# Prohibited Desire
##### Something that you never want to see
\page ## Disclaimer * Add in that photos are gained from Pinterest and say in brackets (Too many to list them all, but none of the artwork is mine and rights go to the respective owners.) Made by u/WhiteRaven27 or White Raven#6969 * Changes , spelling and grammar fixes are made by AsaruWolf and Eazzy. * Some ideas come from the discord User Kunuk. ## updates ### June-July update * Added **Shapechange**, **Skills** and **Charm** to the true vampires. - Changed the name of the **Summoner** into **Heartbond**. - Changed the hit die of the **Heartbond** into a d8. - Changed a bit the description of Grimorie. - Added a new feature to the **heartbond** named **Heartburst**. - Added Darkvision to the creatures. - Changed the name of **Creature master** subclass of the **Heartbond** into **Zuruak**. - Made some general changes, increased the natural armour, and how some subclasses work of the **Heartbond**. - Changes on the Echos on **Black Mage** - Changed the spell list of the **Black Mage** - Added new spells that **Black Mage** learn with the subclasses. - Added a new class: **Huntsman**. - Added a new class: **Bewiched**. - Added a new class: **White Mage**. - Adjusted wordings inside the **Dark Stalker** conclave. * Balanced **Reshape** * Balanced **Annihilation** * Added new spells * Changed some items. * Added new items. \page
##### Table Of Contents - **[1 Prohibited Desire](#p1)** - [1.1 Disclaimer](#p2) - [1.2 updates](#p2) - [1.2.1 April-May update](#p2) - **[2 Vampire and Vampire Spawn](#p4)** - [2.1 ](#p4) - [2.1.1 Vampire's Appearance](#p4) - [2.1.2 A Deal Or A Curse?](#p4) - [2.1.3 Dark Desire](#p4) - [2.1.4 Sarcophagum](#p5) - [2.1.5 Vampire Weaknesses](#p5) - [2.1.6 Becoming a Vampire ](#p5) - [2.1.7 Bloodlust](#p5) - [2.1.8 Vampire Spawn](#p6) - [2.1.9 True Vampires](#p7) - [2.1.10 Ending the curse](#p7) - **[3 Dhampir](#p8)** - **[4 Lycanthropy](#p9)** - [4.1 ](#p9) - [4.1.4 Lycanthropy traits](#p10) - [4.1.5 Type of Lycantropy](#p10) - [4.1.6 Werewolf](#p10) - [4.1.7 Werecat](#p10) - [4.1.8 Werebear](#p10) - **[5 Gestalt](#p11)** - **[6 Revenant](#p13)** - **[7 Spirits](#p14)** - [7.1 ](#p14) - [7.1.7 Death of a Spirit](#p14) - [7.1.8 Spirits traits](#p15) - [7.1.9 Spirit of Spring](#p15) - [7.1.10 Greater Spirit of Spring](#p15) - [7.1.11 Spirit of Summer](#p15) - [7.1.12 Greater Spirit of Summer ](#p15) - [7.1.13 Spirit of Autumn](#p16) - [7.1.14 Greater Spirit of Autumn ](#p16) - [7.1.15 Spirit of Winter](#p16) - [7.1.16 Greater Winter Spirit ](#p16) - [7.1.17 Spirit of the White Ancients](#p16) - [7.1.18 Greater Spirit of the White Ancients](#p16) - [7.1.19 Spirit of the Dark Ancients ](#p17) - [7.1.20 Greater Spirit of the Dark Ancients ](#p17) - [7.2 Notes on the spirits](#p17) - [7.3 Features of Non-humanoid spirits](#p17) - **[8 Nekomata](#p19)** - **[9 Heartbond](#p20)** - [9.1 Subclasses](#p21) - [9.1.1 Zuruak](#p23) - [9.1.2 Duyemar](#p25) - [9.1.3 Ryumei](#p28) - **[10 Black Mage](#p30)** - [10.1 Subclasses](#p30) - [10.1.1 Annihilator](#p33) - [10.1.2 Inflictor](#p34) - [10.1.2 Dissonanting](#p35) - **[10 White Mage](#p36)** - [10.1 Subclasses](#p39) - [10.1.1 Whibrea](#p39) - [10.1.2 Purificator](#p40) - [10.1.2 Protector](#p41) - **[11 Bewitched](#p42)** - [11.1 Subclasses](#p45) - [11.1.1 Intoner](#p45) - [11.1.2 Black Magic](#p46) - [11.1.2 Otherwordly Blessing](#p47) - **[12 Huntsman](#p48)** - [12.1 Subclasses](#p51) - [12.1.1 Monster Hunter](#p51) - [12.1.2 Gloom stalker](#p51) - [12.1.2 Bloodunt](#p52) - [12.2 Trick weapon](#p53) - [12.2.1 Crafting table](#p58) - **[13 Sacret Oath](#p60)** - -[13.1.2 Storm Oath](#p60) - **[14 Ranger archetype](#p61)** - [14.1.1 Dark Stalker Conclave](#p61) - [14.1.2 Light Stalker Conclave](#p62) - **[14 Black Mage Spells](#p63)** - **[14 White Mage Spells](#p64)** - **[15 Summoner Spells](#p65)** - **[15 Bewitched Spells](#p66)** - **[16 Spells ](#p67)** - **[17 Monsters](#p69)** - **[18 Items](#p71)** - **[19 And more to come, new classes and subclasses!](#p73)**
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# Vampire and Vampire Spawn Darkness. It's the first thing that you see, no, *feel* inside you as you die. Some people, for one reason or another, don't die. They become *more*. This is how the undead begin to rise: Skeletons, Zombies... and other creatures. One of the more powerful of these creatures are vampires. ### Vampire's Appearance Tall, pale and gaunt humanoids, their otherworldly presence and coldness make a vampire stand out among the warm bodied living. A vampire's eyes usually appear the same as they were before they died, but when they are *hungry* or feel strong emotion, their eyes change color. Red is the most common, but an unnatural icy blue, yellow and even pitch black can be seen in some vampires. Vampires are unnaturaly pale due to their undead bodies and avoidance of the sun. Since they no longer need to draw breath or eat, every action is a conscious decision to help them blend in to their surroundings. When forced into a corner they are not afraid to use their sharp retractable fangs and claws to tear apart they're victims. Once their humanoid guise disappears they may become a primal creature of bloodlust capabable of cutting down the living like a plague. ### A Deal Or A Curse? Died as a living being but born again as an undead, when a creature rises as a Vampire or Vampire Spawn their body and race are changed. Some people are able to keep their behavior, aligment, and memories when they are reborn. But this is a dark path, and many people are changed, not only the appearance but deep inside their own mind. It is a common misconception that being bitten by a vampire will immediately turn you into one. Most don't realize it happens when you die...or when the vampire kills you. Shortly after you die you are raised as a vampire spawn and are a slave to the true vampire that bit you. It is only by drinking the blood of that vampire that you can become a true vampire. Few vampires are willing to relinquish their control in this manner, though some will, usually for their own gain. True vampires also are able to procreate with others true vampires, and normal mortals. A child born from two true vampire, will be always a true vampire as well. A child born from a true vampire, and a mortal, will always be a Dhampir. ### Dark Desire When some creatures are reborn as vampire spawn, they develop a strong desire for something, either material or not. This can be as hunger for blood, money, or power. When the Character is thrust onto this path, they may choose or roll a feature. Roll a 1d8 on the following table. ``` ``` ##### Dark Desire Table | 1d8 | Sin | Description | |:----:|:-----| :---- | | 1 | Greed | Greed is an unquenchable desire to acquire or possess more than one needs, particularly with material wealth. The hoarding of materials or objects, theft, and robbery, especially by means of violence, trickery, or manipulation are all actions that may be inspired by Greed. | | 2 | Lust | Lust is characterized as an intense longing. It is usually thought of as intense or unbridled sexual desire, which leads to fornication, adultery, and other fraudulent sexual acts. However, lust can also mean simple desire in general. | | 3 | Gluttony | Gluttony is overindulgence and overconsumption of anything to the point of waste. | | 4 | Sloth | Sloth is a lack of motivation, desire or general inactivity. | | 5 | Wrath | It is important to understand that anger isn't evil nor is it good. Anger is a neutral act on the scale of good and evil, however, anger becomes wrath when it is directed against an innocent, when it is unjust, or when it is excessive. It is the desire for someone to suffer. | | 6 | Envy | Envy is the need to have anything that you do not have. It is the need to have the goods, possessions or even the connections that the people around you have. | | 7 | Pride | Pride is considered by some to be the root of all evil and is the most common characteristic for a true vampire to have. The almost stereotypical haughty and self-absorbed vampire lord radiates an aura of superiority as they look down at the foolish adventurers who would dare challenge them. | | 8 | Reroll twice | Roll two d8s, and take two sins. | \page ### Sarcophagum A Sarcophagum, or sarcophagus, is the only place that a Vampire feels safe enough to rest and drop their guard. These places can be anything from a castle to a shack in the woods, an ornate coffin or just a comfy bed. A vampire is also at their strongest when in or near its Sarcophagum. A Vampire Spawn is not as powerful as a true vampire, and cannot have its own Sarcophagum. A true vampire Sarcophagum has a powerful aura that can be felt from 500 feet away. Unless invited into the area by the vampire, this aura makes people feel uneasy, as if they are being watched and just cant relax. To construct the sarcophagum, the Vampire must spend 10 days and at least 100 gold. After the sarcophagum is completed, these effects will be active: * There is a noticeable increase in the population of bats, rats, or wolves in the region near the Sarcohagum. * Plants within 500 feet of the Sarcophogum wither, their stems and branches becoming twisted and thorny. * Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. * A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. The Sarcophagum can be deconstructed and moved. If it is moved or you are permanantly killed, the effects of the Sarcophogum end in 10 days. ### Vampire Weaknesses Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a vampire spawn or a true vampire, you are affected by the following weakness: * *Forbiddance*: You can't enter a residence without an invitation from one of the occupants * *Running Water*: Your flesh is burnt by runnning water. You take 10 acid damage when you end your turn in running water. This damage may not be reduced in any way. * *Stake to the Heart*: If a piercing weapon is driven into your heart while incapacitated you become paralyzed until the stake is removed. If you are a vampire spawn this destroys you as if you were killed by the disintegrate spell. * *Sunlight Hypersensitivity*: You sear and burn in the light of the sun, your flesh feels as though it is boiling. As a vampire spawn, when you end your turn in sunlight (direct light, dimlight, or any other light made by the sun) you take 20 radiant damage that cannot be reduced in any way. While in sunlight, true vampires and vampire spawn have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. When you become a true vampire you are more able to resist the suns rays. While in direct sunlight you take 10 radiant damage that cant be reduced in any way. Dim light does not hurt you, though it is irritating still. You are able to cover your skin to avoid the suns rays. ``` ``` ### Becoming a Vampire You may create a character as a Vampire Spawn, or you can become a Vampire Spawn during a game. You may eventually become a true Vampire if you are able to drink the blood of a True Vampire or through other means. As a Vampire Spawn you will add the Vampire Spawn subrace, but will lose your previous racial ASIs. You do not lose your racial traits. * Humans: If you become a vampire during a game, you keep your racial * Half-Elf/Elfen races: If you were a Elven race as Half Elf, or a normal Elf, you do not lose most of the things that you had. You do lose the ability of trance and the Keen Senses. * Dragonborn: Your Draconic Ancestry resistance becomes necrotic instead of what is was, your breath weapon is also changed to reflect this. ### Bloodlust When you become a vampire, you suffer from a *Bloodlust*. Vampire Spawn can't always control their bloodlust, and every time they drink blood from a living humanoid they need to roll a DC 13 wisdom save. On a fail, the Vampire Spawn is unable to stop drinking and will continue to drain the humanoid untill a new save. This will happen at the end of the new turn, but with the DC that increase by 1 each time. If the vampire sins are Greed, Lust, or Gluttony, the save must be done with disadvantage. If the Vampire Spawn drains the target for 1 minute without interruption, the target is reduced to zero hitpoints and is not stable. A true vampire can easily control their bloodlust and does not need to make wisdom saves to control their bloodlust. A Master can also order its vampire spawn to stop drinking, even if it had failed its save. Animal blood will sustain both a Master or Spawn, but not in the presence of humanoid blood. Many vampires will carry rations of humanoid or animal blood at all times. A ration of blood is equal to spending one minute drinking the blood of a humanoid or animal. At the end of each day the vampire spawn must to make a DC 15 Wisdom save if it did not drink blood in the last 24 hours. On a fail, the Vampire Spawn gains a level of exhaustion that they cannot lose until it drinks blood. For each consecutive day that the Vampire Spawn does not drink blood the DC increases by 1. \page ### Vampire Spawn Many of a vampire's victims become vampire spawn: ravenous creatures hungry for blood, but under the control of the vampire that created them. Over time a Vampire Spawn will learn to control its primal urges and be able to hide their vampiric nature. If a true vampire allows a spawn to drink their blood, the spawn will transform into a true vampire that is no longer bound by its Master's will. Few vampires are willing to relinquish their control in this manner. A Vampire Spawn becomes free from their Master's influence if their creator dies, but they may still seek to become a True Vampire. If the Spawn is able to drink from another True Vampire or make a pact with some otherworldly entity. **Ability Score Increase**: Your Charisma score increases by 1 and one other ability of your choice increases by 1. **Age**: Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescence in their vampiric life. **Alignment**: Young vampires may keep the lawful, neutral or chaotic alignment they had in life, however, older vampires always lean towards lawfulness, usually following a code of their own design that they've developed over the centuries to ensure their survival. The vast majority of vampires are lawful evil, and none but the fresh Spawn attempt to maintain their humanity. **Size**: Vampires can range in height and weight like most humanoids would, though they are normally lighter then they seem. Your size is the sameas your base race. **Speed**: Your base walking speed is the same as your base race. You also retain any other movement speeds that your base race provides. **Undead**: Your creature type is considered undead. Spells that affect undead affect you as if you were fully undead. **Unholy Body**: Dark magic sustains your undead form, making you immune to disease and resistant to necrotic damage but vulnerable to radiant damage. Blood fuels your body and you do not need to eat or breath. You may ingest food and drink, though it will not satisfy you. Healing potions are rolled normally, but do not heal you. Instead healing potions deal poison damage equal to the roll, ignoring resistance and immunity. Drinking humanoid or animal blood for one minute, a blood ration, healing spells, rolling hit dice and completing a long rest are all the ways you may regain hit points. **Darkvision**: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Even if your race already has the Darkvision trait you only have Darkvision to 60 feet. **Bite**: All vampires have sharp teeth capable of tearing flesh from bone and draining blood from their victims. If a creature that has blood is within 5 feet of you and is willing, paralyzed, charmed, incapacitated, or restrained you may use your bonus action to make a bite attack against them and drain some of their blood. The Bite deals 1d4 piercing damage and necrotic damage equal to your Constitution modifier. You regain hit points equal to the nercrotic damage dealt. Drinking blood this way is equal to consuming a full ration of blood. **Claws**: As a vampire your claws are natural weapons which you are proficient with and can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier. **Spawn**: You are a vampire spawn and as such the will of your True Vampire Master overrules your own. There is little you can do to resist your master and can't take actions to harm them unless they allow it. However, you may pervert the intention of their commands by exploiting their poor wording or finding loopholes. Any attempt to refuse or go directly against your master's order requires you to make a Charisma saving throw at disadvantage against your master vampire DC. If they don't have one, the DC will be set by their charisma. On a fail you are forced to complete the command and your master is aware you tried to resist. On a pass you do not have to follow the order and your master is not aware of your resistance. **Languages**: You can speak, read, and write Common, as well as one other language of your choice, that you knew in life. **Lycanthropy poison**: If you are infected with lycanthropy you are immediatly dropped to zero hit points and you can not heal until the curse of the lycanthropy get removed. **Skills**. You may choose to have 1 skills of your choice \page ### True Vampires Whether you drank the blood of a true vampire as a vampire spawn or made a pact with a dark power, you have become a True Vampire, gaining the following traits in addition to your vampire spawn traits, with the exception of the *Spawn* trait. **Ability Score increase**: Your charisma increase by 1, and as well one of the other ability by 1. **Superior Darkvision**: Your darkvision increases to 120 feet. **True vampire**: As True vampire, you get your Sarcophagum. Also, if a creature is reduced to zero hit points by your bite attack it will turn into a Vampire Spawn under your command. You may perform a continuous bite attack for 1 minute on a willing creature to tranform them into a Vampire Spawn. **Languages**: You can read, write and speak an additional language of your choice. **Charm**: As vampire, you have an absolute charm that brings people to you. You are considerated to be one of the most stunning creatures at a first glance. You can perform this charm to a creature if they are in 30ft from you, and once for short rest. When talking to the following creature types, you can do one of the following: * Against humanoids must succed on a Wis saving throw against your charisma DC. When they succeed the save, they become immune to this charm for 24 hours. This charm works as a charm person. * Against mostrousities: you can perfrom a charm person, their wisdom save against your charisma DC. * Against Undeads: you can perform a charm person, against their wisdom save, against your charisma DC. **Shapechange**: You can use your action to magically assume the shape of a a bat, spider or rat. You can stay in this form for a number of hours equal to your level multiplied by 2. You can use this feature three times. You regain expended uses when you finish a short or Long Rest. You follow the same rules as a Druid's wild shape feature, but only have these three possible transformations. **Skills**. You may chose 1 skill proficiency or 1 tool proficiency that you don't already have. > **Languages and when I turn into a vampire?**: If your racial trait gives more than 2 languages, you do not gain an extra language when becoming a Vampire Spawn. After being bitten by a vampire, you will become a vampire Spawn 1d10+1 hours after your death. > **Blood Packs and Blood Rations**. A blood ration is a something you can buy only in the dark markert, for a 1 gold, and it will heal you only by 1 hp. Some potionist, can even make healing potions with only blood, and they will always will cost the 25% more than normal. Those kind of potions, will heal as the normal potion, but will work for vampires. ``` ``` ### Ending the curse Vampires are undead, and as undead they are a non-living creature. But, there are some rules and ways to return to normal. Some of them work only for vampire spawns, others just for true vampires. Most of them, can be ruled by the DM. To bring back a vampire spawn to normal, you must do this: * Ending in the classic way, killing your pc and resurrecting it. * A potion, made with special ingredients, that will end the curse without killing the character. It can be made with hard work, 14 days, and a huge amount of gold: 200gp however you must have either proficiency in a Herabilsm Kit or Alchemy tools. The way to bring back a character from a true vampire form is much more harder than the normal vampire spawn, as their undead form is much more stronger. This way can be similiar to the vampire spawn, but it is different. You must get the true vampire body destroyed into dust, with the *wish* or *disintegrate* spells. Then, with the *true resurrection* spell, you will be able to turn them back to their living form. \page # Dhampir Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a varity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture. Dhampirs are the result of a vampire having a child with a living. ### Dhampir Appaerance Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise. While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. ``` ``` ### Dhampir traits Dhampirs share certain abilities with Vampires thanks to the curse they share. **Ability Score Increase**. Your Dexterity increases by 2 and Charisma by 1. **Age**.Dhampirs are long lived thanks to their vampire heritage. They reach adulthood at the same rate as a human, but can live for 700 years. **Size.** Dhampir have the same range of height and weight as humans. **Speed**. Your base walking speed is 30 feet. **Darkvision**. Cursed by your vampire heritage, you can easily see through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Vampiric Resistance**. You have resistance to Necrotic damage. **Vampiric Magic**- You know the *minor illusion* cantrip. When you reach 3rd level, you can cast the *charm person* 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 *misty step* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. **Bite**. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike **Blood Thirst**. In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest. **Languages** You can speak, read, and write Common and one Language of your choice. \page # Lycanthropy Lycanthrope's are creatures made by witches and other powerful mages. It's a curse, that can be given to a willing creature of after a hard battle against one of them. Lycanthropes are usually found inside a pack, a huge group. It's rare to see one of them alone. ### Lycanthrope's Appearance Lycanthropes in normal form look just like anybody else. It’s part of the reason they’ve managed to survive for so long. And part of the reason they are feared. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one. But in alternate forms, that’s where it’s obvious. Hybrid werewolf forms appear as a mix of man and beast: a hulking, bulky figure of fur and flesh with a large gaping maw of a animal head. Most lycanthropes easily surpass 6 ft. in this form. Combined with their long, wicked looking nails, and their large, sharp teeth, hybrid forms serve as very intimidating figures. The fur coloring can vary, usually resembling the natural hair coloring of the original form, occasionally with some lightening or darkening during the change. In wolf form, lycanthropes appear as any other wolves might albeit slightly bigger. Their fur, like that of the hybrid form, is typically colored after the hair of the original form, occasionally with some lightening or darkening during the change. In this form the only tell-tale sign an unafflicted individual might get to the wolf’s true nature could be the unnatural intelligence shining in bright eyes, or the intentional behavior it might display. ``` ``` ### A curse unwanted Becominc a Lycanthrope is indeed a curse. It can be removed by *wish* and a *Greater restoration*. When you become a Lycanthrope, once a month, when the full moon is showed, you must make a wisdom save 13 DC, or lose the control of your character. In this time, the DM take the control over your character. ### Bitten by a Lycantrope Getting bitten by a Lycantrope, will cause you get this curse as described inside the MM, but instead of becoming the were-creature, you would pick this sub-race. > ##### Weakness? Not many > Lycanthropes does not have many weakness, they are indeed weak to the **silver**. Infact, they get **vulnerability** to the damage dealt by those weapons. > > **Curse**: This curse can be taken only after getting bitten by another Lycantrope. \page ### Lycanthropy traits This is a template to be applied to a race in order to create a PC Lycanthrope. This will work with all Standard Races from official Wizards content and custom. Upon being infected with Lycanthropy, the Lycanthropy subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. **Ability Score Increase**: Your Constitution increase by 2. **Age**: Usually a Lycantrope can live around 150 years, as they age much more slower than normal Humans. **Alignment**: A Lycanthrope's alignment can be nearly anything. Some embrace their curse and become evil, while others conceal it and try to stay good. **Size**: Vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium **Speed**: Your base walking speed is 30 **Changing form**: You can use your action to change into your Hybrid or Lycantrope Form. While in Hybrid Form you can wield weapons as normal. While in Lycantrope form you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM's discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form. . **Natual Weapons**: While in Hybrid and Lycantrope Form you have a 1D4 Bite and 1D6 Claw attack. This damage increases at level 5 to 1D6 Bite and 1D8 Claw. On a successful melee attack you may use your bonus action to make a claw attack on the same target. The claw attack damage time is slashing, the bite is piercing. You are proficient with them, and you may add your dex or str to those attacks. **Darkvision**: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Even if your race already has the Darkvision trait you only have Darkvision to 60 feet.(all forms) **Regeneration**: At the start of your turn if you haven't been attacked or you did not attack you can activate this feature as an action, and you will gain 2d6+ your constitution modifier of health back for 1 minute. You can only gain this benefit if you have at least 1 hit point and once per short rest. If you get attacked, the regeneration stops. **Animal Empathy**: You can communicate with animals of the same race as yours. **Skills proficincy**: You are Proficient with 2 of the following skills: Survival, Nature, Intimidation and Perception rolls. **Languages**: You can speak, read, and write Common, as well as one extra language. You can only speak in Human and Hybrid form. **Tracking**: You can easy track anyone by their scent, getting proficiency in survival and perception if you don't have it already. If you have already them, you would add your proficiency bonus again (Expertise). But this works only for tracking by smell or hearing. You can remember one smell easily, even for a month before you start to forget it. (All Forms). ``` ``` ### Type of Lycantropy There is several types of Lycantropy. But there are many. Depending on what Lycantrope infected you, you add the previous traits as well as one of the below. ### Werewolf Werewolf have a huge Strength in their body, usually they look like a wolf on two legs, or a direwolf in their wolf form. For the Lycantrope form, you are using the DireWolf stats. **Ability Score Increase**: Your strenght score increase by 1. **Pack Tactics**: You can give yourself, or an ally near you within 5ft, the help action as Bonus Action. **Speed**: Your speed increase by 5 in hybrid form, and 10 in wolf form. ### Werecat Werecat have a nimbleness in their body, usually they look like a cat on two legs or a feline. For the Lycantrope form, you are using the Lion stats. **Ability Score Increase**: Your Dex score increase by 1. **Feline agility**: Once for short rest, you can activate this feature for 1 minute as bonus action. When you are forced on make a dex save, you get advantage. Even if it's from a spell. **Climing speed**: Your have a climbing speed of 30ft. ### Werebear Werebear have a tough body, with a massive fur. For the Lycantrope form, you are using the Brown Bear stats. **Ability Score Increase**: Your Str score increase by 1. **Tough skin**: Your ac become 10+con. **Speed**: Your speed increase to 40ft. \page # Gestalt Gestalt, this is how people like this are called. People with a half soul, corrupted by shadows, immortals. Gestalt (pronunced as "Ghestalt") usually are people of any race, that become like this after a very stressful situation. ### Gestalt Appearance Gestalt are like all the people: short, medium, tall... they looks normal, exept for one thing: black stains on their body, that expand from the heart. A very corrupted Gestalt have even the face covered by those stains, that turn even the eyes into a strange color. The sclera of the eye become black, and the iris itself changes color into yellow, black or red. Even their blood changes color, becoming black and more dense. Those colors shows how much their body is insane, revealing even how much they are corrupted. ### Immortal for a short time? Gestalt are this: immortals. Or, well, some kinda of immortals. They can't die of old age, as their body is feed by the curse they have on them. But they indeed can die. ### Becoming a Gestalt Is rare to see a Gestalt, just because becoming one of them is very stressful for the mind, body and soul. Infact, a PC can become a Gestalt by letting its soul be ripped away, or be infected by a Gestalt that did lose control, or be in a very stressful situation. In anycase, once you become a Gestalt, there is no way you can go back. Just... a very rough road, can free you from this at the very end a curse that cannot be freed so easily. Only *Wish* can end this curse. ### Killing a gestalt A Gestalt is immortal, but there are ways to kill them and bring back to normal. By *Wish*, *Disintegrate* and *True resurrection* is possible to bring to normal a Gestalt, though they will be much more easier to be infected again by this curse. Usually, a Gestalt due to their immortality and use of the darkness, lose their sanity and would start to attack all creatures around them, even if allies. #### Immortality Becoming a gestalt is a curse, but it cannot be remvoed by a simple *remove curse*. Your soul is trapped, splitted and corrupted by a deep darkness, and as well the body you have. Immortality aslo is a curse for a Gestalt, as many of them once activating Fury of Darkness, just can't control anymore their body. Thats how a Gestalt, lose control. And in this case, the DM take control of the PC. ### Gestalt In addition to your current ratial traits, you need to add the one that will be listed below. **Age**: A Gestalt stop aging, their aspect will match the age they got infected. **Alignment**: Most of the Gestalt mantain their aligment, but as the curse progress, their sanity will decrease and will go towards more chaotic alignments. **Corrupted body**: Your creature type is considered to be a monstrosity. You don't have to eat anymore, as shadow sustain your body. **Darkvision**: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Fury of Darkness**: Once a day, you let the darkness control your body and increase the die of the damage that you deal with weapons by 2, but every time that you use this feature, you lose your sanity. Once it ends, you need to roll a Wisdom save to see if you are able to control the shadow inside of you, or continue to use this feature. The DC is 10, but increase by 1 for every turn that you have the fury activated. On a failed save, you can't stop and for so, when is impossible to save, you become **insane**. To acrive is a free action, to de-active this feature is needed a bonus action. **Last chance**: Using your action, you activate feature, you will gain resistance to all physical damage that can be done to you, and psychic damage for 1 minute. At the end, you gain two level of exhaustion. This restistance doesn't work against Silvered magic weapons. This feature cna be used once for longrest, and can kill the Gestalt if it reach the 6 level of Exhaustion as descriped inside the PHB. #### Insanity When a PC lose control, they become **insane**. In this state, they will not be able to read, and will speak only gibberish. They will not understand nothing more than their will of destroying. Thats why, they will always attack the most near creature. And if there is not any creature, they will seek for it, until someone stops them. > ##### How to control a Gestalt > To stop the Gestalt once it lost control, it would be needed to drag it unconscius, but when they wake up they must make a Wisdom save, DC 15, to resist the call of the darkness. If they fail, they cannot be control themself for 7 days. Then this process can be made again. > > Another way to stop a Gestalt, is to kill them. Once they die, tho, they must make a roll of 1d100 to see if their soul will be able to return when ressurected by normal means, as revivify, resurrection and reincarnation. Only *True Resurrection* can bring them back fully without any more cost from them. > > On the 1d100, if the roll is 1-33, the soul will not be able to return. 34-66 it will return, but with a level of exhaustion. On a roll of 67-100, the spell will work normally. \page \page # Revenant Having met a cuel and underserved fate, you have returned to the living realm. Revenant's have only one thing in mind: complete their task: be it revenge, or a final critical task that you have left unfinished before your end. Your DM might allow to use this race for a character that was slain. Now again in the living world, with an undead body, you still have your original feature of your race, but you also have the features of this subrace. ### Revenant Traits As a revenant, your undead nature grants you unholy properties tied to your racial origin. **Ability Score Increase**. Your Constitution score increases by 2, and you can choose either your Strength or Dexterity to increase by 1. **Age**. Revenants are undead, and do not age. They do though look the age of what they were before becoming this way. **Alignment**. Revenants tend to be driven by revenge, and are more often than not evil aligned. Though, some revenants having been formed with tasks based around protection, though good natured, it's protection is out of hate or spite. **Size**. Your size is determined by your origin race. **Speed**. Your speed is determined by your origin race. **Languages**. Revenants are fluent in common as well as a language from their racial origin. **Relentless Nature**. Your dungeon master assigns a goal to you. Typicall one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fufill that goal, you gain the following benefits: * If you are below half of your hit point maximum, at the start of your turn you will regain 1 hit point, until you reach the half of your hit point max. * If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at any spot determined by the dungeon master. After your reform, you'll report without any magic items or clothes. * You know basic informations about your task, and how you have to fufull it. **Restless**. As a form of undead, you do not need to eat, sleep, or breathe. When your goal is complete, you finally find rest. You die and cannot be restored to life, unless a **True Resurrection**. **Undead Resilience**. Your body is dead, and this gives you an amount of protection against that which would harm you. You are considered an undead creature instead of humanoid. You are also immune to poison damage, the poisoned condition, and non-magical disease. \page # Spirits Spirits are creature of the nature itself from across the multiverse They have no time. Beautiful, gorgeous, is the only way to describe them. Their beauty is stunning. They are usually Humanoids, descended from Gods or even gods that left their place, becoming a spirit on the material plane. Spirits can be of any kind: winter, summer, spring, Autumn, and Ancient spirits of old times. ### Unnatural Beauty Spirits are known for their unnatural beauty, their grace and perfection. Their body is timeless, never getting old, immortal. Most of the Spirits have aspects that show what kind of spirits they are, red hair for summers spirits, blue hair for the winter ones and so on. Spirits have two forms, their original form and an Humanoid one. When in their original form they have unique features that mark them as otherwordly, most of the time it's due to having wings and a glowing aura, in their Humanoid form, however they appear to be normal yet beatiful. Usually their skin, eyes, and hair have the look of a doll, perfect in every shape. ### Eternal life Spirits are able to live forever, they cannot die of old age, staying on the same aspect forever. They are able to create another spirit, by a complicated ritual that takes 31 days, and it will act as a child. Usually, spirits born by this method, are very connected to the mother or father, being able to communicate with it mentaly until they reach mental maturity, at 14 years old. Other than that, they can have normal relations, in their humanoid form, and for so having children. But in that case, the child will just take the features of the non-spirit parent. ### True name, and True form Every spirit have a true name, that controls it if inside their humanoid form. This true name usually matches their spirit form. But most of the time, those true names sound graceful, however they don't have a surname. * **Example Names**: Fira, Ignis, Natura... A Spirit has two forms: the true form is the form they took when formed inside the world. Usually, is it trasparent and in a glowing light, making a bright light for 5ft around them. In their true form, Spirits cannot be controlled by their true name. This true form, is ghost like, is always a Mediun-size, or it can be smaller as for faries. A spirit that reached the form of **Greater Spirit** has its true form of a large-size creature. ### Sleep of the time As a Spirit, you do not need to eat, drink or sleep, but your body can indeed become tired, and start to need to sleep. Some time, spirits can decide to sleep for years, but they can be awakened if someone talks to them via telepathy. ### Nature spirits Nature spirits are spririts that represent nature in its form. Usually they are classified by 4 types, akin to the seasons: Spring, Summer, Autumn and Winter. However, there is the Ancient form, a much older form. ### Ancient Spirits Ancient spirits come from anywhere, they are bonded to deities, some of them are deities that left their position, their nature, to stay with the mortals. Is hard to understand when you have in front of you an Ancient Spirit, even because most of them know they *are* spirits, that they forgot who they are truly are. ### Death of a Spirit Spirits when their mortal body is killed, their soul fly toward the weave where it rest. This tecnically is not a total death, as in this time, their mortal body gets reformed on their brith place or near it, to a max of 60ft distant. The mortal body, once completed, will call to it again the spirit soul. Usually this process take 100 years to complete, some may take more, other less. If their soul gets trapped, they will eventually become free, after 1000 years, depending on where their soul got trapped. \page ### Spirits traits While creating a Spirit, you have to chose a type, and pick a subrace of it. Your race evolves with you, as you become more stronger, and once you reach level 17, you become a **Greater Spirit**. **Ability Score Increase**: Your Charisma increase by 2. **Age**: Spirits are immortal, they cannot die of old age, they are stuck in a young and timeless body. **Alignment**: Spirits can be of any alignment, however usually they adapt to follow their nature and subrace. **Size**. Your Size, in your humanoid form, cannot be lower than 4 feet and 7 inches, or high than 7 feet and 3 inches. Your size is medium. **Darkvision**: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **True form**: You can change your form into your true form, and this form can change in size, but not the type. You will be always trasparent like, as a Ghost, but unlike them you cannot pass through walls, and you can still be hit by swords and spells. Changing into the true form, allows you to make a bright light, in a range of 5ft of you. You can change form as Bonus action, but inside your true form you must have hands to be able to be able to use weapons, and the voice to be able to cast spells. In your **Greater Spirit** form, your size become large. If you still have a humanoid form, the gear you wear change size with you, allowing you to keep them. If you have other creatures form, the gear gets absorbed as by *Polymorph* spell. **Look at the notes at the end of the spirit race.** **Speed**. Your speed is 30ft. **Without bond**. You are a creature without bonds to the earth, and as such you are able to move without bonds. At the creation of your character, you must state if it uses wings or levitation, or if it changes from the true form to the humanoid one. If you have wings, as a bonus action, you can manifest them on your back that allow you to take flight, giving you a flying speed of 50 feet. You can dispel the wings by taking another bonus action If you can levitate, you are **not** immune to the prone condition and fall damage. If you have heavy armor on, you are unable to take flight if you use wings. If you use levitation, your flying speed is reduced by half. **Languages**. You can speak, read, and write Common. **Immortal Body**. You don't need to eat, drink or sleep. However in order to gain the benefit of a long rest, you must spend at least 6 hours sleeping and 2 hours of light activity. **Skills**. You can choose 2 skills with you are proficient in from the following: Arcana, Acrobatic, Athletics, Nature, History, Religion, Perception, Performance, Persuasion. ### Spirit of Spring As a Spirit of Spring, you have the following features added to the normal features you already have. **Ability Score Increase**: Your wisdom increase by 1. **Spirit of Spring**: You learn the *Druidcraft* cantrip. When you reach level 5 you learn the spell *Plant Growth* that you can cast, once per long rest, without expending a spellslot or needing material components. Charisma is your spellcasting ability for these spells. **One with Nature**: You are considered an Fey. **Languages**. You can speak, read, and write Sylvan ### Greater Spirit of Spring Once you reach level 17, you unlock additional features that will be added to your character: **Nature Spirit**: You can, twice per long rest, cast *Transport via Plants*, without expending the spellslot or needing material components. Charisma is your spellcasting ability for these spells. **Flying speed**. Your flying speed increases to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means, and in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. ### Spirit of Summer As a Spirit of Summer, you have the following features added to the normal features you already have. **Ability Score Increase**: Your dex increase by 1. **Spirit of Summer**: You become resistent to fire damage. You learn the cantrip *firebolt*. Charisma is your spellcasting ability for these spells. **One with Nature**: You are considered an Fey. **Languages**. You can speak, read, and write Sylvan. ### Greater Spirit of Summer Once you reach level 17, you unlock additional features that will be added to your character: **Fire spirit**: As a Bonus action, you can cause your fiery nature to manifest, you become immune to fire damage, but you are vulnerable to cold damage. You can chose to dispel this as an action, but will cause you to get a level of exhastion and you are unable to use this feature until you take a short rest. You can keep this feature activated as long you don't dispel it. **Flying speed**. Your flying speed increase to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means or by your Fire spirit trait. And in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. \page ### Spirit of Autumn As a Spirit of Autumn, you have the following features added to the normal features you already have. **Ability Score Increase**: Your Str increase by 1. **Spirit of Autumn**: You learn the *Druidcraft* cantrip. When you reach level 5, you learn the spell *Locate Animals or Plants* that you can cast, once per long rest, without expending a spellslot or requiring material components. Charisma is your spellcasting ability for these spells **One with Nature**: You are considered an Fey. **Languages**. You can speak, read, and write Sylvan ### Greater Spirit of Autumn Once you reach level 17, you unlock additional features that will be added to your character: **Spirit of Autumn**: You can cast twice per long rest, without expending the spellslot, the spell *Blight*, You now can communicate with plants without the use of a spell. Charisma is your spellcasting ability for these spells **Flying speed**. Your flying speed increase to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means. And in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. ### Spirit of Winter As a Spirit of Winter, you have the following features added to the normal features you already have. **Ability Score Increase**: Your int increase by 1. **Spirit of Winter**: You become resistent to cold damage. You learn the cantrip *ray of frost*. Charisma is your spellcasting ability for this spells. **One with Nature**: You are considered an Fey. **Languages**. You can speak, read, and write Sylvan. ### Greater Winter Spirit Once you reach level 17, you unlock additional features that will be added to your character: **Cold spirit**: As a Bonus action, you can cause your icey nature to manifest, you become immune to cold damage, but you are vulnerable to fire damage. You can chose to dispel this as an action, but will cause you to get a level of exhastion and you are unable to use this feature until you take a short rest. You can keep this feature activated as long you don't dispel it. **Flying speed**. Your flying speed increase to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means or by your Whinter spirit trait. And in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. ``` ``` ### Spirit of the White Ancients As a Spirit of the Ancients, you have the following features added to the normal features you already have. **Ability Score Increase.** Your Con increase by 1. **Spirit of the Ancients.** You are resistent to Radiant damage. You learn the cantrip *light*. Charisma is your spellcasting ability for this spell. **One with Nature**: You are considered an Celestial. **Languages**. You can speak, read, and write Celestial. ### Greater Spirit of the White Ancients Once you reach level 17, you unlock additional features that will be added to your character: **Ancient spirit.** You are resistent to Radiant and Necrotic damage. **White Ancient Curse.** Becoming an Ancient Great spirit is a great reward, but at the same time a curse. You can activate as an action this ability that will cause you to gain 90ft of true sight, over that range you are considered blinded. You can chose to dispel this sight as an action, but will cause you to get a level of exhastion and you are unable to use this feature until you take a short rest. You can keep this feature activated as long you don't dispel it. **Flying speed**. Your flying speed increase to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means or by your Ancient Curse trait. And in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. > **White Ancient** are usually good spiris, as like **Dark Ancient** are usually evil spirits. But this does not mean that does not exist a good Dark Ancient or a Evil White Ancient. \page ### Spirit of the Dark Ancients As a Spirit of the Ancients, you have the following features added to the normal features you already have. **Ability Score Increase.** Your Con increase by 1. **Spirit of the Ancients.** You are resistent to necrotic damage. You learn the cantrip *Umbraturgy*. Charisma is your spellcasting ability for this spell. **One with Nature**: You are considered a Fiend. **Languages**. You can speak, read, and write Abyssal. ### Greater Spirit of the Dark Ancients Once you reach level 17, you unlock additional features that will be added to your character: **Ancient spirit.** You are resistent to Fire and Necrotic damage. **Dark Ancient Curse.** Becoming an Ancient Great spirit is a great reward, but at the same time a curse. As an action you can activate this ability that will cause you to know if someone tells a lie in a 90ft diameter from you, You can chose to dispel this hearing as an action, but it will cause you to get a level of exhastion and you are unable to use this feature until you take a short rest. You can keep this feature activated as long you don't dispel it. Past the 90ft range, you'll be considerated under the effect of **deafness**. **Flying speed**. Your flying speed increase to 60ft. **Tireless Form**. As a Greater Spirit, you cannot suffer from exhaustion, unless by magical means or by your Ancient Curse trait, and in order to complete a long rest, it now only requires 4 hours of sleep and 2 hours of light activity. You cannot be put to sleep by magical means. **Languages**. You can speak, read, and write one language of your choice. ## Notes on the spirits #### Immortality The saddness that a Spirit can feel for those not immortal, can sometimes affect a Spirit's mentality if it get's bad enough, they might become **Insane**. A Insane Spirit, will usually enter into a Eternal Sleep until the pain of loss has passed and they wish to return. The DM is able to, if certain conditions are met, declare that the spirit becomes insane and enters into an eternal sleep. #### Exhaustion and fatigue The Exhaustion gained from your higher forms ignores other forms of immunity of exhaustion you may gain, and can not be dispelled by Greater Restoration or similar magic and abilities. In order to remove levels of exhaustion gained by your higher form traits, you must finish a long rest as described in your Immortal Body trait. #### Without bonds feature When you choose what kind of feature you take with this race, if flying or wings, you can ask your DM if you can have a burrow speed or a climbing speed, or just a speed in general that is different from the normal walking speed. Remember however, that some of these will be ***suppressed*** by an antimagic field. An exemple, is the levitation. It can be suppressed, and will make your pc not being able to fly. #### Creatures different from Humanoids. When you pick this race, you are basically without bond and your fantasy is the only thing that keeps you alive still. You may choose, as subrace of the spirits: faries, nimph, or creature that can be considerated "spirits" in general. Even unicorns can be considerated like that! But remember, when you don't choose a humanoid like form, you wouldn't be able to gain those features. #### Corruption of a Spirit A spirit cannot die usually, but it can be corrupted. A spirit of the nature, as the one of Spring, Summer, Autumn and Winter, can be corrupted and die forever. In this case, to corrupt a spirit, there must be condition that need to be stated by the DM, that need to be fufilled to make them corrupted. A White Ancient spirit, though, can be corrupted but it will only turn into a Dark Ancient. Same as the Dark ancient into the White one. This will be considerated as a curse, and can be removed only by a reason that the DM will state. An Exemple can be: * *A Spring spirit, should never destroy nature. But somehow, it did and for so become corrupted. Next time it will die, it will die forever.* * *A White Ancient Spirit can be corrupted by using always Dark Magic, and to return to Normal it must forget how to use it.* * *A Dark Ancient Spirit was always sorrounded by good creatures, and people, thats why it turned to the White Ancient, becoming corrupted. To return to normal, it must kill all those good persons.* If in this time of corruption the spirit dies, it will follow the same rules as a normal mortal PC. ## Features of Non-humanoid spirits **Claws**: If the creature you are using, has claws, you can have them and they will deal 1d4+[dex/str mod] slashing damamge. **Bite**: If the creature you are using, has teeth, you can use this feature to deal 1d6+[Str mod] piercing damage. **Horns**: If the creature you are using, has horns, you can use this feature. If you move for 10ft, you can attack with your horns and deal 1d4+[str mod] bludgeoning damage. **Clogs**: If the creature you are using, has clogs, you can use this feature. You will be able to move your legs and deal 1d4+[str mod] bludgeoning damage. **Natural Armour**. Your items will be absorbed into your true form when you transform, and as such you'll retain your armor properties as if you were still wearing them. #### Antimagic Field Spirits are magical creature, and so they can be affected by an antimagic field. If they enter inside the antimagic field, they must make a Con save, dc 19, or fall asleep. This save must be done every minute. \page The antimagic field, will also, suppress the levitation inside a humanoid form, also all the move speed bonuses except the climbing speed made with claws. Wings will not be suppressed. #### Resurrection Spirits body to reform, usually takes from 90 years to 110. Others a bit longer, to a max of 150. In this time, they can be resurrected as for normal spells, as their old body will remain until the new one is formed. Or, if their old is destroyed, they can still be resurrected by a true resurrection. They, though, can not be resurrected by a reicarnation spell. \page # Nekomata Nekomata, are feline race They usually are very energic, and have a lot in common with house cats. They are different from other half-animal races, as they can turn into actual house cat. Usually Nekomatas are solitary creatures, as a normal house cat, but some of them are used to living with friends, and can fall into a severe depression upon their death. ### Nekomata Appearance The Nekomata typically are slendered and muscled tightly, with the movements of the ligaments and muscles visible under the skin of a stretching Nekomata. Their eyes are large and round, and are often green or gold, but there are even other colors like red and blue. The hair on their heads is usually light and thick. Most of them wear it short, and lesser cats wear their hair in rounded knots just behind their ears. A Nekomata’s ears are higher on its head than most humanoids and are situated on a variety of muscles that cause them to constantly twitch or bob about. They have quite large round eyes, some would say disturbingly so. Typical Nekomata clothing consists of a simple silk jacket and breeches with wooden sandals. On special occasions, they may dress in a kimono. ### Nekomata Personality Though they vary widely, Nekomata have a few predictable behavioral aspects. They like jewelry, fancy clothes, and just about anything with an artistic. Most Nekomata are usually quiet, unless around other Feline creatures, saying only what is necessary. A group of them, however, will talk for great length about any number of subjects, trading information and ideas or knowledge uncovered. All Nekomata have an intense affinity for the arts of necromancy, and can even sense the pale aura of death to a degree, and enjoy learning new ways to combat or control the undead. ``` ``` ### Nekomata traits While creating a Nekomata, you can choose one of the two subraces. **Ability Score Increase**: Your Dex increase by 2. **Age**: Nekomata reach maturity at the same time as the humans, but their life span is about 180 years. **Alignment**: Nekomata usually are chaotic, as most of the time they don't follow laws. **Size**. Your Size, in your humanoid form, cannot be lower than 4 feet and 5 inches, or higher than 6 feet and 1 inches. Your size is medium. **Darkvision**: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Speed**. Your speed is 30ft, You have a climbing speed of 30ft. **Languages**. You can speak, read, and write Common and Sylvan. **Cat’s Talent**. You have proficiency in the Perception and Stealth skills. **Claws**. You have claws that you can extend and retract easily, you are proficent in using it and they deal 1d4+[dex mod] slashing damage. **Change Form**. You can transform between your true cat form and human form at will as an bonus action. This ability functions as Wild Shape with the following exceptions: * You may speak as normal. * When you transform, you retain your existing hit points and damage instead of assuming the beast’s hit points. You gain the Physcial stats of the cat (Str and Dex), however you retain your mental stats (Wis, Int and Cha) as well as your con, you also retain your profiency bonus. * If you are reduced to 0 hitpoints while in your cat form you remain in that form. ### Cat of the City **Ability Score Increase**: Your Cha increase by 1. **Persuasive.** You gain profiency in persuasion, and advantage on interaction with people in huge villages ### Cat of the Forest **Ability score increase**. Your wis increase by 1. **High Tolereance** You are resitant to poison damage, and you are immune to the poisoned condition. ___ > ##### Size of the cat form > When you turn into your true form, you just turn into the size of Tiny Cat, using the stats inside the Monster Manual. > ##### **Cat nature** > Cat-Nip still manages to affect you, greatly so. On Saves against Cat-Nip you have disadvantage. \page ## Heartbond A Heartbond is an individual who has bound themself to a special type of summon. Some bind their own soul to the soul of a monster, while others prefer to summon weapons and use their own martial prowess. Which ever path a Heartbond takes they will inevitebly reach into planes beyound their own existance, and sometimes beyound their own understanding. ### Magic And Summoning In days of the distant past there were many types of strange magics and creatures. Some people attempted to harness these powerful beings for their own gain. After trying countless rituals these individuals were able to bind their very souls to those creatures and command them to do their bidding. Thus the first Heartbond came to be. Never truly alone, they are quick to show the nature of their power. ### Creatures and Teral Most creatures of the Multiverse that a Heartbound will come across are not eager to be bound, and do not do so easily. A Heartbond will spends years studying Teral, the magic that binds a creature or weapon the Heartbond's soul. The Teral is an unbreakable magic and once it's power chains two beings to eachother it will never fade. Most Heartbond are mages and scholars of the arcane but not always. There are some Heartbond that make use of the creature's weapon and become an expert in its use. There are even Heartbond that do not bind themselves to any creature, only to a weapon that they weild with expert percision. This type of Heartbond is rare and their art is complicated, but they are no less effective than their brothers. ### Creating a Heartbond When you create a Heartbond you need to think: Why and how did your character gain their power and bond? A Heartbond begins its adventure by its own fortune, having a strong desire to delve into the countless planes of the multiverse, wanting to bind a powerful creature to be an ally, or even unknowingly summoning forth a blade in their time of need. These are just examples of how a character might use or awaken their power. Talk with your DM to find the best way to add your Heartbond back story into the game. > ##### Attunement items > Heartbond can attune to items that the Sorcerer class can attune to. \page ##### Heartbond ___ | Level | Proficiency Bonus | Features | Cantrips Known | Teralium | Spells Known | Spellslots | Level spellslots | |:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Spellcasting, Multiverse Archetype | 3 | // | 2 |2 | 1st | | 2nd | +2 | Teralium | 3 | 2 |3 | 3 | 1st | | 3rd | +2 |Armored Expert | 3 | 3 |4 | 4 | 2nd | | 4th | +2 |Ability Score Improvement | 4 | 4 |5 | 4 | 2nd | | 5th | +3 |Heartbond Archetype | 4 | 5 |6 | 4 | 3rd | | 6th | +3 | | 4 | 6 |7 | 4 | 3rd | | 7th | +3 | | 4 | 7 |8 | 4 | 4th | | 8th | +3 |Ability Score Improvement | 4 | 8 |9 | 4 | 4th | | 9th | +4 | | 4 | 9 |10 | 4 | 5th | | 10th| +4 |Heartbond Archetype | 5 | 10 |11 | 4 | 5th | | 11th | +4 | Heartburst (6th level) | 5 | 11 |12 | 4 | 5th | | 12th | +4 |Ability Score Improvement | 5 | 12 |12 | 4 | 5th | | 13th | +5 | Heartburst (7th level) | 5 | 13 |13 | 4 | 5th | | 14th | +5 |Heartbond Archetype | 5 | 14 |13 | 4 | 5th | | 15th | +5 | Heartburst (8th level) | 5 | 15 |14 | 4 | 5th | | 16th | +5 |Ability Score Improvement | 5 | 16 |14 | 4 | 5th | | 17th | +6 | Heartburst (9th level) | 5 | 17 |15 | 4 | 5th | | 18th | +6 | Heartbond Archetype | 6 | 18 |15 | 4 | 5th | | 19th | +6 |Ability Score Improvement | 6 | 19 |15 | 4 | 5th | | 20th | +6 | Untouchable mind | 6 | 20 |15 | 4 | 5th | ### Quick Build You can make a Heartbond quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second select the Creature Master Archetype. Third take the scholar background. Fourth, take the Ray of Frost, Prestidigitation and Whiplash cantrips and the first level spells Shield and Chaos Bolt. ## Class Features As a Heartbond, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Heartbond level - **Hit Points at 1st Level:** 8 + your Constituion modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constituion modifier per Heartbond level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Daggers, Quarter Staffs, Maces, Light Crossbows - **Tools:** None ___ - **Saving Throws:** Intelligence, Constitution - **Skills:** Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - a dagger - A grimorie as spellcasting focus - *(a)* an explorer's pack or *(b)* a scholar's pack ### Spell Casting Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Heartbond spell list. #### Cantrips At 1st level, you know 3 cantrips of your choice from the Heartbond spell list. You learn additional Heartbond cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Heartbond table. #### Grimoire At 1st level, you have a Grimorie containing a small demiplane, used to house your creature and Heartbond weapons. If your Grimoire is destroyed or lost you can spend a full day and 2000 gold worth of materials to recreate it. \page You may only have one grimoire at a time. If you create a new grimoire your previously existing grimoire deterriates and is completely destroyed. Your Grimoire also houses a special plane of existence for your summon. If your grimoire is destroyed the plane is locked and nothing can enter or leave it. A newly created grimoire will automatically link to this demiplane and unlock it. It requires an action for your summon to enter or leave this plane. The Grimoire is enchanted in a way that it can levitate around your body to a max of two feet from the Heartbond's body. #### Spell Slots The Heartbond table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Heartbond spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Heartbond spell list. The Spells Known column of the Heartbond table shows when you learn more Heartbond spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Heartbond spells you know and replace it with another spell from the Heartbond spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Intelligence is your spellcasting ability for your Heartbond spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Heartbond spell you cast and when making an attack roll with one. **Spell save DC = 8** + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Spellcasting Focus You can use your grimorie as spellcasting focus, for your Heartbond spells. . #### Ritual Casting You can cast any Heartbond spell you know as a ritual if that spell has the ritual tag. ### Multiverse Archetype At 1st level, you choose the Archetype you belong to as a Heartbond. All detailed at the end of the class description. Your archetype choice grants you features at the 1st, 5th, 10th, 14th and 18th level. ### Teralium Starting at the 2nd level, your knowledge of teralium allows you to manipulate its aspects in certain ways. The Summoner table shows how many Teralium you have access to at each level. You are able to use Teralium as a bonus action, unless the ability says other wise. ##### Ability boost By spening two Teralium you give yourself advantage on the next ability check you make. This must be stated before the roll. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Enchanted Armor Beginning at third level you have learned to enchant a set of mundane clothes or robes using 1000 golds worth of components and 14 days of enchanting. The enchanted armor has an AC of 13+int mod. As an action you can summon and equip the armor. You can do this a number of times equal to half your int mod (rounded down) and regain all uses when you complete a long rest. If you are out of the armor for more than one hour, or dismiss the armor as a bonus action, the robes disappear and go into the plane inside your grimoire. ### Heartburst At 11th level, the bond between you and your creature evolves and you gain access to more power. Choose one 6th-level spell from the Heartbond spell list. You will be able to cast it without expending a spellslot once per long rest. At 13th level, you choose a spell of 7th level; at 15th level, you can choose a spell of 8th level and on 17, you can choose a 9th spell. Additionally, due to your improved bond you are able to access your grimoire's demiplane. As an action you teleport yourself and a number of creatures equal to your intellegiance mod to your demiplane. An unwilling creature can make a Charisma saving throw to avoid being teleported. The demiplane will look however you choose, and may look different each time you enter. While you are in your demiplane the grimoire will hover three to 6 feet off the ground unless you had placed it down. A creature can move the grimoire as if it were a normal book. To return from your demiplane the grimoire must be able to open and you will appear in the nearest unoccupied space. You and any creature you send to this demiplane may remain for a number of hours equal to your summoner level. At 20th level you can stay inside the demiplane indefinitely. ### Untouchable mind Beginning at the 20th level, your intelligence increase by 4, and raises your maximum intelligence to 24. \page ### Zuruak You as Heartbond summon a Creature, this creature comes from deep of the multiverse, and bound themself to your soul. Some says that those creatures, if left alone, would bring despair. But is that true? #### Animalistic Expert At the start of your 1st level, you can use your intelligence instead of wisdom for animal handling. #### Boundlink At the start of your first level, you bind yourself to a creature coming from the depths of the multiverse, this creature will be bound to your soul and will never leave it. When You chose this archetype, you cannot summon ANY creature. Not familiars, steeds or other kind of creature. It will be the only one for you, **forever**. If you have a lover.... eh, maybe. We'll see. Your creature will always kill other summon you make, not following your orders until the other summons are deleted from the exitence. The creature gets on your same initiative, acting inside your turn. You do not need to give orders, as it move knowing your intentions. When the summoner is down to 0 hp, the creature will defend it until it will bring back. Even after death. Your creature's type can be chosen from the following; Celestial, Fiend, Monstrosity and Aberration and it must not walk on two legs. **Ability Scores.** You distribute stats as per a 27 Point-Buy, as detailed in page 13 of the PHB. You have two +1 points to put where you want, but they cannot stack (I.E No putting +2 into Con). When You would gain an ASI, from the Heartbond class, the creature gets one too, following the rules made for pc's. **Speed.** Your creature base speed is 30 feet. **Starting Hit Points Level 1.** Your creature has a number of hit points equal to 4d12 + its Constitution Modifier + Heartbond level. You can chose to start with 28+con mod and the HB level. **Hit Points per Level.** 1d12 (or 7) + its Constitution modifier + 1 for each Heartbond level **Size.** Your creature size is large. **Saving Throws.** Your creature gains proficiency in the saving throw corresponding to its highest ability score at creation and one saving throw of your choice. **Skills.** Your creature is proficient with two skills of your choice. **Natural Armor.** When your creature is not wearing any armor, the Armor Class of your creature is 10 + its strength modifier + its Constitution modifier. Your creature can wear armor, and will follow the PHB Barding rules. **Natural Weapons.** Your creature has natural weapons, it can be a bite, claw, hooves, tail, tentacles or similiar. You can choose to add its Strength, or Dexterity modifier to the attack and damage rolls. The damage dealt by the natural weapon is 1d10, and will be piercing, slashing or bludgeoning, depending on the natural weapon created. Bites, and claws, will always have a reach of 5ft, and tails or tentacles, or similiar, a 10ft range. **Death Saving Throws.** When your creature drops to 0 hit points, it falls unconscious and it must make the death saving throws as a player character (*explained in the Chapter 9 of the Player's Handbook*). When the creature dies, its body will disappear and it's soul is sent and stored inside your grimoire. The creature's body will be restored after 24 hours and can be summoned again once restored. **Languages**. The creature will know all the Heartbond's Languages, plus it's type language (I.E A Celestial summon would know Celestial), however if it doesn't have a language (I.E Aberration) they instead gain Deep Speech. However at all times they cannot speak. **Darkvision**. The creature can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray. #### Master Control Beginning at the 5th level, your creature can be summoned as an bonus action from its plane. The creature's attack are now magical and can attack two times instead of just one, as for the feature extra attack. ##### Dark energy pulse Using 3 Teralium you imbue your creature with dark magic. As an action your creature makes a 30 foot cone blast of dark energy. Any creature caught in this blast makes a strength saving throw against your Heartbond Save DC. On a fail, they will be pushed back 10ft and knocked prone and will take necrotic damage equal to your Heartbond level + your spellcasting mod. You can also spend a spell slot to deal an additional 5d8 force damage. If you use this part of the feature you must roll a 5-6 on a d6 at the end of each of your turns to recharge the Dark Energy Pulse abilitiy. ##### Dark Step Your creature can use its bonus action and spend 2 points of Teralium to teleport from one space to another through a break inside the planes. This jump cannot be further than 30ft. The creature can do that after the attack, or before, using a Bonus action. ##### Devastating Run You spend 1 of your Teralium to increase your creature's speed. Its movespeed increases by 30 feet and it can use the dash action as bonus action for the next minute. Using your creature's bonus action, it can move 20 feet towards a creature it can see. That creature must make a Strength saving throw against your Heartbond save DC. On a fail, the target falls prone and takes 1d10 + your Creature's Strength mod in bludgeoning damage. On a success it will pushed 5ft away from your creature and will not be prone. This can be used as your reaction to command your creature to do so. \page ##### Break the Horde By spending 2 Teralium your creature can use its action to make a weapon attack against all the creatures in a range of 10ft from it. Roll a seperate attack for each target. A creature that is hit must make a strength saving throw against the Heartbond save DC. On a fail they are knocked prone and will take an additional 4d8 force damage. On a pass the target is not prone and takes no damage. #### Creature Improvment At the start of your 5th level, in the this class, your creature will have special features, that will allow it to fight for you, but you can choose only 1 of these. When you reach the 7th level, 10th, 15th and 20th of this class, you can add another one. ##### Armored skin Your creature's skin become full of spikes and will become thicker. Its AC will increase to 14+ strength mod + con mod. While using *Devastating Run*, you can add 3d6 piercing damage. If someone attacks your creature, and misses, your creature can use its reaction to use the spikes to counterattack the enemy. It makes a natural weapon attack as normal, and it will deal 6d6 + Strength mod piercing damage on a hit. ##### Unbound Claws Your creature's claws grow and become magically sharper and stronger. Your creature is no longer slowed by difficult terrain unless it's magical and its speed becomes 45ft. It also gain a burrow speed matching its normal speed. When attacking with those claws, the creature can choose to add 3d6 slashing damage. ##### Spikey Your creature's tail grows spikes that can be launched at targets. Using its bonus action your creature can make a ranged attack against a target it can see within range. These spikes are poisonious and the enemy must make a Constitution saving throw or be poisoned until the end of the your next turn The spikes deal 1d6 piercing damage and have a range is 40ft/60ft. ##### Devastating Breath Your creature uses its action to use a breath attack that will have a 20ft cone. All creatures in the cone must make a Dexterity saving throw. On a fail they will lose their action as they try to recover from the breath. On a success, nothing will happen. To return the breath, the creature must roll a 1d6, and on the 5-6 the breath will be recovered. ##### Telepathy bond You and your creature form a permanent telepachic bond. This bond works even if one of you is on a different plane and has no distance limit, as long as you are both alive. ##### Higher Knowladge Your creature will learn one more language and will be now able to speak. \page ##### Expert Your creature will become an expert in a skill or in its attacks. Choose one skill your creature is profient in, it may add double its proficiency bonus to rolls. You can alternitavely choose to improve your creature's natural weapons. It's natural weapons become 2d10. ##### Flying type Your creature will grow wings that grant it a fly speed equal to its walking speed. Your creature also gains a new attack. As a bonus action, your creature beats its wings and each creature within 10 feet of the creature must make a strength saving throw. On a fail they are knocked prone, on a success nothing happens. The creautre can then fly up to half its flying speed. #### Creature protection Beginning at the 10th level, your creature learns how to better protect its master. If the creature sees an enemy attack its master, it can use its reaction and 2 Teralium to teleport five feet from its owner and becomes the target of the attack. If your creature is hit by this attack it can make one attack as part of this action. #### Creature master Beginning at the 14th level, your creature becomes more skilled. It can learn two more skills of your choice or can gain expertise in two skills it already knows. If your creature has line of sight to you, it gains advantage in saving throws it's proficient in. The creature now can attack three times, instead of two per turn. ``` ``` #### Bonding Soul Beginning at 18th level, the bond you and your creature have is so strong that you each always know the general direction of eachother and if they are on the same plane or another. Your creature's Constitution Score will increase by 4, surpassing the cap of 20 to a max of 24. ### Duyemar Duyamar are Heartbond that summon a particular creature from the multiverse, a creature that use a weapon. The bond from the Heartbond and the Creature, sometimes, can be so strong that the creautre would let its Heartbond to use their weapon. Usually creatures like those don't like if their master have other familiars, or steeds, that sometime they would kill them without any mercy. Also, maybe they may do the same with people. Oh... why that? Because they are the only one for their master. The creature gets on your same initiative, acting inside your turn. You do not need to give orders, as it move knowing your intentions. When the summoner is down to 0 hp, the creature will defend it until it will bring back. Even after death. #### Weapon Bond At first level, you're proficient with the creatures weapon, however you no-one except your Creature is able to use it. At 5th level you're able to use the weapon but no-one else can except you and the creature. #### Multiverse Creature At the start of your first level, you bind yourself to a creature coming from the depths of the multiverse, this creature will be bound to your soul and will never leave it. When You chose this archetype, you cannot summon ANY creature, your creature will immediatly kill them, ignoring everything around it. Not familiars, steeds or other kinda of creature. It will be the only one for you, **forever**. The creature gets on your same initiative, acting inside your turn. You do not need to give orders, as it move knowing your intentions. When the summoner is down to 0 hp, the creature will defend it until it will bring back. Even after death. Your creature's type can be chosen from the following; Celestial, Fiend, Monstrosity and Aberration and it must walk on two legs.
**Ability Scores.** You distribute stats as per a 27 Point-Buy, as detailed in page 13 of the PHB. You have two +1 points to put where you want, but they cannot stack (I.E No putting +2 into Con). When You would gain an ASI, from the Heartbond class, the creature gets one too, following the rules made for pc's. **Speed.** Your creature base speed is 30 feet. **Starting Hit Points Level 1.** Your creature has a number of hit points equal to 3d12 + its Constitution Modifier + Heartbond level. **Hit Points per Level.** 1d12 (or 7) + its Constitution modifier + 1 for each Heartbond level **Size.** Your creature size is Medium. **Saving Throws.** Your creature gains proficiency in the saving throw corresponding to its highest ability score at creation and one saving throw of your choice. \page **Skills.** Your creature is proficient with two skills of your choice. **Natural Armor.** When your creature is not wearing any armor, the Armor Class of your creature is 10 + its strength modifier + its Constitution modifier. **Natural Weapons.** Your creature has natural weapons, it can be bite, claw, hooves, tail, tentacles or similiar. You can choose to add its Strength, or Dexterity modifier to the attack and damage rolls. The damage dealt by the natural weapon is 1d6 and will be piercing, slashing or bludgeoning, depending on the natural weapon created. Bites, and claws, will always have a reach of 5ft, and tails or tentacles, or similiar, a 10ft range. **Shapechange**. Your creature can shift into a humanoid form, the size will be always Medium size. To change form, it needs to use its action. **Death Saving Throws.** When your creature drops to 0 hit points, it falls unconscious and it must make the death saving throws as a player character (explained in the Chapter 9 of the Player's Handbook). When the creature dies, its body will disappear and it's soul is sent and stored inside your grimoire. The creature's body will be restored after 24 hours and can be summoned again once restored. **Languages**. The creature will know all the Heartbond's Languages, plus it's type language (I.E A Celestial summon would know Celestial), however if it doesn't have a language (I.E Aberration) they instead gain Deep Speech. **Darkvision**. The creature can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray #### Multiverse Weapon Your creature will always wield a weapon, this weapon will have particular proprieties, but need to be stated at the creation. The weapon can evolve, and gain features. The creature, and only the creature, can summon back its weapon with its bonus action. To make your creature weapon, follow this list. Each propriety will add a number, at the end, on "*Dice of the weapon*" check the table, and use the result of the others to know the damage you are gonna deal.
| Type of weapon | |:---:|:------------| | Light | +1 | | Medium | +2 | | Heavy | +3 | ``` ``` | Propriety | |:---:|:------------| | One hand | +1 | | versatile | +2 | | Two hands | +3 | |
| Range of weapon(Melee) | |:---:|:------------| | 5ft | +3 | | 10ft | +2 | | 15ft | +1 | ``` ``` | Throw/ranged Weapon(optional) | |:---:|:------------| | 40/80ft | -1 | | 120/180ft | -2 | | 300/600ft | -3 | ``` ``` | Dice of the weapon | |:---:|:------------| | 1-3 | 1d6 | | 4-6 | 1d8 | | 7-9 | 2d6 |
#### Sincroplay Your creature at the start of 5th level can attack two times, instead of only one, with its weapon. Also, now you can use this weapon, and have the extra attack feature. With an bonus action, you can summon inside your hands your creatures weapon and your creature can do the same if you're both with 30ft of each other. Also, if you are trying just to summon the weapon from your grimorie demiplane, it will take just a bonus action instead. The attacks made with this weapon, are considerated magical. #### Brute force When you reach level 10, You can spend one teralium to add a dice of damage to one of your attacks. You can spend up to 5 teralium and each teralium after the 1st will add an additional damage die. You may decide to apply the teralium after the attack roll is made, but before the DM says the attack hits. The base damage die is provided in the description of each of the following features. Your creature, also, grows to a large size, and the weapon will become a +1 weapon. ##### Pure Acid The dice is a d6 acid damage, that will be added to the attack. ##### Pure Cold The dice is a d6 cold damage, that will be added to the attack. ##### Pure Fire The dice is a d6 fire damage, that will be added to the attack. ##### Pure Force The dice is a d8 force damage, that will be added to the attack. ##### Pure Lightning The dice is a d6 lightning damage, that will be added to the attack. ##### Pure Necrotic The dice is a d8 necrotic damage, that will be added to the attack. ##### Pure Poison The dice is a d6 poison damage, that will be added to the attack. ##### Pure Radiant The dice is a d8 radiant damage, that will be added to the attack. ##### Pure Thunder The dice is a d6 thunder damage, that will be added to the attack. The attack depending on how many Tralium are used, will be more louder. Each Teralium will add 500ft of this loud sound. > ##### Duyemar Shapechange > When your creature shapechanges, the creatures look and form will be always the same. If they choose to be like a kid, they will always look like a kid. > \page #### Speciality Beginning at 14th level, you or your creature can choose 2 permanent features, from the ones listed below. They cannot be changed. Your weapon will become more stronger, becoming a +2 weapon. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Weapon Master **Master Only**. You instead of your Dex or Str, you can use your Int for the attack mod and damage. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Beast Fury **Creature Only**. When attacking with the weapon, the creature can do another extra attack, with the other 2 it can already use. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Unagrade Your weapon can deal 2 type of damage chosen by the list of "Brute Force" normally, the dices will be always 2 for type of damage. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Unstoppable Advance You can now use your bonus action to take the dash action. Also your movespeed is now increased by 15ft at all times. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Improved Weapon When you pick this specialty, your weapon will have its damage dice doubled, so a 1d8 weapon becomes 2d8, a 2d6 weapon becomes 4d6. This does not stack with the Brute Force feature. Each teralium you spend on these abilities increases the damage dice by one more die. ##### Improved Attack When you pick this specialty, you can add your half level in force damage at the attack. Each teralium you spend on these abilities increases the damage dice by one more die. #### Hybrid bond Beginning at 18th level, the bond you and your creature have is so strong that you'll always know where it is. Your creature will always know where its master is. The weapon now will become a +3 weapon, and your speciality will improve to the next level. Your creatures Strength or Dexterity will increase by 4, surpassing the cap of 20 to a max of 24. ##### Weapon God **Master Only**. When you attack with the weapon, and you miss an attack, you can make another atttack in the same action. ##### Uncontrollable Force **Creature Only**. When attacking with the weapon, the creature can do another extra attack, with the other 3 it can already use. ``` ``` ##### Unagrade Your weapon can deal 2 more type of damage chosen by the list of "Brute Force" normally, the dices will be always 2 for type of damage. ##### Unstoppable Advance Your and your creature movement increaae by 15ft, and cannot be slowed if not by magical means. ##### Improved Weapon If you already had Improved weapon, the dices will double again: if it was 1d8, but then 2d8, now it will become a 4d8. This does not stack with the Brute Force feature. ##### Improved Attack When you improve this specialty, you can add your level in force damage at the attack. \page ### Ryumei Ryumei are people that does not use creatures, but isntead only weapons. All their world is made of weapons, of any kind. They are usally fast, summon their weapons like a baby play with its toys. They are the only type of Heartbond that can summon a familiar. #### Bonus Proficiency You are proficient with your weapons. #### Universal Weapon At the start of level 1, you gain 2 type of weapon that you can summon. To create your weapon, you must follow those tables, to see the dices of your weapons. Your weapon will be considerated as magical, and will deal piercing, slashing or bludgeoning depending on the type of the weapon. If the weapon is a ranged weapon, the bullets/Arrow/type of munition will be formed inside the weapon as you attack. Though, the dice *2d6* will neeed to be re-loaded with an bonus action. You can summon the weapon with an bonus action, but to change a weapon to another one, you need to use your action. The other weapon will dissapear.
| Type of weapon | |:---:|:------------| | Light | +1 | | Medium | +2 | | Heavy | +3 | ``` ``` | Propriety | |:---:|:------------| | One hand | +1 | | versatile | +2 | | Two hands | +3 | |
| Range of weapon(Melee) | |:---:|:------------| | 5ft | +3 | | 10ft | +2 | | 15ft | +1 | ``` ``` | Throw/ranged Weapon (optional)| |:---:|:------------| | 40/80ft | -1 | | 120/180ft | -2 | | 300/600ft | -3 | ``` ``` | Dice of the weapon | |:---:|:------------| | 1-3 | 1d6 | | 4-6 | 1d8 | | 7-9 | 2d6 |
#### Unileque As a Ryumei, you learn how to use your weapons easily, and quickly, thats how instead of dex or Strenght, at the start of your level 1, you are gonna use instead your intelligence to attack. With this, you also learn specific skills you can use with your weapon. ##### Serramenta When you attack, you can add a Teralium to add a type of damage to your weapon for that turn. This must be stated before the attack. After the attack, and if you hit, you can add the damage type of: Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Radiant, Thunder. The dice will be always a d8. ##### Quick morph With your bonus action, you can change your type of weapon. This will cost 2 Teralium. ``` ``` ##### Recall When you throw your weapon, or was throwed away from you, in a range of 60ft of you, you can call your weapon to your hands with your bonus action and the use of 3 Teralium. If the weapon hits something, while you are using this feature, it will be considerated as an attack and in a line, of 15ft straight line, and for a longht depending on where your weapon is, they must all make a dex save or take the damage of the weapon + force damage depending on your summoner level. #### Extra Attack Beginingg at the start of your 5th level, when your weapon attack something, you can istantly attack another time, does not matter if the attack was made by a Teralium feature. #### Diamant At the start of your 10th level, your weapons improves to a +1 type of weapon, and now you can add those features to the one you already have. ##### Resamber With a Taraliun, after *Quick Morph* you can istantly attack after changing your weapon, in the same bonus action. ##### Weapon dance You can summon 5 copies of your current weapon, with 5 Teralium. With another 5 Teralium, you will be able to attack with each weapon in the same turn. You can do this as Bonus action. ##### Marther When you use this feature, you can expend a spellslot and a Teralium to high the damage you deal with would do with an single attack. You can do this just once for attack, but you can do this again even for another attack. The dice will be always of 2 dices. #### Avorio When you reach your 14th level, your weapon improves to a +2 type of weapon. Also, you now can choose two of the listed abilities and make them permanent on your weapon. You can choose for a max of 4, but there is a max of 2 for weapon. ##### Permanent damage Type When you choose this improvment, your weapon will get a permament new dice, that will deal a damage of your will from the one listed inside *Serramenta*. This dice will be always d8, but cannot be changed later. ##### Quick Reserve **Ammunition only type of Weapon**. When you attack with your weapon, does not matter the dice, it will always have a ammunition inside of it, and for so you can attack. \page ##### Trick Weapon **Melee weapon only**. Your weapon become a *trick weapon*. A Trick weapon have two forms, and for so you need to follow the table to make another weapon type. ##### Foku **Limited to only a weapon, cannot be put on both of weapons.**. Your weapon become special, and for so, you can use spellslot and a Teralium to show its speciality, you can now attack an additional time if you expend a spellslot. ##### Severina Your weapon gains a soul, and become an living creature like. Its intelligence will be half of the Heartbond, and their wisdom will be the same. The weapon also, will be able to comunicate telepathically to the master. It knows the master languages. ##### Ru-ma **Melee weapon type only**. When someone attacks you, you can choose to try to reduce the damage by 1d8+your int mod. #### Adamantine When you reach your 18th level, your weapon improves to a +3 type of weapon. Your previus improvment gets another improvment. ##### Ammunition dance **Quick Reserve Improvement.** When you attack with your weapon that have ammunition, you can make an additional attack using 1 Teralium. This improvement can be stacked to a max of 3 Teralium, making for so 3 max attacks. ``` ``` ##### Tricky form **Trick Weapon Improvement.** When you attack with this weapon, you can use your bonus action to turn your weapon in its other form as you attack, dealing the normal dice of your weapon in damage, with the damage from the other form. ##### Consciusness **Severina Improvement.** Your weapon is now totaly sentient, and have your same intelligence, wisdom and charisma. It can turn into a humanoid form, with an action, but their strenght, dex and con will be always 8 (-1). If they get damaged, they will turn into their weapon form. ##### Foku-ro **Foku Improvement.** WHen you attack with this feature, you deal more damage, dealing half of your Heartbond level in force damage. ##### Ru-ma-ko **Ru-ma Improvement.** If the attack is reduced to 0, you can make an attack as reaction and bring the damage that would have ben dealt to you, to one of your enemy in range if the attack hits. \page ``` ``` ## Black Mage A Black Mage is a powerful ally who wields forbidden magic learnt from the multiverse. This raw energy manifests itself into devastating spells and effects. ### A Dark Past In days long past, magic was of all types. There was no dark, or light, or red or blue. But with the multiverse, with the mind of the people, those mages started to learn how to use the most darker magic inside the multiverse. Powerful, destructive, that brings sufferance. They are capable of annihilating those who oppose them, though a little more of their will. ### Ties to the Multiverse In order for a mage to don the black, they must extensively research the most deep and secret part of the multiverse. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the multiverse through tomes and texts now, but some who thirst for new power may attempt to tap into the multiverse directly. Black Mages continue to grow within their craft through continuing their study of the dark arts. ### Creating a Black Mage Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art. > ##### Attunement items > Black mages can attune to the same magic items that Sorcerers can, as their power yes, come from knowledge, but at the same time from themself. \page ##### The Black Mage ___ | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Spellcasting, Echo | 3 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 |Magical Discipline | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 |Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 |Discipline Feature | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 |Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th| +4 |Discipline Feature | 4 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 |Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 |Discipline Feature | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 |Restoration | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 |Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 |Echo's expert | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 |Discipline Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 |Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 |Powerful mind | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ### Quick Build You can make a Black Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second select the Annihilator discipline. Third take the scholar background. Fourth, take the Firebolt, Ray of Frost, Prestidigitation and Thunderclap cantrips and the first level spells Burning Hands and Witch Bolt. ## Class Features As a Black Mage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Black Mage level - **Hit Points at 1st Level:** 6 + your Constituion modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constituion modifier per Black Mage level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Daggers, Quarter Staffs, Maces, Light Crossbows - **Tools:** Alchemist kit ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - A leather armour or a set of robes. - a dagger - a spell casting focus (a cane, staff, wand or similar object) - *(a)* an explorer's pack or *(b)* a scholar's pack ### Spell Casting Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Black Mage spell list. #### Cantrips At 1st level, you know 3 cantrips of your choice from the Black Mage spell list. You learn additional Black Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. \page #### Spell Slots The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. #### Spells Known of 1st Level and Higher You know 2 1st-level spells of your choice from the Black Mage spell list. The Spells Known column of the Black Mage table shows when you learn more Black Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Black Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability The spellcasting ability for your Black Mage spells changes depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an attack roll with one. **Spell save DC = 8** + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Spellcasting Focus You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Black Mage spells. #### Ritual Casting You can cast any Black Mage spell you know as a ritual if that spell has the ritual tag. ### Echo At 1st level, inside your body forms "Echo", a sound of magic of the multiverse. You can use those Echo's point, to do things that only you, as a Black mage, can do. You restore Echo's at the end of a long rest. You gain one proficiency, in a skill or tool of your choice, and instead of the normal statistic used for it, you'll be able to use your intelligence. You have Echos equal to half of your level in **Black mage**+**Int mod**. ##### Sense of Magic When someone cast a spell in a 30ft range, you can use 1 Echo point to understand what spells is going to be casted. Just the spell, not the level that is going to be used on it. This is a free action. ##### Restoration As an action, you can spend a echo point to restore a spellslot. For a spell of level 1-3, you need to use 2 echo's point. For a spell of level 4-6, you need to use 4 echo's point. For a spell of level 6-9, you need to use 6 echo's point. ### Magical Discipline At 2nd level, you choose the discipline you belong to as a Black Mage. Disciplines are detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th, 14th and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Restoration Beginning at level 15th, you can use your action to use a spellslot to gain a Echo point. For a spell of level 1-3, it will give 2 echo's point. For a spell of level 4-6, it will give 4 echo's point. For a spell of level 6-9, it will give 6 echo's point. ### Echo's expert As Echo's expert, your energy at level 17 gains your expertise in two skills or tools of your choice. As for the *Echo* feature, does not matter the statistic used for those skills, now for those feature you are gonna use your intelligence. You also, now, can use a Echo point to give yourself advantage on a ability check. This will take your bonus action. ### Powerful mind Beginning at the 20th level, your intelligence increase by 4, to a maxinum of 24. ### End of the world Black mages gets several discipline, but there are some more knowed than others. Those are the Annihilator, mages that focus on powerful and distructive spells; Inflictor, mages that focus on enchantments and on debuff their enemies; Dissonanting, mages that focus on control the terrain and their sorroundings. \page ### Annihilator Annihilators specialize in maximizing the effects that their magic produces. Fires burn hotter and ice freezes deeper and colder. They are forever chasing more potent and ancient magics in order to display their power to the world. ##### Expanded Spell List In addition to your current spells, you learn the following spells and they do not count against your list of spells known. | Spell Level | Spell | |:----:|:-------------| | 1st | *Chromatic Orb* | | 2nd | *Snilloc's Snowball Swarm* | | 3rd | *Fireball* | | 4th | *Storm Sphere* | | 5th | *Cone of Cold* | | 6th | *Disintegrate* | | 7th | *Delayed Blast Fireball* | | 8th | *Sunburst* | | 9th | *Annihilation* | #### End bringer Beginning at the 2nd level, when you cast a spell that deals damage you can add your intelligence modifier to the damage roll. #### Echo's destruction Beginning at the 2nd level, you can use the following Echo abilities in addition to the ones you already know. ##### Durandal When you cast a spell that forces a creature to make a save you may spend 2 Echo Points as part of the action. The creature rolls their saving throw at disadvantage. If the spell forces multiple creatures to make a saving throw then you pick one creature to make the save with disadvantage. ##### Magic Fury As Annihilator you've honed your magic to be much more devestating. When you cast a spell that targets a creature you can spend Echo Points to target additional creatures. You can target a number of creatures equal to your Intelligience modifier, minimum of one. Each additional creature you target costs 1 Echo Point. The additional creatures must be in range of the original spell. When you cast a spell that affects an area you can spend Echo Points to increase the area of effect. For every Echo Point you spend, the area affected by the spell increases by 5 feet. You can spend Echo Points up to you Intelligience modifier, mininum of 1. ``` ``` ##### Controlled Chaos When you cast a spell that forces other creatures to make a saving throw, you can spare some of those creatures from the spell's full force. To do so, you spend 1 Echo Point and choose a number of those creatures up to your Inteligience modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Crysis Beginning at 6th level, your body is able to store and unleash larger quantities of your magic power. Before you make a spell attack, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 force damage in addition to the spells normal damage. #### Leyline Beginning at 10th level, you have learned how to mold your own magic and form barriers of increased magical energy. As a bonus action you may create a glyph on the ground no more than 10 feet away from you. A magical sphere forms with a radius of 5 feet centered on the glyph. While you stand inside this sphere you can spend 1 Echo Point to cast a spell that has a casting time of 1 action as 1 bonus action for this casting. The glyph remains on the ground for a number of rounds equal to your intelligence modifier (minimum of 1). You may create your leyline once before requiring a short rest. #### Devestating Force Beginning at 14th level, when you are standing in the radius of your Leyline and cast a spell, you can spend 2 Echo Points to add force damage equal to your Black Mage level to the damage rolled. If the spell affects multiple creatures you may spend 2 Echo Points per creature to add this additional damage. You can target a number of creatures up to your Intelligience modifier (minimum of 1). #### Magic devastation Beginning at the level 18, when you cast a spell that deals damage you can reroll a 1 or 2 on a damage die and must use the new roll, even if the new roll is a 1 or a 2. \page ### Inflictor Inflictors are experts at causing their foes a wide arrangement of negative effects and taking control of their foes. From charms to curses, an Inflictor seeks to cause their foes great misery as punishment for standing in their way. ##### Expanded Spell List In addition to your current spells, you learn those spells that will not count against the total of your spells. | Spell Level | Spell | |:----:|:-------------| | 1st | *Cause Fear* | | 2nd | *Suggestion* | | 3rd | *Slow* | | 4th | *Charm Monster* | | 5th | *Geas* | | 6th | *Mental Prison* | | 7th | *Forcecage* | | 8th | *Dominate Monster* | | 9th | *Imprisonment* | #### Slippering mind Beginning at the 2nd level, you gain resistence to the power of control. You have advantage on the Saving Throw against being charmed or frightned. At 15th level, you become **immune** to the charming and fearing effects. #### Echo's inflictor Beginning at the 2nd level, you can use those Echo's abilities in addition to the one you already have. ##### Under control When you cast a spell of the Enchantment school of magic, you can use your echo's point to add more people on that. This happens if that creature is in 5ft of the AoE spell, or if the target is 30ft of each other. This must be stated before casting the spell. You are going to use 1 echo for person, for a max determined by your int mod. ##### Switch control Using Echo's point, if a creature in a range of 30ft is affected by a spell from the enchantment school of magic you can try to take the control of it, using your Int mod +Proficiency against their DC. To use this, you use your action. ``` ``` * For a spell of level 1-3, it will use 2 echo's point. * For a spell of level 4-6, it will use 4 echo's point. * For a spell of level 6-9, it will use 6 echo's point. * If is an ability, you are going to use 3 Echo's point, against their DC. ##### Intercetazione WHen someone, in 60ft range, use a spell from the enchantment school of magic, you can try to take over the control using Echo's point. You will use your mod spellcasting+proficiency against their DC. On a succes, you can choose to immeditadly stop the casting of that spell and work as a counterspell, or you can take the control over it. To use this feature, you use your reaction. * For a spell of level 1-3, it will use 2 echo's point. * For a spell of level 4-6, it will use 4 echo's point. * For a spell of level 6-9, it will use 6 echo's point. * If is an ability, you are going to use 3 Echo's point, against their DC. #### Energis Beginning at the 6th level, you gain the ability of feeling what or who is charmed. You can concentrate, for 1 minute, for a max of times determined by your int mod before taking a long rest, to feel in a 60ft of you if someone is under the effect of a charming, fright or curse effect. Does not matter if magical or gived from an ability. #### Cursed Eye Beginning at the 10th level, you finaly gain a almost perfect sense of what or who is coming up with those curses and charms. In fact, spending 1 action and a Echo point, you now will know who did that kinda of spell if they are in 60ft range from the target. You can do this in a equal of time of your int mod, before needing a long rest. #### Potent spellcasting Beginning at the 14th level, when you cast a spell from the enchantment school of magic the dc increase of 2. #### Master of Curse Beginning at the level 18, you become a master in what you are doing. You know perfectly, after using your curse eye, how much distant is the controller of this effect. You can use the feature *Switch Control* without having the range limit on use of it. Now, also, after using your Cursed Eye, can see a track to the one that own the control over that curse, does not matter how far it is. It last until you take a long rest. \page ### Dissonantor Dissonantors are Black mage that are experts on causing the world around them to change. This change the terrain, making for some to be trapped inside, other to be slower... or is just an illusion? ##### Expanded Spell List In addition to your current spells, you learn those spells that will not count against the total of your spells. | Spell Level | Spell | |:----:|:-------------| | 1st | **Dear Dream*** | | 2nd | *Earthbind* | | 3rd | *Major Image* | | 4th | *Hallucinatory Terrain* | | 5th | *Creation* | | 6th | **Crescendo*** | | 7th | *Reverse Gravity* | | 8th | *Earthquake* | | 9th | *Time Stop* | #### Magic trap sense Beginning at the 2nd level, you have developed an inherent perception for magical traps and glyphs. You gain advantage on perception and arcana checks when searching for such magical traps. At level 15, you cannot be surprised by such traps, and for so in 5ft of them, you will feel them. You will not know what kinda of trap it is, until you make the right check, but you'll understand that there is something. #### Echo's Dissonanting Beginning at the 2nd level, you can use those Echo's abilities in addition to the one you already have. ##### Immunity When you cast a spell that would slow, or put your allies in a difficult terrain, you can use Echo's point to spare those creatures, making them immune at the spell you are going to cast. This must be stated before casting the spell. You are going to use 1 echo for person, for a max determined by your int mod. ##### Glyph radar Using a Echo point, for 2 turns, you'll be able to see in 10ft from you any glyph or trap. Each Echo point, add 5ft to this feature. ##### Torrent Using Echo's point, you can make Con Saves at Advantage if the spell is concentration and on a spell that modify the terrain or slow creatures. ``` ``` * For a spell of level 1-3, it will use 2 echo's point. * For a spell of level 4-6, it will use 4 echo's point. * For a spell of level 6-9, it will use 6 echo's point. #### Real Dream Beginning at the 6th level, when you cast a illusion spell, you can force the enemies affected by it to make a Intelligence save against your black mage save DC. If they fail, they will believe they are inside the illusion itself and their movement will be halfed, and their attack will have Disadvantage. #### Orange dream When you reach the level 10, you'll understand how to bring dreams inside the real world. In this case, they become the orange dream. With this feature, that you can use only once before needing a short rest, you can force 1+Intelligence mod creature make a wisdom save, if they are in 120ft from you. If they fail, they will be marked as "Dreamer" for 1 minute, and they can make the save again at the end of their turn. Who is a "Dreamer" will actually see, in 120ft from the player, the thing they most fear, animated. If they fail for 2 turns the wisdom save, they become stunned. If they succed after becoming stunned, they will have their movement halfed. On the first 3 save against this feature, if they succed, they will be immune to this feature for the next 24 hours. They will succed automatically if they can't see you. #### Red Dream Beginning at the 14th level, when you use your Orange dream feature, now its range is 240ft from the character. Your character will start to chant to improve their magic. Now is not anymore required to be seen, but only heard. #### Warui Yume Beginning at level 18 you can use 8 Echo's point, and use your dream's feature without needing to be seen or heard. Every creature, that is 300ft from you, will be affected. This feature can be used only once for long rest, and will make this dream go for as long as you can keep your concentration up. At the end, you'll get 3 level of exhaustion. When using this feature you get those add on. * Your DC increase by 2 * You cannot cast other spell, while using this feature. * Your movement is halfed, while using this feature. * Now, to stil get the chance to become immune to this feature, you need to make a good roll in 2 saves. Otherwise, you'll be stunned. * While stunned, you can make the save again only once in a hour to get out from the stun. \page # White Mage A gentle young woman rushes to her comrade's side. With a whispered word, and a sharp arcane gesture, power surges through her, allowing her to close the wounds of her dying friend. A stern-faced, heavily robed figure approaches a shadowy abomination, raised from the dead. Calling forth orbs of pure shining light, he banishes the creature back to the depths of the Abyss. Serene and elegant, White Mages commune with the world around them, channelling power from the Plane of Positive Energy. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the world while mending the wounds of those around them. ### Patrons of Light White Mages find their roots in a society which revered Light as an ally, using the radiant power of the Plane of Positive Energy, to soothe wounds and protect the weak from the wicked. Skilled White Mages are few and far between, practicing their ability to wield the powers of Light to heal, and to drive off evil wherever it may be found. They have a bad relations with Black mages, even if their power are similiar. ### Creating a White Mage When creating a White Mage one must question how they came into the Art, and to their profession. Did a kindly mentor take you under their wing? Did your studies of magic from ages past lead you to discovering how to draw power directly from the Plane of Positve Energy? Perhaps a celestial being reached out to you and their whispers guided you to the path of a White Mage. Whatever your origin, a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from whence they came. ### Quick Build You can make a White Mage quickly by following these suggestions. First make Intelligence your highest ability score, followed by Dexterity or Constitution. Second take the Acolyte background. Third, take the Guidance, Light Sacred Flame, and Toll the Dead cantrips. > ##### Attunement items > White mages can attune to the same magic items that Clerics and Paladins can, as their power yes, come from knowledge, but at the same time they are healers. \page ##### The White Mage ___ | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Spellcasting, Sooth, Medic | 3 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 |Magical Discipline, | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 |Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 |Discipline Feature | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 |Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th| +4 |Discipline Feature | 4 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 |Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 |Discipline Feature | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 |Restoration | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 |Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 |Sooth's expert | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 |Discipline Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 |Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 |Powerful mind | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ## Class Features As a White Mage, you gain the following Class features: #### Hit Points ___ - **Hit Dice:** 1d8 per White Mage level - **Hit Points at 1st Level:** 8 + your Constituion modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constituion modifier per White Mage level after 1st #### Proficiencies ___ - **Armor:** Shields - **Weapons:** Daggers, Darts, Slings, Quarter Staffs, Light Crossbows, and Warhammers. - **Tools:** Herbalism kit ___ - **Saving Throws:** Intelligence, Constitution - **Skills:** Choose two from Arcana, Insight, History, Religion, or Medicine. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* Two daggers or *(b)* a Warhammer or *(c)* a Quarterstaff - *(a)* A spell component pouch - *(a)* A spell casting focus (a cane, staff, wand or similar object) - *(a)* An explorer's pack or *(b)* a scholar's pack ### Spell Casting Through dedicated study and practice, you have learned to draw on planar magical energy in a manner akin to Black Mages. White Mages however learn to channel power exclusively from the Plane of Positve energy, not any of the elemental planes. #### Cantrips At 1st level, you know 3 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. #### Spell Slots The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. \page #### Spells Known of 1st Level and Higher You know 2 1st-level spells of your choice from the White Mage spell list. The Spells Known column of the White Mage table shows when you learn more White Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the White Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Itelligence is your spellcasting ability for your white mage spells, since your magic relies on your knowledge of manipulating Positive Energy. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one. **Spell save DC = 8** + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Spellcasting Focus You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells. #### Ritual Casting You can cast any White Mage spell you know as a ritual if that spell has the ritual tag. ### Sooth At 1st level, inside your body forms "Sooth", a sound of magic of the multiverse. You can use those Sooth's point, to do things that only you, as a White mage, can do. You restore Sooth's at the end of a long rest. You gain one proficiency, in a skill or tool of your choice, and instead of the normal statistic used for it, you'll be able to use your intelligence. You have Sooth points equal to half of your level in **White mage**+**Int mod**. ##### Sense of Magic When someone cast a spell in a 30ft range, you can use 1 Sooth point to understand what spells is going to be casted. Just the spell, not the level that is going to be used on it. This is a free action. ##### Restoration As an action, you can spend a Sooth point to restore a spellslot. For a spell of level 1-3, you need to use 2 sooth's point. For a spell of level 4-6, you need to use 4 sooth's point. For a spell of level 6-9, you need to use 6 sooth's point. ``` ``` ### Medic Starting at first level, whenever you casts a spell that restores hit points, you may add your Charisma bonus to the amount of damage healed. These additional hit points can not be used to exceed a creature's maximum HP. ### Preserve Life Starting at 2nd-level, you become more accustomed to using the energy of the Plane of Positive Energy in order to heal the badly injured. As an action, you present your spellcasting focus, and conjure healing positive energy that can restore a number of hit points equal to five times your white mage level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on the Undead or Constructs. You may use this feature once. You must finish a long rest before using this feature again. ### Magical Discipline At 2nd level, you choose the discipline you belong to as a white Mage. Disciplines are detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th, 14th and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Ward of Life At 15th-level you have become so attunded to postive energy that once per day if you would drop to 0 hit points (but not killed outright) as a result of taking damage, you drop to 1 hit point instead. ### Sooth's enchanter As Sooth's enchanter, your energy at level 17 gains your expertise in two skills or tools of your choice. As for the *Sooth* feature, you use your intellegence modifer for skill checks made with those abilities instead of there normal ability modifer if the skill does not already used intellegence You also, now, can use a Sooth point to give yourself advantage on any ability check until the end of your turn as a bonus action. ### High mind Beginning at the 20th level, your intelligence increase by 4, to a maxinum of 24. \page ## Whibrea An Whibrea is a white mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Whibrea are able to unleash increadibly potent healing and support spells. They have taken on the role of soothing the wounds of those who protect the world and those who need protecting. ##### Expanded Spell List In addition to your current spells, you learn the following spells and they do not count against your list of spells known. | Spell Level | Spell | |:----:|:-------------| | 1st | *Cure wounds* | | 2nd | *Enhance Ability* | | 3rd | *Beacon of Hope* | | 4th | *Death Ward* | | 5th | *Greater Restoration* | | 6th | *Heal* | | 7th | *Resurrection* | | 8th | *Holy Aura* | | 9th | *True Resurrection* | #### Life enchanter Beginning at the 2nd level, when you cast a spell that heals hit points you can reroll 1s and 2s, but you must keep the new roll. #### Sooth's Soothing Song Beginning at the 2nd level, you can use the following sooth abilities in addition to the ones you already know. ##### Force of Life When a spell is casted that requeres a saveing throw and the creature making the save is 30ft of you, you can add your Charisma modifer to their save using a soth point as a reaction. You can target only 1 creature per sooth point, to a max to your intellegece modifier (minimum of 1). ##### Magical Increase As Whibra, you've honed your magic to be much more powerful than normal. When you cast a spell that targets a creature, you can spend Sooth point to target an additional creatures. You can target a number of creatures equal to your Intelligence modifier (minimum of 1). Each additional creature you target costs 1 Sooth Point. The additional creatures must be in range of the original spell. When you cast a spell that affects an area you can spend Sooth Points to increase the area of effect. For every Sooth Point you spend, the area affected by the spell increases by 5 feet. ``` ``` ##### Controlled Fury When you cast a spell that forces hostile creatures to make a saving throw, you can force them to make the saving throw at disadvantage, using 2 sooth points. #### Soothing Beginning at 6th level, your body is able to store and unleash larger quantities of your magic power. Once per long rest, you can add double your white mage level (rounded down) to any healing spell you cast. #### Enchantic Casting Beginning at 10th level, when you cast a healing spell around you form an aura of light, a energy so bright and full of peace, that you can force a creature in 60ft of you to make a wisdom save against your spell save Dc or be charmed by you until the end of your next turn. A charmed creature can not stop from looking at you, and is stunned. If the creature is within 10ft from you, it will not be able to look towards you due to the shinning light you produce You can activate this feature to a max of three times per long rest. #### Boon of Sharing Beginning at 14th level, you are able to apply a special boon to one creature at the time. To apply the boon, you must touch the creature, and you must share rings worth at least 100gp(both you and the creatre need to have a ring of 100gp worth). You must then make a ritual of 1 hour. Once done, you and the choosen creature who wears the ring gain one of the following benfits so long as the ring is on their person. You can do so only once for long rest, and if you want to change the boon or the person, you must wait until the next dawn, and proform a 1 hour ritual, which can be done during a short or long rest. **Boon of Protection**: You, and the creature that has the ring will gain +1 to their ac as long as they are bounded. **Boon of Health**: You, and the creature that has the ring, will have their Constitution score increased by 1, and become immune to non magical disease. **Boon of damage sharing**: You and the creature will share the damage you receive. When you, or the creature you have the boon, take the damage, istead of taking full, they'll take half. But the other half, will go on the other creature sharing this boon. #### Powerful healing Beginning at the level 18, when you cast a spell that heal a creature, any extra hit points gained that exceeds the creature's hit point maximum become temporary hit points instead \page ### Purificator Purificator are white mages that focus on the role of repelling those who do not belong in the world from it, relying on thier radiant magic to drive the undead and fiends from the world through destruction. A Paragon discipline white mage has taken up arms for this very purpose, using a positive energy to banish blasphemous creatures from the land. ##### Expanded Spell List In addition to your current spells, you learn those spells that will not count against the total of your spells. | Spell Level | Spell | |:----:|:-------------| | 1st | *Protection from Evil and Good* | | 2nd | *Zone of Truth* | | 3rd | *Bestow Curse* | | 4th | *Banishment* | | 5th | *Dispel Evil and Good* | | 6th | *Forbiddance* | | 7th | *Divine Word* | | 8th | *Mind Blank* | | 9th | *Imprisonment* | #### Divine light When you reach the second level a gain a divine light shines around around you that push the forces of darkness away. You have a aura of bright light in a 10ft radius from you. When a fiend or a undead enter this aura, they must succeed a wisdom save against your white mage class save dc. On a fail, they are turned for 1 min, and are pushed away from you by 10ft. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Creature that are immune to turn effect are immune to this feature. Creature that has adv would get adv on the save. You can add your int mod to spell attack against fiends and undead. You can activate this light as Bonus action, and de-activate it as bonus action as well. At level 17, this aura increase to 30ft. #### Sooth's Purifating Beginning at the 2nd level, you can use those Sooth's abilities in addition to the one you already have. ##### No mercy for the evil When you cast a spell that would affect a fiend or an undead, you can use your sooth points to make them make the save at disadvantage. Each additional creature you target costs 1 Sooth Point, and you can target up to a maximum creatures equal to your intelligence modifier(minimum of one). The additional creatures must be in range of the original spell. Using this feature can be applied before the roll. ##### No Control When an ally is under the control of enemy you can try to free them from the control they have upon them. As an action, you can use 2 Sooth points and roll a persuasion against their wisdom save. If the save is lower than your roll, they are free from the control. This control must be a charming, fright or possession effect, and the ally must be 30ft from you. ##### Fortitude As a bonus action, you can sooth points to ward your allies against the harmful effects of fiends and undead. As a bonus action, you can target a number of creatures equal to your intelligence modifier (minimum of 1) to give them advantage against spells and other effects of fiends and undead that require a saving throw for 1 minute. For each creature you target, you must spend one sooth point #### Blast of Energy Beginning at the 6th level, you gain the ability to send forth a force of pure positive energy that will spread out in a 15ft radius centered on you. All creatures around you must make a wisdom save with fiends and undead making the saving throw at disadvantage, or be under the effect of a bane spell for minute. An effected creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. You can choose up to 1+(int mod) creatures to not be affected by this blast of pure energy. Undead and fiends of 1/2 CR will be immediately be destroyed. Once you use this feature, you must finish a long rest before you can use it again #### Detect the evil Beginning at the 10th level, the sight of evil becomes more profound to you and the sight of good becomes a blissful light. As an action, you can gaze upon any number of creatures within 30 feet of you. Immediately you become aware of its good, neutral, or evil alignment . Good aligned creatures give off a white aura of light, neutral creatures give off a grey aura of fog, and evil creatures give off a black aura of a sickening smoke. If the creature is a shape changer, or has a true form of some kind, you become aware that they have a true form from a gentle orange glow that comes off of them, however this does not reveal to you the creature's true form, nor does it give you any knowledge on how it may look. You can use this feature up to 3 times per day #### Deyend Beginning at the 14th level, when you cast a spell that would effect an evil creature aligned creature, your dc for those spell increase by 2. #### Master of peace Beginning at the level 18, you feel now in peace with yourself. Your aura given by the *Divine Light* will now be more intense. You can chose to activate this feature as bonus action, and will keep up only for a minute, but you'll gain those features. This feature ends if you are knocked unconscious. Undead and fiends \page - Each creature you choose, to a max of 1+(cha mod) in this aura will gain your level in temporary hit points equal at the start of each of your turns. Undead and fiends can not be chosen for this effect - They will have adv on saves against undead and fiends. Undead and fiends can not be chosen for this effect - You can now try to force with your action a undead or a fiend to make a wisdom save against your spell dc. On a fail, they must run away as far as they can. You can use 2 sooth points to make them make the save at dis. You can target only one creature at the time. Once you use this feature, you can't use it again until you finish a long rest ### Protector Protectors are white mage that use their powers to stay in front line, heal their allies and protect them from the enemies blows. ##### Expanded Spell List In addition to your current spells, you learn those spells that will not count against the total of your spells. | Spell Level | Spell | |:----:|:-------------| | 1st | *Shield of faith* | | 2nd | *Branding Smite* | | 3rd | *Blinding Smite* | | 4th | *Staggering Smite* | | 5th | *Banishing Smite* | | 6th | *Planar Ally* | | 7th | *Conjure Celestial* | | 8th | *Earthquake* | | 9th | *Mass Heal* | #### First liner Beginning at the 2nd level, you gain proficiency with light and medium. You also become proficient all melee martial and simple weapons, but you can use your int mod for attack and damage. When you hit an enemy with a melee attack, you can add at the damage roll a 1d4 radiant damage. At level 11 will become a 1d6 and at level 17 will become a 1d8. #### Sooth's Protection Beginning at the 2nd level, you can use those Echo's abilities in addition to the one you already have. ##### No fleeing When an an enemy moves out of you reach, and you have the chance to attack on him with your reaction, you can use 2 sooth points. If the attack hits, you deal your normal damage and the enemy loses its movement. ##### Siege When you attack someone, you can choose to expend two sooth point to deal an extra 2d6 radiant damage to the target. You may spend the sooth points before or after the attack is made, and if you know the attack hits. You can expend an additional sooth point to deal an extra d6 of radiant damage, to a maximum of 5d6 radiant damage ##### Slave of light When someone attacks you or an ally within 15ft of you, you can use your reaction and 2 sooth points to impose disadvantage on the attack, as a ray of light will try to blind them. Each additional Sooth point, will increase the range of 5ft to a maximum of 30 feet. #### Divine light Beginning at the 6th level, you cast around yourself a divine light, made with the pure energy of the positive planes. While the ally is within 10 feet of you, they will make wisdom and charisma saves at advantage. At level 17, this aura increase to 30ft. #### Healing words When you reach the level 10, you have a pool equal to 2 x your level that you can use to heal those around you. You can use your bonus action to target one ally, and heal them based on the number of points spent from your pool. Fiends, undead, or constructs can not regain hit points from this effect #### Powerful strike Beginning at the 14th level, when you use your *No Run Away* feature from your Sooth points, you can add another sooth point to try and knock the target prone as well as stop any movement they may gain if your attack hits When you use siege, you can also add another sooth point to push the enemy you just hit back 5ft. #### Protector aura Beginning at level 18, you can activate an aura around you as an action that will last for a minute. This aura has a range of a 30ft radius around you, and is made of pure white light that will aid you in your struggles. You gain these following benefits, as you active this aura. - When an ally gets damaged and has to make a constitution save to maintain concentration on a spell they do so at advantage. If they are 10ft from you they can add your charimsa modifer to the save - When an enemy creatures manages to succesfully damage you, you can use your reaction to make them roll a wisdom saving throw against your spell save dc. On a success, they take half the damage you took, and on a fail they take the full damage you took in radiant damage. This feature of your protector aura can only be used once. This effect does not reduce or negate any damage you would have taken - When you cast a spell that restores hit points on a creature that is stunned, paralzied, petrifed, or charmed, you end the stunned, paralzied, petrified, or charmed condition on them. Once you use this feature, you must finish a long rest before you can use it again \page ## Bewitched *I enter inside the red tend inside the market, looking at the woman sitting on a chair, in front of her a table, and a glassy ball. She smiled toward me.* ___ "I was waiting for you" ___ *She says, with a sweet tone. Actually, was just a strange tone. I felt a shiver, of fear. I get near her, my breath increase of rate.* ___ "You... were waiting for me?" ___ *I ask, surprised. She nods, and shows me chair where to sit. I listen to her, and she again smiles toward me.* ___ "You want to know if your loved one is betraying you, don't you?" ___ *SHe ask, and I, surprised nod. She smiles again, and move her hands above that strange ball. Images starts to form inside of it.* ___ "I can help with that, but you must pay me... what you can give me?" ___ *All she want. I though. And she smiles, like she did read my mind. The woman starts to speak up. But I am not listening, I am looking at her lips, at her eyes... Until she grins.* ___ "I have an idea, though. We could work together, but you will promise me you will not tell anyone of this encounter of us." ___ *I, in trance, nod. The third day after I meet her, the man that was trying to steal my wife died. And when they tried to revive him, there was no soul that could go back. A shiver went though my spine.* ### The origin When a bewitched is born, they always show their powers in their first years of life. Some times, it can be showed later, but most of time their power is always there. The power they get, it always depends on the weave. It can bring black magic, or the power of higher beings. > ##### Attunement items > Bewitched can attune to the same magic items that Sorcerers can. \page
##### Bewitched | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Bewitched Domain| 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Familiar, Enchantment | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Bewitched Domain feature | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Xemnas | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Bewitched Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Bewitched Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Xemnas (two) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Bewitched Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Xemnas (Three) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Spellbook Focus | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Bewitched Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Call of Magic | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Quick Build You can make a Bewitched quickly by following these suggestions. First make Charisma your highest ability score, following with Constitution. Second select the Intorner Domain. Third take the scholar background. Fourth, take the Ray of Frost, Prestidigitation and chill touch cantrips and the first level spells Shield and Chaos Bolt. ## Class Features As a Bewitched, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Bewitched level - **Hit Points at 1st Level Bewitched 6 + your Constitution modifier** - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Bewitched level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Daggers, Quarter Staffs, Maces, Light Crossbows - **Tools:** Alchemist supplies, Herbalism kit ___ - **Saving Throws:** Charisma, Constitution - **Skills:** Choose two from Arcana, Deception, Insight, Persuasion, Intimidation, Performance, Perception. #### Equipment ___ ___ ___ You start with the following equipment, in addition to the equipment granted by your background: - a dagger - A spellcasting focus - (a) an explorer's pack or (b) a scholar's pack ### Spell Casting From birth you've had an innate connection to the arcane and the power within you, this allows you to connect with the weave. See chapter 10 for the general rules of spellcasting the Bewitched spell list. #### Cantrips At 1st level, you know 4 cantrips of your choice from the Bewitched spell list. You learn additional Bewitched cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. #### Spell Slots The Bewitched 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. \page #### Preparing and casting spells The Bewitched table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Bewitched spells that are available for you to cast. To do so, choose a number of Bewitched spells from your Bewitched spell list equal to your Charisma modifier + half your Bewitched level (rounded down) (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Bewitched, you have four 1st-1evel and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your list. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Bewitched spells requires time spent talking or meditating with yourself, each spell requires 1 minute of concentration. #### Spellcasting Ability The spellcasting ability for your Bewitched spells is Charisma. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Bewitched spell you cast and when making an attack roll with one. **Spell save DC = 8** + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Bewitched spells. #### Ritual Casting You can cast any Bewitched spell you know as a ritual if that spell has the ritual tag. ### Bewitched Domain At 1st level, you choose the domain you belong to as a Bewitched. Domain are detailed at the end of the class description. Your domain choice grants you features at the 1st, 3rd, 6th, 10th, 14th and 18th level. ### Familiar At 2nd level, you gain a familiar to grow close to and consider as a pet, friend, ally, or even more, perhaps. When you cast the find companion spell, you can choose one of the normal forms for your familiar or one special form: homunculus, imp, quasit, or sprite. ### Enchantment At 2nd level, you gain the knowledge on enchantment. You can enchant robes or an item with magic, and they will give you an special aura. This aura depends on the enchantment, but it can be applied only once. You can not have more robes or more enchantment's, as the last one enchanted will lose their power. Each Enchantment have a different time of working. **Gorgeous Aura**. With 31 days of working, and 15'000 gold, you will be able to make those enchantment on your robes, or any item. This enchantment takes one of your Attunement slot's, and increase your Cha by 2, and your max Cha score by 2. **Protective Shield**. With 24 days of working, and 1'000 gold, you can make this enchantment. While you are wearing this item, or those robes, your AC become 13+ Charisma mod. **Powerful Aura**. With 21 days of working, and 5'000 gold, you will be able to make this enchantment on your robes, or any item. This enchantment takes one of your Attunement slot's. While attuned to this item, your DC for your spells increase by 1. **Ethereal soul**. With 33 days of working, and 5'000 gold, you will be able to make this enchantment on your robes, or any item. This enchantment takes one of your Attunement slot's. While attuned to this item, you can activate the enchantment as bonus action up to your spellcasting modifier per long rest,to gain true sight up to 30ft, for a max of 1 hour. You can do so, twice a day. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Xemnas At the start of your 5th level, your Enchantment become more stronger. You can improve an enchantment or add another one to your robes or item. Still they cannot be applied onto multiple items. You, at this level, can have up to a max of 2 enchantments, or 1 improvement to your current enchantments. Each improvement needs the same time and gold needed to make the enchantment. At level 11, you can add another enchantment, or improvement. You can have up to a max of 3 enchantments on a item. At level 15, you can now have another item, that has a single enchantment on it. #### Gorgeous Aura Improvement **First state.** You gain two more charisma based skills to become proficient in,(Deception, Intimidation, Persuasion, Performance), or if you are already proficient, it becomes expertise. *Needs: 31 days of working, 15.000 gold* \page **Second state.** *requires Gorgeous Aura First state* You gain two more charisma skills to become proficient in,(Deception, Intimidation, Persuasion, Performance)or if you are already proficient, it becomes expertise. Your charisma score increase's by another 2 points. *Needs: 31 days of working, 20.000 gold* #### Protective Shield Improvement **First state.** Your robes will make you immune to ONE type of damage of the following: Fire, cold, poison, thunder, lightning, necrotic or radiant. *Needs: 22 days of working, 5.000 gold* ___ **Second state.** *requires First State* You gain a second immunity if you are using those robes, from the ones listed before. Also, your ac becomes 14+charisma mod. *Needs: 22 days of working, 10.000 gold* #### Powerful Aura Improvement **First state.** When you cast a spell that requires a save, the dc for this save can be determined by using those robes or item. Using your bonus action, you can sacrifice 1d8 of your health, and the half of it will increase the DC of said spell. This does not accumulate with the increase of the normal enchantment. *Needs: 21 days of working, 10.000 gold* ___ **Second state.** *Requires Powerful Aura First State* The dice rolled, will now be a d10. *Needs: 21 days of working, 20.000 gold* #### Ethereal Soul Improvement **First state.** Your true sight increase to 60ft, and you'll be able to hear what is happening on the ethereal plane. *Needs: 33 days of working, 10.000 gold* ___ **Second state.** *requires Etheral Soul First State* Your true sight increase to 120ft, and you'll be able to hear, and communicate, with the creatures onthe ehtereal plane, as like they are on the material plane. *Needs: 33 days of working, 20.000 gold* #### Spellbook Focus At your 17th level, you can make a book that can be your spellcasting Focus. Inside this book, you can write and copy spells that are from other classes in a code known only to you. To do this you'll need to spend 500 gold and 8 hours per spell level to copy the spell. IE, a 2 level spell would require 1000 gold and 16 hours. Or, if you copy a spells that is from your class spell list, you will able to do so for only half of the time and gold required. You can also now prepare an additional 5 more spells. If your book gets destroyed, or stolen, you need to make a new one from the start. #### Call of Magic At level 20th, your power has now reached a point where you stop aging. You are now the influence of the time, or space. Now, when you study from your book, you'll be able to prepare 10 more spells instead of the normal amount. ### Bewitched Domains Every Bewitch has a domain where they are more poweful. When you choose your domain, you must chose from the following: Intoner, Black Call, Otherwordly sight. ### Intoner Intoner are Bewitched that decided to use their voice to make people fall under them. Their songs, and screams, can make someone fall in the deepest despair they've ever witnessed... or the most beautiful heaven. #### Angelic Voice Beginning at the 1st level, you gain a proficiency with your performance. If you have already this proficiency, it becomes expertise. #### Seya-song Beginning at the 3rd level, you can use your voice as spellcasting focus. Once a day, you can make a roll of performance with your action, and each creature up to your charisma mod that can hear you in 30ft, must make a wisdom save against your spell dc, or become **charmed**. While Charmed, they will obey a **single order**. This order can not be harmful to anyone, or be harmful to them. You then need a long rest before using this feature again. #### Powerful song Beginning at 6th level, when you sing or use your voice as spellcasting focus, you can use this this feature up to a max of your half your cha mod, rounded down, before needing a long rest. When an enemy in 60ft of you tries to make a save, you can use your reaction to roll a performance against their insight. If your performance is higher than their insight, they must make the save at disadvantage. #### Unbeatable performance Beginning at level 10, you've honed your performance until it reaches perfection. Whenever you make a performance check, you can treat a d20 roll of 9 or lower as a 10.. #### Undying voice At level 14, you become **immune** to becoming silenced except by physical means. IE, a hand in front of your mouth, will still stop you. #### Intoner mode At level 18, once per long rest, you can enter into your Intoner mode. You can't speak, or cast any spells, for one minute. You must make a performance check at the start of each of your turns, and whoever can hear you in a 30ft radius, must make a con save or be turned to a salt statue, gaining the petrified condition. You can choose a maximum of your charisma modifier of creatures to be immune to this. \page ### Black Magic Bewitched from the Black magic are Bewitched that rely on calling the power of the dark magic to their aid. These Bewitched don't mind using their power to hurt, track, or steal. Most of those that use black magic, are sometimes called "Soul stealer's" or "Divinators". #### Cruel act At the start of your 1st level, when you use a cantrip to attack, you add your charisma modifier to the attack. #### Accursed word At the start of your 3rd level, you are able to curse someone within a range of 60ft. You speak a cruel word and the target must make a wisdom save against your class spell DC, or suffer one of the effects listed below * Suffer so much pain in their legs that they will not be able to walk making their speed drop by 10 for each turn they have this curse. This effect can be ended early by a remove curse. * Scream so loud for three turns that they burn their throat and make them unable to speak. This can be stopped by a remove curse. * Their arms become more weaker, and their attacks will have a permanent -1d4 to the attacks. It does not stack. You can use this feature once per long rest. You can end the curse with your action, or by a Greater Restoration. #### Curse sight Beginning at 6th level, you are able to find those who you have cursed, if they are within 5 miles from you you know their location, this is treated as tracking via Divination magic. You are also aware when their curse is removed. #### Sudden call Beginning at 10th level, your magic has become more connected with the weave so much so that it has interwoven with fate itself. When you cast a spell of 1st level, or higher, you may proceed as you normally would with its casting. The target rolling a saving throw or your spell attack, but after all resuts are rolled, and the effect is seen, you suddenly realize that was a vision. A vision how things are to come. This requires your bonus action, and after you have done that, you may decide to continue with your action or change it to a different one. If you chose to continue with your action, you will use the rolls you foresaw. Once you use this feature, you can not use it again until a long rest happens. #### Soul Eater At the start of your 14th level, you gain this feature. You are able to eat the soul of those unfortunate to fall under you. When a creature within 30ft from you dies by one of your spells as *Disintegrate*, you can use your reaction to call their soul and consume it. Depending on the cr, you gain different Benefits. - You gain temporary hitpoints equal to the creature's CR x 2. - You regain an expended spellslot of 5th level or lower - Consuming a soul of creature that is cr 17 or higher restores an expended spell slot of 6th level or higher. Eating a soul is a very evil action. The creature that has their soul is stolen, can be resurrected only by a true resurrection. If a creature who's soul you consumed is resurrected you take 5d10 psychic damage that can't be negated or reduced in any way, as the soul you consumed is ripped from you. Instead of consuming the soul, you can instead seal the soul inside a container you have on your person. Sealing a soul this way does not grant you any of the above benefits of consuming a soul. The soul will become free after an hour and will pass on to the after life. #### Master Eye When you reach the level 18th, you become so much powerful that divination itself bows at you. You surpass divination resistance, and can see target as normal. To do so you need to use your bonus action and activate this feature for an hour. After the hour you'll gain a level of exhaustion. You can do this only twice a day, before needing a long rest. \page ### Otherwordly Blessing Bewiched from the Otherwordly Blessing, are Bewitched that rely on calling the power of the Great Ones from another plane. Their power is not harmful, if not for those that go against them. Usually, Bewitched that have this blessing, are usually called "Otherworldy Sensitive", they are sometimes called upon Haunted house's to free those trapped there. #### Breath of life You are aware of any creature that is inside the Ethereal plane, if they are withing 5ft from you. You do not see them, but you have the feeling they are there, watching you. At 5th level this increase to 10ft, at 10th level, this increase to 15ft, at 15th level, this increase to 20ft and at 20th, this increase to 30ft. #### True feeling When you reach the 3rd level, you are able to embrace the etheral plane, and see what is on the other side. You are gain a true sight, in a 10ft from you. If you have another feature that grants you truesight, it will increase by 10ft. #### Otherworldy Sensitive At your 6th level, you manage to call to you the otherwordly power. In a 10ft range, you are able to feel the emotions of who's inside the ethereal plane, if you can see them. At level 17th, you manage this range increase to 30ft, and extend even to the material plane. #### Ethereal Essence Beginning at 10th level, you are able to move in the between of planes more easily. You can cast Etherealness without expending the spellslot or needing the material components twice for long rest. #### Force of will Beginning at 10th level, you are able to add your bewitched class level as force damage to one attack spell you make. When used on any creature that can move into the Ethereal plane, this damage cannot be reduced. You can use this feature three times per long rest. #### Voice of the above When you reach 18th level, you are able to speak all languages that are known inside the world, thanks to a knowledge the Great Ones give to you. You know and understand them, also you'll be able to speak them and write them. \page # Huntsman I*t was fallen dark, on the city. All people were inside their homes, as the sun fell down. Only the cry of the crows could be heard in above the hauses. A heavy breath could be heard, as the sound of chopping, chopping, continued. What was that? The moon illuimanted the figure of a young man, with an axe, hitting the dead corpse of a young woman, laughing maniacally.* "***More***" *He says, laughing, before starting to run off, looking for another prey. But he was really the pray?* ___ *On that day, another person did come inside the city. Dressed with a strange-glassy cloak, with a cilinder hat above the head. It looked like having a gun, by its side. The person had the lineaments of an elf, perfect in their gorgeoness, yet hard to say if they were actually a girl or male. The elf talked with a sweet voice, asking for food. And while it was taking the apple they wanted... it heard about it. A monster, killing inside the city, during the night. The Elf made a silent chuckle, as it bite the apple.* ___ *Found another prey, the young man laughed without control. But before he cut to the young woman, a single sound could be heard.* **Bang!** *And suddely, the man felled off, on the ground, with a hole in the head. A figure, from the darkness and with the gun in its hand, chuckled, leaving down just a bitten apple.* ### Who are they? A young man walks inside a tavern, and ask to the bar tender a simple question... its answer: "*Who are they? Hard to tell, did you ever saw them? No? Aw, how sad. I guess you'll have to find it out.*" Huntsman usually does not show themself, actually, most of the time they hide. But if they don't want to, they actually try to get out from the crowd with strange kind of dresses. Huntsman hunt every time of creature, monsters, using abilities for specific type of them. Huntsman also, are one of the few able to make and use Trick weapons, a strange type of weapon. But only expert hunters know how to make them. ### Deadly Hunters Warriors of the wilderness, huntsman specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Huntsmen focus their combat training on techniques that are particularly useful against their specific favored prety. \page ##### The huntsman ___ | Level | Proficiency Bonus | Features | Hunter Movement | |:---:|:---:|:----|:---:|:---:| | 1st | +2 |Fighting Style, Favorite Prey | ___ | | 2nd | +2 |Hunter Movement, Hunter style | 10ft/5ft | | 3rd | +2 | Primal Instinct, Carnevail | 10ft/5ft | | 4th | +2 |Ability Score Improvement | 10ft/5ft | | 5th | +3 | Extra Attack(x1) | 10ft/5ft | | 6th | +3 |Favorite Prey, Hunter Movement | 15ft/5ft | | 7th | +3 | Hunter style | 15ft/5ft | | 8th | +3 |Ability Score Improvement | 15ft/5ft | | 9th | +4 | Trick Weapon | 15ft/5ft | | 10th| +4 | Hunter style | 15ft/5ft | | 11th | +4 |Favorite Prey, Hunter Movement | 15ft/5ft | | 12th | +4 |Ability Score Improvement | 20ft/10ft | | 13th | +5 | Trick Weapon | 20ft/10ft | | 14th | +5 |Hunter style | 20ft/10ft | | 15th | +5 |Extra Attack(x2) | 20ft/10ft | | 16th | +5 |Ability Score Improvement | 20ft/10ft | | 17th | +6 |Favorite Prey, Hunter Movement | 30ft/15ft | | 18th | +6 | Trick Weapon | 30ft/15ft | | 19th | +6 |Ability Score Improvement | 30ft/15ft | | 20th | +6 |Hunter style | 30ft/15ft | ### Quick Build You can make a huntsman quickly by following these suggestions. First make Strenght your highest ability score, following with Wisdom. Second select the Bloodunt discipline. Third take the bounty hunter background. ## Class Features As a Hunter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Hunter level - **Hit Points at 1st Level:** 10 + your Constituion modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constituion modifier per Hunter level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Choose one from carpenter's tools, cartographer's tools, herbalism kit, leatherworker's tools, weaver's tools, or woodcarver's tools ___ - **Saving Throws:** Strenght, Desterity - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival ``` ``` #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) scale mail or (b) leather armor - (a) two shortswords or (b) two simple melee weapons - (a) a dungeoneer's pack or (b) an explorer's pack - A longbow and a quiver of 20 arrows - Any one tool kit that you are proficient in ### Favorite Prey Beginning at 1st level, you have begun to master the tracking, pursuing, killing, and even sometimes taming or communicating with your favored prey. Choose a type of favored prey: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, Undead, or Humanoid. You deal your proficiency bonus in damage to your favorite prey. You gain an additional prey at level 6, 11 and 17. ### Saving Throws Some of your features and abilities require your target to make a saving throw to resist effects. The saving throw DC is calculated as follows * **Ability save DC** = 8 + your proficiency bonus + your Wisdom Modifier \page ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Archery** You gain a +2 bonus to attack rolls you make with ranged weapons. - **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. - **Mariner (UA)** As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class - **Tunnel Fighter(UA)** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - **Trick Weapon**. You can take out a weapon, and fold it, as free action during your round. You can take out and fold a weapon just once a round. ### Hunter Movement Hunters are made to hunt, and for so, they should not be get slowed by the terrain they are on. You can choose to be proficient into one of those lands: arctic, coast, city, desert, forest, grassland, mountain, swamp, or the Underdark. While in those terrains, you gain more movement speed determined by the Hunter's table, and cannot be slowed by difficult terrain. When in your favorite terrain, you gain advantage on initiative rolls, and cannot be surprised while awake. When you forage, you find twice as much food as you normally would. Normally, outside your terrain, you gain half of the normal speed you would have. Also, after traveling for a hour inside your favorite terrain, your group cannot be lost if not by magical means. When you hunt, and track your pray, you have advantage to wisdom(survival) checks. You learn their exact number, their sizes, and how long ago they passed through the area. Normally, you can get an avarage information about them. You choose an additional terrain at level 6, 11, and 17. ### Hunter Style Starting at your second level, you choose your hunter style. How you hunt the creature. You can choose from the Monster Hunter style, to the Bloodunt, and the Gloom Stalker Style. ``` ``` ### Primal Instinct Startinga at 3rd level, your instict become more sharp. You can focus your senses for 1 minute, and you will sense the general direction of all creatures, in a mile of you. But your favorite pray will be sensed in a 5 miles from you, still a general direction of them. When your favorite prey attacks you, with a spell or ability that charm/posses/fear you, you make the save at advantage. ### Carnevail At the start of your 3rd level, you become a master on hiding from your pray. You gain proficiency in Disguise Kit, and have advantage on hiding inside your favorite terrain. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class. ### Trick Weapons When you reach the 9th level, can create a trick weapon, and become proficient in using them. For their cost, check the table. Also, you can trasform your trick weapon while you are attacking, dealing 1d8+[str/dex Mod] force damage. You deal so once in a turn. At 13th level, istead of the action, you use your bonus action to trasform your trick weapon without having attacked once. You now can craft a complex trick weapon. At level 18th, you can trasform your trick weapon without needing any attack or action, but as just as free action during your turn. You can do that once for round. \page ### Monster Hunter Huntsman that choose this style of hunting, are usually people that track down monsters to slay them without hesitation. Monster hunters are specializated on tracking, killing, and solving. After all, how do you think you are going to hunt? #### Monster Hunt At the start of your second level, you have advantage on attacking your favorite prey. You also are able to craft, with tinker tolls, a Slinger, with you are proficent in. You can use your slinger, and put a rope on the ammo that must be an arrow, and shoot it. On a hit, you are able pull yourself toward the enemy. It have an attack range of 15ft. WHen you lose, or break your slinger, you can use 2 days and 150GP to make another one. You can use it on walls and woods. To unbound your slinger from the object, or a creature, you need to use your action to do so. #### Grapple slinger At the start of your 7th level, you improve your slinger. You now add a hook on the end, istead of arrow and now istead of an attack, you can use your bonus action to make a grapple check, contested by the enemy Athletics or Acrobatics, but you do add your Wisdom mod at the check. #### Rider At 10th level, when fighting a Large or larger creature you can attempt to grapple it with your slinger hook. On a success, you jump on the creature back. A creature grappled in this way does not have its movement reduced. While mouting a hostile creature, you can cmake an attack with a one-handed weapon, without letting go of the creature once for turn as action. You cannot do other things, while mounted, not having a bonus action or a reaction. A mounted creature can use its action to attempt to remove you, with a contest of grapple checks. If the roll is equal or belove, you are knocked off the creature, and land on your feet in a space adjacent to the monster. If you stay mounted for 2 whole rounds, on your turn your attack on a hit become a automatically a crit, and will knock the creature prone, forcign you to dismount. #### Mounted Takedown At the start of your 14th level, after riding a creature, you can use your reaction to make an additional attack while falling with advantage. #### Monster Slayer When you use your *Mounted Takedown* feature, at level 20th, you can choose to attack with disadvantage, targetting a vilat point of the creature. On a hit, it will take max damage from your weapon. ``` ``` ### Gloom stalker Huntsman that choose this style of hunting, are usually people that hide inside the darkness. When they hunt, they become a predator that strike when nobody sees them. All their force goes on the first attack they deal on their opponent, putting it on a spot where it run away for its life, or fight to death. #### Dread Ambusher At 2rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra damage of the weapon's damage type and dice. (I.E: a greatsword will make become istead of 2d6 a 4d6. ANd a longsword istead of a 1d10 a 2d10) #### Umbra Sight At 2rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. #### Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### Stalker's Flurry At 10th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. #### Shadow Hunter At the start of your 14th level, when are inside darkness, you have advantage on attacking all creatures. If you are hidden, and your favorite pray is not aware of you, your attack will become a crit on it. #### Umbra Curse At the start of your 20th level, you can use reaction and move half of your movement without causing Attack of opportunity. When you crit on your favorite pray, and you were hidden, you will inflict the maximum damage, in addition to having the dice roll doubled. \page ### Blood Hunter Huntsman that choose this style of hunting, are people that surprise their enemies with their improvissation. Usually, they use a gun to stop their opponent, and then tear their flash away, causing them to bleed to death, using then the blood spilled to make more stornger their attacks. Usually people of this style, are even called as "Blood Drinker". #### Bonus Proficiency Starting when you choose this Style at level 2, you gain proficiency with firearms. #### Interruption Starting at 2rd level, when your favorite pray attacks you and you are in melee with it, you can use your firearm to attack with your reaction. You can use your Strenght istead of Dexterity on this attack, and you will not have disadvantage on the roll. On the hit, the prey loses its turn. On a miss, the enemy will gain advantage on their attack against you on their turn. If the creature you are hunting is not your favorite pray, you can use one of the charges of "Bloodcursed" that allows you with your bonus action to mark that creature as your pray. It will not gain the feature gived by the Favorite prety. You can use this three times before needing a long rest. At level 10, this range increase by 15ft, and at level 17 it increase to 30ft. #### Blood breath Also at 7rd level, when you take damage from a melee attack while you have a melee weapon equipped, you can use your reaction to make an attack of opportunity against the creature that attacked you. If the attack hits, you regain hit points equal to half the damage dealt. Once you use this feature, you can’t use it again until you finish a short or long rest. This feature restores no hit points if the enemy attacked does not have blood (i.e. stone golems, skeletons, etc.). #### Death Embrace Starting at 10th level, when you successfully use the feature *Interruption* to an enemy you can, with the same reaction, attack them with a melee attack. On a hit, you brutalize them, and automatically inflict the maximum damage you can with that weapon. If you use your free hand to make the death embrace, you are gonna deal your Huntsman level+str mod. ``` ``` #### Active Death Embrace Starting at 14th level your death embrace can also be used in combat. When you roll a natural 20 with a melee attack you automatically inflict the maximum damage, in addition to having the dice roll doubled. After using the *interruption* feature and if the target is in 15ft range, you can move with a quick leap toward them. Also, now you can target creatures that are targetting your allies, still following the rules for interruption. #### Blood Rapture Starting at 20th level, you have become even more accustomed to absorbing the blood of your enemies. After an successful Death Embrace, you can channel the blood inside your weapon as your bonus action, gaining those benefits for 1 minute: - Your attack range increase by 15ft, as the blood used will leave behind a trail of blood that will turn to fire. - On a attack that you hit, you are gonna deal an additional damage in fire, your Huntsman+wisdom mod. On a miss, the creature will only take half damage. - When you use your *interruption* feature, you now can make in the same action a quick leap, moving half of your movement without making Attack of opportunity **if** you are getting closer to the one that you just interrupted. - Your crit range increase to 19-20. You can end this feature earlier, absorbing the blood you are using. At the end of your action, you can end this feature, regain half of the damage dealt. This feature has no effect if the enemy does not have blood (i.e. stone golems, skeletons, etc.). \page ## Trick weapon Trick weapons are weapons wielded in the right hand. These weapons can be transformed into alternate forms and have different proprities. They use your action to trasform into their alternative form, if you are not doing it with your action. The current weapon are those belove. ### Simple trick weapon #### Beasthunter Saif *Martial Melee, 3 lbs. --- 1d6 Slashing damage, Finesse, Light, Reach* ___ ***Tricked State Properties***. *5 lbs ---- 1d6 Slashing damage, Light* ___ The grandfather of future Trick Weaponry, the Beasthunter Saif, possessing two blades resting within one another, is still a formidable weapon in the hands of an experienced hunter. Both States may use their combined Strength and Dexterity modifiers for the damage rolls using this weapon. Additionally, if you make a melee weapon attack with this weapon against a creature in the Tricked State, that creature can't take opportunity attacks against you for the rest of your turn. #### Beast Cutter *Martial Melee, 15 lbs. --- 1d8 Bludgeoning damage, (Versatile 1d10), Heavy* ___ ***Tricked State Properties***. *25 lbs ---- 1d6 Bludgeoning damage, Heavy, Reach* ___ The Beast Cutter's Default state is a large meat cleaver. When changed to the Tricked state the meat cleaver's blade segments into a heavy whip. The serrations found on this weapon deal an extra 1d6 Slashing damage against aberrations and monstrosities. #### Blade of Mercy *Martial Melee, 5 lbs. --- 1d6 Slashing damage, Finesse, Light* ___ ***Tricked State Properties***. *5 lbs ---- 1d6 Slashing damage, Finesse, Light* ___ One of the oldest Trick Weapons, the Blade of Mercy is an ornate curved sword capable of splitting into two curved swords upon entering its Tricked State. This allows a hunter to opt for a defensive sword and shield or a twin blade style capable of a flurry of attacks. While in the Tricked State, if you miss with an attack during your turn, you can use your reaction to immediately make an additional attack with advantage. #### Bloodletter *Martial Melee, 8 lbs. --- 1d6 Bludgeoning damage* ___ ***Tricked State Properties***. *5 lbs ---- 2d8 Piercing damage, Heavy, Two-Handed, Reach 10ft* ___ The Bloodletter is a bronzed mace stained red with death that possesses a special Tricked State. To enter the tricked state, the user must offer a blood sacrifice as a bonus action, thrusting the weapon into their heart to absorb tainted essence and manifesting it as a massive Morningstar made of blood. The wielder spends a Hit Dice and adds their Constitution modifier to it twice. They then take the result as damage that cannot be reduced in any way. At higher levels, the Bloodletter demands more sacrifice when used. The Bloodletter consumes two Hit Dice at 5th level, three Hit Dice at 11th level, and four Hit Dice at 17th level, with each Hit Dice adding the user's Consitution modifier twice. The Bloodletter will remain in this Tricked State for one hour after activated. During the Trick State, you may add your consitution modifer to this weapon's damage rolls. After it has assumed its Tricked State, the Bloodletter can unleash a bloody shockwave by slamming the head of the weapon into the ground at one's feet. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. The DC for this is 8 + your proficiency modifier + your Huntsman modifier. On a failed save, a creature takes 4d8 necrotic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. This damage increases by an additional 2d8 at 13th, and 18th level #### Burial Blade *Martial Melee, 8 lbs. --- 1d6 Slashing damage, Finesse, Light* ___ ***Tricked State Properties***. *8 lbs ---- 1d10 Slashing damage, Heavy, Reach 10ft, TwoHanded* ___ Consisting of a curved sword and a folding shaft, the Burial Blade swiftly changes from a one-handed weapon into a grisly scythe. The wielder may use their Wisdom modifier in place of their Strength or Dexterity modifier for attack and damage rolls using this weapon. Additionally, upon a successful melee weapon attack using the Burial's blade Tricked State, all creatures within 5 feet of the original target excluding you take damage equal to your Dexterity modifier, after making a Dex save to avoid it. The DC will be your huntsman DC. #### Chikage *Martial Melee, 8 lbs. --- 1d8 Slashing damage, Finesse, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- Special* ___ The Chikage is a curved blade forged in a distant land with the power to harness blood to sharpen its blade. As a bonus action, the wielder may sheathe Chikage and redraw it, infusing it with blood to create a blade sharpened by life essence. However, the very power that enchants the blade also eats away at the wielder over time. At the beginning of your turn while you wield the Trick State Chikage, you lose Hit Points equal to your Constitution modifier. When you make a melee weapon attack with the Chikage in Trick State, you may add your Constituion modifier to your damage rolls. The Trick State can be exited at any time by flicking the blood off of the blade as a bonus action. Monks are proficient with the Chikage and it may be used with their Martial Arts class feature. \page #### Hunter Axe *Martial Melee, 8 lbs. --- 1d8 Slashing damage, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- 1d10 Slashing damage, Heavy, Two-Handed * ___ A Trick Weapon often utilized by hunter initiates, this weapon foregoes complexity in favor of reliability. In its Default State, the Hunter Axe resembles an old battle axe. The Tricked State has the handle telescope out, converting the weapon into a poleaxe. In both states, when the wielder attacks a creature successfully, surrounding enemies take damage equal to your Strength modifier, as the Hunter Axe favors large, cleaving motions #### Kirkhammer *Martial Melee, 8 lbs. --- 1d8 Slashing damage, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- 2d6 Bludgeoning damage, Heavy, TwoHanded * ___ The Kirkhammer is an unwieldy weapon only utilized by the strongest of hunters. Due to its immense weight, the wielder's Strength score must be 16 of higher to use the Kirkhammer. In its Default State, it is an easily handled sword. When converted to its Trick State, however, the sword combines with a large stone, turning the weapon into a massive stone maul. In the Default State, the weapon is a silvered longsword. Additionally, the Default State has been blessed by holy energy, dealing an extra 1d6 radiant damage to undead and fiends. The Trick State greathammer lands with such power, creatures within 5 feet of the wielder's target (excluding one's self) take damage equal to the wielder's combinated strength and Constitution Modifier. Additionally, if the wielder is attacking with advantage and if both d20 rolls would have hit the target's AC, the creature is knock prone #### Logarius’ Wheel *Simple, 8 lbs. --- 1d8 Bludgeoning, Heavy, Two-Handed* ___ ***Tricked State Properties***. *8 lbs ----Special* ___ Logarius’ Wheel is an unconventional weapon resembling a wagon wheel that harbors the demented spirits of the ones infested with tainted blood. Logarius’ Wheel display its righteous intent as the evil spirits within scream in pain. It has been blessed by holy energy, dealing an extra 1d6 radiant damage to undead and fiends When transformed into the Trick State, the Wheel expands outward, resembling two wheels next to one another. In this state, the wielder can use a bonus action to spin the outer wheel, causing blood to spin out violently and evil spirits to wail in anguish. Spinning the wheel gives you 1 wheel charge with a maximum total of 4 wheel charges in total. These charges last for one minute after the first spin, in which all wheel charges will be lost at the end of the minute. At the beginning of your turn in which you have a wheel charge, you lose Hit Points equal to your Constitution modifier times the number of wheel charges you currently possess. When you make a melee attack with this weapon, you gain 1d8 extra bludgeoning damage per wheel charge you possess. In addition, you regain Hit Points with each attack equal to half of the damage you dealt. You can choose to lose all wheel charges at any time as a bonus action. #### Ludwig’s Holy Blade *Martial Melee, 8 lbs. --- 1d8 Slashing damage, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- 2d6 Slashing damage, Heavy, Two-Handed* ___ A weapon used by those wishing to emulate the first hunter, Ludwig's holy Blade can combine with its sheathe to transform its base longsword into a mighty greatsword. This weapon was lined with the purest silver and is considered silvered for the purposes of overcoming damage reduction. In addition, Ludwig’s Holy Blade is replete with much more blessed energy than other weapons, causing it to deal an extra 1d8 radiant damage to undead and fiends. #### Rifle Spear *Simple Melee, 8 lbs. --- 1d6 Piercing damage, Versatile (1d8)* ___ ***Tricked State Properties***. *8 lbs ---- Spear (1d8 Slashing damage, Two-Handed), Shotgun (2d8 Piercing damage, Ammunition (range 30/90), Reload (2 shots)) * ___ The Rifle Spear was made by a group of heretics obsessed with explosives. Normally a spear, its blade folds downward to reveal a hidden shotgun chamber. The Rifle Spear tricked state can hold up to 3 gunpowder cartridges. As part of an Attack action, you may substitute an attack for a ranged weapon attack using the musket. The next cartridge can be loaded with a bonus action. More cartridges can be stocked into the Rifle Spear during a long rest. #### Saw Cleaver *Martial Melee, 8 lbs. --- 1d8 Slashing damage* ___ ***Tricked State Properties***. *8 lbs ---- 1d8 Slashing damage, Reach10ft* ___ A serrated saw in one form and a large cleaver in another, the Saw Cleaver is popular with initiates and veterans alike and has become symbolic with the beast hunts of Yharnam. The serrations found on this weapon in the Default State deal an extra 1d6 Slashing damage against aberrations and monstrosities. In the Tricked State, the large sweeping motions cleave through numerous creatures at once. When you successfully attack a creature with this weapon, one creature of your choice within 5 feet of the original target takes slashing damage equal to your Strength modifier. \page #### Saw Spear *Martial Melee, 8 lbs. --- 1d8 Slashing damage* ___ ***Tricked State Properties***. *8 lbs ---- 1d6 Slashing damage, Reach10ft* ___ Another Trick Weapon popular with initiates, the Saw Spear sports vicious teeth along all edges of the weapon and formidable reach when transformed. The serrations found on this weapon deal an extra 1d6 Slashing damage against aberrations and monstrosities. #### Simon’s Bowblade *Martial Melee, Martial Ranged , 8 lbs. --- 1d8 Slashing damage, Finesse * ___ ***Tricked State Properties***. *8 lbs ---- 1d8 Piercing damage, Ammunition (range 150/600), Two-Handed * ___ The favored weapon of a church member who dispites firearms, Simon's Bowblade is a masterwork curved sword capable of folding out into a longbow when transformed. While not as effective against the beasts as their firearms were, Simon’s Bowblade still provide reliable performance for dedicated wielders. While in the Default State, the wielder may add their Wisdom modifier to their damage rolls. Additionally, while in the Tricked State, the wielder may add their Constitution modifier to their damage rolls #### Stake Driver *Martial Melee , 8 lbs. --- 1d8 Slashing damage* ___ ***Tricked State Properties***. *8 lbs ---- 1d6 Bludgeoning, Special * ___ The Stake Driver is an unwieldy contraption with a single, extended spike on the front. While swinging it normally produces lackluster cuts, the true power of the Stake Driver lies in its Tricked State, where the bladed spike retracts and primes itself for a violent and devastating piercing strike. As a bonus action in the Default State, the wielder may prime the Stake Driver, causing its bladed spike to retract and enter the Tricked State. While in the Tricked State, the wielder cannot use the bladed spear to attack and must swing it wildly as a bludgeoning weapon. During their next turn, the wielder may choose to take the Ready action of moving half of their speed and unleashing the Stake Driver when an enemy comes within their range. This explosive attack deals 8d6 piercing damage on a hit. The attack is stressful on the weapon, however, and cannot be used again until a short or long rest. #### Threaded Cane *Martial Melee , 8 lbs. --- 1d6 Bludgeoning damage, Finesse* ___ ***Tricked State Properties***. *8 lbs ---- Special* A popular pick for initiates who favor dexterity over brute force, the Threaded Cane appears to be an ordinary walking cane until transformed into a bladed whip. The Default State has been blessed by holy energy, dealing an extra 1d6 radiant damage to undead and fiends. Additionally, the serrations found on this weapon in the Tricked State deal an extra 1d6 Slashing damage against aberrations and monstrosities. #### Whirligig Saw *Martial Melee, 8 lbs. --- 1d8 Bludgeoning damage* ___ ***Tricked State Properties***. *8 lbs ---- 3d4 Slashing damage, Two-Handed * ___ The Whirligig Saw is a testament to hazardous equipment and man's ignorance to safety measures. While an average mace-like weapon in its Default State, the true power of the Whirligig Saw lies in its Tricked State, whereupon the wielder attaches two motor-powered serrated discs onto the end of the mace, forming a buzzsaw-like weapon. The serrations found on this weapon in the Tricked State deal an extra 1d6 Slashing damage against aberrations and monstrosities. While in the Tricked State, the wielder can use their action to unleash the full fury of this mechanical monstrosity. As the contraption revs into overdrive, the wielder may make melee weapon attacks in succession until they miss an attack. This ability cannot be used again until after a short rest. \page ### Complicated Trick Weapon #### Amygdalan Arm *Simple Melee weapon, 5 lbs. --- 1d8 Bludgeoning - versatile (1d10)* ___ ***Tricked State Properties***. * 10 lbs --- 1d10 Slashing Damage, Heavy, Reach, TwoHanded* ___ The Amygdalan Arm is made from the severed limb of an otherworldly beast. While its Default State is a simple bone club, transforming the weapon extends it into a weapon sporting an eerie, stillliving tentacle adorned with a scythe-like blade. As an action while the Amygdalan Arm is in its Tricked State, one may invoke the power of the Arm to cause the bladed tentacle to flail wildly. A single melee weapon attack is performed, hitting all creatures within 5 feet of a point you choose within 10 feet of you, dealing 2d6 slashing damage. #### Beast Claw *Simple Melee, 3 lbs. --- 1d4 Slashing damage, Finesse, Light* ___ ***Tricked State Properties***. *5 lbs ---- 1 Natural Weapon (Claw) 1d6 Slashing damage, Finesse, Light* ___ The Default State of the Best Claw is a simple bone punching weapon with little efficacy. As an action, the wielder may tap into the latent power within the bone and conjuring the arm of a wolf-like beast-hand. This clawed arm is melee weapon you are considered proficient in. When you hit a creature with a melee weapon attack in the Tricked State, you gain a charge of Beasthood. You may possess a maximum of 7 charges and lose 2 charges if you do not attack on your turn. For every charge of Beasthood, your attacks deal an additional 2 Slashing damage. Successful attacks at you also deal 2 additional damage for each charge you possess. This additional damage against you cannot be reduced in any way. #### Boom Hammer *Martial Melee, 8 lbs. --- 1d8 Bludgeoning damage, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- Special* ___ The Boom Hammer is a massive hammer equipped with an ignition system that allows the weapon to furiously explode when primed. The Boom Hammer comes with 3 ignition charges. The wielder may choose to expend a charge and ignite the hammer as a bonus action. Upon the next successful melee weapon attack, the Boom Hammer explodes violently, adding 2d6 fire damage to the weapon damage roll. The mechanic is stressful on the weapon, however, and ignition charges may only be recharged after a long rest. #### Church Pick *Martial Melee, 8 lbs. --- 1d6 Slashing damage, Finesse)* ___ ***Tricked State Properties***. *8 lbs ---- 1d8 Piercing damage, Finesse, Two-Handed, Reach 10ft* ___ A weapon formed from the picks appearing in the tales of old beasts, the Church Pick is a weapon that transforms between a sword-like state and a twohanded warpick. While the weapon is no lighter than normal weaponry, the Church pick's unique construction gives it a lot of agility, making it a favorite of hunters who favor dexterous combat maneuvers. While in the Tricked State, the wielder may ignore any damage resistances the target creature may have. The serrations found on this weapon deal an extra 1d6 Slashing damage against aberrations and monstrosities. Additionally, this weapon has been blessed by holy energy, dealing an extra 1d6 radiant damage to undead and fiends #### Holy Moonlight Sword *Martial Melee, 8 lbs. --- 1d8 Slashing damage, Versatile (1d10)* ___ ***Tricked State Properties***. *8 lbs ---- 2d6 Slashing damage, Heavy, Two-Handed * ___ A mysterious weapon found by the first hunter, this silver sword taps into the abyss beyond the stars to manifest a blade of pure moonlight. While in the Default State, the Holy Moonlight Sword is a silvered longsword. The wielder may add their Wisdom modifier to the attack rolls of this weapon's default state. Additionally, the Default State has been blessed by holy energy, dealing an extra 1d6 radiant damage to undead and fiends. When transformed into the Tricked State. the longsword's blade is overcome by a sword of dancing moonlight. The weapon becomes a +1 magical greatsword in this state and adds the user's wisdom modifier to its damage rolls The wielder may use an action to hurl a shockwave of light at their foes. Make a ranged spell attack using your Strength modifier. On a hit, the attack deals 2d8 force damage. \page #### Kos Parasite *Simple Melee, 8 lbs. --- 1d4 Slashing damage, Finesse, light, Reach10ft* ___ ***Tricked State Properties***. *8 lbs ---- 1d4 Slashing damage, Finesse, Light, Reach * ___ The Kos Parasite is not a weapon in the traditional sense in that it actually a creature born of the corpse of an eldritch being that lurked beneath the oceans. The Kos Parasite in its base form cannot be used as a weapon. However, its potential can be unlocked as an action, transforming the Kos Parasite into its Default State, a bundle of tentacles that grow over one's hand and forearm. This tentacle appendage is considered a melee weapon you are proficient in and deals an extra 1d4 force damage on a hit. The Tricked State harnesses the power even further, producing a similar tentacle appendage on your off hand and covering your entire head with a bundle of parasitic pustules. You can take an action to launch a poison-filled pustule from your head. One creature within 15 feet must make a Constitution save or be poisoned for one minute. The DC for this ability is equal to 8 + your proficiency bonus + your Constitution modifier. Finally, the power of the Kos Parasite can unleash a shockwave while in the Tricked State. As an action, you may cast Thunderwave at its lowest level. The DC is 8 + your proficiency modifier + your Constitution modifier #### Rakuyo *Martial Melee, 8 lbs. --- Special* ___ ***Tricked State Properties***. *8 lbs ---- Scimitar (1d6 Slashing damage, Finesse, Light) and Dagger (1d4 Piercing damage, Finesse, Light, Thrown (20/60/)) * ___ The Rakuyo is an odd weapon originating from the same lands as the Chikage. In its Default State, the weapon is a peculiar weapon resembling a twin blade. It deals 1d8 Slashing damage and has the Finesse property. By transforming the Rakuyo, the weapon splits into a scimitar held in one hand and a dagger held in the other, enabling vicious twin weapon fighting styles. As an action in its Tricked State, you can target multiple creatures with an attack. Choose a number of creatures equal or less to your Dexterity modifier and make a melee weapon attack. Each creature you chose that the attack roll would hit takes damage from the attack plus an extra 1d6 damage. If you have advantage or disadvantage against any of the targets, roll a second attack roll. Use the higher of the two attack rolls against creatures you have advantage against, the lower for disadvantage, or the first for neither. Once this ability has been used twice, you cannot use it again until you complete a short rest- #### Reiterpallasch *Martial Melee, 8 lbs. --- Rapier (1d8 Piercing damage, Finesse)* ___ ***Tricked State Properties***. *8 lbs ---- Shortsword (1d6 Slashing damage, Finesse) Pistol (1d10 piercing damage, Ammunition (range 30/90), loading)* ___ The Reiterpallasch is an amalgamation of a traditional rapier and an unconventional flintlock pistol. In its Default State, the Reiterpallasch is a masterfully crafted estoc. In its Tricked State, its blade folds downwards, revealing the barrel of a pistol hidden within the basket hilt. The Tricked State has 3 gunpowder cartridges within the basket hilt. As part of an Attack action, you may substitute a shortsword attack for a ranged weapon attack using the pistol. The next cartridge can be loaded with a bonus action. More cartridges can be stocked into the Reiterpallasch during a long rest. Additionally, when you are subject to a melee attack, you may use your reaction to expend a cartridge of gunpowder and give the attack disadvantage. This cannot be used if the eiterpallasch is not loaded. #### Tonitrus *Simple Melee, 8 lbs. --- 1d6 Bludgeoning damage* ___ ***Tricked State Properties***. *8 lbs ---- Special* ___ Resembling a lightning covered beast that haunted Yharnam, the Tonitrus is a large, iron mace capable of bathing itself in electricity. As a bonus action, the wielder can activate the Tonitrus tricked state, causing it to produce lightning. All attacks the wielder makes during this turn gain in extra 1d4 lightning damage. The lightning on the weapon dissipates at the end of the turn. \page
| Name | Cost | Damage | Weight | Properties | |:----|:-----:|:-----|:-----|:-----| | ***Firearms*** ||||| | Cannon | 500 gp | 2d12 piercing | 25 lbs. | Ammunition (range 50/100), heavy, loading | Church Cannon | 500 gp | 2d10 piercing | 25 lbs. | Ammunition (range 30/80), heavy, loading | Evelynn | 550 gp | 1d12 piercing | 3 lbs. | Ammunition (range 200/600), light, reload (4 shots) | Flamesprayer | 350 gp | 1d8 fire | 10 lbs. | Ammunition (range 15/30), arcane, reload (10 shots), scatter | Gatling Gun | 600 gp | 4d4 piercing | 20 lbs. | Ammunition (range 40/100), heavy, reload (4 shots) | Hunter's Blunderbuss | 200 gp | 1d8 piercing | 9 lbs. | Ammunition (range 15/30), reload (2 shots), scatter | Hunter's Pistol | 150 gp | 1d10 piercing | 3 lbs. | Ammunition (range 100/400), light, reload (4 shots) | Ludwig's Rifle | 500 gp | 1d8 piercing | 10 lbs. | Ammunition (range 30/60), reload (3 shots), scatter | Piercing Rifle | 400 gp | 1d12 piercing | 8 lbs. | Ammunition (range 300/900), piercing, reload (6 shots) | Repeating Pistol | 450 gp | 2d10 piercing | 3 lbs. | Ammunition (range 100/400), reload (2 shots) | Rosmarinus | 350 gp | 1d8 force | 10 lbs. | Ammunition (range 15/30), arcne, reload (10 shots), scatter
\page
##### The crafting table | Name | Type | Days of working | Gold | |:---:|:---:|:---|:---:| | Amygdalan Arm | Complex Trick Weapon | 31 days | 10.000 gold | | Beast Claw | Complex Trick Weapon | 28 Days | 9.000 gold | | Beasthunter Saif | Simple Trick Weapon | 16 days | 3.000 gold | | Beast Cutter | Simple Trick Weapon | 17 days | 4.000 gold | | Blade of Mercy | Simple Trick Weapon | 14 days | 6.000 gold | | Bloodletter | Simple Trick Weapon | 21 days | 8.000 gold | | Boom Hammer | Complex Trick Weapon | 33 days | 11.000 gold | | Burial Blade | Simple Trick Weapon | 17 days | 3.000 gold | | Chikage | Simple Trick Weapon | 18 days | 1.500 gold | | Church Pick | Complex Trick Weapon | 25 days | 8.000 gold | | Holy Moonlight Sword | Complex Trick Weapon | 42 days | 15.000 gold | | Hunter Axe | Simple Trick Weapon | 6 days | 1.000 gold | | Kirkhammer | Simple Trick Weapon | 19 days | 4.000 gold | | Kos Parasite | Complex Trick Weapon | 53 days | 12.000 gold | | Logarius’ Wheel | Simple Trick Weapon | 15 days | 4.000 gold | | Ludwig’s Holy Blade | Simple Trick Weapon | 19 days | 7.000 gold | | Rakuyo | Complex Trick Weapon| 31 days | 10.000 gold | | Reiterpallasch | Complex Trick Weapon | 29 days | 7.000 gold | | Rifle Spear | Simple Trick Weapon | 12 days | 3.500 gold | | Saw Cleaver | Simple Trick Weapon | 5 days | 1.500 gold | | Saw Spear | Simple Trick Weapon | 8 days | 3.800 gold | | Simon’s Bowblade | Simple Trick Weapon | 17 days | 7.500 gold | | Stake Driver | Simple Trick Weapon | 11 days | 6.500 gold | | Threaded Cane | Simple Trick Weapon | 5 days | 1.500 gold | | Tonitrus| Complex Trick Weapon | 41 days | 9.000 gold | | Whirligig Saw | Simple Trick Weapon | 14 days | 8.000 gold | | Silver bullet[x10] | **Ammunition**# | 4 hour | 20 gold | | Silver bullet+1[x10] | **Ammunition**# | 8 hour | 40 gold | | Silver bullet+2[x10] | **Ammunition**# | 12 hour | 80 gold | | Silver bullet+3[x10] | **Ammunition**# | 24 hour | 120 gold | | Silver Arrow[x10] | **Ammunition**# | 4 hour | 20 gold | | Silver Arrow+1[x10] | **Ammunition**# | 8 hour | 40 gold | | Silver Arrow+2[x10] | **Ammunition**# | 12 hour | 80 gold | | Silver Arrowt+3[x10] | **Ammunition**# | 24 hour | 120 gold |
\page ## Sacret Oath At 3rd level, a paladin gains the Sacred Oath feature. The following is an additional option available to paladins, in addition to those offered in the Player's Handbook and other published Wizards of the Coast works. ### Storm Oath Who swore this oath made a pact with the lightning, the sound and their powers. Nothing can stop them, nothing can run from them. ### Tenets of the Storm **Eternal Thunder**: Your voice must echo through the lands for all to hear. Let those who listen to you be treated as equals, and those who refuse reason be struck down by the storm of the winds ___ **Raging Sea**: Let you be the embodiment of the storm you represent. Never cease in your quest, never tire or give up. Rage on until your task is finished. Only then can you finally rest until the storm brews again ___ **Strike as Lighting**: Never hesitate in your choices. Always be decisive, but do not rush forward into danger. Be swift and precise like a bolt of lightning from the sky #### Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Storm table. See the Sacred Oath class feature for how oath spells work. ##### Oath of the Storm | Paladin Level | Spells | |:----:|:-------------| | 3rd | Witch Bolt/Thunderous Smite | | 5th | Skywrite/ Shatter | | 9th | Call Lightning/ Sleet Storm | | 13th | Storm Sphere/ Ice storm | | 17th | Destructive Wave/Maelstrom | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity Options. See the Sacred Oath class feature for how Channel Divinity works. **Lightning strike**. You can use your channel divinity to call the storms inside your blade using your bonus action. When you do so, your blade cracks with lightning, and will deal 2d6 Lightning damage for 1 minute. **Thunderous force**. As bonus action, you can chose to use this channel divinity, and for one minute, until your first attack hits, your blade will be sorrounded by thunders, making a loud sound in a 300ft radius from you. When you hit a creature, they must make a Consitution saving throw against your paladin DC. On a fail, they will be deaf for 1 minute, and their attacks will be made with disadvantage. They can repeat the save at the end of their turn. Fiends, undead and Elementals have disadvantage on this save. ___ ___ ______ ______ ______ ______ ______ ______ ______ ______ ______ ___ **Credits**: This oath idea was by the discord user **Kunuk**. #### Aura of attraction At level 7th you have an aura of 10ft around you similiar to a tornado. When an enemy enter inside this aura, but then tries to move away, they must make a STR save, against your paladin DC, or be pushed back on the place they were before. Also, ranged attack have disadvantage against you or the allies inside this aura. At 18th level, the range of this aura increases to 30 feet. #### Invet vortex Starting at level 15, when you get hit by a lightning or a thunder damage, you can chose to resist those damages, and add the half of the damage made to you, to your next attack. #### Tornado Starting at your level 20, you have now the great follower of the storms. You can activate this feature for 1 minute, before needing a long rest, and gain those benefits. To do so, you need your bonus action. * You ignore lightning and thunder resistence and immunities. * When an enemy enters in 30ft from you, they need to make a STR save, or be pushed 15ft toward you, when they try to leave. * Who is inside a 10ft range around you, must make a Con save or start to soffucate, as the air will leave them. \page # Ranger archetype ## Dark Stalker Conclave "Uh? it was there, I swear! It went inside a shadow and suddenly dissapear... Wait, Teru? Where are you? Why I am alone now?" ### A silent arrow Dark Stalkers are usually definite as silent arrows, coming from no-where, and from no-where attacking without caring about no one. They move inside the planes, they can move inside the multiverse. Sometime, they get even lost inside of it, if they don't pay attention. #### Stalker At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. As bonus action, shadows sorrounds your body, giving you advantages on stealth rolls for one minute if inside Dim Light. If you leave this dim light, you are gonna keep the first roll you have made, insidead of the higher. You gain proficiency into the stealth skill, and if you alredy have it, you add your double proficiency, becoming like that an **expertise**. #### Hunter's Curse At the start of your 3rd level, as your bonus action, you can target a mark in 30ft from you, using the rules written inside the *Hunter's Mark* spell, using a spellslot. This does not use concentration, and for so you can cast another spell that requires it. If you fall unconscius, the curse will not end. When you attack your cursed target, you are gonna deal force damage. This damage will be 1d8. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) with this class. If the curse is not interrupted with an action, after a minute, a con save will be needed. The DC will be always 10, but for each minute you keep this curse up, the dc will increase by 1. On a succesful save, you take half of the damage you have dealt with this curse. On a fail, you take full damage. #### Dark Stalker Magic You learn an additional spell when you reach certian levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
##### Via Obscura Expanded Spells | Level | Spell name | |:---:|:---:| | 3rd | Hunter’s Pace | | 5th | Misty Step | | 9th | Haste | | 13th | Banishment | | 17th | Passwall | ``` ``` #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Eyes of Darkness At the start of your 7th level, your eyes become able to see inside the darkness, non magical and magical, to a max of 60ft. You gain the DarkVision feature, and if you already have by your race this feature, it will increase by 30 to a max of 90ft. You gain proficiency in Wisdom saving throw. If you are already proficent, you are can choose to gain this proficiency in Intelligence or Charisma(Your choice). #### Dark Portal At the start of your 11th level, you are able to write runes in a place of your choice. This takes 3 days, with the use of ink worth at least 100gold. Like for the teleportation Circle, your character would be able to open a portal to this place, using the most high spellslot they have with their action. This portal is made in pura dark energy, and once you have created it, you must roll a 1d100. This feature can be used only once for long rest. The portal will bring always, and only, to the place you have made the runes. | 1d100 | Effect | |:----:|:-------------| | 1-14 | The casting of the portal fails | | 15-74 | The portal is casted, but once you get inside you need to roll for the short madness after a Wisdom save with the Ranger Save dc that used this feature. | | 75-100 | The portal is stable, and there is no need to roll. | #### Darkness Fury At the start of your 15th level you can use your bonus action to activate this feature, that will allow you to gain 2 more attack to your action, in addition to the other 2 you have, for 1 minute. After this time, you would get a level of Exhastion. You can use this feature as much as you like, but after the first use, you'll gain a level of fatigue **and** you need to roll a 1d100. On a roll of 1-50, your character would gain another level of fatigue, and your character will fall uncounscius. With a roll of 51-100, your will only gain a lavel of fatigue. \page ## Light Stalker Conclave "Fight me, face me, in the name of the light, don't you dare hide inside the darkness!" ### The light protector Light Stalkers are people seeker of the light, that faces their enemies as people on the front line. They don't hide, they *reveal*. Nothing escape from their sight, nothing can hide from thier sight. They are blessed by the light, as its protector. #### Bonus proficiency At 3rd level, you gain the proficiency in heavy armor and martial melee weapons. #### Observant At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. As bonus action, light shows you the way, giving you advantage on perception checks, if you are inside bright light and if you are able to see as if is day time. You gain proficiency into the perception skill, and if you alredy have it, you add your double proficiency, becoming like that an **expertise**. #### Light's Curse At the start of your 3rd level, as bonus action, you can mark a target in a 30ft range from you, using the rules of the *Hunter's Mark* spell, using a spellslot. This does not use concentration, and for so you can cast another spell that requires it. If you fall unconscius, the curse will not end. When you attack your cursed target, you are gonna deal bonus force damage. This damage will be 1d8. The damage increases by 1d8 when you reach the 11th level (2d8) and can mark an additional target. You can end the curse with an action, but every creature marked by this feature will take 1d8 radiant damage, for each time the creature got hit by you. IE, if the creature got hit 3 times by you, and 1 by your allies, the radiant damage that it will take will be a 3d8. The light curse can be switches by target to target using a bonus action, but once once the curse end the character will suffer a level of fatigue due to the stress. ### Light Stalker Magic You learn an additional spell when you reach certian levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
##### Via Lux Expanded Spells | Level | Spell name | |:---:|:---:| | 3rd | Shield of Faith | | 5th | Misty Step | | 9th | Haste | | 13th | Aura of Life | | 17th | Holy Weapon | #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Eyes of Light At the start of your 7th level, your eyes become able to see inside the darkness, non magical and magical, to a max of 60ft. You can see inside the night, as like in a day time, to a max of 30ft. This make you able to use your Observant feature. You gain proficiency in Wisdom saving throw. If you are already proficent, you are can choose to gain this proficiency in Intelligence or Charisma(Your choice). #### Light Portal At the start of your 11th level, you are able to write runes in a place of your choice. This takes 3 days, with the use of ink worth at least 100gold. Like for the teleportation Circle, your character would be able to open a portal to this place, using the most high spellslot they have with an action. This portal is made of pure white energy, that will be stable. This portal, being stable, can make travel for a max of 1+your wisdom mod, before it closes. Or it will close alone after a minute, or if you do so with your action. After doing this portal, your character will suffer 2 level of fatigue. #### Light protection At the start of your 15th level you can with your action expand from you a bright aura, in 30ft from you. Every enemy, that is market by you, will suffer 10 radiant damage if they start their turn inside this aura or if they get inside of it for the first time and every attack made against you will reflect half of the damage dealth to you to them, in radiant damage. You can mark 1+your wisdom mod(not less than 1). Your allies around you, in this range of light, will gain advantage on death saves. This feature last for 1 minute, and you cannot use it again until you get a long rest. \page ### Black Mage Spells
##### Cantrips (0 Level) Blade Ward Chill Touch Fire Bolt Frostbite Infestation Mage Hand Magic Stone Produce Flame Ray of Frost Shocking Grasp Thaumaturgy Toll the Dead ##### 1nd Level Absorb Elements Alarm Burning Hands Chaos Bolt Charm Person Comprehend Languages Detect Magic Disguise Self Fog Cloud Hellish Rebuke False Life Feather Fall **Find Companion** Ice Knife Illusory Script Identify Inflict Wounds Jump Mage Armor Magic Missile Ray of Sickness Shield Sleep Tasha's Hideous Laughter Tenser's Floating Disk Sense Emotion Unseen Servant Witch Bolt ##### 2rd Level **Azurl** Alter Self Aganazzar's Scorcher Arcane Lock Blur Blindness/Deafness Cloud of Daggers Darkness Darkvision Detect thoughs Dust Devil Dragon's Breath Enlarge/Reduce Flaming Sphere Hold Person Invisibility Knock Levitate Magic Weapon Misty Step Mirror Image Phantasmal Force Pyrotechnics Ray of Enfeeblement Scorching Ray See Invisibility Shatter Silence Spider Climb Web ##### 3th Level Animate Dead Bestow Curse Blink Clairvoyance Conjure Lesser Demons Counterspell Dispel Magic Elemental Weapon Fly Fear Galder's Tower Glyph of Warding Haste Hypnotic Pattern Leomud's Tiny Hut Lightning Bolt Phantom Steed Remove Curse Sleet Storm Slow Sending Speak with Dead Stinking Cloud Tongues Thunderstep Vampiric Touch Wall of Sand Wall of Water Water Breathing Water Walk ##### 4th Level Arcane Eye Banishment Blight Confusion Conjure Minor Elementals Conjure Shadow Demon Control Water Dimension Door Dominate Beast Elemental Bane Evard's Black Tentacles Fabricate Fire Shield Galder's Speedy Courier Greater Invisibility Ice Storm Leomund's Secret Chest Locate Creature Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Phantasmal Killer Polymorph Wall of Fire ##### 5th Level Animate Objects Antilife Shell Bigby's Hand Cloudkill Conjure Elemental Contact Other Plane Contagion Control Winds Danse Macabre Destructive Wave Dominate Person Dream Far Step Flame Strike Hold Monster Immolation Insect Plague Mislead Modify Memory Passwall Rary's Telepathic Bond Scrying Seeming Telekinesis Teleportation Circle Wall of Force Wall of Stone ##### 6th Level Arcane Gate Chain Lightning Circle of Death Contingency Create Undead Drawmij's Instant Summons Eyebite Harm Globe of Invulnerability Guards and Wards Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Magic Jar Mass Suggestion Sunbeam Soul Cage Wall of Ice True Seeing ##### 7th Level Conjure Hezrou Delayed Blast Fireball Etherealness Finger of Death Fire Storm Mordenkainen's Magnificent Mansion Mordenkainen's Sword Mirage Arcane Plane Shift Prismatic Spray Project Image Power Word Pain Regenerate Simulacrum Sequester Teleport Whirlwind ##### 8th Level Abi-Dalzim's Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Incendiary Cloud Feeblemind Maze Mind Blank Power Word: Stun Sunburst Glibness Telepathy Maddening Darkness ##### 9th Level Foresight Imprisonment Gate Meteor Swarm Time Stop True Polymorph **Reshape** Power Word: Kill Wish
\page ### White Mage Spells
##### Cantrips (0 Level) - Blade Ward - Dancing Lights - Guidance - Light - Mending - Message - Minor Illusion - Prestidigitation - Resistance - Sacred Flame - Spare the Dying - Thaumaturgy - Toll the Dead - Vicious Mockery ##### 1nd Level - Animal Friendship - Bane - Bless - Command - Create or Destroy Water - Comprehend Languages - Cure Wounds - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Disguise Self - Dissonant Whispers - Faerie Fire - False Life - **Find Companion** - Feather Fall - Healing Word - Heroism - Identify - Inflict Wounds - Sense Emotion - Protection from Evil and Good - Purify Food and Drink - Sanctuary - Shield - Shield of Faith - Sleep - Tasha's Hideous Laughter - Unseen Servant ##### 2rd Level - **Azurl** - Aid - Augury - Animal Messenger - Blindness/Deafness - Calm Emotions - Detect Thoughts - Continual Flame - Enhance Ability - Find Traps - Gentle Repose - Hold Person - Invisibility - Lesser Restoration - Locate Animals or Plants - Locate Object - Locate Animals or Plants - Prayer of Healing - Phantasmal Force - Protection from Poison - Silence - See Invisibility - Shatter - Spiritual Weapon - Suggestion - Warding Bond - Zone of Truth ##### 3th Level - Beacon of Hope - Blink - Call Lightning - Clairvoyance - Create Food and Water - Crusader's Mantle - Daylight - Dispel Magic - Erupting Earth - Feign Death - Fly - Glyph of Warding - Life Transference - Magic Circle - Mass Healing Word - Meld into Stone - Melf's Minute Meteors - Nondetection - Haste - Protection from Energy - Remove Curse - Revivify - Speak With Dead - Spirit Guardians - Water Walk (Ritual) - Wind Wall ##### 4th Level - Arcane Eye - Aura of Life - Aura of Purity - Banishment - Confusion - Death Ward - Divination - Dimension Door - Greater Invisibility - Freedom of Movement - Guardian of Faith - Locate Creature - Polymorph - Stoneskin - Wall of Fire - Watery Sphere ##### 5th Level - Circle of Power - Commune (Ritual) - Commune with Nature - Contagion - Control Winds - Creation - Dawn - Destructive Wave - Dispel Evil and Good - Flame Strike - Geas - Greater Restoration - Hallow - Hold Monster - Holy Weapon - Legend Lore - Mass Cure Wounds - Modify Memory - Passwall - Planar Binding - Raise Dead - Reincarnate - Seeming - Scrying - Wall of Light - Teleportation Circle ##### 6th Level - Blade Barrier - Find the Path - Flesh to Stone - Forbiddance - Guards and Wards - Heal - Heroes' Feast - Investiture of Stone - Investiture of Wind - Move Earth - Planar Ally - Primordial Ward - Sunbeam - True Seeing - Wind Walk - Word of Recall ##### 7th Level - Conjure Celestial - Crown of Stars - Divine Word - Etherealness - Fire Storm - Regenerate - Ressurection - Sequester - Symbol - Temple of the Gods - Whirlwind ##### 8th Level - Antimagic Field - Antipathy/Sympathy - Control Weather - Demiplane - Earthquake - Holy Aura - Mind Blank - Sunburst ##### 9th Level - Gate - Mass Heal - True Resurrection - **Reshape** - Wish
\page ### Heartbond Spells
##### Cantrips (0 Level) Chill Touch Fire Bolt Frostbite Ray of Frost Prestigitation Thaumaturgy Toll the Dead **Whipleash** ##### 1nd Level Absorb Elements Bless Cure Wounds Charm Person Detect Magic Disguise Self Healing Elixir Healing Word False Life Feather Fall **Find Companion** Find Familiar Grease Identify Inflict Wounds Shield Shield of Faith Sleep ##### 2rd Level Azurl Alter Self Arcane Lock Blindness/Deafness Darkvision Blur Darkness Darkvision Enlarge/Reduce Enhance Ability Hold Person Lesser Restoration Invisibility Knock Levitate Magic Weapon Misty Step See Invisibility Pyrotechnics Scorching Ray Spider Climb Silence Web ##### 3th Level Animate Dead Bestow Curse Blink Counterspell Clairvoyance Conjure Lesser Demons Daylight Dispel Magic Feign Death Fly Fear Fireball Glyph of Warding Haste Magic Circle Nondetection Hypnotic Pattern Leomud's Tiny Hut Lightning Bolt Phantom Steed Remove Curse Revivify Sending Sleet Storm Slow Speak with Dead Tongues Thunderstep Wall of Water Water Breathing Water Walk ##### 4th Level Arcane Eye Banishment Blight Confusion Control Water Dimension Door Divination Elemental Bane Evard's Black Tentacles Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm Locate Creature Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Storm Sphere ##### 5th Level Animate Objects Antilife Shell Bigby's Hand Cloudkill Cone of cold Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Immolation Modify Memory Passwall Planar Binding Rary's Telepathic Bond Scrying Seeming Greater Restoration Telekinesis Teleportation Circle Transmute Rock Raise Dead Wall of Force Wall of Stone ##### 6th Level Arcane Gate Chain Lightning Circle of Death Contingency Disintegrate Eyebite Harm Heal Globe of Invulnerability Guards and Wards Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Magic Jar Mass Suggestion Move Earth tiluke's Freezing Sphere Otto's Irresistible Dance Programmed Illusion Sunbeam Soul Cage Wall of Ice True Seeing ##### 7th Level Delayed Blast Fireball Etherealness Finger of Death Fire Storm Forcecage Mordenkainen's Magnificent Mansion Mordenkainen's Sword Plane Shift Prismatic Spray Project Image Reverse Gravity Regenerate Resurrection Sequester Simulacrum Symbol Teleport Whirlwind ##### 8th Level Abi-Dalzim's Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster Feeblemind Incendiary Cloud Maze Mind Blank Power Word: Stun Incendiary Cloud Sunburst Telepathy ##### 9th Level Astral Projection Foresight Gate Imprisonment Meteor Swarm Power Word: Kill Prismatic Wall Shapechange Time Stop True Polymorph True Resurrection Weird Glibness Power Word: Heal **Reshape** Wish
\page ### Bewitched Spells
##### Cantrips (0 Level) Guidance Light Mending Message Minor Illusion Prestidigitation Resistance Thaumaturgy Vicious Mockery Chill Touch Fire Bolt Frostbite Ray of Frost Toll the Dead ##### 1nd Level Alarm Absorb Elements Bane Bless Cure Wounds Charm Person Detect Magic Disguise Self Healing Elixir Healing Word False Life Feather Fall Faerie Fire **Find Companion** Find Familiar Grease Identify Inflict Wounds Shield Shield of Faith Sleep Tasha's Hideous Laughter Unseen Servant ##### 2rd Level Azurl Alter Self Augury Arcane Lock Blindness/Deafness Darkvision Blur Calm Emotions Continual Flame Crown of Madness Darkness Darkvision Enlarge/Reduce Enhance Ability Hold Person Lesser Restoration Invisibility Knock Levitate Magic Weapon Misty Step See Invisibility Pyrotechnics Scorching Ray Spider Climb Silence Web ##### 3th Level Animate Dead Bestow Curse Blink Counterspell Clairvoyance Daylight Dispel Magic Feign Death Fly Fear Fireball Glyph of Warding Haste Magic Circle Nondetection Hypnotic Pattern Leomud's Tiny Hut Lightning Bolt Phantom Steed Remove Curse Revivify Sending Sleet Storm Slow Speak with Dead Tongues Thunderstep Wall of Water Water Breathing Water Walk ##### 4th Level Arcane Eye Banishment Blight Confusion Control Water Dimension Door Divination Elemental Bane Evard's Black Tentacles Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm Locate Creature Otiluke's Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Storm Sphere ##### 5th Level Animate Objects Cone of cold Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Immolation Modify Memory Passwall Planar Binding Rary's Telepathic Bond Scrying Seeming Greater Restoration Telekinesis Teleportation Circle Transmute Rock Raise Dead Wall of Force Wall of Stone ##### 6th Level Arcane Gate Chain Lightning Circle of Death Contingency Disintegrate Eyebite Harm Heal Globe of Invulnerability Guards and Wards Investiture of Flame Investiture of Ice Magic Jar Mass Suggestion Programmed Illusion Sunbeam Soul Cage Wall of Ice True Seeing ##### 7th Level Delayed Blast Fireball Etherealness Finger of Death Fire Storm Forcecage Plane Shift Prismatic Spray Project Image Reverse Gravity Regenerate Sequester Simulacrum Symbol Teleport ##### 8th Level Abi-Dalzim's Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster Feeblemind Incendiary Cloud Mind Blank Power Word: Stun Telepathy ##### 9th Level Foresight Gate Imprisonment Meteor Swarm Psychic Scream Power Word: Kill True Polymorph Weird Glibness **Reshape** Wish
\page ## Spells #### Whipleash *Cantrip evocation* ___ - **Classes:** Summoner, Wizard, Warlock - **Casting Time:** 1 Bonus action - **Range:** 30 feet - **Components:** V - **Duration:** 10 minute.
You can cast, as bonus action, this spell you can make a whip made of pure energy, that will have a color similiar to your soul. With this whip, you can attack a creature in a range of 30ft. You must do an ranged magic attack. On a hit, the target takes 1d8 force damage. You can also, wrap your whip with an action to something. like is an extension of your arm, or try to wrap it around a creature. The target can make a Strength Save or be grappled, the DC would be the caster DC. The caster can move the target for a max of 15ft for turn, when the whip is around it, does not matter in what direction. You can't move them, if they are a one or more size huge than you. You can't attack them, in this state, with the whip, but only move them with your action or release them. The damage increase to 2d8 when you reach level 5, 3d8 level 11, and 4d8 at level 17. #### Dear Dream *1nd-level illusion* ___ - **Classes:** Warlock - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute, concentration.
When you start to cast this spell, in a 30ft radius, small branches made of darkness will appear around you. Those branches can be concentrated into one point to create an illusion of a tree or an animal that appears extremely realistic, this illusion can make noises and or move slightly. When someone tries to discern if it is an illusion, they must make a Intelligence check(investigation) against your spellcasting DC. On a failed check, the creature becomes frightend of the illusion and must run away until they lose sight of the illusion. When they lose the sight of the illusion, they will understand it was an illusion and no longer become frightened. #### Find Companion *1st-level conjuration (ritual)* ___ - **Classes:** Black mage, Summoner, Wizard, White mage - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (50 gp worth of diamonds, gems, that need to be dusted and burned. The spell will consume it.) - **Duration:** Instantaneous
You call at your service a familiar, a spirit or a creature that will follow you along your journey. This kind of spirit can be a celestial, fey, or fiend (your choice). You bound yourself to only that familiar, this cannot be changed even if you cast this spell again. The familiar learns a language determined by their creature type. You can summon a Fairy, a Doll or a Pseudodragon. Your familiar acts independently of you, but it always obeys your commands. In combat, it act inside your turn. A familiar can take actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. #### Azurl *2nd-level evocation* ___ - **Classes:** Black Mage, Summoner, Sorcerer, Wizard, Witch, White mage, Bard - **Casting Time:** 1 Bonus action - **Range:** Self - **Components:** S - **Duration:** 1Istantanteus When you cast this spell, you open a portal to a small demiplane, that cannot hold living creature like humanoids, animal or contruct, magic items or polymorphed creature. This demiplane can store varius type of items, and you can summon them in a range of 5ft from you. To store a item, you need to see it, and a portal will open under it, on the ground. This demiplane can store only 3 light items, such as clothing, and small weapon of a small size. It can store then 2 medium items, and 1 large item. It cannot store a huge item and the demiplane cannot store more than 155 lbs. \page #### Reshape *9th-level transmutation* ___ - **Classes:** Black mage, Wizard, Summoner, Witch, White mage, bewitch, Sorcerer, Bard - **Casting Time:** 24 hours - **Range:** 30ft - **Components:** V, S, M(Diamond worth of 10.000 gold, consumed) - **Duration:** Istantaneus You can target one humanoid in 10ft range from you, and change their race into another humanoid race, the target creature must be willing. The target creature cannot turn into another named person. Changing gender does not require being a humanoid. Your racial traits change into the new type. The casting time of this spell is 24 hours, and once it end it is permanent. At the end of the casting of this spell the spellcaster suffers 4 level of exhaustion. #### Annihilation *9th-level transmutation* ___ - **Classes:** Black mage(Annihilator), Wizard, Witch(Dark Magic), Bewitch(Dark Magic), Sorcerer - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M(A very rare stone, toke froma legendary creature, worth 5000 gold.) - **Duration:** Istantanteus **Destroy**: You speak a word of destruction that shakes the ground and tears reality. Your body becomes a bridge for this power. By overcharging your own life essence you cause an explosion of pure magic that tears your body apart. Beams of this magic hit a number of creatures up to your casting modifier in a range of 100ft, that you can choose. These creatures must roll a con save against your spell casting mod. On a fail the target dies, on a pass they will take 10d10 force damage. Your body is destroyed when this spell is cast. This spell does no physical damage to creatures killed by it, the creatures are just dead. If the caster is under the effect of Death Ward, other spells or abilities that would negate the death if the caster then the spell fails. When cast through a Simulacrum, familiar or any other third party the spell fails. The caster can only be resurrected by a True Resurrection, or wish. #### Pulse *1th-level abjuration* ___ - **Classes:** Black mage, Wizard, Witch, Sorcerer, Summoner, White mage - **Casting Time:** 1 reaction. - **Range:** Self - **Components:** V - **Duration:** After being missed by an attack, or after a falling, you can use your reaction to make a burst of energy around you, that will push you 5ft depending on where the 'attacker' was. If the attack was made in front of you, the burst of energy will push you back 5ft. And if you are falling, but you are about to hit a surface, you can use this spell to nullify the falling damage and get pushed up by 5ft, back up on standing position. #### Protego *5th-level abjuration* ___ - **Classes:** Black mage, Wizard, Witch, Sorcerer, Summoner, white mage - **Casting Time:** 1 bonus action. - **Range:** Self - **Components:** V - **Duration:** 1 minute, concentration. You speak a word of protection, that can sorround you and 2 more of your choise, in a range of 30ft from you. You, and those people, will gain a shield of pure energy. This shield will add +2 to the creature's AC. **At higher levels**. You can target one more creature when this spell is casted at 7th and at 9th level. #### Crescendo *6th-level abjuration* ___ - **Classes:** Black mage(Dissonantor), Wizard, Witch, Sorcerer, Summoner, Bard - **Casting Time:** 1 bonus action. - **Range:** Self - **Components:** V - **Duration:** 1 minute, concentration. You clap your hands when you cast this spell and at the start of each turn making a thunderous sound auditable from 300 feet away. For each turn you clap your hands and a creature is within 20 feet of you must make a constitution saving throw against your spell save dc or be deaf until the end of your next turn. The creature must also make the save the first time they enter inside the radius or if they start their turn inside of it unless they failed the save on your turn. You can unleash the power you have accomulated as a crescendo. For each turn you had this spell up, you accumulate a d8(minumum of 6) for each turn that passed. If you end this spell as action each creature within 20ft of you, must make a con save or suffer the total of the built uo dice in thunder damage on a failed save, and half as much on a successful one. Also on a failed save,the creature will be deaf for one minute. The creature can repeat the save at the end of their turn ending the feaness on a successful save. Whilte you hold concentration on this spell, you are unable to cast spell that requires somatic components \page ___ > ## Fairy >*Tiny fey, any alignment* > ___ > - **Armor Class** 15 > - **Hit Points** 7(2d6-1) > - **Speed** 10ft. fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|17 (+3)|7 (-2)|13 (+1)|14 (+2)|14 (+2)| >___ > - **Condition Immunities** Asleep, Charmed, Restrained > - **Skills** +4 perception, +5 stealth > - **Senses** passive Perception 14, Passive stealth 15 > - **Languages** Common, Fairy > - **Challenge** 0 (10 XP) > ___ > ***Flyby.*** The Fairy provokes no opportunity attacks when it flies out of an enemies reac > > ***Changeshape.*** The fairy can turn into a Calamity Fairy with its action. > >***Fairy Glow***.The Fairy sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It can use its action to activate, and de-activate this feature. > >***Magical Resistence***. The Fairy has advantage on saving throws against spells and other magical effects. > >***Familiar Bond***. The Fairy can make a bond with a creature, becoming its familiar. In this case, theor bond is so strong that the master can sense what the Fairy senses as long as they are within 1 mile of each other. If they are in 10ft from each other, the Fairy can share with its master the Magical Resistence they have. > ### Actions > ***Fairy dust.(1/day)*** The Fairy let on a creature their fairy dust, comign from their wings, and the creature that is at 0 hit points and that was not dead for 1 minute. The target regains 1 hp and will return conscius. > > ***Healing hands(3/day)*** The Fairytouch a creature, and heals it of 2d4+2 Hit Point. ___ > ## Calamity Fairy >*Tiny fey, any alignment* > ___ > - **Armor Class** 11 > - **Hit Points** 3(1d6 -1) > - **Speed** 10ft. fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|14 (+2)|7 (-2)|17 (+3)|14 (+2)|9 (-1)| >___ > - **Condition Immunities** Asleep, Frightened, Restrained > - **Skills** +4 perception, +5 stealth > - **Senses** passive Perception 14, Passive stealth 15 > - **Languages** Common, Fairy > - **Challenge** 0 (10 XP) > ___ > ***Devil sight.*** The Calamity Fairy have a devil sight of 60ft. > > ***Changeshape.*** The Calamity Fairy can turn into a Fairy with its action. > >***Unluck Aura***. A Calamity Fairy radiates an aura of unluck to a radius of 20 feet. Any creature in this area must make all rolls at disadvantage. > >***Magical Resistence***. The Calamity Fairy has advantage on saving throws against spells and other magical effects. > >***Familiar Bond***. The Calamity Fairy can make a bond with a creature, becoming its familiar. In this case, their bond is so strong that the master can sense what the Fairy senses as long as they are within 1 mile of each other. If they are in 10ft from each other, the Fairy can share with its master the Magical Resistence they have. The master is Immune to the Unluck Aura, if the Calamity Fairy is touching its master. > ### Actions > ***Calamity sight.(1/day)*** The Calamity Fairy can touch a creature and give it its sight, becoming **blind** until the next down. > > ***Calamity Darkness.(3/day)*** The Calamity Fairy can cast darkness at 2dn level. \page ___ > ## Doll >*Tiny Construct, any alignment* > ___ > - **Armor Class** 4 > - **Hit Points** 8(2d6) > - **Speed** 25ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 6 (-2) | 12(+1) | 10 (+0) | 14(+2) | 10(+0) | 14(+2) >___ > - **Saving Throws**. Int+5, Cha +5 > - **Skills**. Stealth+4, Perception +3, Persuasion+5, Deception +5 > - **Senses** Darkvision 60 Ft., passive Perception 13 > - **Languages** Common > - **Challenge** 0 (10 XP) > ___ > ***Double trouble.*** The doll can summon a sibling. This will have all the doll stats, but the hp will be splitted between them. If one of the doll dies, even the other one die. > > ***Connection.*** With its sibling, the doll can talk to each other with a telepathy without a range problem. This telepathy does not work if one of the dolls is on another plane. > >***Blind sight***. The dolls have a blind sight of 10ft. > >***Magical Resistence***. The Doll has advantage on saving throws against spells and other magical effects. > >***Familiar Bond***. The Doll can make a bond with a creature, becoming its familiar. In this case, their bond is so strong that the master can sense what the doll senses as long as they are within 1 mile of each other. If they are in 10ft from each other, the doll can share with its master the Magical Resistence they have. If the doll is near 10ft from its master, the master will gain its blind sight, but in a range of 15ft. > ### Actions > ***Insibility.(2/day)*** The doll can become insivible for 1 minute, as for the invisibility spell. > > ***Shared Invisibility. (2/day)*** The doll if is touching someone, it can share its invisibility for all the duration. \page # Items #### Anklet of Dexterety *Wondrous Item, Uncommon, Major* ___ - **Attunement:** Requires Attunement ___ Your Dexterity score is 19 while you wear those Anklet. It has no effect on you if your Dexterity is already 19 or higher without it. #### Anklet of Dexterety pink *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Anklet, your Dexterity score changes to 21. The item has no effect on you if your Dexterity without the Anklets is equal to or greater than the Anklet's score. #### Anklet of Dexterety blue *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Anklet, your Dexterity score changes to 23. #### Anklet of Dexterety red *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Anklet, your Dexterity score changes to 25. The item has no effect on you if your Dexterity without the Anklets is equal to or greater than the Anklet's score. #### Celestial Amulet *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Amulet, your Constitution score changes to 21. The item has no effect on you if your Constitution without the Amulet is equal to or greater than the Amulet's score. #### Lesser Diety Amulet *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Amulet, your Constitution score changes to 23. The item has no effect on you if your Constitution without the Amulet is equal to or greater than the Amulet's score. #### Greater Diety Amulet *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Amulet, your Constitution score changes to 25. The item has no effect on you if your Constitution without the Amulet is equal to or greater than the Amulet's score. ``` ``` #### Pure Circlet *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Circlet, your Intelligence score changes to 21. The item has no effect on you if your Intelligence without the Circlet is equal to or greater than the Circlet's score. #### Circlet of a Higher mind *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Circlet, your Intelligence score changes to 23. The item has no effect on you if your Intelligence without the Circlet is equal to or greater than the Circlet's score. #### Greater Diety Circlet *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this Circlet, your Intelligence score changes to 25. The item has no effect on you if your Intelligence without the Circlet is equal to or greater than the Circlet's score. #### Bracelet of Wisdom *Wondrous Item, Uncommon, Major* ___ - **Attunement:** Requires Attunement ___ Your Wisdom score is 19 while you wear those Bracelet. It has no effect on you if your Wisdom is already 19 or higher without it. #### Bracelet of Wisdom pink *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Bracelet, your Wisdom score changes to 21. The item has no effect on you if your Wisdom without the Bracelet is equal to or greater than the Bracelet's score. #### Bracelet of Wisdom blue *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Bracelet, your Wisdom score changes to 23. The item has no effect on you if your Wisdom without the Bracelet is equal to or greater than the Bracelet's score. #### Bracelet of Wisdom red *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ While wearing those Bracelet, your Wisdom score changes to 25. The item has no effect on you if your Wisdom without the Bracelet is equal to or greater than the Bracelet's score. \page #### Ring of the Ki-rin *Wondrous Item, Uncommon, Major* ___ - **Attunement:** Requires Attunement ___ Your Charisma score is 19 while you wear this ring. It has no effect on you if your Charisma is already 19 or higher without it. #### Ring of the Deva *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this ring, your Charisma score changes to 21. The item has no effect on you if your Charisma without the ring is equal to or greater than the ring's score. #### Ring of the Empyrean *Wondrous Item, Very Rare, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this ring, your Charisma score changes to 23. The item has no effect on you if your Charisma without the ring is equal to or greater than the ring's score. #### Ring of the Solar *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ While wearing this ring, your Charisma score changes to 25. The item has no effect on you if your Charisma without the ring is equal to or greater than the ring's score #### SunBow *Wondrous Item, Legendary, Major, can be any bow* ___ - **Attunement:** Requires Attunement ___ This +3 bow is infused with the light of the sun. As a bonus action, you can speak the command word to activate the bows special ability. While active, the bow will generate an arrow of pure radiant energy each time you attack. While active this bow does radiant damage instead of thr normal damage a bow would deal. When you take the attack action, you don't have need to take an arrow as they will be automatically appear to be shoot. Those arrow will deal only radiant damage. #### Nirequeza *Wondrous Item, Legendary, Major* ___ - **Attunement:** Requires Attunement ___ When you first attune to this item, you'll feel the otherworldy power it will give. This longbow will turn into a humanoid form, that will have always the look of the one the user most cared. This living weapon has a charisma, intelligence, wisdom of 20. But its ac is 10, and once it gets hit it will turn as a bow. It can talk mentally to its user, and will need a action to turn into the weapon or humanoid form. While in humanoid form, it can not interact with items, acting like a ghost that will only pass though them. The humanoid form cannot get more farther than 60ft. This longbow is a +3 weapon that deals magical damage. The arrow will be spectral, as like ghost, and will appear each time the user will shoot, without needing real arrows. This weapon have 8 charges, that will recharge at each dawn. You can use 1 of them to boost your attack, before or after the attack, but before the result is said. One charge will deal always 2d6 force damage. Each charge more, will add an additional 1d6 to the attack. #### Terrestra *Wondrous Item, Legendary, Major, can be any sword* ___ - **Attunement:** Requires Attunement ___ This is special sword made with a rare metal. It will always glow in a silver light, when fiend and undeads are in 30ft range from the user. This sword will be a +3 sword, and will always deal an additional d8 radiant damage to undead and fiends. \page
# And more to come, new classes and subclasses!