of the Sixth Company*** }} }} {{imageMaskEdge1,--offset:2%,--rotation:270 ![](https://cdn.midjourney.com/293302ca-b8b7-4e57-8827-856e3a5620fd/0_3.png){height:102%,left:260px,top:-10px} }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0 ![](https://cdn.midjourney.com/e1612970-986f-4a30-b8a2-3b20143c0d3f/0_0.png){height:55%,right:-0px,top:-1px,transform:scale(-1)} }} {{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0 ![](https://cdn.midjourney.com/e1612970-986f-4a30-b8a2-3b20143c0d3f/0_0.png){height:55%,left:-100px,transform:scalex(-1)} }} : {{text-align:center ## The Hermit *Cleric Divine Domain* : *Divine domains are something of a confusing topic in a universe of dead gods. Clerics and paladins all across the planes of existence manifest their magic through shades, aspects, even remembrances of the ancient pantheon; for even in death, these divine domains have endured, first and foremost in the form of Threads of Divinity, aspects of reality made manifest. They coexist, in one way or another, with their worshipers--that is the basis of divine magic; to be a catalyst for another's power.* : *The Gaard of the Nova Cluster count many clerics among their ranks, all devoted to Order, even though Gyreon, the god they worship, is naught but stardust and lingering energy. Odin is a corrupt shadow of his former self, yet there are paladins that call upon the golden magic of the Thread of War, as if the Allfather still led the Einherjar legions through the cosmos. The dwarven priests of Dur'Vatar commune, and sometimes even visit, the Halls of Kallemtur, the dwarven afterlife, even though the God of the Forge has been dead for thousands of years.* : *The god-like creature known as the Hermit is not one of these cases. This strange character appears in many cultures, all across the universe, in different aspects. Some consider it a stranger, an embodiment of death. Some, instead, prefer to think of it as a traveler, a wise man, passing through and providing help. The enigmatic entity is considered a myth, for no one can truly corroborate its existence, and yet, somehow, those that devote themselves to it are blessed with divine power that rivals that of the previous examples.* }} \column {{position:relative,top:550px,text-align:center : *It is quite unclear what entity, if there even is one, gives the clerics of the Hermit their power. These wise wanderers have nothing in common with each other, often hailing from totally different environments, with unrelated conceptions of what the Hermit is and represents. Yet, their power can be traced to the same divine source, the same reclusive, mysterious divine patron.* : *In his search for divinity, Myriel Genra has taken great interest in the Hermit. He believes the creature to be much more than a myth. The ninth card of the Deck of Many Fates is an homage to the entity, an attempt to decode what exactly this being stands for. Wisdom, reclusion, understanding; beyond all, peace and enlightenment. This is what the Clerics of the Hermit preach. Their power reflects their own courage, their will to walk alone, into the unknown.* : *For they are, in principle, alone. In a universe of dead gods, where other acolytes worship the ghosts of divinity, Clerics of the Hermit make their own faith. Mortals are alone, in the end. They can only rely on themselves.* }} ![The hermit](https://imgur.com/jvTNP0z.png) {position:absolute,top:40px,right:25px,width:365px,transform:rotate(5deg)} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page ### Playing the Hermit The Cleric of the Hermit is a supportive caster, focused on inner power and the sharing of knowledge. The god it worships is nebulous and detached and can represent many different concepts. Death, knowledge, solitude. The Hermit is the archetypical stranger, the hooded man in the distance; it could be a simple traveler, or a vision of doom, or even a God masquerading as a mortal creature. Whatever it is, it doesn't concern itself with your conceptions of it, nor your attempts at understanding its actions. This subclass focuses on mystery, utility, and self-reliance. ##### The Hermit Domain Spells | Cleric Level | Spells | |:------------------|:-----:| | 1rst | Find Familiar, Disguise Self | | 3rd | Invisibility, Spiritual Weapon | | 5th | Tiny Hut, Sending | | 7th | Private Sanctum, Banishment | 9th | Modify Memory, Greater Restoration : #### Hermit's Awareness Starting at 1st level, you add your Wisdom modifier to your Initiative rolls. : #### Channel Divinity: Blessing of Misanthropy Starting at 2nd level, you can use your Channel Divinity to bless a creature within 30 feet of you with the power of the Hermit. As long as there are no humanoids other than the Cleric within 15 feet of the target, they gain the following benefits: - Their AC is increased by 2. - They gain a +2 bonus to spell attack rolls. - They can use an additional bonus action per turn. - They have advantage on saving throws against spells and other magical effects. {{ These bonuses last for an hour, or until a humanoid other than the Cleric of the Hermit is within 15 feet of the target. }} \column {{position:relative,top:40px #### Channel Divinity: Shroud of the Stranger Beginning 6th level, you can use your Channel Divinity to shroud yourself in the veil of your mysterious patron. As an action, you vanish from your current plane of existence and shift into the ethereal plane. You remain in the ethereal plane for up to a minute, or until you use an action to return. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything looks gray, and you can't see anything more than 30 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. After a minute is passed, or when you decide to end the effect, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. : #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. : #### Star of the Hermit Starting at 17th level, your knowledge and power has materialized into a guiding light, an eternal companion made of your own enlightenment. As an action, you can manifest a six-sided, torch-sized star at your side. It sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. You can move it up to 60 feet as a bonus action. If you fall unconscious, the star is further than 120 feet from you, or you dismiss it, it dissipates into faint star dust, and you can't summon the star again until you finish a long rest. The star can pass through objects and creatures, leaving faint glimmers of light. Each creature of your choice that is within the light of the star gains truesight out to a range of 10 feet, increased to 30 feet in your case. If you teleport or enter the ethereal plane, the star shifts with you, appearing in an unoccupied space within 30 feet of you. Illusions that are entirely within the bright light of the star are instantly dispelled. You can cast the following spells through the star of the hermit, requiring no material components and centered on the star: *zone of truth*, *daylight*, *find the path*. }} {{imageMaskCorner35,--offsetX:-43%,--offsetY:-76%,--rotation:-20 ![](https://cdn.midjourney.com/e1612970-986f-4a30-b8a2-3b20143c0d3f/0_0.png){height:80%,bottom:-150px,transform:scalex(-1)} }} {{imageMaskCorner32,--offsetX:25%,--offsetY:88%,--rotation:65 ![](https://cdn.midjourney.com/e1612970-986f-4a30-b8a2-3b20143c0d3f/0_0.png){height:80%,top:-150px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{imageMaskEdge4,--offset:20%,--rotation:180 ![](https://cdn.midjourney.com/c6b6cead-bf3c-4044-9ba7-1ac349f0abd5/0_3.png){height:67%,right:00px,top:-100px,transform:scalex(-1)} }} ::::::::::::::::::::::::: {{text-align:center ## Teng Bloodline *Sorcerous Origin by Ariadne's Codex* : *"Arcana is in the blood of the Teng, much like benevolence is in that of angels, and tyranny in that of devils."* }} : #### Arcane Sight At 1st level, your sight is blessed with your ancestors' natural grasp of the magical world. You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If your race has the *Darkvision* trait, this special sense has its range instead. When you reach 6th level, your Arcane Sight evolves further. While conscious, you are permanently under the effects of *Detect Magic* (5e SRD). #### Promise to the Fallen Also at 1st level, a promise of your Teng ancestors awakens and stirs within your heart. Choose one of the following options. You can cast the corresponding spell once between rests without expending a spell slot. : *Promise of Balance:* Your Teng ancestor promised to uphold justice and equity in the universe. You learn the *Protection from Evil and Good* spell (5e SRD). : *Vow of Law:* Your Teng ancestor vowed to battle chaos as a bulwark of law. You learn the *Command* spell (5e SRD). : *Oath of Freedom:* Your Teng ancestor swore to defend the fundamental freedoms of all sapient beings. You learn the *Longstrider* spell (5e SRD). : *Pledge of Protection:* Your Teng ancestor pledged to protect the defenseless against the machinations of evil. You learn the *Shield of Faith* spell (5e SRD). \column ::::::::::::::::::::::::::::: *Assurance of Plight:* Your Teng ancestor swore to become stronger through hardship, and to inflict it upon others to spur their own growth. You learn the *Inflict Wounds* spell (5e SRD). #### Teng Morphology At 14th level, your body and soul undergo a profound transformation as your connection to your Teng ancestry strengthens, functionally turning you into a half-teng. You gain the following benefits: : - Increase your Charisma score by 2, up to a maximum of 22. That becomes your new maximum for that score. : - You gain an additional attunement slot. : - You can cast your *Promise to the Fallen* spell at will. #### Avatar of Ancestry At 18th level, you gain the ability to momentarily manifest yourself as a full Teng. As an action, you gain the following benefits for a minute. - Each of your ability scores is set to 20, unless they are higher without the bonus. : - Your have advantage on spell attacks : - You gain 10 temporary hit points. : - You gain a fly speed of 60 feet. {{ Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again. }} {{watercolor5,top:100px,left:00px,width:900px,background-color:white,opacity:100%,transform:scalex(-1)}} {{watercolor5,top:600px,left:-300px,width:900px,background-color:white,opacity:100%,transform:scaleX(-1)}} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{imageMaskCorner32,--offsetX:57%,--offsetY:52%,--rotation:0 ![](https://cdn.midjourney.com/3833e4ce-cb5e-4a51-b638-2b84c2fade0b/0_0.png){height:85%,right:-30px,top:-220px,transform:rotate(-50deg)} }} {{imageMaskCorner32,--offsetX:-53%,--offsetY:-55%,--rotation:-0 ![](https://cdn.midjourney.com/766d212f-0a8f-4471-8965-f9fc7596f22d/0_0.png){height:69%,left:-130px,transform:scale(-1),bottom:-00px} }} : {{text-align:center ## The Tower *Warlock Patron* : *Is it not curious how both individuals and empires have a tendency to fail catastrophically just as they reach the zenith of their power and influence? The story of Icarus and his wings of wax immortalized this tale, that repeats itself endlessly as new mortals rise and burn and fall.* : *The hubris of mortalkind certainly plays its part in this ceaselessly spinning wheel of disgrace, but with a little push here and a touch of misfortune there, malicious entities tip the scales to ensure as many people as possible follow the fate of poor old Icarus. Such entities are represented in The Tower, a card that symbolizes a tragic twist of fortune that brings disaster where once was glory and beauty.* : *In his study of fate, Myriel Genra was taken aback when he found that The Tower, which was once considered a mere archetype for powerful entities of the ruinous persuasion, was actually one of the Enemy's aspects, empowering warlocks with the sole purpose of undermining existence as a whole, and bring about its eternal darkness.* : *Warlocks of the Tower, wittingly or not, by the noblest or most ruinous of purposes, all play to the tune of Eternity and the legions that would see life, and everything else for that matter, ended. But do some aspects of existence not deserve to be ended? Would it not be swell to rid the world of cruel lords and narcissistic demigods? Is darkness not preferrable to a sickening light? Death, to eternal illness?* }} \column {{position:relative,top:550px,text-align:center,right:-10px : *The Tower is the sixteenth card in the Deck of Many Fates, one that would burn every other card in a dark firepit, if it had the means to do so. For now, The Tower remains only one possible fate. It is the duty of all who know its meaning to prevent it from becoming the only fate left.* : *As a facet of the Enemy's poisonous presence in the universe, The Tower is a mostly silent patron, nudging its warlocks along the path of ruin slowly but surely. The ill-reputed erosion of Eternity at play. Through that thorny trail, all that's left in a warlock's life, eventually, is the power to ruin the lives of others.* : *If, by chance, a warlock of The Tower deciphers the true nature of their patron, it doesn't take away their powers, or enact any sort of vengeance. It will maintain the bond that links them, and manipulate the warlock into situations where they are forced to use its ruinous might, even if they don't wish to do so. Eternity is patient, after all, and utterly convinced of its eventual victory over all that lives. Agents of the City of Strings are instructed to capture or kill any warlocks of The Tower they encounter.* }} ![tower](https://imgur.com/DuVxSw8.png) {position:absolute,top:50px,right:15px,width:365px,transform:rotate(5deg)} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{position:relative,top:-20px,right:20px ### Playing the Tower The powers of The Tower are intrinsically ruinous, most evidently for the foes of the warlock who wields them, but also for its wielder, in the end. Such wielders are defined by their relationship with the devastating outcomes that are born of their accursed agency. Like as not, they entered their pact with the intent of bringing ruin to a hated enemy. But vengeance is a fickle mistress. What to do with this devastating might? #### Expanded Spell List The Tower lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### The Tower Expanded Spells | Sorcerer Level | Spells | |:--------------:|:---------:| | 1st | Bane, Thunderwave | | 2nd | Mind Blast, Silence | | 3rd | Bestow Curse, Lightning Bolt | | 4th | Cause Arrhythmia, Energy Feedback | | 5th | Mass Despair, Planar Binding | #### Tides of Ruin Starting at 1st level, when a creature fails a saving throw against one of your spells, they become *ruined* for the next minute, suffering a -1 penalty on saving throws against your spells. This effect can stack up to three times. Your spell attacks score a critical hit on a natural roll of 19-20 against *ruined* targets. #### Dire Misfortune Starting at 6th level, you can use a reaction when a creature you can see within 60 feet of you makes an ability check, attack roll or saving throw to subtract 1d12 from the roll. You can choose to do so after they roll, but before any results of the roll are announced. If the target is *ruined*, you can choose to reroll the d12, taking the highest result. Once you use this feature, you cannot do so again until you finish a long rest. #### Inescapable Ruin Starting at 10th level, you can inflict misfortune repeatedly on your foes, if you allow it to infect you as well. You can use your *Dire Misfortune* feature up to three times between long rests, but each time you do so beyond the first, you suffer a penalty to your next attack roll, ability check, or saving throw: 1d6 for the second time and 1d12 for the third. A creature affected by your *Dire Misfortune* gains a stack of the *ruined* condition. #### Disaster Aura Starting at 14th level, choose one type of damage from the following list: psychic, thunder, or cold. Creatures of your choice within 30 feet of you become vulnerable to that type of damage, unless they are immune to it. When you finish a long rest, you can change the damage type of your Disaster Aura. }} {{descriptive,position:relative,top:750px,left:55px ##### Threadnotes: Ripples in Time The patron of these warlocks is a distant entity, and mostly disinterested by the batting of a fly's wings; a description that fits all mortals, from its perspective. Its warlocks may avoid the ruinous fate their powers are keen to wreak upon them for quite a long time--or even forever. Hence, they may even be good people, using the powers of darkness for a more or less just cause. All that's done in Eternity's name, however, can only serve to bring about the fated end of the universe--at least in the long run. }} {{imageMaskEdge4,--offset:4%,--rotation:270 ![](https://cdn.midjourney.com/9d4d5fb6-b4e3-457e-947a-920545578935/0_2.png){height:100%,right:-190px} }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{imageMaskCorner33,--offsetX:-50%,--offsetY:52%,--rotation:0 ![](https://imgur.com/LONuplm.png){height:75%,left:-100px,top:-00px,transform:scalex(-)} }} {{imageMaskCorner33,--offsetX:53%,--offsetY:-55%,--rotation:-0 ![](https://imgur.com/LONuplm.png){height:75%,right:-100px,bottom:-100px,transform:scale(-1)} }} ![Strength](https://imgur.com/ZB7pSKc.png) {position:absolute,top:45px,right:400px,width:360px,transform:rotate(-6deg)} {{text-align:center,position:relative,top:550px *Strength is the eight card in the Deck of Many Fates and represents mastery, power, might, victory, and courage. Decisive action, beyond the veil of darkness. The conquest of emotion, followed by mettle. It's the card most closely aligned with the indomitable spirit of mortalkind.* : *Monks who follow this path abide by one rule beyond all: strength without control is tyranny. They train their bodies to become guardians, and summon their inner strength in powerful manifestations of will. Their fists blaze in righteous flame as they pursue those that abuse their power, and their tempered will is ready to meet any challenge.* : *Strength is a curious concept, for no matter how far it strays from the physical description, it will always be bound to it. Monks of the Way of Strength understand this fact, and are the only tradition that favors might over agility. They are often less mobile than their dexterous counterparts, but only because they choose to endure instead of avoid. Many find shelter behind them, after all.* }} \column {{text-align:center,position:relative,right:-30px ## Way of Strength *Monastic Tradition* : *What is strength? Is it merely physical might? The prowess of body, sculpted by discipline and training? Does it exist on its own, or is it more of a relation of forces? A qualification among beings, perhaps, to define who is strong, and who is weak. In this manner, Strength can be misconstrued as, primarily, power. For it to be used in alignment with the highest good, however, it mustn't be understood as such, for power is, and will always be, a relation of forces, while strength can mean so much more.* : *Take the warrior that lifts the axe. The man is strong, that is for certain. But does he truly show strength, or is he merely an executioner? While power is defined by those who have it and those who don't, strength is more closely aligned with a choice, an inner dilemma. To show true strength is to control it. To sublimate it. The warrior can only be strong as long as he shows restraint. He must put that strength, that physical might, in service of a higher goal, beyond the ability to overpower others.* : *In this sense, we arrive at the true meaning of strength. Inner strength. Resolve, control, mastery. The still heart of a grieving wife who must push past tragedy and loss. The focused mind of a magister that must pass a difficult sentence. The strength of a man that must kill a lion to protect his family. The Way of Strength is a path of might, yes, but also control. It deals with the fire that blazes inside every mortal soul. Might is only right as long as it serves. And it will serve you, should you dare to draw this card.* }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page {{position:relative,top:-20px,width:330px,left:-10px ### Playing the Way of Strength The Monk of Strength subclass is meant to fill the void for a true front-line monk, playing with strength instead of dexterity and thriving under enemy attacks. This monk is a true bruiser, becoming more powerful with each passing round, as you stack powerful buffs on yourself by spending a unique resource only gained while in combat. : The flavor of this monastic tradition leans heavily towards bravery and heroics, protecting the weak and overcoming tyranny, wherever it may rise. You can also subvert this premise, while keeping the mechanics! Self-control too often devolves into controlling others, in the end. : #### Strength Technique When you choose this tradition at 3rd level, your physical might becomes the core of your fighting technique, and you learn to benefit from your strength instead of your agility when it comes to avoiding attacks. You can use your Strength modifier instead of your Dexterity modifier for the purposes of determining your Unarmored Defense AC. In addition, you can use your Strength modifier instead of your Dexterity modifier when you use your Deflect Missiles feature. : #### Inner Fire At 3rd level, your strength of body and spirit manifests as an inner fire, fueled by your ki. The more you fight, the stronger this fire becomes, allowing you to weather even the strongest of blows, and retaliate in kind. During combat, at the start of each of your turns, you gain 1 charge of your Inner Fire. You also gain a charge when you are targeted by an attack roll, reduce a creature to 0 hit points, or spend a ki point. You can have a maximum number of charges equal to your proficiency modifier, that expire if you haven't gained any new charges in a minute. You do not gain charges if you are surprised or outside of combat. You can expend these charges to manifest certain abilities. Unless otherwise stated, you can only expend Inner Fire charges during your turn, even if they require no action to manifest. : ***Soul Blaze (Costs 1 charge).*** Once per turn, whenever you hit a target with an unarmed strike, you can expend 1 Inner Fire charges to add 1d6 fire damage to the attack. The damage of this feature increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. : ***Strength of Body (Costs 2 charges).*** You reduce all incoming damage, except psychic, by 2 and you gain advantage on Strength checks and saving throws for a minute. The damage reduction of this feature increases to 3 at 5th level, 4 at 11th level, and 5 at 17th level. : ***Fiery Adrenaline (Costs 2 charges).*** You can expend 2 charges of your Inner Fire feature to increase your AC by 1 for one minute. You can choose to expend 4 charges to instead increase your AC by 2 for the same duration. }} {{imageMaskEdge4,--offset:6%,--rotation:270 ![](https://cdn.midjourney.com/1ae3dd78-d06c-49d6-b027-194bc8620d22/0_0.png){height:100%,right:-200px} }} {{watercolor5,top:-60px,left:-40px,width:550px,background-color:orange,opacity:50%,transform:scaleX(-1)}} {{watercolor5,top:530px,left:-40px,width:550px,background-color:orange,opacity:30%,}} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page \column {{position:relative,top:-0px ***Healing Flame (Consumes all charges).*** As a bonus action, you consume your Inner Fire, recovering a number of hit points equal to twice the number of Inner Fire charges you have. : #### Manifestation of Soul Starting at 6th level, you learn to manifest your inner strength and wreath yourself in spiritual energy. As a bonus action, you enter a state of heightened power for a minute. While in this state, you gain an additional Inner Fire charge whenever you spend a ki point, and you can use your *Soul Blaze* feature twice in the same turn. In addition, your Strength score is increased by 2, up to a maximum of 22, your speed is increased by 10 feet, and you shed bright light out to 10 feet and dim light for an additional 10 feet. Once you use this feature, you cannot use it again until you finish a long rest. #### Improved Inner Fire When you reach 11th level, your Inner Fire has become a blaze. You gain additional abilities to spend your Inner Fire charges on. : ***Unbreakable Stance (Passive).*** If you end your turn with at least 3 Inner Fire charges, you are not affected by critical hits until the end of your next turn. : ***Deflect Blow (Costs 3 charges).*** You can expend 3 Inner Fire charges to use your *Deflect Missiles* feature on a melee attack, and reduce the damage by an additional 5 points. If the damage is reduced to 0, instead of returning the projectile, you can spend a ki point to make an unarmed attack against the target as part of the same reaction. : ***Step of Fire and Wind (Costs 3 charges).*** When you use your Step of the Wind ability, you can expend 3 Inner Fire charges to gain a fly speed equal to your walking speed until the end of your next turn. : ***Inner Strength (Costs 5 charges).*** You gain advantage on all saving throws for a minute. : ***Ki Recovery (Consumes all charges).*** As a bonus action, you consume your Inner Fire, recovering 1 ki point for every 3 Inner Fire charges you consume. #### Aspect of Strength Beginning at 17th level, your manifestation of soul has become a natural aspect of yourself. You can use your Manifestation of Soul a number of times equal to your proficiency modifier between long rests. While under your Manifestation of Soul, you can make an additional attack as part of your attack action. In addition, whenever you roll Initiative, you gain 3 Inner Fire charges. }} {{imageMaskEdge4,--offset:6%,--rotation:90 ![](https://cdn.midjourney.com/cb78ff35-1bbc-4ef2-98c1-9f352b30a818/0_1.png){height:100%,left:-120px} }} {{pageNumber,auto}} {{footnote Player Options: Classes & Subclasses}} \page # Feats of the Codex The many creatures and characters of the Codex of Strings use very special features and skills to overcome the challenges they encounter. These are some of the feats for player characters from the 1000+ pages of the Codex. You might see these same feats on our creatures and NPCs! : ##### Against all odds *"It's always darkest before the dawn!"* : You stubbornly refuse to fail, even in the direst of situations. : - Increase your Charisma score by 1, up to a maximum of 20. - For every ally within 30 ft that has fewer than half their total hit points (including you), you gain +1 to your attack rolls, saving throws and ability checks, up to a maximum of +3. : ##### Astral Blood *"The Holy Blood! The stars themselves have chosen you... I can feel it! I can... smell it..."* : Your lineage was once influenced by the primal energy of the stars, bonding you to the celestial planes. * Increase your Charisma or Wisdom score by 1, up to a maximum of 20. : * You have resistance to radiant damage. : * Your creature type is changed to celestial. : ##### Critical Magic *"Ashes to ashes, dust to dust. In the struggle against the eldritch, we may employ some arcanisms of our own."* : You have honed your magical prowess to heighten the destructive potential of your spells. : - Increase your Intelligence, Wisdom, or Charisma scores by 1. : - Increase your critical range for spell attacks by 1. : ##### Cruel Fate *"You've met with a terrible fate, haven't you?"* : You faced terrible hardships, but are now confident in your purpose. You march onwards onto your terrible destiny. Almost… chosen… by a higher power. To suffer, maybe? :: * When you finish a long rest, roll a d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you with this foretelling roll. Once you do so, you must finish a long rest before you can use this ability again. : * Animals are not calm around you. You automatically fail any animal handling check, and might be attacked by the more aggressive ones without provocation. Why? What unnerves them so? : ##### Deathbound *"Death is never far. It will come eventually. When it does, I hope I am strong enough to greet it as a friend, not as an enemy."* : You are followed by death, wherever you go. You are used to it. Any fight may be your last, so you fight feverishly. * You gain a +2 bonus to attack and damage rolls made when you have less than half your total hit points. : * You are immune to the *frightened* condition. : * Death saving throws only count as a success for you on a natural roll of 15 or higher. ![deaethbound dude](https://imgur.com/EItAi29.png) {position:absolute,bottom:-220px,right:-30px,width:500px} {{watercolor3,top:600px,left:360px,width:600px,background-color:maroon,opacity:50%}} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page {{ ##### Defensive Acrobat : Your exceptional dexterity makes you frustratingly hard to strike. : - Increase your Dexterity score by 1, up to a maximum of 20. : - Once per turn, as a reaction to an attack that would hit you, you can roll a Dexterity (Acrobatics) check. If your roll is higher than the attack roll, the attack misses. : ##### Diehard *"This... This is not how I go..."* : Your body doesn't give up easily. You've survived wounds that would have killed lesser men outright. * You gain a +5 bonus to death saving throws. Death saving throws are considered a critical success on a 19-20. : * When you are reduced to 0 hit poits, you can choose to be reduced to 1 hit point instead. Once you use this ability, you cannot do so again until you finish a long rest. : ##### Executioner *"Heads will roll!"* : Momentum is underrated. Pressing your advantage often results in a comfortable victory. That... and you also like killing. : * Increase your Strength or Dexterity by 1, up to a maximum of 20. : * When you reduce a creature of CR 1/2 or higher to 0 hit points on your turn, you can immediately take another action. After you use this feature, you must finish a short or long rest before you can use it again. : ##### Fast Agent *Prerequisite: a Dexterity score of 13 or higher.* : *"Sometimes, it's much better to perform numerous quick actions than a single big, heroic act. Ah, you wouldn't understand, I fear. You are no bard."* : You have learned to break down your actions into several small acts. : - You can use an action to have 2 additional bonus actions on that turn. : - If you haven't moved since your last turn, you can forgo your full movement to take an additional bonus action on that turn. }} {{imageMaskEdge1,--offset:3%,--rotation:270 ![](https://cdn.midjourney.com/536b4bae-2935-407b-8551-3e5cddaab571/0_2.png){height:100%,right:-130px} }} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page ##### Hateful Obsession *"I will never forgive you..."* : You detest a specific type of creature because of personal, traumatic experiences, or perhaps because you were indoctrinated in some way. - Choose a creature type between fiends, celestials, undead, fey, giants or monstrosities. You have a +2 bonus to attack and damage rolls against creatures of that type. : - You can add 1d4 to saving throws caused by the creature type you chose. : ##### Heroic Intervention *"Do not miss your chance to make a difference."* : You can push your body beyond its normal limitations in service of your cause, even if only momentarily. : - As a reaction when an ally within 30 feet of you attacked, you can immediately move up to half your maximum speed and take an action. Once you use this ability, you cannot do so again until you finish a long rest. : ##### Heroic Presence *"Valor spreads like fire, burning fear away. Our commanders are nothing short of pyromancers."* : You think the best way to lead is by example and inspire others with your actions. : • Increase your Charisma score by 1. : • Unless you are incapacitated, allies within 15 ft of you can add 1d4 to attack rolls. : \column ##### Inspired Prosecutor *"Cowards. Cowards I say! All of you. You would rather let a killer walk than sully your hands?"* : You have a knack for moving even the most lamb-hearted to do what must be done. * You become proficient in the Intimidation skill. : * As a bonus action on your turn, you can move a creature to violent action using your words. An ally that can hear you within 60 feet can use a reaction to make an attack against a creature of your choice within its range. Alternatively, you can choose to focus your words on a creature that is unwilling to act. Make a Charisma (Intimidation) check against a DC determined by the DM, reflecting how difficult it would be to move the creature to action in a given situation. On a success, the creature becomes immune to the charmed and frightened condition until the end of its next turn and takes decisive action as soon as it is able to do so. : * You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. {{imageMaskCorner30,--offsetX:-50%,--offsetY:-65%,--rotation:0 ![](https://cdn.midjourney.com/d12fde5f-59eb-4c2d-8c40-51f82085d946/0_0.png){height:70%,bottom:-200px} }} {{imageMaskCorner30,--offsetX:65%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/d12fde5f-59eb-4c2d-8c40-51f82085d946/0_0.png){height:70%,bottom:-200px} }} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page {{position:relative,top:370px ##### Nightingale *Prerequisite: Spellcasting or Pact Magic, a Dexterity score of 13 or higher* : *"Quick as the blade of nightfall, magical in the light of twilight. Make the sigil... and let the moon guide you."* : You are adept at casting spells with haste and subterfuge. : - Increase your Dexterity score by 1, up to a maximum of 20. : - You ignore somatic components for spells of 3rd level or lower. : - When you cast a spell as a bonus action, you can expend your reaction to cast another spell with a casting time of 1 bonus action. Once you do so, you can't use this feature again until you finish a long rest. : ##### Quick Witted *"You snooze, you lose, mate!"* : Great ideas come to you naturally, often when they can save your life. * Whenever you make a Dexterity saving throw, you can choose to make an Intelligence saving throw instead. : * You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses after a long rest. }} \column {{position:relative,top:550px ##### Rapturous *"Standing still is the coward's idea of defense."* : You cut through the battlefield like a needle through parchment. It's harder to hit a moving target! * Increase your walking speed by 10 feet. : * The first time you hit a creature with a melee attack on your turn, increase your walking speed by 10 until the end of your next turn. : ##### Reactive *"Sometimes, it's better to just wait."* : You know the importance of a well-timed action. : - You gain a +2 bonus to your Initiative rolls. : - You can expend your bonus action on your turn to gain an additional reaction for that round. You can only gain one additional reaction in this manner. }} {{imageMaskCorner31,--offsetX:0%,--offsetY:50%,--rotation:-20 ![](https://cdn.midjourney.com/77973ebe-09c4-47c3-a583-b22a895fe2c2/0_0.png){height:55%,top:0} }} {{imageMaskCorner31,--offsetX:50%,--offsetY:32%,--rotation:0 ![](https://cdn.midjourney.com/77973ebe-09c4-47c3-a583-b22a895fe2c2/0_0.png){height:55%,top:0} }} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page {{ ##### Stalwart *How are you still standing?! How?! You are shot full of arrows! Stop! Get away from me, you monster!* : You are strong, resolute, and focused during a fight, which allows you to ignore your wounds until the conflict is over. : * As a bonus action, you can enter a stalwart state for a minute, during which you reduce all incoming damage -- except psychic -- by an amount equal to your proficiency bonus. : * When the minute elapses, your maximum hit points are reduced by 10 until you finish a long rest. : * After you use this feature, you must finish a short or long rest before you can use it again. : ##### Sixth Sense Prerequisite: Alert : Your intuition and situational analysis are polished to an almost supernatural degree. You gain the following benefits: : * Increase your Intelligence or Dexterity score by 1, up to a maximum of 20. : * In the first round of combat, you can choose to take an additional action on your turn. After you use this ability, you cannot do so again until you finish a long rest. : * At your DM's discretion, you receive a prickly feeling in the back of your neck when unseen danger is imminent, giving you a few essential seconds to assess the situation and prepare. : ##### Scion of Faith *"I am... chosen. I am but an instrument of a higher purpose. The radiance, I can feel it in my soul. I know the path forward, through the mist."* : You possess the unnatural ability to call upon the divine. Your prayers are always answered. * You gain a use of the *Channel Divinity* feature from the Cleric Class. : * You can choose one Channel Divinity option from the following Cleric domains: *Life*, *Light*, *Knowledge*, *Death*, *Hermit* :df_d10:. After you use your Channel Divinity, you cannot do so again until you finish a long rest. : * When you reach 10th level, you gain an additional use of your Channel Divinity feature. }} {{imageMaskEdge4,--offset:7%,--rotation:270 ![](https://cdn.midjourney.com/a9c2760b-8165-47f2-88e7-578b8a3f6a94/0_0.png){height:100%,left:340px,transform:scalex(-1)} }} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page {{imageMaskEdge4,--offset:7%,--rotation:90 ![](https://cdn.midjourney.com/2d5e6385-6d51-4368-a4b1-03c0753a8048/0_0.png){height:116%,top:0,right:140px} }} \column ##### Spellshooter *Prerequisite: Spellcasting or Pact Magic feature.* : *"Isn't it weird how a crossbow deals more damage than a fire bolt? I'm shooting fire out my hands, over here! What do you mean I should have just stuck to arrows?"* : Your expertise in flinging spells has allowed you to hone your magical essence into more damaging projectiles. - You learn the *firebolt* cantrip. : - Before you make a ranged spell attack with a cantrip, you can choose to take a -5 penalty to the attack roll. On a hit, you add +10 to the attack's damage. : ##### Thesis Spell *Prerequisite: Spellcasting or Pact Magic. An Intelligence score of 14 or higher.* : *"Are you ready to present your work to the Threadmaster Council?"* : You have created a new form of arcane composition, unique to you. This is your Thesis spell, developed after long years of study and experimentation. : - You create your own 1st level spell, with a similar power to other 1st level spells and magical effects. : - Every time you gain a level, you can change the spell in some way, adding additional effects or reducing its power. If you upgrade the spell, it becomes a 2nd level spell, then a 3rd level spell, and so on and so forth. You can only upgrade the spell if you are capable of casting spells of the level you are upgrading the spell to. Always discuss with your DM about the spell's power budget by regarding similar magical effects of the same level. : - The spell can reach a maximum level of 5. Whenever you change your Thesis spell, you lose the previous version of it. You can always choose to return to a previous version of the spell when you gain a level. : - This feat can be taken multiple times. A character that spends a total of 1000 hours creating a spell can take this feat without the need for an Ability Score Improvement. {{imageMaskCorner9,--offsetX:30%,--offsetY:-60%,--rotation:0 ![](https://cdn.midjourney.com/2d5e6385-6d51-4368-a4b1-03c0753a8048/0_0.png){height:120%,top:0,right:-1px} }} {{pageNumber,auto}} {{footnote Player Options: Feats}} \page {{partCover}} # VI : ## Spells : {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://imgur.com/njxvIee.png){position:absolute,bottom:0px,left:-100px,height:100%} }} {{pageNumber,auto}} {{footnote Spells}} \page {{pageNumber,auto}} {{footnote Spells}} # The Arcanum of Strings There's a bunch of spells in base 5e already, we know! But we still feel like certain things are missing. For example, there's a pronounced lack of worthwile 8th level spells. Or good damage options for late-game clerics. In general, the whole high level part of spellcasting could use some expanding! Hence, much of the options the Ariadne's SRD offers are of high level; because we think 5e already does a good job in the lower levels. : We've also included certain excentric spells for the purpose of referencing and using in our future spellcasting monsters--giving some of these to your bad guys might add that mite of flavor and uniqueness enemy casters thrive on! : {{note,position:relative,top:10px ##### What In Hell's Name Is Omniturgy?! The CoS Universe has a brand new school of magic: Omniturgy, the magic that deals in direct reality manipulation. This primeval form of arcana is typically reserved for deities endowed with the power of creation, but through ceaseless scientific study, mortals can replicate some of this long lost power. : Omniturgy is the study of the underlying magic systems of the universe. In the CoS Universe, it represents adaptations of the ancient magics that shaped the universe, and as such, many Omniturgy spells deal with modifying other magical effects. : If you don't feel like adding another school of magic to your setting, that is fine! You can replace Omniturgy with abjuration or enchantment, for most of its spells. If you do want to use it, consider changing the type of certain reality-manipulating spells to Omniturgy--time stop, reverse gravity, and wish, for example, fit the bill perfectly. Now, onto the juicy expanded spell list of the Codex! }} : ## Cantrips : #### Vow of Hatred *evocation cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V **Duration:** :: concentration, up to six seconds **Classes:** :: Cleric, Paladin, Ranger, Sorcerer (Devil Soul) You utter an infernal vow that promises swift demise to a creature within range. On your next turn, your first attack against that creature has advantage and deals an additional 1d6 fire damage, provided the creature is still within range. If the target leaves the range of the spell, the spell ends. : This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). : #### Disruptor *enchantment cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M (a chime tuned to produce a high-pitched sound) **Duration:** :: instantaneous **Classes:** :: Bard, Sorcerer, Wizard, Warlock You attempt to disrupt the focus of a creature within range that is concentrating on a spell or spell-like magical effect. It must succeed on a Constitution saving throw with a DC of 10 + 1d4 or lose its concentration. : This spell's DC calculation increases to 10 + 2d4 when you reach 5th level, 10 + 3d4 at 11th level, and 10 + 4d4 at 17th level. #### Runo's Coin Throw *evocation cantrip -- "You get what you pay for!"* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: S, M (a coin, which the spell consumes) **Duration:** :: Instantaneous **Classes:** :: Bard, Wizard When you cast this spell, select the type of coin you want it to consume: silver, gold, or platinum. Depending on your choice, one of the following effects is cast: : ***Silver -- Force of Fortune.*** Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 force damage. : ***Gold -- Gilded Cage.*** Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be *restrained* by gilded barbs until the end of their next turn. : ***Platinum -- Pounds of Power.*** Make a ranged spell attack. On a hit, the target takes 2d8 force damage, and must suceed on a Constitution saving throw or be stunned until the end of its next turn. Each time you choose this effect between long rests, you must expend an additional Platinum coin. : This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). {{pageNumber,auto}} {{footnote Spells}} {{imageMaskEdge1,--offset:40%,--rotation:-7 ![](https://cdn.midjourney.com/1c075b82-71d9-4914-998a-cae51f0c4c14/0_3.png){height:40%,bottom:-20px} }} \page {{imageMaskEdge4,--offset:7%,--rotation:90 ![](https://imgur.com/cza3JHy.png){height:120%,top:-1px,left:-80px} }} \column {{position:relative,left:-5px,top:-35px,width:360px ## Level I #### Water Drake *1st level conjuration* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M (a gallon of water) **Duration:** :: concentration, up to 1 minute **Classes:** :: Druid, Sorcerer, Warlock You raise a semi-spectral aquatic dragon from the water used to cast this spell at a point within range. It immediately breathes scalding steam in a 15 foot line in a direction of your choosing. Creatures within that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. On subsequent turns, you can use your bonus action to make the water drake breathe steam again in a 15 foot line in a direction of your choosing. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Serpentine Swipe *1st-level evocation* **Casting Time:** :: 1 action **Range:** :: self **Components:** :: S **Duration:** :: Instantaneous **Classes:** :: Druid, Paladin, Sorcerer (Draconic Bloodline) You perform a quick swirl, and a spectral draconic tail follows your movement, bludgeoning and tripping those around you. Creatures in a 20-foot-diameter, 5-foot-high cylinder centered on you must succeed a Dexterity saving throw or take 2d8 force damage and be knocked prone. Creatures that are flying still take the damage on a failed save, but aren't knocked prone. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Arcane Cuffs *1st level abjuration* **Casting Time:** :: 1 action **Range:** :: touch **Components:** :: S, M (an ingot of polished silver worth at least 25 GP, which the spell consumes) **Duration:** :: 1 hour **Classes:** :: Artificer, Bard, Wizard You attempt to place silvery anti-magical restraints on an incapacitated creature within range, who must succeed on a saving throw using their spellcasting ability or be unable to cast spells of 1st level or lower for the duration. Unconscious creatures automatically fail the saving throw. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the target becomes unable to cast spells of the expended slot's level or lower. Additionally, the duration of the spell increases to 8 hours when cast with a spell slot of 3rd level or higher, 24 hours at 5th level, one week at 7th level, and until dispelled at 9th level. }} {{pageNumber,auto}} {{footnote Spells}} \page {{position:relative,top:-30px,left:-10px,width:330px ## Level II #### Twin Fangs *2nd-level necromancy* **Casting Time:** :: 1 action **Range:** :: 5 feet **Components:** :: S **Duration:** :: Instantaneous **Classes:** :: Druid, Ranger, Warlock You summon twin spectral fangs in the palm of your outstretched hand, targeting a single creature within range. Make a melee spell attack. On a hit, the target takes 4d6 poison damage, and it must succeed on a Constitution saving throw or be poisoned for one minute. If you hit a target that was already poisoned, the spell does not consume a spell slot. : **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. You always consumes a spell slot when upcasted, even when you hit a target that is already poisoned. #### Rock Strike *2nd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a pebble) **Duration:** :: Instantaneous **Classes:** :: Druid, Paladin (Ancients), Sorcerer You hurl a small rock unto a creature within range, and it triples in size before striking it. Make a ranged spell attack roll. On a hit, the target takes 3d10 bludgeoning damage and must make a Strength saving throw if it is Large or smaller, being knocked prone on a failed save. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Mindblast *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: instantaneous **Classes:** :: Bard, Wizard, Warlock You launch a violent psychic bolt at a creature within range. The target must succeed on an Intelligence saving throw or take 11 (2d10) psychic damage and be incapacitated until the end of their next turn. If they fail the saving throw by 5 or more, they are *stunned* instead. : ***At Higher Levels:*** When you cast \ this spell using a spell slot of 3rd \ level or higher, the damage \ increases by 1d10 for \ each slot level \ above 2nd. : }} \column {{position:relative,top:-25px,left:-353px,width:330px #### Dark Tides *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: Self (15-foot cone) **Components:** :: S, M (a vial of murky water) **Duration:** :: Instantaneous **Classes:** :: Sorcerer, Warlock A wave of dark water sprouts from your palm, drenching all creatures within a 15-foot cone, afflicting them with an insidious eldritch cold. Each creature in that area must make a Dexterity saving throw, taking 2d8 cold damage on a failed save, or half as much on a successful one. Additionally, creatures that fail the saving throw become vulnerable to cold damage until the end of your next turn, unless they have resistance or immunity to cold damage. : #### Ice Gale *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: S **Duration:** :: Instantaneous **Classes:** :: Sorcerer, Wizard A basic Wyrmsign composed of a quick, contorted flick of the fingers that brings forth a burst of icy elemental wind. Choose a point within range. Each creature in a 10-foot-radius sphere centered on that point must succeed on a Constitution saving throw or be assaulted by frost, taking 4d6 cold damage and suffering from a 15 feet penalty to their maximum speed until the end of their next turn. : **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Fallow's Spellbind *2nd-level abjuration* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: S, M (a vial of arcane ink worth at least 10 GP, which the spell consumes) **Duration:** :: 1 hour **Classes:** :: Bard, Wizard You inscribe a sigil of abjuration on a surface within range. When you inscribe the sigil, choose a school \ of magic for the sigil to target. You cannot \ choose omniturgy. The sigil becomes \ invisible and remains on the \ surface for an hour, or until \ dispelled. The next }} {{imageMaskEdge2,--offset:36%,--rotation:-17 ![](https://imgur.com/iTIgL9s.png){height:120%,bottom:-830px,transform:rotate(20deg),left:-100px} }} {{pageNumber,auto}} {{footnote Spells}} \page \column {{position:relative,top:-10px time a spell of the chosen school of magic is cast within 30 feet of that sigil, the spell fails, absorbed by the sigil. The sigil can only absorb a spell of its same level or lower. The sigil can absorb two spells before it becomes overcharged. If you are within 60 feet of the sigil when it becomes overcharged, you can use your reaction to detonate the arcane energies it accumulated. Each creature within 30 feet of the sigil must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much on a successful one. If you are not in range or you don't choose to detonate it, the sigil simply dissipates into arcane dust and is dispelled. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can interrupt spells of a level equal or lesser than the level of the spell slot you used. In addition, the sigil can absorb an additional spell of the chosen school for each level above the 2nd, and the damage of the overcharge increases by 1d8 for each spell it absorbed. : #### Theophrastus' Green Orb *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous **Classes:** :: Druid, Ranger, Sorcerer, Wizard, Warlock You form a noxious orb of concentrated acid in your hand, and then hurl it at a point within range. Creatures in a 15-foot radius sphere from that point must make a Dexterity saving throw, taking 1d12 acid damage and becoming *drenched in acid* for one minute on a failed save, or taking only half damage and not becoming drenched on a successful one. While *drenched in acid*, a creature's maximum speed is reduced by 10 feet and they take 1d4 acid damage at the start of each of their turns. A creature can attempt to clean themselves as an action on their turn, making a Dexterity check against your spell save DC, ending the effect on themselves on a success. The effect also ends if the target throws a bucket of water over itself, becomes submerged in another liquid, or uses *prestidigitation* or similar magic to clean themselves. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. }} {{pageNumber,auto}} {{footnote Spells}} {{imageMaskEdge1,--offset:30%,--rotation:0 ![](https://imgur.com/4yU1olT.png){height:100%} }} {{imageMaskEdge1,--offset:25%,--rotation:30 ![](https://imgur.com/4yU1olT.png){height:100%,left:-1px} }} {{imageMaskEdge1,--offset:6%,--rotation:91 ![](https://imgur.com/4yU1olT.png){height:100%,left:-1px} }} \page {{position:relative,left:-px,top:-0px ## Level III #### Starfire *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a purple glass shard) **Duration:** :: Concentration, up to 1 minute **Classes:** :: Sorcerer, Wizard You call down mauve flames upon a creature within range, who must succeed on a Charisma saving throw or be affected by this spell. This magical fire consumes arcane energy instead of physical matter. When a creature first fails this save and at the end of each of their subsequent turns, they must choose what the fire consumes: a spell slot (of the target's choice), a charge from a magic item they are attuned to, or some other arcane resource equivalent in power to at least a 1st level spell slot---for example, 2 sorcery points. The spell fails if the target has no arcane resources available. #### Shooting Star *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: S, V, M (a shiny white pearl) **Duration:** :: Instantaneous **Classes:** :: Wizard You hurl a streaking star from the palm of your hand unto a target within range. Make a ranged spell attack. On a hit, the target takes 7d8 force damage and cosmic flames enwreathe the target. Choose an effect among the following: : - Attack rolls hit it critically on a d20 roll of 19-20 until the end of its next turn. - If the target is a shapeshifter or benefitting from an effect that changes its form, it is forced back to its normal form. - Any beneficial illusion spells currently affecting the target end for it. {{ **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. }} #### Fulgurating Smite *3rd level evocation* **Casting Time:** :: 1 bonus action **Range:** :: self **Components:** :: S, V, M (a shard of fulgurite) **Duration:** :: Concentration, up to 1 minute **Classes:** :: Paladin The first time you hit with a melee weapon attack during this spell’s duration, your weapon crackles with golden lightning, and the attack deals an extra 2d6 lightning damage to the target. Additionally, if the target }} }} \column ::::::::::::::::::::::: {{position:relative,right:353px,top:15px is a creature, it must succeed on a Constitution saving throw or be *stunned* by the fulminating energy until the end of their next turn. : **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Ariadne's Mimicry *3rd level transmutation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M (a splinter of wood) **Duration:** :: 8 hours. **Classes:** :: Bard, Sorcerer, Wizard This spell transforms a creature with at least 1 hit point that you can see within range into an object. An unwilling creature must make a Wisdom saving throw to avoid the effect. If it fails, it can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target. A shapechanger automatically succeeds on this saving throw. : The transformation lasts for the duration, or until the target takes 10 points of damage. The new form can be any common object that is large or smaller. The target’s game statistics are replaced by the statistics of the chosen object. It retains its alignment and personality. : The caster of the spell may use a bonus action to turn the creature back into its original form and have it act immediately. : The creature is limited in the actions it can perform by the nature of its new form; it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. The object-form can, however, move up to half the creature's speed by magical means. }} {{pageNumber,auto}} {{footnote Spells}} {{imageMaskEdge5,--offset:47%,--rotation:180 ![](https://cdn.midjourney.com/f8664fd1-04dd-4507-afa7-c17b345c6697/0_0.png){height:100%,left:-1px,top:-90px} }} {{imageMaskEdge5,--offset:36%,--rotation:200 ![](https://cdn.midjourney.com/f8664fd1-04dd-4507-afa7-c17b345c6697/0_0.png){height:100%,top:-90px} }} {{imageMaskCenter13,--offsetX:40%,--offsetY:49%,--rotation:80 ![](https://cdn.midjourney.com/f8664fd1-04dd-4507-afa7-c17b345c6697/0_0.png){height:100%,top:-90px} }} \page ::: ## Level IV #### Heartsteal *4th-level necromancy* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a vial of blood) **Duration:** :: Instantaneous **Classes:** :: Cleric (Death), Druid, Warlock You steal the vitality of a creature within range and regain some of your own. The target of this spell must make a Constitution saving throw, taking 25 (10d4) necrotic damage on a failed save, or half as much on a successful one. For every 4 rolled on the dice, you regain 4 hit points. : **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. #### Energy Feedback *4th-level necromancy* **Casting Time:** :: 1 action **Range:** :: touch **Components:** :: S, V, M (a charged starshard) **Duration:** :: Instantaneous **Classes:** :: Cleric, Wizard, Warlock You force a creature to expend its prana, and its arcane reserves burst out of it in a painful surge of energy. Make a melee spell attack against a creature within range. On a hit, the target takes 6d6 force damage, and it must make a Charisma saving throw if it is a spellcaster. On a failed save, it loses a 3rd level spell slot, and is unable to cast spells of a school of magic of your choice for the next minute. A creature affected by this curse can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. : **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the first instance of damage increases by 1d6 for each slot level above 4th. In addition, spellcasters who fail the saving throw are drained of a spell slot one level below the spell slot that was used to cast this spell. \column ::::::::: #### Magisteal *4th level omniturgy* **Casting Time:** :: 1 reaction taken when you see a spell or magical effect being cast by a creature within range **Range:** :: 30 feet **Components:** :: S, M (the eye of a hawk) **Duration:** :: 8 hours **Classes:** :: Cleric (Knowledge), Wizard You save an arcane snapshot of a spell or magical effect of 5th level or lower that you witness within range. For the duration, you can consume the snapshot to replicate the magic as if you were its source, maintaining all its original effects, damage and DCs, if any. Once you do so, the spell ends. You cannot use this spell to save a snapshot of an effect being replicated by *Magisteal*. : *The slot level required to copy a magical effect other than a spell is up to DM discretion, as they are too varied to make a general rule for, but we suggest dividing the casting creature's CR by two, rounding up. This way, the **Healing Touch** of a Planetar (CR 16) would require an 8th level upcast of Magisteal, as would the **Fire Breath** of an Adult Red Dragon (CR 17).* : **At Higher Levels:** When you cast this spell with a spell slot of 5th level or higher, you can copy a spell or magical effect of a level equal or inferior to the level of the spell slot you used. #### Hymn of Honor *4th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: concentration, up to 1 minute **Classes:** :: Cleric, Paladin You intone an inspiring hymn, enhancing the abilities of nearby allies. When you cast this spell, choose a number of creatures equal to your spellcasting ability modifier within 20 feet of you. Creatures affected by the spell have their maximum speed increased by 15 feet, their AC increases by 2, and gain a +3 bonus to attack and damage rolls while in range of the spell. During each of your turns while concentrating on this spell, you must use your action to maintain the spell's effect. {{imageMaskEdge7,--offset:41%,--rotation:189 ![](https://cdn.midjourney.com/b3394438-d8ee-489e-b660-0d6efc646412/0_2.png){height:160%,left:-1px} }} {{imageMaskEdge7,--offset:39%,--rotation:10 ![](https://imgur.com/yFzIGFx.png){height:130%,bottom:-1px} }} {{watercolor8,top:-500px,left:200px,width:600px,background-color:green,opacity:20%,transform:rotate(-42deg)}} {{watercolor2,top:00px,left:430px,width:650px,background-color:goldenrod,opacity:35%,transform:rotate(-6deg)}} {{watercolor9,top:500px,left:-100px,width:450px,background-color:indigo,opacity:20%,transform:rotate(-5deg)}} {{pageNumber,auto}} {{footnote Spells}} \page {{position:absolute,width:310px,top:30px,width:328px,left:50px #### Burial *4th-level necromancy* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a fistful of soil) **Duration:** :: Concentration, up to 1 minute **Classes:** :: Cleric, Warlock You force a creature that is standing on earth or rock to sink into the ground, assailing them with necrotic energies as they suffocate. The target must succeed on a Strength saving throw or be swallowed by the earth, descending 10 feet downward. The swallowed target is blinded, restrained, and incapacitated. It has total cover against attacks and other effects outside the earth, and takes 10 (3d6) necrotic damage at the start of each of its turns. : If the target requires air, it begins *suffocating*. It can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. : A creature can repeat the saving throw at the end of each of its turns, crawling out of the earth on a success. If you lose concentration on the spell or are further than 60 feet from the target, the spell ends, and the target can crawl out of the earth by using 10 feet of movement, exiting prone. #### Free Undead *4th-level necromancy* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S, M (an emerald worth at least 100 GP, which the spell consumes) **Duration:** :: Instantaneous **Classes:** :: Cleric, Paladin, Sorcerer (Divine) You touch an undead creature and lift the bonds of servitude that control it. Make a melee spell attack against an undead within range. On a hit, the creature's master must make a Charisma saving throw, automatically failing it if it is further than a mile away from the target. On a failed save, the target is freed from their bonds of servitude. A freed undead regains the memories from their life and their previous alignment. A freed undead can choose to rest once more, in which case they are reduced to 0 hit points and cannot be reanimated again. Alternatively, they can choose to live on in undeath. : A creature that once had control over a freed undead can reassert their control by using an action while within 60 feet of the creature. : This spell can only affect undead that are being controlled by others, such as Vampire Spawns, Ghouls, and Zombies. Undead that are animated by their own will, such as ghosts and banshees, are not affected by this spell. }} \column ::::::: #### Cause Arrhythmia *4th-level necromancy* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a dried blood clot) **Duration:** :: concentration, up to 1 minute **Classes:** :: Bard, Cleric, Sorcerer, Warlock You cause a nearby creature's heart to beat irregularly, making them partially lose control of their bodies as their pulse falters. Creatures that don't have a heart or similar organ aren't affected by this spell. A target must succeed on a Constitution saving throw or be affected by one of the two following effects (your choice): - **Bradycardia:** the creature's heart beats too slow, causing disadvantage on Strength and Dexterity based saving throws and ability checks, and dealing 3d6 necrotic damage at the start of each of their turns. : - **Tachycardia:** the creature's heart beats too fast, causing disadvantage on weapon attacks, as their throbbing pulse makes fighting with precision nearly impossible. When the effect ends for the creature, they must make a Constitution saving throw with a DC of 10 + the number of turns they were affected by tachycardia. On a failure, they suffer 12d6+10 necrotic damage as their heart fails. {{imageMaskCenter5,--offsetX:24%,--offsetY:69%,--rotation:23 ![](https://imgur.com/FqWx0OA.png){height:100%,top:-1px} }} {{imageMaskCorner33,--offsetX:55%,--offsetY:-50%,--rotation:-4 ![](https://imgur.com/goWI9WA.png){height:89%,right:-140px,top:460px,transform:scaleX(-1)} }} {{imageMaskCorner33,--offsetX:55%,--offsetY:-50%,--rotation:-4 ![](https://imgur.com/goWI9WA.png){height:89%,right:-140px,top:460px,transform:scaleX(-1)} }} {{pageNumber,auto}} {{footnote Spells}} \page {{imageMaskEdge1,--offset:3%,--rotation:90 ![](https://cdn.midjourney.com/50eb7fc2-02fa-426d-ad32-fd4bdad50f88/0_1.png){height:100%,left:-60px} }} \column {{position:relative,left:20px,top:-30px ## Level V : #### Watcher's Smite *5th-level evocation* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V **Duration:** :: Concentration, up to 1 minute **Classes:** :: Paladin The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with cosmic starlight as you strike. The creature takes an extra 6d10 force damage and is *Revealed* until the end of its next turn. If the target is an aberration, it must make a Charisma saving throw, taking an additional 35 (10d6) force damage on a failed save, or half as much on a success. : #### Mass Despair *5th-level Enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: S, V **Duration:** :: Concentration, up to 10 minutes **Classes:** :: Warlock You utter a sinister whisper of doom that worms its way into the minds of up to six creatures within range. Each target may hear a different sound according to what they believe is a hopeless scenario. All those affected must succeed on a Wisdom save or be *demoralized*. While in this state, they cannot gain advantage by any means or use bardic inspiration. Additionally, as a part of this spell, as long as the *demoralized* condition is maintained, affected creatures have disadvantage on Intelligence, Wisdom and Charisma saves. : #### Hellish Retort *5th-level enchantment* **Casting Time:** :: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see **Range:** :: 60 feet **Components:** :: V **Duration:** :: Instantaneous **Classes:** :: Sorcerer (Devil), Warlock (Fiend) You manifest a guttural retort to a creature that damaged you, a spoken primordial blasphemy forged in the fiery pits of hell. The creature that damaged you must succeed on an Intelligence saving throw or take 8d6 psychic damage and be *stunned*. At the end of each of the creature's turns, they can attempt the save again, ending the effect on themselves on a success. : **At Higher Levels:** When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. }} {{pageNumber,auto}} {{footnote Spells}} \page {{position:relative,top:-25px,width:330px,left:-10px #### Barrier of Gold *5th-level abjuration* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M (a golden coin) **Duration:** :: 1 minute **Classes:** :: Cleric, Paladin You create a golden barrier from point you choose within range that extends in a 15-foot radius sphere centered on that point. A number of creatures equal to your spellcasting ability modifier can use their reaction when they take damage to reduce said damage by 4d8 while within the barrier. If the barrier absorbs a total of 150 damage, the spell ends. : ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage reduction increases by 1d8 and the maximum absorbed damage increases by 50 for each level above 5th. : #### Greater Sleep *5th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S **Duration:** :: instantaneous **Classes:** :: Bard, Sorcerer, Wizard A bright streak of purple stars travels from your fingertips towards the forehead of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, they are charmed and fall into a deep, dreamless slumber that they can only escape if a condition set by you is met, the target takes at least 10 damage, or a full hour passes. : ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature within range for each level above 5th. : #### Pulverizing Radiance *5th-level evocation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous **Classes:** :: Cleric You fire a mote of blazing light at a creature within range. Make a ranged spell attack. On a hit, the target takes 6d6 + 20 radiant damage and must make a Constitution saving throw. On a failed save, the target starts taking 2d6 radiant damage at the start of each of their turns, as its body continues to crumble into golden-brown ash. After taking damage, the target can repeat the saving throw, ending the effect on itself on a success. : ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each level above 5th. }} {{imageMaskEdge4,--offset:7%,--rotation:270 ![](https://imgur.com/fxOKZTR.png){height:101%,right:-100px,top:-1px} }} {{pageNumber,auto}} {{footnote Spells}} \page ::::::::::::::::::::::::::::::::::::::::::::::::: #### Archmage Armor *6th-level abjuration* **Casting Time:** :: 1 action **Range:** :: touch **Components:** :: V, S, M (a shard of enchanted steel) **Duration:** :: 8 hours **Classes:** :: Sorcerer, Wizard You touch a willing creature who isn't wearing armor, and a powerful force field and abjuration sigils surround it until the spell ends. The target's base AC becomes 15 + its Dexterity modifier, and they gain resistance against acid, cold, fire, lightning, and thunder damage. The spell ends if the target dons armor or if you dismiss the spell as an action. : ***At Higher Levels.*** If you cast this spell using a spell slot of 9th level, the target gains resistance to all damage for the duration of the spell. \column :::::: ## Level VI #### Summon Greater Fungi *6th-level conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: S, V, M (a vial filled with mycelium) **Duration:** :: concentration, up to 1 hour **Classes:** :: Druid You call forth a giant mushroom to aid you, conjuring it from the depths of an enchanted forest. It will fight to protect you and your allies and follow your verbal commands for the duration or until your concentration breaks, which causes it to return to its distant home. : The giant mushroom uses the statistics of an *Awakened Tree*, but it is immune to poison damage, has an additional 30 hit points (89 total) and can use the following action: : ***Spore Breath (Recharge 5-6).*** The Giant Mushroom exhales a cloud of spores in a 30 foot cone in front of it. Creatures within that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage and being *poisoned* for one hour on a failed save, or taking half as much damage and not being poisoned on a successful one. If a creature that is already poisoned fails this saving throw, they are *incapacitated* instead. : ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the giant mushroom gains an additional 15 hit points and +2 to hit and damage rolls for each level above 6th. : #### Frozen Brume *6th-level transmutation* **Casting Time:** :: 1 reaction, which you take when you are hit by an attack **Range:** :: self **Components:** :: V, S **Duration:** :: 1 round **Classes:** :: Sorcerer, Warlock, Wizard As a reaction to being hit by an attack from a creature you can see, you turn into a cloud of icy mist until the start of your next turn. While transformed, you are immune to bludgeoning, piercing and slashing damage, and cannot be targeted by attacks that can only target creatures. These protections work against the triggering attack. : Additionally, creatures that pass through your space while you're transformed take 2d6 cold damage. {{imageMaskEdge5,--offset:42%,--rotation:172 ![](https://imgur.com/TknLK0G.png){height:100%,left:-1px} }} {{imageMaskCenter3,--offsetX:-35%,--offsetY:56%,--rotation:-0 ![](https://imgur.com/TknLK0G.png){height:100%,left:-1px} }} {{imageMaskCenter3,--offsetX:-40%,--offsetY:30%,--rotation:-70 ![](https://imgur.com/TknLK0G.png){height:100%,left:-1px} }} {{imageMaskCenter3,--offsetX:-40%,--offsetY:23%,--rotation:-70 ![](https://imgur.com/TknLK0G.png){height:100%,left:-1px} }} {{watercolor2,top:500px,left:500px,width:500px,background-color:darkgreen,opacity:40%}} {{pageNumber,auto}} {{footnote Spells}} \page {{position:relative,top:-30px,left:-10px ## Level VII #### Tesla Field *7th-level evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: S, V, M (a fulgurite worth at least 1.000 GP) **Duration:** :: concentration, up to 1 minute **Classes:** :: Sorcerer, Wizard You create a 30-foot-radius sphere of crackling, fulgurating energy centered on a point you can see within range. The electricity spreads around corners. The area becomes difficult terrain for creatures wearing metallic armor, as the electromagnetism you generate holds them down. : When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 6d8 lightning damage and being *stunned* while they remain in the sphere on a failed save, or taking half as much damage and not being stunned on a successful one. A stunned creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. : On subsequent turns, you can use a bonus action to move the Tesla Field up to 10 feet in a direction of your choosing. #### Power Word Penance *7th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V **Duration:** :: Instantaneous **Classes:** :: Cleric You speak a word of power that overwhelms the mind of one creature you can see within range, confronting them with the harm they have caused. If the target has dealt 50 or more points of damage to creatures within the last round, they suffer 50 points of force damage and cannot make weapon or spell attacks until the end of their next turn. Otherwise, the spell has no effect. }} \column :::::::::::::::::::::::::::::: #### Cosmic Singularity *7th-level conjuration* **Casting Time:** :: 1 action **Range:** :: self (30 ft. line) **Components:** :: V, S, M (an opaque crystal ball) **Duration:** :: 6 seconds **Classes:** :: Warlock (Great Old One), Wizard You conjure a dark, cannonball-sized orb of unendurable gravitational power in front of you, which travels 30 feet in a straight line. Creatures that come within 10 feet of the orb for the first time must succeed on a Strength saving throw or take 6d6 force damage and be absorbed by the orb. This space is a small demiplane from which absorbed creatures can see their surroundings as if they were standing in the orb's place. Creatures absorbed by the orb cannot be affected by effects outside of the demiplane, and can't communicate with creatures outside of it, unless by magical means (such as a *sending* spell). : To exit, absorbed creatures can teleport away or use an action to try to pierce through the opaque boundaries, rolling a Strength (athletics) check against your spell save DC, exiting at a place within 5 feet of the orb on a success. At the start of your next turn, the orb collapses in a flash of dark energy, dealing 6d6 force damage to all creatures within it, and instantly transporting them to a random location within the Astral Sea. If the spell was cast in the Astral Sea, both of the spell's damage instances increase by 2d6, but the orb's collapse doesn't transport creatures within it to a random place, instead spitting them out in the nearest unoccupied space. {{imageMaskCenter8,--offsetX:36%,--offsetY:44%,--rotation:90 ![](https://cdn.midjourney.com/238b5c45-9a03-4145-b261-6d87a58ff4ef/0_2.png){height:90%,top:-140px} }} {{imageMaskCenter8,--offsetX:40%,--offsetY:44%,--rotation:90 ![](https://cdn.midjourney.com/238b5c45-9a03-4145-b261-6d87a58ff4ef/0_2.png){height:90%,top:-140px} }} {{imageMaskCenter11,--offsetX:-36%,--offsetY:-55%,--rotation:100 ![](https://imgur.com/GLYjAtG.png){height:70%,left:-70px,top:430px} }} {{pageNumber,auto}} {{footnote Spells}} {{watercolor9,top:-270px,left:-430px,width:460px,background-color:#BBAD82,opacity:80%,transform:rotate(30deg)}} {{watercolor9,top:400px,left:160px,width:460px,background-color:#BBAD82,opacity:80%,transform:rotate(35deg)}} \page {{position:relative,top:-30px ## Level VIII #### Heavenly Ire *8th-level evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (three mineral shards: one of brimstone, one of fulgurite, and one of quartz) **Duration:** :: Instantaneous **Classes:** :: Cleric You raise your arm high and clench your fist, causing lightning, radiance and fire to roar in the skies above you in response. You then bring your arm down in a brutal motion, casting down three pillars of heavenly fury: one of fire, one of lightning and one of radiance. Choose one point you can see within range for each pillar. Three 10-foot-radius, 120-foot-high cylinders filled with the chosen element appear centered on each point. The cylinders can't overlap with one another. This spell can only be cast under an open sky. Creatures within the area of a pillar must make a Dexterity saving throw, taking 8d12 damage of the pillar's type on a failed save, or half as much on a successful one. : ***At Higher Levels.*** When you cast this spell using a spell slot of 9th level or higher, the radius of each pillar increases by 5 feet for each level above 8th. #### Returnal *8th-level necromancy* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a small piece of bone) **Duration:** :: 1 minute **Classes:** :: Cleric (Death), Warlock, Wizard You bargain with death, creating a necromantic respite for you to return, should you fall in battle. If you die for any reason except old age while this spell is active, you immediately return to life with half your maximum hit points. The spell will even create a new body for you if you were disintegrated or otherwise destroyed. Once you do so, the spell ends. : **At Higher Levels:** When you cast this spell using a 9th level spell slot, you return to life with all your hit \ points if you die while the spell is active. }} \column {{position:relative,top:-0px #### Reflective Scales *8th-level transmutation* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: S, M (a piece of raw platinum worth at least 700 GP, which the spell consumes) **Duration:** :: concentration, up to 10 minutes **Classes:** :: Cleric, Sorcerer (Draconic) The skin of a large or smaller creature you touch undergoes a divine transformation, turning into rainbow-colored, gleaming scales. The creature gains a +3 bonus to their A.C. Additionally, when they are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, they are unaffected. On a 6, they are unaffected, and the effect is reflected back at the caster as though it originated from the target of this spell, turning the caster into the target. : **At Higher Levels:** When you cast this spell using a 9th level spell slot, the maximum duration increases to 1 hour. #### Garas' Greater Haste *8th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: S, V, M (a silver brooch) **Duration:** :: 1 minute **Classes:** :: Sorcerer, Wizard You imbue a willing creature within range with unbridled celerity. Until the spell ends, the target gains a fly speed of 60 feet, a +2 bonus to AC, it has advantage on Dexterity saving throws, and it can take an additional action on each of its turns. : **At Higher Levels:** When you cast this spell using a spell slot of 9th level or higher, you can target an additional creature for each level above 8th. }} {{imageMaskCenter11,--offsetX:47%,--offsetY:-47%,--rotation:100 ![](https://imgur.com/njxvIee.png){height:100%,left:-100px,top:500px} }} {{imageMaskCenter11,--offsetX:1%,--offsetY:-54%,--rotation:100 ![](https://imgur.com/njxvIee.png){height:100%,left:-100px,top:500px} }} {{imageMaskCenter11,--offsetX:-25%,--offsetY:-54%,--rotation:-70 ![](https://imgur.com/njxvIee.png){height:100%,left:-100px,top:500px} }} {{pageNumber,auto}} {{footnote Spells}} \page {{position:relative,top:-30px,right:20px,width:339px #### Eldritch Oblation *8th-level divination* **Casting Time:** :: 1 hour **Range:** :: Self **Components:** :: S, V, M (one or more restrained humanoid creatures, which the spell consumes) **Duration:** :: Instantaneous **Classes:** :: Warlock You enact a cursed ritual in the hopes of making contact with the void beyond the stars. The creature(s) you intend to sacrifice by the means of this spell must have a soul and stay within the magic circle for the whole duration. The more you give to the ruinous powers, the more they give in turn; you may attempt to sacrifice a number of creatures equal or lower than your spellcasting ability modifier. : By means of this spell, you may ask the great beyond for a boon in proportion to your sacrifice, at the DM's discretion--not all souls are equal in worth. These eldritch blessings may take several shapes. : * ***Gift of Form:*** You gain the ability to shapechange into a creature you sacrificed. This ability is permanent. You may change into said creature and to your true form as an action. While transformed, you use the creature's statistics and abilities, except for your Intelligence score, which you keep regardless of form. You use the greater of the two forms' hit points. You can access the creature's memories while transformed. : * ***Gift of Eyes:*** You gain the ability to gaze into the near future by peering through the eyes of your eldritch benefactors. You can now cast the 9th level spell *Foresight* without expending a spell slot. Once you do so, you must finish a long rest before you can do it again. : * ***Gift of Blood:*** You gain greater vitality in proportion to the creature(s) you sacrificed. You gain half of your maximum hit points as temporary hit points after every long rest, and one fourth after every short rest. These hit points do not stack through rests: half of your maximum hit points is the highest you may reach. : * ***Gift of Servitude:*** You gain a feat given to you by your eldritch patrons (which you cannot choose). In addition you may cast *Eldritch Oblation* and benefit from its effects an additional time. You may now cast *Eldritch Oblation* as a 6th level spell. Choosing this boon turns you into a Harbinger Shaman (or even a Harbinger Queen, depending on the value of your sacrifice). \ These are just examples of what the great beyond might offer. Depending on the sacrifice, the boon could be much greater. Once you cast this spell for the first time, you may not benefit from it again (unless you chose *Gift of Servitude*). After casting this spell you gain a permanent affliction that cannot be explained by conventional means, such as persistent bad luck, always feeling euphoric, forgetting those you love, or losing control of an extremity. These are, like the gifts, merely examples. Your DM chooses your affliction. }} {{imageMaskEdge4,--offset:5%,--rotation:270 ![](https://imgur.com/90qFtUF.png){height:100%,left:80px} }} {{pageNumber,auto}} \page ## Level IX #### Stasis Storm *9th-level conjuration* **Casting Time:** :: 10 minutes **Range:** :: touch **Components:** :: S, M (cryolite dust worth at least 2.000 GP, which the spell consumes) **Duration:** :: 3 hours **Classes:** :: Sorcerer, Wizard The oldest and most powerful wyrmsign, this spell replicates the effects of Greatwyrm Yarhel's flight. You fill a 5 foot square with primordial runes of frost, stasis and death drawn in cryolite dust. When the casting is complete, a killing frost envelops everything in a 2000-foot-radius sphere centered on the point where the spell was cast. : For the duration of the spell, a magical blizzard that slowly rises in intensity is manifested. If the runes that empower this spell take 50 fire damage, it immediately ends. : **Hour 1:** The area is covered with powdered snow and hail, making the entire area lightly obscured. Nomagical flames can't be maintained. Creatures who venture out in the open without heavy winter clothes or magical protection are instantly *chilled*, and become *frostbitten* after 10 minutes. : **Hour 2:** Nonmagical clothes no longer protect creatures from the stasis storm, and the *frostbitten* condition is applied instantly instead of *chilled*. After 10 minutes, creatures become *frozen* instead of *frostbitten*. Minor structures (shacks, wooden towers...) are pierced by the cold storm and no longer protect creatures from the effects of the stasis storm. : **Hour 3:** The effects from hour two remain active, but spells of 5th level or lower are disrupted by the arcane cataclysm, and become impossible to cast within the area of effect. In addition, only the sturdiest structures can resist this frozen onslaught: castles, underground bunkers... Weaker buildings freeze over, losing their protective benefits against the frost. : If the spell lasts for its full duration, every creature affected by a congelation effect within the area must succeed on a Constitution saving throw or immediately freeze over and shatter, like an ice statue breaking into pieces, dying instantly. \column #### Entropy of Teng *9th-level transmutation* **Casting Time:** :: 1 action **Range:** :: touch **Components:** :: S, V, M (a radioactive ingot worth at least 10.000 GP, which the spell consumes) **Duration:** :: instantaneous **Classes:** :: Wizard Your hand shines with molecule-splitting energy, eager to be released, eager to unmake. Make a melee spell attack against a creature or object within range. If the target is a creature, it must make a Constitution saving throw, taking 40d10 force damage on a failure, or half as much on a success. Objects take the damage automatically. : If damage from this spell lowers a creature to 0 hitpoints, their molecular binds are fully unmade, killing them instantly and turning them into a slime-like, ill-smelling goo. As a part of this spell, you can rearrange the creature's molecules into a nonmagical item of your choice of roughly the same mass. #### Prana Block *9th-level necromancy* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S **Duration:** :: Instantaneous **Classes:** :: Bard, Cleric, Wizard You touch a creature within range and attempt to inhibit its ability to cast spells, use ki, or manifest any other kind of magic, blocking their prana conduits and stealing their voice. The target must make a Charisma saving throw. On a failed save, they take 8d8 force damage, are rendered mute and unable to manifest any kind of magic: casting spells, using ki-based abilities, benefiting from eldritch invocations, using magic items that require attunement. On a successful save, they take only half damage and their magic is not blocked, but they are still rendered mute for the next 24 hours. : A prana blocking curse is permanent. Only a 9th level upcast of the *Greater Restoration* or *Remove Curse* spells can end its effects. Magic originating from a divine blessing or artifact is not affected by this spell. {{imageMaskEdge1,--offset:34%,--rotation:-5 ![](https://imgur.com/8EiiSGS.png){height:120%,top:160px} }} {{imageMaskCenter12,--offsetX:50%,--offsetY:-53%,--rotation:0 ![](https://imgur.com/8EiiSGS.png){height:120%,top:160px} }} {{pageNumber,auto}} {{footnote Spells}} \page {{partCover}} # VII : ## Resources {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://imgur.com/aXEpsBx.png){position:absolute,bottom:-200px,left:-350px,height:140%,transform:rotate(30deg)} }} {{pageNumber,auto}} {{footnote Resources}} \page ![BG](https://cdn.midjourney.com/b6dc5894-9d55-4e48-a1e9-53e3954a6154/0_0.png) {position:absolute,top:0px,right:0px,width:830px,mix-blend-mode:} ![White circle](https://imgur.com/VoRedkx.png) {position:absolute,top:190px,right:50px,width:730px} ![Mapa First Circle](https://imgur.com/aXEpsBx.png) {position:absolute,top:120px,right:-2px,width:820px,mix-blend-mode:darken} ![Frame](https://imgur.com/WmvVhV2.png) {position:absolute,top:0px,right:0px,width:820px,transform:rotate(0deg)} {{frontCover}} {{ ## The First Circle of Eos }} {{toc}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:200%,top:-140px,left:-400px} }} {{position:relative,top:820px,wide,columns:3 ## Western Amanis *Regions of interest* - Iskendar, the Heart of Cobalt - Aurel, Capital of Iskendar - Nim, the City of Crows - The Aurora Desert - Talos, the Realm of Medar - The Swamps of Rhunia - The Ichorous Peninsula - Irxe Vynn, the land of the Undead - The Hopelands, Everbright - Vhen, the Green North - The Kyrr Mountains - The Soulfrost Expanse - The Steel Mountains - The Northern Realms }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:250%,top:-190px,right:-600px} }} {{position:relative,top:820px,wide,columns:3 ## Eastern Amanis *Regions of interest* - Yungar, the Wild - The Eastern Badlands - Fulguraat, Fulgurai's Seat - The Yungari Steppes - The Soul River - Daxin, the Illustrious - The Soul Peninsula - Xan Temple, Xijun's Seat - Leung's Rest - Asiore - Vazan's Seat (ruins) - The Regretful Isles - The Cloud Mountains - The Wrathful Mountains }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:200%,top:-990px,left:-230px} }} {{position:relative,top:820px,wide,columns:3 ## Western Kahar *Regions of interest* - The Sunblessed Coast - The Golden Archipelago - Uru, the City of Gold - Nemeqias - The Sunrange - The Pass of Maahes - Hainan, the Peaceful - The Blessed Estuary - The Golden Gulf - Nuem's Port - Irinia, the Majestic - The Yellow River - The Exalted Savanna - The Desert of Apedemak }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:250%,top:-1630px,right:-770px} }} {{position:relative,top:820px,wide,columns:3 ## Southern Kahar *Regions of interest* - The Dunesea - The Divine Mountains - The Canyon of Grief - The Sand Mountains - Castle Mirage - The Deathpass - The Rhazaali Jungles - The Coffee Seed Isles - Rhazataz, Capital of the Jungle - The Opako Isles - The Devouring Coast - The - The Exalted Savanna - The Desert of Apedemak }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:250%,top:-1230px,right:-190px} }} {{position:relative,top:820px,wide,columns:3 ## Eastern Kahar *Regions of interest* - The Pass of Urgyan - The Slithering Rangens - The Caliphate Canyon - Bazandi, the Caliphate - Qalbia, the Calpih's Palace - The Qalbian Rivers - The Chain of Qhal'adel - The Greenlight Sea - The Shattered Mesas - The Unmade Isles - The Dusk Mountains - The Autumn Archipelago - Voriath, the Ninth - The Castle of Night }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-24%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:250%,top:-800px,right:-150px} }} {{position:relative,top:820px,wide,columns:2 ## The Molten Crucible *Regions of interest* - The Dusk Mountains - Voriath, the Ninth - The Castle of Night - The Autumn Archipelago - The Molten Crucible - The Brasslands - Embertrove - The Belnar Protectorate - The Heart of the Crucible - The Molten Sea }} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge1,--offset:-26%,--rotation:180 ![](https://imgur.com/biFWEQS.png){height:100%,top:-100px,right:-110px} }} {{text-align:center,wide,top:870px,position:relative ## [Download the Map of Eos in full quality here](https://drive.google.com/file/d/1mvzPDEU20QUox2BkOzaVaMhW7B-_NUzz/view?usp=sharing)! }} {{pageNumber,auto}} {{footnote Resources}} \page {{position:relative,top:330px,wide,columns:2, # Character Sheets We are pleased to announce that, after a long while at work, we've finally managed to publish our very own character sheets! This way, you can play with all the optional rules from our SRD, with our added statistics, saving throws, and skills. In the following pages, you'll find previews of 5 different sheets; each with its peculiarities. First of all, you'll find our branded sheet, with all the silly design choices of Ariadne's Codex. Following that, there are three variations on our optional ruleset; one character sheet with Resolve, one with Sanity, and one with both. Finally, you'll find a Spell Sheet, also with our special touch and design choices. We've rebranded, y'all! ::: {{text-align:center,wide,top:5px,position:relative ## [Download the Character Sheets as PDFs here](https://drive.google.com/drive/folders/1LwLsJ18jW9Fz95vjbwTDM95OYe-oPb3n?usp=sharing)! }} }} {{imageMaskEdge1,--offset:20%,--rotation:180 ![](https://imgur.com/CvHhrpK.png){height:70%,right:0,top:0} }} {{imageMaskEdge1,--offset:15%,--rotation:0 ![](https://imgur.com/CvHhrpK.png){height:70%,right:0} }} {{toc}} {{pageNumber,auto}} {{footnote Resources}} \page {{imageMaskEdge,--offset:20%,--rotation:180 ![](https://imgur.com/5znzV4Q.png){height:100%,right:0,top:0} }} {{toc}} \page {{imageMaskEdge,--offset:20%,--rotation:180 ![](https://imgur.com/FHjhtUy.png){height:100%,right:0,top:0} }} {{toc}} \page {{imageMaskEdge,--offset:20%,--rotation:180 ![](https://imgur.com/plL4tFB.png){height:100%,right:0,top:0} }} {{toc}} \page {{imageMaskEdge,--offset:20%,--rotation:180 ![](https://imgur.com/BbLgUUp.png){height:100%,right:0,top:0} }} {{toc}} \page {{imageMaskEdge,--offset:20%,--rotation:180 ![](https://imgur.com/matoUL6.png){height:100%,right:0,top:0} }} {{toc}} \page {{backCover}} {{position:relative,top:-20PX,text-align:center # That's all, Folks! : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Stringweaver-tier patrons have climbed through the ranks of our organization, and are the lifeblood of this project: : ##### Antonio Affinito ##### E ##### Solas ##### Azar ##### Luke ##### Aden Leach ##### Anish Patel ##### Steven Zillinski ___ :: {{text-align:center ##### And to our legendary Masters of Strings! :: ##### ***Lorenzo Barbato*** ##### ***Shadowkihn*** ##### ***fantom*** }} :: ##### Cheers and Happy threadseeking! }} ![background image](https://imgur.com/urJKiNk.png){position:absolute,bottom:0,right:4px,height:100%} ![background image](https://imgur.com/QwdL6dm.png){position:absolute,bottom:0,right:-244px,height:100%}