League of Magic Setting Guide

Foreword

The setting of The League of Magics incorporates science into its fiction. With planets and moons within our own solar system, with magic, gods, and human technology all existing at a single time. An alternate timeline of events on Earth resulting in a far more advanced human civilization. Gods entering into our solar system and creating life on what we have known to be inhospitable moons.

In this "universe" of our solar system, there is a distinct difference in magic, technology, and artifice. Magic is a gift given by the gods to their various creations. Technology is rigid and man-made. Made of metal, electricity, and other mundane, magic-less materials. In the League of Magics setting you are able to explore any and all of these options.


It is designed to cater to the both traditional fantasy and modern science fiction. This is designed to imagine a universe where the dream of going to a fantasy world to slay dragons is simply a rocket ship away. Where elves and dragonborn sail between worlds on magical ships with auras of oxygen, next to humans traveling in their metal contraptions. Firearms, grenades, and other unique inventions infused with magical properties by the elephant-like people of Mokandu.

The objective of any game is to have fun, and this book is designed to achieve that goal through compelling narratives, an expansive set of worlds, with tons of new lore, items, monsters and more.

This has been an idea floating around for over 15 years and has finally come together into a single book. Whether you enjoy sci-fi, political intrigue, monster slaying, pirate adventuring, artifact collecting, god-killing, power-leveling, bare-knuckle brawling, space ship dog fighting, inter-planetary traveling, bear hugging enemies, and making friends along the way, then pick up your pen, grab a character sheet, and get ready for The League of Magics.

League of Magic Setting Guide

What's In here?

This book is intended to provide you with a full tour of the various worlds that create The System. From the collection of worlds, down to the towns and hamlets that populate the lands. There are 2 worlds that are the most populated known as Titan and Ganya, with small worlds such as Spes Nova, Pax, and Kronos.

Part 1

This section will tell you the tale of The System, the different pantheons and religions that exist within it, as well as creation myths and history between the various worlds. It will also include the calendar, and explains the unique way these inhospitable moons in our reality, magically sustain life in The System.

Part 2

This section will go into further detail about the continent of Myrencea, on the World of Ganya. This continent is home to dozens of unqique nations, city-states, and towns with their own rich and vibrant history. This section will explain the history of this continent and the nations that comprise it.r

Part 3

This section will follow a similar pattern to the previous section, but details the individual towns and cities within major nations. It will also include notable factions, NPCs, background information, as well as plot hooks in these locations.

Part 4

This section will outline new player character options available in this setting. This includes new playable races, subclasses, feats, magic items, and backgrounds. It will also detail origins of various races found in the The Player's Handbook and other materials.


Adventure Awaits!

An adventure in The System can take a variety of forms. Political intrigue in the capital of The Wizard Nations, a monster slaying campaign in the Woods of Askria, or a traditional fantasy campaign throughout the land of the elves, Austrialus Majora.

The System contains aspects of traditional fantasy, science-fiction, cosmic horror, and more. While many of these aspects can be used, many can be ignored to create an adventure suited for your group.

Inter-Planetary Travel

The sci-fi elements of The System are only as prevalent as you make them. If you and your group are not interested in exploring these elements and prefer a more traditional, high-fantasy adventure, the setting can accommodate this.

Sci-Fi Fantasy is Life!

To include more elements of the science-fiction nature into your adventure, consider talking to your players about having Earth Human characters that can utilize new and interesting tools and mechanics.

Additionally, consider starting your adventure on the world of Titan, or having characters connected the The Human Flotilla, outlines later in this book.

A Little Here, A Little There

If your group wants a fantasy adventure with some existing science fiction elements in the background, having a group with a mix of Earth-Humans, and others from Ganya.

The world of Ganya is stringent with Earth Human visitors and they are rare to see on world. This can allow a mostly fantastical setting with hints of modern or sci-fi aspects.

Keep Your Sci-Fi Out of My Fantasy!

To keep in line with a traditional fantasy adventure, the world of Ganya offers an excellent opportunity to focus solely on the fantasy aspects that exists in The System. Ganya is resistant to "Unmagiked" arriving on their planet, and thus, their influence is scantly seen on the world. Much of Ganya is your archetypical fantasy setting, with a unique and vibrant history.

League of Magic Setting Guide

Table Of Contents

League of Magic Setting Guide

An Overview of The System

The League of Magics campaign setting takes place in The System. A collection of space faring races that live on the various moons and planets within the Solar System. This setting mixes and blends the ideas of traditional D&D with our real-world solar system and science-fiction, similar in concept to the traditional Dungeons and Dragons Spelljammers setting, with real-world influences.

Unlike other settings, the worlds of The league of Magics are not planets, but satellites of gas giants. This can raise interesting questions about certain roles the moon plays to many creatures, races, curses, or magical diseases.

Earth

The passing comet sails into The System at millions of miles per hour, passing by the first hospitable planet one could ever land on closest to the burning ball of hydrogen. Earth, the pale blue dot. The comet passes by the race of ingenuity, unity, and exploration. A race of nonmagical people conquering their own domain through technology and sheer force of will.

Nearly identical to our own world with an altered timeline, resulting in a familiar yet different human civilization. United in the expansion of their people to newer worlds and learning more about the fantastical lands before them, Earth is the only planet Humans come from, and are unique from the traditional roles’ humans play in other fantasy settings. Humans are known in the system for their lack of ability to harness magic, instead relying on strange mechanical monstrosities to traverse The System.

This array of unique equipment only available to humans is called the Earthen Armory. Humans are unique for their inventions of firearms and various other military equipment. The Human civilizations in this setting takes on a retro futurist aesthetic with a modern and progressive cultural stance.


Titan

The comet reaches the first world outside of the dangerous asteroid belt, Titan. This habitable moon of the massive planet Saturn, or "Mother", brims with life and culture. The land of the beasts which opened their mighty paws, hooves, and wings for the new arrivals, the Earth Humans. This world has seen the devastation of war, and the constructive nature of friendship and alliance.

Titan is Saturn's moon of the same name. Titan is vastly different from Ganya in its racial makeup and relationship with humans. Titan is home to the many bestial and elemental races of the System. Much of the world is ruled over the 4 Ancient Races; Minotaurs, Centaurs, Gryffons, and Loxodons. Other races such as Tortles, Genasi, Yuan-ti, and Triton also exist here in the tropical regions of The Serpents Maw.

The Loxodons of Mokandu have built a strong relationship with humans, working together to create incredible works of arcana-mechanical devices. There are many more worlds this setting guide will explore. This setting offers a variety of new subclasses, races, two new pantheons, and tons of plot hooks for your players.

Ganya

As the comet feels the pull of Sol lessen, another massive force tugs at it. The planet Jupiter, or Apex, looms large next to it. The birthplace of dwarves, humans, halfling, dragons and more. The home of elves and their expansive and diverse empire. A world that has suffered through eons of war and timidly waits in its quiet peace.

Ganya is the largest moon of Jupiter, Ganymede. This land is highly resistant to human interference, and maintains many of the traditional settings and tropes of D&D. There are various kingdoms and warring nations, filled with vast untamed lands that no one dares to spend too long in. Most all humanoid races such as Dwarves, Elves, Goliaths, Gnomes, Halflings and more can be found on this world.

You will find a more traditional human-like race called Myrenceans. Identical to humans from Earth, but with the ability to harness magic. Most people on Ganya find humans from Earth to be ill omens due to their lack of magic. As well, humans from earth are magically marked with a tattoo that covers a part of their face when they enter Ganya’s atmosphere. People of Ganya believe this is the planet marking the “Unmagiked”.

League of Magic Setting Guide

Pax

The comet soars past the many moons of Apex, which leads to a home to all of the denizens of The System. A united land designed for peace, after a terrible war. It can see a place filled with discussion, debate, and passion. The home of the League of Magics.

Known to humans as Jupiter's moon Europa, Pax is home to The League of Magics. An inter-planetary peace-keeping initiative meant to represent the various nations in The System, as well as representatives from the different races throughout the system. However, not all are included, and a society must formally apply to be part of this group.

The League of Magics was created after The Ending War, a terrible multi-nation, multi-planet conflict that left multiple nations in tatters, still recovering from the effects. The League of Magics was designed to ever prevent such a massive conflict from occurring again.

Spes Nova

As the comet sails past the last known world to hold life, Spes Nova can be seen. As the sun comes over the world as the comet passes by, the snowy tops of the mountains that litter the occurring surface glisten. Just as the world is leaving view, a small dash of green is spotted. A land of new hope for a race of people created solely for war.

This world known as Jupiter's moon Callisto to humans and is the new home of the Earth Golem people. While mostly rocky without many areas of green forests or water, the Golems are slowly working on terraforming the lands to inhibit more plant growth.

This land was allocated to them by the League of Magics shortly after the league's formation. It was one of their first major acts to give recompence to the Golems who were built and created for war, who now wandered looking for a home.

League of Magic Setting Guide

League of Magic Setting Guide

The Magical Worlds

As orbiting moons of planets far from what Earth Humans call, "The Goldilocks Zone", Titan, Ganya, and many of the other Magical Worlds seem to defy most laws of physics Earth Humans thought they understood.

To the confounding of scientists, celestial bodies like Ganya, Titan, and others that should be tidally locked, are not. They instead rotate on a roughly 24-hour cycle, strangely identical to Earth's rotation. The moons also seem to experience a similar quadripartite seasonal pattern like that of earth.

Upon further examination with help from Mokandu scientists, a world-wide magical aura extends from many of these celestial bodies, excluding Earth. The aura is invisible to the eye and almost all Earth Human technologies. It is believed this magical aura is generated or harnessed through the world's cores and that it is responsible for the various world's physics-defying actions.

Even when Ganya or Titan are blocked from the sun's heat and light by their parent planet, the light of the planet itself seems to light up the world's skies, and refracts light into a similar Earth-sky blue. The tidal warming from the planet also keeps these worlds far warmer than they should, resulting in the world's relatively consistent temperatures between night and day.

Ganyan - Titan Calendar

Year

On Ganya and Titan, a year consists of 106 weeks and 2 days, or 744 days. Just over 2 Earth years. The completion of one year is the Hexannual on Ganya, and the Dodeca on Titan. After the completion of the sixth Hexannual or twelfth Dodeca respectively, is the Hexenniel and Dodecompletion, or full rotation around the sun on Ganya.

On these years, during the Days of Festivities, the festivals are bigger and more raucous than usual. The festivals are planned all year and since The Ending War, nations have come together to host international celebrations. A brief two-day period where even rival nations and races celebrate together.

To know the age of a being from Ganya in earth years, double the number of years the creature claims to be.

Month

Each month consists of 13, seven-day weeks. Each month is named for the activities or events that happen during this span of time.

Month of The One

The last month of the year is a shortened month of two weeks, and 2 days. This is the high-holy days of the year and is used by almost all races and cultures to hold religious services and make offerings to their gods. It is during this time that Kobolds and Dragonborns will make their pilgrimage to make offerings and Centaurs will begin their pilgrimage westward.

The last two days are used for celebration of the end of the year, and the completion of the Hexannual/Dodeca, or one sixth/twelfth of a rotation around the sun.

Current Date

Currently, it is the Second Week of the Month of Cultivation, in the middle of the 6th Hexannual, leading toward the Hexennial/Dodeca.

Ofra

Ofra is the name of the moon goddess in Ganya mythology. She has been attributed on Titan to the many moons they observe as well. Ofra is the name of the moon Earth Humans call, Io.

This moon is also what is used to dictate Lycanthropy on both Ganya and Titan. It is believed Ofra the moon goddess connected this celestial body with this horrid curse to try and control it. While on Ganya, lycanthropes have come to know this moon's cycle to dictate their curse, lycanthropes on Titan base their lycanthropic cycles on the position of Ofra in the night sky. Those living on Titan refer to this moon as "The Lycan Star".

Earth Calendar

Year

A Majority of Earth still uses its traditional Gregorian Calendar, a year consists of 52 weeks, or 365 days. An additional day called a leap day is added every 4th year to the end of February, however every 100th year this is skipped unless it is divisible by 400. The Earth has two traditional ages, before Common Era (B.C.E) and Common Era (C.E.) It is currently the XXXX year C.E. (JAM)

Month

Each month consists of 28 to 31 days, divided into weeks of 7 days. Each month has kept its names since well before the C.E. which spent a lot of time in flux until its final formalization in 1582 C.E. by a powerful religious leader named Pope Gregory XIII.

Current Date

Currently, it is the Second Week of the Month of Cultivation, in the middle of the 6th Hexannual, leading toward the Hexennial/Dodeca.

League of Magic Setting Guide

Life in The System

Aspects of life and society seem to permeate all corners of sentient life. Markets, trade, community, are all aspects of a culturally rich civilization. However, with seas separating continents, and the expanse of space between worlds, the daily life of any one being can be drastically different from the next.

Currency

In a universe where paper money and digital currency exists for Earth Humans, most of the magical world prefer to operate in precious metals and coins. Even Humans will take gold as payment as it holds just as much significance to them as the digital numbers on a screen.

Platinum, Gold, Silver, and Copper are all utilized in daily transaction, though copper coins are beginning to be phased out in certain communities.

Languages

All of the languages found in The Player's Handbook and Monster Manual are used throughout The System. While Common is an easily understood language to all beings, there are many unique languages spoken my small tribes or rarely seen races of people.

This setting has the following language options that can be selected any time a language or tool proficiency must be selected.

Ursidonian

Ursidonians have spread throughout the lands of Titan to the farthest, coldest, and most dangerous corners of the world. This language uses heavy grunts and deep breaths and exhales to convey emotions. To those unfamiliar with the language, two Ursidonians having a pleasant conversation may sound like intimidating roars and shouts.

Kronation

This is a long dead language believed to have belonged to a rogue god of the pantheon. It was spoken by the people known as Kronations who were said to be insectoid like in nature, bipedal, with glowing yellow eyes. This language can be found still spoken by some Tieflings on the Trislands. The language is spoken through the gut and throat to create high-pitched screeching noises.

Krawlling

Krawlling is the language of, unsurprisingly, the Krawlling. These insectoid beings tend to not speak with their mouths and tend to utilize psionic telepathy to communicate with others of their kind.


Chitter

Chitter is a language originating from the Mustels of Titan. However, their unique language found itself being spoken by other small beastfolk. It uses snarls, coos, and growls in its composition and tends to be difficult for non-beastfolk to speak.

Meepish

Meepish is a high-pitched language consisting almost entirely of the word, "Meep." The different inflections when saying the word conveys the majority of the context. To a non-Meepish speaker, saying "Meep" with the wrong tone can result in terrible consequences.

League of Magic Setting Guide

History and Myth of The System

The history of The System, is really a story of Ganya and Titan's parallel lives before their first encounter with one another. Much of The System's history is isolated between the various planets, and thus is divided into three histories of events.

Earth follows a timeline identical to ours until the year 1800 CE, where our paths begin to diverge. This section will explore the various histories of the worlds independently, until the point where they collide with another world.

Like most civilizations though, an exact history of the world is not known. Only what has been discovered, deciphered, and concluded from Myrencean archeologists and Elvish scholars shed light on the history of Ganya. On Titan, Mokandu scientists and artifact hunters have unearthed incredible relics of the past to teach them about their Founders.

However, even with historical evidence and magical artifacts showing contradiction to the established mythos of the world, hardly anyone outside of extremely niche circles know the true story about the beginnings of Ganya, Titan, and The System.

The Apex Creations - Ganya

The cumulative pantheon of deities on Ganya and the worshipping of them are simply known as The Way. The story of The Way begins with an omnipotent, formless being known solely as The One. The One was born from nothing, and existed in nothingness until the very moment it thought to create. It divided its essence into dozens of pieces creating what are called, The Sorcerers. The most powerful Sorcerer was Apex, believed to be comprised the most out of The One.

Once this division happened, the many Sorcerers began to create life and matter, giving birth to the universe and everything in it. The gods built the glass sphere around The System to protect it from the chaos of The Void, a plane of chaos and madness that chooses nothing but destruction. It is believed at one point this sphere broke and its remnants are what the humans call the "Ort Cloud". It was inside of here they worked together built the Great Star, lighting the way for them to build Ganya.

Their first creations are a great mystery to those who currently live on Ganya. It is known a race of people existed on the world before the elves first arrived on Austrialus Majora, but their details are scarce. Religious archeologists have uncovered remnants of tales of what happened to these people, in a myth known as "The First Kind".

The Time Before

According to the myths, and supported by archeological evidence, before the elves arrived from the Feywild a race of ancient Myrenceans existed across Ganya. The remains of their massive structures can be seen to this day in the form of The Bridged Isles, a chain of islands all connected together by massive, miles-long stone bridges. Depictions of massive dragons are seen drawn across stone hastily and without precise detail. Many believe these drawings were made while these people were being attacked by the most ancient and powerful of dragons, to try and leave some sort of tale behind.

Archeological theologians have pieced together through these drawing that the ancient dragons were once protectors of Ganya and slowly began to stop protecting and started dominating. The reason for their betrayal is unknown to this day, but the domination and rule of these dragons nearly destroyed the world as a whole. The Sorcerers selected powerful champions to wield some of their mightiest weapons to help fight back against the dragons.

In the end, the Sorcerers and the First Kind pushed back the dragons to another world and trapped them there. Locking their strongest creations behind a wall that no mortal knew how to open.

The remaining heroes of the First Kind retreated into obscurity, and the Sorcerers threw down their Divine Armaments and vowed to never again, so hastily create life. It is unknown exactly how long the gods took to begin creating their next offspring, the Elves, but when they did, they did not bring them to Ganya right away.

The Elves were left to develop and mature in the Feywild, while Ganya was prepared for their arrival. After nearly two generations living in the plane of the fey, the Sorcerers brought them to their new home of Ganya, in the center of what would be known as the Kong-Gier Jungle.

The central group of elves explored their massive continent, from the eastern sands of the Criton Desert to the open fields and roving hills of the Orlan Kingdom. This diversified the elves, creating many of the different subspecies known today.

As the Elves discovered their new lands, The Sorcerers seeded the rest of their Ganya with a plethora of other races. Originating from somewhere in the central hills of the continent of Myrencea, Dwarves were birthed, followed by human-like beings known as Myrenceans. The dwarves were stout, sturdy, and tough while the myrenceans were innovative, resourceful and adaptable. Soon after their birth the dwarves headed eastward to explore the rest of the large forests of eastern Myrencea and the mountain ranged of Montis. The Myrenceans traveled west towards more fertile grassland and eventually reached the western coast of Myrencea and even some traversed the deadly and dangerous Endless Strait.

League of Magic Setting Guide

The Sorcerers enjoyed these three creations so much that they seeded the world with variants of these humanoid forms. Thus began a rapid amount of creation from the Sorcerers, birthing giants, halflings, gnomes, orcs and hobgoblins. Many halflings traveled west while Giants, Orcs and Hobgoblins stayed in this central land.

The three major islands to the north of Myrencea, known as the Trislands, were also home to life. A sorcerer known as Kronos was jealous of Apex's creations and wished to build his own race. It is said by some that Kronos based his creation on the devils of the hells to spite Apex. Other scholars contest this, as it would imply the existence of the hells before the existence of the Sorcerers. He called them Tieflings. Skin tones ranging in color contrasted to the gradient scale of dark and light Apex had used. He gave them tails, forked tongues, cloven feet, or even wings. Soon after he made his creation, it is believed he fled from the gods, fleeing to the furthest planet from Sol, known now as Kronos, or Pluto.

Innate to all of these creatures was a connection to The Weave, the intangible, inaccessible plane of infinite magic that fuels spells and arcane magics. Many scholars believe this plane is a byproduct of the Plane of Pandemonium. Harnessing the raw chaos of that plane into magical energy that all beings from these worlds and different planes can access.

The trio of Sorcerers known as The Scaled Creators created the newer, less powerful dragons than their predecessors. The mighty winged creatures with shimmering scales of chromatic, metallic, and gem colors created a race based off of themselves, known as the Dragonborn and Kobolds.

Once The Sorcerers rebuilt their world, and seeded it with their various monstrous and beautiful creations, they returned to their home behind the Celestial Gate and sealed themselves behind a wall to watch their creations blossom and mature into something greater.

Over the millennias, the ancient bond and connection that these creatures has faded. Tribes became kingdoms, which became cities which became nations. The history of their shared births fell from memory, until only what was written in stone could be saved. And even then, it barely stands. The Dragons died out, not being seen for over a thousand years, and the hope of a beautiful and blossoming world soon devolved into politics, war, hate, and greed.

The Birth of Life - Titan

Contrasted to the all encompassments of Ganya's creation tale, the story of Titan is rather small in scope. While many tribes and communities may contend with different creation myths, most on this world believe the following to be the birth of their home.

The Earthen Mother was the first god to come across Titan. It is never stated where the Earthen Mother came from, or if there were other powerful beings like herself. She saw the moon and felt compelled to begin creating life on it. She changed the barren satellite into a fertile green land filled with natural beauty from coast to coast. Oceans filled the valleys and forests sprouted from the lands as life filled the world and fresh air permeated the atmosphere.

After she built her stunning landscape, she began to create the various beasts that roamed the lands. Yak, buffalo, bears, lions, wolves, turtles, tortoises and everything else. The forests, plains, oceans, and rivers bustled with life and chittered with contentment.

While it is unknown if there was a father that was unmentioned, or if the Earthen Mother can reproduce on her own, but she then gave birth to a fully grown young man, known only as The First Son. He saw his mother's beautiful creations across the world and one by one began to give them the gift of knowledge, and sentience. Turtles and tortoises began to grow in size and walk upright, bovine animals developed humanoid-like bodies, and many equines sprouted a human-like torso atop them. Birds flying in the skies experienced a similar expansion of intelligence and bodily transformation. While civilizations formed at different times, it is believed all sentience and the various beastfolk that live on Titan, awoke on this single day.

To help divide the responsibilities of handling his creations' souls, The First Son founded The Tribunal of Judgment, a group of five beings infused with his power that were a natural personification of an area of Titan. The Tribunal consists of Little Fish, the Rainbow Serpent, The Eagle, The Wolf of the Prairie, and The Deciding Flame. Each represents a different part of the world of Titan and when a soul dies, these all-seeing deities decide the fate of the each soul.

Together, this small pantheon rules over the entire world of Titan and unlike the Ganyan pantheon, believers on Titan do not believe in the idea of a Celestial Gate (a self-imposed exile from the material plane by the Sorcerers). Most on titan would tell you that The Earthen Mother is the core of world itself, constantly watching and interjecting at all times.

League of Magic Setting Guide

Bridging the Two

When two cultures meet with opposing religious ideologies, it can often lead to bloodshed. The deities on Ganya and Titan vary in their level of significance in every0day life on the two worlds. On Ganya, religious services are held often by the different temples and tributes or tithes to these churches are common. On Titan, there are temples and churches dedicated to The Earthen Mother, as well as the various deities, but service and tithing or not nearly as common. When these two worlds first met, the potential for a religious crusade by one side or the other was incredibly high.

It was through cultural integration and scholarly discussions in churches that lead to an intertwining of the two pantheons. To most on Titan, these meant little, as their faith was not shaken or changed by the existence of other beings. On Ganya, new Sorcerers were added to the pantheon as, "Newly founded ancient secrets". Some on Ganya will worship The Earthen Mother or The First Son, but this is very rare.

First Contact

Roughly 42 Hexannual ago, or 500 Earth years, both Titan and Ganya discovered how to utilize the magic of Skyships, to levitate them outside of orbit, with a safe zone of breathable air and livable pressurization. The two began using this new artifice to rapidly move between locations on their world without needing an arcanist to teleport, but it soon evolved into full-blown space exploration.

Ships from Ganya headed toward their next largest neighbor, known as Amdore, while space sailors on Titan went toward their largest neighbor, Big Fish.

In less than 70 years after discovering space flight, the two worlds crossed paths and began to learn from one another. For two years this discovery led to an influx of travelers from Titan to Ganya and vice versa. New achievements in artifice and arcane magics exploded. All was well, and that false sense of security is what lead to the greatest war The System had ever seen.

During the time Skyships were being utilized for space travel, the formation of lands known as Alivar began building an incredible weapon of war to use against their neighbors, whom they had been constantly battling and skirmishing with for centuries.

Two years after first contact with Ganya occurs, war strikes.

League of Magic Setting Guide

The Ending War

Throughout the history of Ganya, Titan, and Earth, war has been a constant. As magic and technology evolve so does war. These words ring no truer than The Ending War.

Those of Alivar had often found The Arcane Realms to be cruel, elitist, and condescending to the struggling nation. For centuries the two nations had battled over the fertile lands of Graze and Mazen, and sometimes the incursions made their way to just a hundred miles from the Arcane Realm's capital.

However, these skirmishes and battles were simply that. Battles. Full-scale warfare had not been seen for over a thousand years between any nation. But when it finally struck the world once more, both worlds were left devastated.

Alivar had been working on a secret project for centuries, creating powerful Golems out of nothing more than dirt and earth. These killing machines tore through The Arcane Realms' defenses and with a surprise attack, the golems ran rampant through the land. Not only did they attack from the land, but it had also been revealed that Alivar had created skyships built with incredible arcane cannons capable of smiting flying mounts or decimating towns below.

Seeing an opportunity for their own expansion, the Witches of the Trilands, invaded The Arcane Realms as well, in an alliance with Alivar. With forces invading from the north, and an unknown weapon tearing in from the east, The Arcane Realms asked for help from their allies to the south, the elves of Austrialus Majora.

Seeking to aid their new friends as well, the Gryffons and Centaurs both saw what little forces they had to aid Alivar. And almost as if it were a domino falling in line, this lack of military presence led Kaladai, the minotaurs of the northern continent to invade Astreus and Cerul to claim dominion over half of the world.

The war raged for over 30 years, with both sides ceasing to get more of a foothold over the other after the initial invasion. Resources were drained from all sides, but with the might of the Earth Golems, and their lack of need for food, Alivar was confident they could hold out longer.

On Titan, Kaladai blew past the Gryffons on a warpath to the southern end of the continent into the kingdom of the Centaurs. The invaders of the wars seemed to be winning, until either a miracle, or an arcanomechanical anomaly occurred.

The Earth Golems that had been built for war by Alivar, gained their own sentience. Constructs built for the sole purpose of death and destruction learned to think for themselves. Not all Golems gained this sentience at once, and occurred over a number of days, but once they gained sentience, they immediately sought revenge for their enslavement and rebelled against their masters. The tide of these golems was so strong, that without their use in the war machine, and subsequent allying with The Arcane Realms, both Alivar and Witches of The Trislands were pushed from The Arcane Realms in just under two years.
After rebelling against their masters and breaking their shackles, the Gryffons and Centaurs on Ganya begged the Golems to help push back the minotaurs of Kaladai.

Being asked politely and not being forced to do so, the golems agreed to help, and unleashed their fury upon the Minotaurs. Without their shackles to Alivar and minds of their own, their combat capabilities flourished, ending The Ending War in only three years.

League of Magic Setting Guide

Nations of Ganya

In the League of Magics setting, airships and air travel are very prevalent. Although this travel system is not for the poor, traversing from city to city is quicker and more accessible than in other D&D settings. The world of Ganya is brimming with life and interesting locations, here is a sample of some of the most notable nations and kingdoms in the land.

The Arcane Realms

Located on the western most part of the supercontinent Myrencea, this is the only democratically run nation in Ganya. This nation is also home to the Citadel of Magics, the military headquarters for all races included within the League of Magics, an inter-planetary coalition of races working for stability.

The Arcane Realms have always had a tense relationship with their neighbor to the east, Alivar. Since both of the nations’ founding, they have fought over the fertile crop lands of Maze and Grazen. However, the events of the Ending War have left the two closed off from one another for many years, with very little to no travel between the two nations.

Alivar

Placed between the Dwarven lands of Montis to the east and their bitter rivals The Arcane Realms to the west, lies the savage lands of Alivar. This massive span of roving hills and endless plains homes a tyrannical and power focused civilization. Instigators of The Ending War, they were punished severely for their crimes by nations of Titan and Ganya alike and now have many citizens and cities in destitution

The Dwarven Kingdoms

The Dwarves were once united as a single clan, until they reached the furthest edges of the Montis Forest. It was here the one clan split into two, still united under one cause but now two kingdoms, fighting together. Those who remained in the forest known as the Forest Dwarves, and those who continued into the mountains further east became the Mountain Dwarves and Hill Dwarves. Those who abandoned both and fled downwards toward the Underdark became the Duergar.

Montis is split between a massive forest, and massive mountain scape, covering the lands. Ancient relics, artifacts, and dangerous ruins can all be found within the forest, or mountains.


The Dragon/Tropics Peninsula

On a large peninsula to the south of the Dwarven Mountain Kingdom lies The Dragon Peninsula to those that live there. To others, it is known as the Tropics Peninsula. This tropical segment of Ganya is filled with an allied group of Kobolds and Dragonborn. However, this peninsula has been under the rule of The Mountain Dwarves for several hundred years.

On Ganya, Dragons have only recently returned to the world after Ormut the Ancient Void Dragon unleashed hundreds of dragons across the world from a mysterious portal. Some have returned to the Peninsula, giving hope that the dragon-kind may rise up from their oppressed position in the world.

The Trislands

These three islands are connected by a land bridge to the furthest north of them. Just over a thousand years ago, the women of the tribes that inhabited these frigid lands rebelled against their male counterparts in a single night of mass rebellion. From that day forth, the lands have been inhabited solely by women reproducing via a mystical ritual of two partners, or via breeding slaves imported from around the world.

These lands are dangerous for me to enter, but passage and proper papers for men can be purchased at ports to the south of the islands.

Austrialus Majora

The home of the elves and where the birth of civilization started. In the center of the large continent lies the Kong Gier Jungle, where the first elves came from the Feywild, into the Prime material. From there, the elves spread across this continent and created some of the first civilizations. Due to The Endless Strait being the only land bridge connecting to Myrencea, few Myrenceans ever found their way that far south. It was the elves who made the trek through the endless strait and discovered Myrencea and those that lives there, bringing rise to the Half-Elves.

League of Magic Setting Guide

The Nations of Titan

Kaladai

The Kingdom of Mino is believed to be the birthplace of the 4 Ancient Races. It was here The First Prince laid out his creations to begin their exploration of the world. Minotaurs made this land their home and built their first city with the help of the other races. Gryffon, Centaur, and Loxodon esthetics can all be found here.

After centuries, all but the Minotaurs left to find a new place to call home. The lands left to the Minotaurs became known as the States of Kaladai

Erhaus

The northern half of the lower continent of Titan is Erhaus, home of the Gryffons. Erhaus is home to the kingdom of Astreus, a massive city with a large land mass floating above it, creating its upper-class district and home to the royal family.

Recently, a terrorist attack temporarily disabled all magic in the kingdom, causing the floating land mass to crash into the water beneath. Thousands perished when masked forces attacked, seeking a prized artifact. The land mass is floating once again, but massive damage has been done to the city and its structures. Reconstruction projects have been underway for some time now.

Ire’Gi

The lower half of this continent is home to the Kingdom of Cerul. Cerul is the home of Centaurs whom live mostly peacefully. Their last involvement in war was the deadly Ending War, where they were left with no choice but to defend from foreign invaders.

Centaurs live a religious and nature-attuned life, making The Great Migration as a rite of passage, where young Centaurs must travel the continent to a massive holy city in the center of the Ire’Gi Wood.

Rada Vasseen

Home to the most arcana-technologically advanced civilization on Titan, this desert continent can be unforgiving, but extremely lucrative. The city of Mokandu is the home of Loxodons, but has seen a large influx of Earth Humans in recent years. Many of the races on Titan were excited to meet Humans and learn about their technology. Humans have worked hand in hand with Loxodon arcanist and artificers to create many inventions.

The large desert is also home to many nomadic clans of Tabaxi and Yuan-ti. Over the past 10 years, the military forces of Mokandu have begun attacking and eliminating Tabaxi settlements to make way for new industrial expansion.


The Human Colonies

These colonies were gifted to the Humans as part of an integration program, incorporating humans into Titan lifestyle. There are 5 Colonies, each exhibiting a mish-mash of cultures that make up the populace there. New Geneva, Bruce Revels, Atarashi Tokyo, Confederacy of African Nations, and Falfou.

These nations are highly industrial but also incredibly energy efficient and clean. Part of the agreement of Earth Humans being allowed settlements was the abandonment of their harmful gases and smokes, forcing these humans to rely entirely on solar, wind, and other renewable energy resources. There has also been extensive research done in Artarshi Tokyo of harnessing arcane magical energy for electricity.

The Serpent’s Maw

This collection of islands is home to the various aquatic races of Titan. No one race claims ownership of the islands, but are instead a shared collection of lands by various tribes. Just under a thousand years ago, a collection of Tortles, Water Genasi, Earth Genasi, and Yuan-Ti, originating from a central island in the maw sailed across the waters of the maw to invite the disparate tribes to unite under a single confederacy.

No one outside of the elders of these tribes know how this group was able to unite so many tribes. Currently, the capital of this confederacy is Terraqua, the large rocky island in the center of the Serpent's Maw.

League of Magic Setting Guide

Religion: Ganya

The name of the predominant religion on Ganya is called The Way. It is the belief that a supreme being named The One divided itself into the first race of creators known simply as The Sorcerers.

These are seen and treated as gods and have an entire pantheon devoted to the various aspects of life and existence in The System. It is these Sorcerers that are believed to have created all life on Ganya and beyond, and locked themselves behind a Celestial Gate after their creation. The most worshipped Sorcerers are known as the "Greater Sorcerers".

Greater Sorcerers
Sorcerer Realm Alignment Domains
Amdore Elemenal Energy & Ki CN Nature, Tempest
Apex Creation, Leadership, & Power LG Order, Life
Arwick Conflict & War CN Conquest
Dyyora Death LN Death
Fareeha Sorcerer of Health and Alchemy CG Medicine
Flelune Peace & Justice LG Peace, Order
Ijuva Romantic, Plutonic, and Familial Love CN Peace
Livera Life & Birth LG Life, Forge
Ofra The Great Moon N Twilight
Osim Joy, Festivles, & Vices CG Trickery
The Scaled Creators Dragons & Dragonkin CE/N/LG Devotion, Conquest, Redemption
Trikron Oceans & Marine Life LG Nature
Yuris Wisdom, Nature & Wildlife CG Knowledge

League of Magic Setting Guide

Amdore - Sorcerer of the Elements

Amdore, also known as the Elementalist, is believed to have separated his form, much like The One, into the five elements; Fire, Earth, Air, Water, and Ki. He separated himself into these different elements to better control each one. Each form is different, and has a unique personality. Fire is fickle and short tempered. Water is calm and peaceful. Earth is stoic and logical. Air is energetic and free flowing. And Ki is highly spiritual and believed to be the true form of Amdore.

Scholars of The Way contend that during this separation, 5 points on Ganya became home to the different elements, creating the first known rifts to the elements’ various elemental planes. However, a rift to the Plane of Ki, has yet to be discovered. Those who worship Amdore typically chose a specific element to worship in particular. His temples are divided into 4 elemental sections, with the element of Ki permeating through all.

During The Time Before Amdore created three sets of powerful shortswords designed for certain followers attuned with his final element, ki. The Swords of Stone and Wind, Swords of Flame and Frozen, and Swords of Amdore's Final Elemental contain immense power that is even more deadly in the hands of certain monks.

Divine Domains. Clerics of Amdore are often found with the powers of Nature and Tempest.

Appearance. The depiction of Amdore varies depending on the culture of the people worshiping him. In all forms, he is seen as a shirtless Myrencean in excellent physique with a black kamata and orange beaded belt. His long hair starts black at the roots but grows into four individually flowing manes of hair that shift into four different colors. The red, yellow, green, and blue manes are meant to represent the elements of fire, air, earth, and water.

High Holy Day. Most across Ganya acknowledge the holiday devoted to Amdore of "The Long Walk", but very few participate in its observation. This pilgrimage is typically for those seeking to become clerics of a particular element of Amdore, or those seeking a greater connection to a particular element. The observation includes long pilgrimages to locations of intense elemental power held in temples, and typically occurs during the Month of the One.

TENETS OF AMDORE

Destroy to Create. Use the powers of destruction to create a better world.

Control Chaos. The world is created from chaos, learn to control it to control yourself.

Balance of the Elements The world of Ganya and the universe itself strives for balance, as should all.


Apex - Sorcerer of Creation

Apex, or The Divine Creator, was chosen by The One to create Ganya. He is believed to have turned himself into the planet Ganya orbits to observe his beloved children. The "Eye" of Apex is believed to be the physical manifestation of Apex's vision, though Earth humans contend this is some sort of weather-based phenomenon.

According to clerics of Apex, under his leadership, the world of Ganya was transformed, given magic, and chosen to be the home of his greatest creations. It was his vision that led the Greater Sorcerers to turn the barren rocks of the moons into beautiful and lush worlds.

Apex was responsible for the creation of two Divine Armaments, the Hammer of Creation and the Rod the led One. The Rod of the One is believed to have a spark of the primordial entity responsible for all creation in the universe and beyond simply known as, The One.

Divine Domains. Clerics of Apex are often found with the powers of Order, the Forge, .

Appearance. Apex takes the form of the follower's race when being prayed to or when appearing in visions to devout followers. Regardless of race, he is seen floating in space in a set of white plate mail armor with golden inlays and engravings made with divine gold. On his back is a long white cloak that reaches his legs.

High Holy Days. The last month of the Ganyan calendar is a shortened month of two weeks, and 2 days. This is the high-holy days of the year and is used by almost all races and cultures to hold religious services and make offerings to their gods. The last two days are used for celebration of the end of the year, and the completion of the Hexannual/Dodeca, or one sixth/twelfth of a rotation around the sun. Apex is worshiped exclusively around the world for these final two days.

TENETS OF APEX

The Strong Willed Shall Rule Leadership requires those of the strongest wills.

Protect Your Creations Defend what you create from those who wish to destroy it.

Be a Paragon of Excellence Others will look to you for guidance and rule. Be an exclusively shining example for them.

League of Magic Setting Guide

Arwick - Sorcerer of Conflict and Chaos

Arwick is the son of Dyyora the Sorcerer of Death and Wuhzar the Sorcerer of Madness. He takes more after his father, Wuhzar, giving in to his chaotic birthright. He is believed to be an avid trickster and enjoys causing and creating conflict on Ganya. From verbal arguments to wars and battles, Arwick is often attributed to these issues. While seen as a trickster and chaotic, he is not seen as evil, but the inevitable outcome of life as social creatures.

Few temples exist to this Sorcerer in modern times but some ancient shrines across Ganya can be found in ruins. Small idols depicting Arwick are found in temples of other Sorcerers, left as tricks and pranks by other followers.

Divine Domains. Those who worship Arwick find themselves gravitating towards the powers of Trickery, Tempest, and Nature.

Appearance. Arwick is seen as a strong humanoid man wearing hide armor. He has short cut black hair and carries a Divine Armament known as the * Arwick Shifting Axe hefted over his shoulder. While the race of this Sorcerer changes with culture, he is shown to always have a grin or smirk on his face, as if there is always something he knows beyond what you do. To those on Titan, this Sorcerer is said to bear a strong resemblance to the god known as "The Ancient Predator" but with more alligator-like features.

High Holy Days. During the Month of the One followers of Arwick, either individually or as a group that have found each other, will engage in pranks, escalating complexity and severity. There are very few ardent Arwick followers anymore, but if enough find each other at one time, the pranks and chaos that befall a community can bring its downfall from the chaos.

TENETS OF ARWICK

Spice Life with Chaos When life becomes bland or mundane, add chaos to enhance the flavor.

Conflict is Inevitable Beings will inevitably be in conflict with one another. If they aren't yet, you can always expedite the process.

Pranks Strong Together Everything is more fun together, and the more fun you can have, the bigger pranks you can create.


Dyyora - Sorcerer of Death

Dyyora is the twin sister of Livera, tasked with taking away the creation of life by her brother. Worship of Dyyora does not mean worshiping death, or hoping for its arrival. Instead, death is observed as the natural part of life that must be respected and adhered to. Death gives way for life, for without it, life would soon become unbearable. The fate of a world without death is the fate of a world that will pray for it.

Undeath becomes tricky for most in this domain. While some clerics see the use of undeath and why Dyyora would grant this boon to her followers, others see it as a test and temptation to be avoided. The use of undeath in a cleric's work varies from person to person.

Divine Domains. Worshipers of Dyyora tend to stick to the domain of Death.

Appearance. Dyyora is depicted as a beautiful, black haired myrencean woman with pale white skin, and an Iron Raven by her side. She wears long black robes that drag behind her that are a jet black, almost giving the appearance of nothingness. The top of her robes are massive black feathers that rise up like monochromatic peacock feathers. In her hands is a powerful weapon, but not a Divine Armament. This six-foot-tall magical iron quarterstaff is known as the "Staff of Death". It has not been seen since ancient times on Ganya, but its presence is known to have existed after The Time Before.

High Holy Days. During the Month of the One followers of Dyyora, tend to take a month of silence to listen to the sounds of those who have died and give their respects.

TENETS OF DYYORA

Death must come from Life Death cannot come from nothingness. Life must die for death, and death must give way for life.

Guide Souls in Both Life and Death No matter if a soul is among the realm of the living or dead, be their guide.

Death is Necessary Destruction Not all destruction is warranted, but Death is what is warranted most.

League of Magic Setting Guide

Fareeha - Sorcerer of Health and Alchemy

While Apex is known to be the strongest and one of the most powerful sorcerers, Fareeha is by far the most intelligent. It was through her gifts that the other gods learned of the healing properties of their divine powers, and she became the founder of all healing magic.

Over time, many alchemists and traditionally non-divine shamans and medicine men came to worship Fareeha directly to help aid in their medical endeavors. Even some human doctors have taken to wearing a pendant of her emblem; A pair of asps swirling around a potion bottle.

Fareeha's followers are not as evangelical, plentiful, or outwardly showing off their devotion. This is not from a sense of shame or fear however as many followers simply use their devotion to her for a sense of guidance and security. A few clerics and some artificers have been known to call upon her power of alchemy to create potent medicines for their allies.

Divine Domains. Fareeha typically rules over the domains of Medicine, Life, and Knowledge.

Appearance. Fareeha's appearance resembles a tall curvaceous woman with olive-tone skin wearing long kalasiris that draped past her feet. On her hip is a shimmering golden sash with red trim and a golden chest plate with a red cloth underneath. Depending on the followers who erected the monument or drew the art piece, Fareeha is depicted holding one of two items.

If the followers are more traditional clerics seeking Fareeha's help in using divine magic to aid others, she is often seen with a fiery red staff with the head of a red-eyed cobra. If the followers are more inspired by traditional medicine and alchemy, she is seen with either a vase, potion bottle, or floating liquid. All of which are accompanied by a blue motif.

High Holy Days. The worship of Fareeha is often not widely celebrated or done with much fanfare. Those who worship her tend to take the High Holy Days to offer healing services for free or display random acts of kindness in their community.

TENETS OF FAREEHA

We Must Experiment to Discover The discovery of healing magic did not come by accident. It was sought out, experimented, and discovered.

The Gifts of Health Are All Around You Not just the Sorcerers can grant life-giving aid. The ingredients to a long-lived life are already given to you.

Failure Leads to Success Failing does not mean you have failed. It means you are a step closer to success.


Flelune - Sorcerer of Peace and Justice

Flelune is the middle child of the group known as the Three Sisters which includes Ijuva and Yuris. This trio of siblings rule over their respective domains but all have an intrinsic link to one another. It is not uncommon to find a worshiper of Flelune also worshiping the other sisters as well.

As the middle child, Flelune looks to her eldest sister Yuris for wisdom and guidance on matters of justice and to her younger sister Ijuva for matters of love and peace. The duality of both the love needed to harbor peace and the stern rigidness needed to maintain order and justice gives to two main groups of followers.

While a large portion of clerics of Flelune are those of peace and serenity, there are just as many clerics and paladins who focus more on her influence to maintain order in times of chaos.

Divine Domains. Flelune’s influence can be felt in the domains of Peace and Order.

Appearance. Flelune is a beautiful woman with long flowing hair divided in color along the center of her head with a calming sky blue on her left and fiery ginger red on her right. She is often depicted on her knees in a praying stance looking upwards while a blindfold covers her eyes. An array of colors radiates from underneath the blindfold and the themes of her hair radiate from each side of her.

She is believed to constantly be in a position of prayer and concentration, focusing on maintaining the balance of peace and chaos.

High Holy Days. During these times the two main factions of Flelune followers, the Eirinkos and Eirinfits, will join together with other followers of the three sisters. The Eirinkos will often help with celebration with the Eirinfits maintain order during the festivities.

TENETS OF FLELUNE

Through Love, Peace Through love many great things are possible. Peace is sustained through an unwavering love for your fellow being.

Through Order, Justice To ensure justice is achieved, order must be maintained.

Peace, Love, Wisdom Through the combined knowledge of the Three Sisters we can create a greater world.

League of Magic Setting Guide

Ijuva - Sorcerer of Familial, Plutonic, and Romantic Love

Ijuva is the youngest of the Three Sisters. Being the youngest she was always filled with more curiosity and wonder than her older sisters. While her eldest sister Yuris was steady and deliberate and her next eldest peaceful and calm, Ijuva was more energetic and spontaneous.

Much like love, Ijuva and her worshippers can be unpredictable and fickle. Sometimes the love of Ijuva can keep a struggling family together through the darkest and toughest times of their lives. But sometimes the romantic love she provides to the people of the world can lead to heartache, suffering, and pain.

This is the nature of Ijuva's domain, being a source of happiness and joy, the disdain of others who have been scorned, and fiery passion that can drive all peoples to incredible acts.

Divine Domains. Ijuva is believed to rule over the domains of Peace, Trickery, and War.

Appearance. The Sorcerer of Love does not depict traditional red and pink color normally associated with the heart and love. Instead, calming turquoise and cerulean blue colors comprise most of her robes and many depictions show her skin holding a bluish hue.

Her hair is long and the color of a cloudless sky and will be seen holding a Divine Armament known as the Gems of Longing. They are two bright, iridescent gems that when held can imbue the wielder with the powers and strengths that love provides. She is often shown holding one gem while another acts as a pin holding her lower robe up.

High Holy Days. Throughout the high holy days, many worshipers of Ijuva celebrate by providing gifts to family members, friends, and loved ones during this time. Many proposals and weddings occur during this time all around Ganya. Other followers will jointly celebrate with worshippers of Osim, engaging in libations and acts of love for an entire fortnight.

TENETS OF IJUVA

Love is Only Two-Ways Love through coercion, magical or otherwise, is not love.

Love is Love Two mature people in love is love nonetheless.

Peace, Love, Wisdom Through the combined knowledge of the Three Sisters we can create a greater world.


Livera - Sorcerer of Life and Birth

The twin brother of Dyorra the Sorcerer of Death. He is constantly bickering with his sister as he creates the spark of life on Ganya and The System only for his sister to inevitably destroy it with death. It is a battle the two have been having since the dawn of creation. He is often seen associated with Fareeha and Apex. Apex worked closely with Livera to give all creations life and Fareeha often partnered with him to better craft alchemy from The Weave.

While Lvera is never happy with his older sister's antics, he begrudgingly understands the need for death to occur, otherwise life could become untenable.

Livera is believed to reside behind the Celestial Gate on the Plane of Positive Energy alongside Fareeha. While many followers of Livera use the power of Positive Energy to heal those around them and sustain life, others have felt the need to pursue undeath to sustain whatever inkling of life they can hold on to. Followers of Livera often find undeath and necromancy a way of sustaining the spark of life that Livera provides, no matter how faint.

Divine Domains. Livera rules over the domains of Life, and some bloodlines chosen by him can carry a connection to his powers. Servants of his are known to make pacts with new followers as well.

Appearance. Like his sister, Livera has pale white skin and almost silver-white blond hair. Though much shorter, the resemblance between him and his sister is uncanny, down to the dual-colored eyes, although his right eye is blue and left eye is red, as opposed to the opposite sides seen on Dyorra.

High Holy Days. Throughout the weeks of the high holy days, followers of Livera actually take part in often death-defying stunts and other dangerous activities. Followers call this the "Tug of Life-and-Death" believing Livera and Dyorra to be tugging on the lives of the people on Ganya between life and death. These exciting activities are to remind followers to experience as much as they can while their spark of life remains lit.

TENETS OF LIVERA

Life, then Death Life always comes before death, and always takes priority.
Even Death Grants Life Even from the piles of death from Dyorra, new life can always rise.

Maintain the Spark It is only natural to want to maintain one's spark of life as long as possible.

League of Magic Setting Guide

Ofra - Sorcerer of The Great Moon

Of the many moons that surround Apex and can be seen in the night sky of Ganya, it is Ofra that holds the most sway in the night sky. This moon tracks lycanthropy on the world and is so potent that even lycanthropic curses on Titan are swayed by "The Savage Star".

Ofra, also known as the Everwatching Witness, is an often silent deity that does not speak with her worshippers often. She is sometimes considered a sorcerer of clockwork predictability due to the clockwork nature of the moon and The System's cycles. Her messages most often come as portents in the moon and through visions of lunatics. This makes her messages difficult to decipher and some think she does not actually speak at all.

Divine Domains. Ofra rules over the domains of Twilight and Knowledge. Her title as the Everwatching Witness has many believe she accumulates all knowledge she watches at night.

Appearance. Ofra is most often depicted as a slim and slender woman with long-flowing jet-black hair that reaches far past her feet. She is often shown in artwork hovering above the world of Ganya with her hair cascading down and outward from her, with the moon itself behind her. She watches from afar with her mouth closed and her gaze constantly fixed on the world.

High Holy Days. Those that seek to give praise to Ofra during the high holy days will spend many of those nights outside under the moon. Some do this to feel a closer connection to her, while others hope to be imparted with universal wisdom and become lunatics.

TENETS OF OFRA

Be Twilight in the Night In the darkest nights, there is always a light above to guide.

Silently Watch Observe and do not disturb. Knowledge disturbed is knowledge lost.

Natural Mechanist All facets of the universe operate with clockwork precision.


Osim - Sorcerer of Joy, Festivals, and Vices

Osim has been a thorn in the side of many other Sorcerers due to his playful and raucous nature. It is rumored that he interfered with Artollo during a hunt, and thus Artollo asked Yuris for help to get back Osim. The two schemed together and cursed Osim with furry goat-like legs, cloven hooved hands, and horns much like a satyr.

Osim refused to learn his lesson and simply devised a hat to fit atop his horns where he could place his mugs of ale with long straws at the bottom of them so he may sip on his delights even without needing to use his hands.

Many followers of Osim will wear these hats in honor and worship of him.

Divine Domains. Osim rules over the domains of Light, Prism, and Trickery. Osim is worshiped by many tricksters and playful people looking to get the most out of life. Many gnolls who do not worship The Laughing Prince worship Osim.

Appearance. Before Osim's transformation it is believed he was a stunningly handsome Myrecnean-looking man with a muscular physique. After his transformation he looks part-goat with hooves for hands but not his feet. He also had a large gut that protrudes over his toga.

High Holy Days. Many worshippers of other Sorcerers will often find themselves sneaking into the ceremonies to Osim during the High Holy Days. For thousands of years the worshippers of Osim have gathered outside of their cities, towns, and villages to have a two-week long festival. It is known throughout The System that these celebrations are so intense and full of debauchery, deaths have been known to occur from over-consuming alcohol and other substances found on Ganya.

TENETS OF OSIM

Bring the Party Always be prepared to bring a party to any situation.

Indulge and Enjoy Even elves do not live forever, and all time is limited. Enjoy life and indulge in its splendors.

All of the Lights Light the way of the party and explore the spectrum of lights to provide the greatest enjoyment.

League of Magic Setting Guide

Trikron - Sorcerer of Oceans and Marine Life

The master of oceans and the creatures that dwell within it, Trikron can be seen as a peaceful and benevolant sorcerer that gives the bounty of the ocean to the people of the land. At the same time, he can be seen as the lord of storms, responsible for the shipwrecks, crashes, and the horrid monsters that lurk below the surface.

His attitude is often boisterous and booming to match the thunder of the storm and speaks to his subjects through the sounds of a thunderstorm or the waves of the ocean.

Trikron rules over the various oceans and seas on the world of Ganya, and is believed to have created the various marine life throughout the world. He is credited with the creation of aquatic beasts, as well as aquatic aberrations and monstrosities.

Divine Domains. Trikron rules over the domains of Nature, The Open Seas, and Tempest.

Appearance. Trikron is often shown as a wave in the shape of a humanoid, wearing an ever-shifting cloak made of water, and an Aqueous Halo, a Divine Armament.

High Holy Days. Many sailors, pirates and otherwise, worship Trikron during the high holy days. Many cities around the world on islands or on the coast send out flying lanterns with prayers written to Trikron and set them out over the oceans. The lantern displays in some cities can be seen from dozens of miles away.

TENETS OF Trikron

Free as the Waves Nothing holds back the waves, and nothing shall hold you back.

As Loud as the Storm Make your presence known wherever you go.

The Bounty and Dangers of the Sea The seas can provide everything for you, and also take them away. Always be wary of what way the tide is moving.


Yuris - Sorcerer of Wisdom, Nature, & Wildlife

The eldest of The Three Sisters, Yuris serves as a guiding elder to not only Ijuva and Flelune, but to their followers as well. While many worship The Three Sisters together, the largest group of followers are to Yuris.

Druids across Ganya and even natural born Titan residents have come to worship Yuris for the bounty and gifts she brings to communities and the world. Druids worship her connection to nature while clerics seek her wisdom and guidance on holy matters.

Yuris's arms spread so wide that she is considered one of the most powerful deities amongst many of her followers on the Trislands.

Divine Domains. Yuris rules over the domains of Nature, Knowledge, and Light.

Appearance. Yuris is typically depicted lounging on a cloud in the evening sky overlooking her creations below on the world of Ganya.

High Holy Days. Followers of Yuris will often meet with followers of Fareeha and Livera to complete good deeds and travel together to find those in need of aid. Druids of Yuris will go on massive tree-planting missions across the world of Ganya.

TENETS OF Yuris

Wise Beyond Years Wisdom does not always come from age. Listen to all, even those younger than you.

Respect the First Home The harsh wilderness is also the first home of all life, and should be respected as such.

Home to All Creatures Ganya was not made just for the elves and myrenceans, but the critters and beasts that roam the lands as well.

Lesser Sorcerers

The Lesser Sorcerers were responsible for specific aspects or more minute details of the creation of Ganya. Some are beings that were born from Greater Sorcerers, others are ancient beings that predate or grew laterally to the Sorcerers, and others are beings that have amassed incredible powers and wish to share them with the various worlds.

While they are considered, "Lesser", this is more of a title, rather than level of power

Lesser Sorcerers
Sorcerer Realm Alignment Influence
Akello Strength and Power LG Conquest
Ras Leadership and Military Tactics LE Crown, Conquest
Rehani Loyalty and Bonds LG Redemption, Celestial
Xolani Forgiveness NG Celestial
Trikka Sorceress of Rivers and Lakes LG Fathomless
Artollo The Hunt CG Hexblade
Eleas Gold & Wealth CN Glory, Conquest
Sarqen the Unknown The Unknown & Mystery CN Great Old One
Hjolt Chaotic Intelligence & Unfettered Knowledge CN Arcana, Chaos
Grigor Luck CN Genie
Yphi The Harvest & Sustenance LG Redemption, Ancients
Everune Weather CG Ancients, Open Sea, Prism
Anar Sun, Light, Radiance LN Light, Glory

League of Magic Setting Guide

Rogue Pantheon

During the time the Sorcerers were building their creations, some of these Sorcerers had different visions. Twisted mockeries of life and beauty and creating horrible aberrations.

These Sorcerers are viewed as evil and are worshiped by disparate cults or power-hungry madmen and mages.

Lesser Sorcerers
Sorcerer Realm Alignment
Kronos Tieflings, Corruption, Domination LE
Irul Darkness, Shadows CN
Whuzar Madness CE
Laozed Gluttony, Caverns NE
Void Destruction, Nothingness CE
Xanthin The Underdark, Aberrations CE
Fellara Monstrosities, Arcane Manipulation LE
Vanice Undeath Supremacy LE
Her Majesty of Web Spiders, Deception, Darkness CE

League of Magic Setting Guide

Kobold & Dragonborn Deities

Dragonborn and Kobolds come from a small peninsula on Ganya called "Dragon's Peninsula". This is the name given by the inhabitants there, but the region is known as the "Tropics Peninsula" to the rest of the world. While the peninsula is primarily inhabited by Dragonborn, is peninsula owned by the Mountain Dwarves to the north.

Their pantheon is smaller than the rest of the world around them, though there is a general consensus among scholars that these dragon entities are simply draconic retellings of the stories from The Way.

Draconic Sorcerers
Dragon Type Realm
Afriner, The Forge Brass Metallurgy, Smithing, Craftsmanship
Avecry, The Strong Minded Emerald Intelligence, Discovery
Avrum, The Father Copper Family, Parental Guidance
Chargud, The Clever Crystal Wit and Wisdom
Falceter, The Trickster Green Deceit, Contracts, and Government
Fjallstoppur, The Coming Winter White Winter, Seasons
Gryuru, The Brave Silver Bravery, Order
Ignus, The Firestarter Red Fire and Draconic Supremacy
Ormut, The Void Black Chaos, Space, Time
Qynnierth, The Insane Topaz Madness
Reldor, The Eternal Amethyst Gravity, Creation, The Universe
Shenhar, Protector of the Weak Gold Protection, Philanthropy, Peace
Tyddrid, Protector of the Sky Blue Flight, Storms, Weather
Ytolth, The Calm Sapphire Serenity, Ki, Psionics
Ziraya, The Lifebringer Bronze Harvest, Cultivation, Farming

League of Magic Setting Guide

Religion: Titan

The various races on Titan all vary in the deities they worship. However, naturalism takes a higher precedent than almost all dogma. The Wild Mother is believed to be the sole creator of the contents within the universe.

Races on Titan have no formal mythos for the creation of the universe itself, simply the contents within it. There is a ranging pantheon for each race of people, however, there are a few core deities that are prevalent throughout the societies.

The Earthen Mother

To those on Ganya, many equate her to being the amalgamation of "The Three Sisters". Ever since Ganya and Titan first encountered one another, the two have respected each other's pantheon, creating correlations between the two.

The First Son

Believed to be the first born of the Earthen Mother, the First Son is worshiped as the creator of civilization and brought the races of titan from savage beasts to intelligent and sapient beings. He is worshiped as the god of Knowledge, Invention, Creativity, and the Arts.


The Tribunal of Judgement

These 5 deities are worshiped in tandem. Each represents a different part of the world of Titan. When a soul dies, these all-seeing deities decide the fate of the soul of each being.

The Shepherd

This is a deity believed to have been created from The Tribunal of Judgement. The Shepard takes many forms depending on the soul. It typically takes on the form of the most trusted person in the soul’s life. His job is to herd the soul to its proper afterlife location. Whether that be The Wasted Waters (The afterlife plane of hell. A barren, swampy wasteland with dead vegetation and wandering souls, forever searching for their way out), or to an idyllic plane of existence, tuned to your souls most wanted desires. This afterlife is different for everyone and is known as The Plane of Dreams.

League of Magic Setting Guide

A History of Myrecnea

While not the first continent to be populated with life by the Sorcerers,

Major Factions

Thoughout the various continents on Ganya there are large factions of people looking to rule over their domains or increase their influence throughout the world. Some groups rule over their respective nations and have factions within them, each controlling an aspect of government. However, many groups outside of the law have used recent events and oppotunities to expand their criminal organizations, religious motives, or arcane experimentations.

The Arcane Realms

The High Court

The High Court of the Arcane Realms is the longest standing democratic-elected government in all of Ganya, next to the territory of the Dragon’s Peninsula which has a mix of monarchy and elected officials. The High Court first came about as a concession between the King of The Mythrill (now Mythrill’s Point), Xan Sellion, and the people of The Mythrill.

Years of consolidated power, heightened taxes, followed by a set of losing skirmishes against the Savage Magics (now Alivar) lead to public unrest and King Sellion looked for a way to appease the people while maintaining power. Thus, The High Court was established, consisting of nobles and elected representatives of the city, who would advise the King on all manners of the realm.

After almost 2000 years of a government resembling a constitutional monarchy, the last Sellion king, Rafendel Sellion divested the power of the throne leaving only the High Court in charge of running the nation. This came in the middle of the era known as “The Relative Peace”, a stretch of nearly 500 years where there was a tentative peace between the Arcane Realms and Alivar.


At this time however, The High Court was no longer only represented by those in the newly named Mythrill’s Point. Various city-states had begun to rise and wanted to be involved in the politics surrounding the lands and have their people’s voices heard. The High Court was growing and by the time of The Ending War had 9 elected representatives from 8 cities across the realm.

These 9 representatives work together to handle all aspects of government, delegating work to their assistants, and appointed individuals such as the various generals, admirals, and advisors. While there are 9 elected representatives, there are hundreds of workers within the High Court that make the Arcane Realms run as efficiently as it does.


Goals

The High Court maintains open communication with all of their vassal states and their objective is to spread the wealth and bounty that the lands of western myrencea offer to all those living within it. While these efforts are not always done the most effectively, the goal has always been, since its inception, to allow the entire nation to rise up through a united effort.

There is one territory that exists within the lands of The Arcane Realms that is not represented within the High Court and that is the Citadel of Magics. This is a military citadel the size of a city and belonging to no single nation. It is instead owned, operated, and funded through the League of Magics, an inter-planetary peacekeeping initiative to allow all nations and peoples to have a place to deal with disputes diplomatically. While many nations are included, several nations and groups of people such as the people of Terraqua and Mokandu have no interest in taking part of the organization. The citadel is a training grounds and meeting place for the League of Magic’s and their member’s military organizations.

Minority Delegate

The Minority Delegate is a unique role that came about roughly 145 years ago, shortly after the Ending War. To ensure those who were not among the most populated of species (such as dwarves, goliaths, and half-orcs) could be sure a representative looked after their needs exclusively. The position is only voted on by members of minority species, and is voted on more frequently than other representative positions, often changing when new census results are made available.

Draw Decider

The Draw Deciders is the least involved but most respected role in the High Court. While not able to vote in most decisions, the Draw Decider is the tie-breaking vote if the High Court is otherwise split. It is viewed as the position with the most power, being able to swing tightly contested decisions. It is the only role that is voted on across all represented cities in the court, and not independently by any one city.

Representative

A representative is the title for an elected official within the Arcane Realms. There are 9 representatives on the High Court, and 8 cities are represented between them. In general, once a city has reached a certain population threshold they are able to request representation within the High Court. Currently, the cities of Mythrill’s Point, Hyla, Hyra, Bell’s Keep, Myran’s Bay, and the City of Four Points. The cities of Graze and Mazen are represented jointly.

Relationships

The High Court also maintains strong alliances and sends ambassadors and hosts ambassadors from the Elvish Kingdoms in Austrialus Majora as well as representatives from the Dorlan Mountain Kingdom. The mountain dwarves of Montis have been long-time traders with the Arcane Realms and the elves of Austrialus Majora have been diplomatic and military allies since the two people’s met in the middle of the Endless Strait.

An organization that has long been a thorn in the side of the High Court has been the Umbra Fortuna. This underhanded thieves guild is believed to have been created by a group of nomadic bandits that traveled up and down the Endless Strait. The guild is responsible for various criminal dealings throughout the Arcane Realms and various other parts of Ganya. The High Court has created special task forces within The Arcane Eye to try and infiltrate and interrupt their networks, in an attempt to halt their growth around Ganya.

While The Ending War has been in the past for over 150 years, the bad blood between Alivar and the Arcane Realms has never subsided. Alivar’s government in the past has made efforts to open up trade deals with the Arcane Realms, but the High Court has been ardent in their refusal to allow Alivarians into the lands of Maze and Grazen.


Figures of Interest

The following are the 9 representatives of the High Court and are NPCs you can use in your games. They can also be used to provide inspiration for your own NPCs in this world. In addition, members of other important organizations underneath the High Court are included.

Mythrill’s Point Representative

Torodel, Myrecnean, 58, he/him

An older myrecnean man who has been a politician for many years. He was second in the voting for Draw decider. He has green eyes and short blonde hair and has a small green faerie dragon that rides around on his shoulders. He’s a bit bitter that he lost Draw Decider but has not let that stop his efforts as representative.

Hyla Representative

Arzahr Flifhorn Gnome, 366 and 1 minute, he/him

The “older” brother of Epzohr Filfhorn, Arzahr is an incredibly powerful and masterful mage of various schools. His precise scribing techniques are known throughout many circles of arcane practitioners. Arzahr helped found Hyla University and was one of its first professors. After the school boomed in popularity, he stepped away from teaching to help the city around the school in a more macro sense, and ran to become the representative of Hyla. He has a deep rivalry with his brother, who represents the rival city of Hyra.

Hyra Representative

Epzohr Flifhorn, Gnome, 366, he/him

The twin brother of Arzahr Flifhorn, Epzohr was one of the original founders of Hyra University and is known to be one of the most impressive master craftsmen, also known as an MC, in the world of Ganya. His proficiency with tools is unparalleled and many artisans and artificers alike have come to Hyra to refine their skills in all sorts of practical trades. Not to be outdone by his brother, Epzohr stepped away from his teaching role to become an elected official for Hyra. Him and his brother are constantly at ends with each other over policy, but this has helped other members find a compromising middle-ground on certain subjects.

Bell’s Keep Representative

Cophan Bell, Human, 68, he/him

While not the newest representative in the high court, Cophan Bell’s seat is the most recent addition being added 25 years ago. Cophen Bell considered himself a self-made millionaire, establishing Bell’s Keep with his own money and giving away real estate for coppers on the platinum to get the city filled with the poor and lower class of other cities. And it worked. The city became filled with new people and even more investors. He is a savvy businessman and his opinion is sought after by many tradesmen and guild members.

Maze/Grazen Representative

Piben Pujost, Halfling, 69, he/they

The twin cities of Maze and Grazen have been vital to the strength and longevity of the Arcane Realms. Piben Pujost has spent much of his life as the Mayor of Grazen and was elected to the High Court 10 years ago. He was a farmer before a mayor and came from a long line of farmers. He understands the value of a hard day’s work and uses this to keep himself as humble as he can in such a high position of power.

Myran Bay Representative

Yquora Moxis Human, 31, she/her

The youngest and newest of the representatives on the High Court. She is a reluctant leader as her father, Nadenial Moxis, was first elected to represent the city. During the journey from Myran’s Bay to Mythrill’s Point, Nedanial fell ill and perished, leaving only Yquora, 24 at the time, to take his place. Other members and advisors in the court looking to gain political ground allowed her to represent the city in hopes she would be an easy target for their political machinations. The young woman took the job head on and was responsible for massive amounts of redirected funds towards Myran’s Bay and became a hero amongst her home town. She still sits in her position as representative and is known for her stubbornness in helping her people.

Four Points Representative

Lyra Igil, Half-Elf, 72, she/her

Also known as the Queen of the 4 Points, Lyra Igil is considered royalty by her people in the Etat Forest. This group of druidic and nature-protecting people have been guardians of the woods they live in and have made their home at the intersection of two major rivers. The city has never truly considered itself a member of any nation, but since they were offered a seat of representation by the court, a member of the royal family has always been sent to Mythrill’s Point to ensure the protection of the Etat Woods and the people in it. Lyra was first sent as the representative when she was a princess, but both her parents passed while she has been in office and has since been anointed queen. Her brother, Marcus Igil, rules as the King of the 4 Points currently.

Minority Delegate

Gamden Gravbush, Dwarf, 77, he/him

Gamden Gravbush comes from a long line of Myrencean dwarves and has been a vocal supporter for the rights of the working and lower classes. His brash approach to politics has made him difficult to work with in the court, but has resulted in some successes in his political career. He is close to retirement and has been considering when the opportune time will be to ensure his agenda is continued and supported.

Draw Decider

Elstrum Quivrus, Elf, 569, he/jhim

Elstrum Quivrus is an older Myrecnean-based Elf that has won his election 10 times and maintained his position for over 300 years. His decision making and crucial political maneuvering helped ensure the survival of the Arcane Realms and the people of the realms have not forgotten his hard work.

Mythrill Legionnairs & Republic Navy

Goals

Legate

The role of the Legate is to be the final word of advice given to the High Court. While not directly in charge of any specific aspect of the military, the Legate is the central point of martial information. Generals, Captains, Commanders, and everyone below in the chain of command ultimately gives their reports to the Legate, who passes the information on to the High Court in digestible and understandable terms for politicians.

Grain General

The Grain General is no higher or lower than any other General in the Arcane Realms. However, due to the precarious position Maze and Grazen find themselves, being so close to the border of Alivar requires expert tactical leadership in case of another invasion.

The Grain General is often given to the most experienced or decorated general in service. The changing of the Grain General is often a large ceremony and involves large parades and ceremonies, both in Mythrill’s Point where the retirement or funeral occurs, and then in the twin cities of Maze and Grazen for the appointment of the new general.

Admiral Arcane

The Admiral Arcane is the highest rank given to a naval officer in the Arcane Realms. There are two Admiral Arcanes currently. One oversees the “Western Fleet” which specifically travels and guards the western and northern coastlines, and the other oversees the naval fleets in Trikron’s Domain on the western side of the Endless Strait. Admiral Arcanes are more than just talented sailors and captains, but mighty and masterful manipulators of magical means.

Boatswain Summum

The Boatswain Summum is the lead architect for the Arcane Realm’s navy and is responsible for the overall construction and design of the realm’s ships. Depending on who is in charge in this role can dictate naval tactics, whether ships become more arcanely focused, offensively focused, or defensively focused. Summum are often highly opinionated and technical geniuses, cultivated from the cream of the crop at both Hyla and Hyra University.

The Arcane Eye (Spy Network)

Minister of Intelligence

If only one fact is known about the truth, it is that it is full of secrets. The Minister of Intelligence knows this better than anyone else, and leads operations within the Arcane Eye to find every secret hidden in every truth. The Minister of intelligence is responsible for pure information gathering from around the world. They utilize not only arcane means to spy and scry but a plethora of agents working in the shadows and under the cover of magic and night to overhear every word spoken in the realm.

Master of Whispers

Contrary to the Minister of Intelligence, the Master of Whispers cares little for what the reality of a situation is, only what can be disseminated to their enemies and to the public. This role is responsible for the various rumors, tales, and “secrets” told in taverns. The position is just as much about deceiving enemy forces as it is diverting the eyes of the people of the realms. The Master of Whispers controls their own operatives, known as Whisps, who seek out local rumors, discover their validity, and warp the tale into a useful lie.

League of Magic Setting Guide

Character Options

The many magical worlds of The System are filled with heroes, villains, witches, liches, and more. Challenges at every step from traversing the wild lands of the Kong-Gier Jungle or the settling political strife within the States of Kaladai help create some of the most iconic champions of legend. Mysterious pacts with other worldly entities unleash powerful arcane magics while humans and Lodantas create artifice machines of industry. The material presented in the following chapter offer new character options to help embed your character into the life of someone in The System.

A Campaign in The System

This section is meant for players who will be playing in a campaign in this setting being run by the Game Master. Along with a list of new races, subclasses, backgrounds, and feats, are variant rules to create an even more unique experience from other settings in the multiverse.

Getting Started

Character creation starts as per usual for character creation in a fifth edition TTRPG game. Typically generating your statistics is decided by your group or your Game Master. Players then decide the character's race, lineage, or ancestry, class and background. If you or your Game Master wish to vary from official fifth edition materials, or this material, ensure this communication happens now.

Along with any variant rules by your Game Master, this setting provides a few variant rules that can be incorporated into your campaign to better immerse yourself into the universe of The System.

All Encompassing Magic

On the magical worlds of The System (Ganya, Titan, Pax, Spes Nova, and Kronos), magic is pervasive and all-encompassing. Creatures from these magical worlds are born with innate magical power that is honed by the time a person is an adolescent. This honed magical skill takes the form of basic cantrips that these beings are capable of casting. Any being, other than a Human from Earth, may select 2 cantrips, from any 1 class' spell list, that does not require an attack roll or saving throw, provided their starting class does not have the Spellcasting feature, or already have a racial feature that provides innate spellcasting.

These cantrips are considered innate for you and therefore do not require any material components, and can use Intelligence, Wisdom, or Charisma (your choice upon character creation) as your spellcasting ability for these spells.

For example, a 1st-level Dragonborn Fighter may choose during their creation to learn the spell Light, and Guidance from the Cleric spell list, using Charisma as their spellcasting ability.


Humans and Myrenceans

In this setting there is a distinct difference between a Human and a Myrencean. Humans come from Earth, and have advanced technology to rival the abilities of magic. Myrencean are very similar to those from Earth, with similar lifespans, height, and weight, but with the innate ability to cast spells due to the magical world they are from.

To make this distinction, a good rule of thumb is to consider "Variant Humans" to be from Ganya and "Humans" to be from Earth. "Variant Humans" or, "Myrenceans", are from a magical world, and thus have the innate ability to learn basic cantrips thanks to Ganya's all-encompassing magic. Humans, from Earth, lack the ability to cast spells unless done so through a magic item and are incapable are taking a class, subclass, feature, or background that provides the ability to cast spells at any point. The exception to this rule is any class that uses a set of tools as a spellcasting focus at first level. The Greater Sorcerers and those beyond the Divine Gate are unable to connect to Humans, but other greater entities are finding new beings on the magical worlds to make deals with.

However, if you wish for your human character to learn magic, psionics, or other spellcasting abilities, work with your Game Master to find an appropriate reason. Was your character experimented on by an evil mage to suffuse you with these powers? Maybe they made a pact with a mysterious entity one night on The Flotilla or you decide to flavor your spells as sleight of hand tricks with incredible special effects.

The Human Armory

While humans lack the ability to harness the magical energy of the Weave, they have learned to compensate with their incredible technology. Firearms are a deadly and powerful weapon, but they are also Humans only defense against monsters the size of mountains or a lich casting a bolt of necrotic energy. All Humans in this setting have proficiency in Firearms, provided your Game Master has decided not to allow Humans from Earth to cast magic, and allows Firearms.

In addition, Humans have access to a unique array of nonmagical, yet powerful equipment stored in The Human Armory. This Armory consists of new, nonmagical items that can only be purchased and wielded by Humans. These unique items can either be requested at a Shoppe Console, that are found in major cities on Titan, or via a Mobile Shoppe that is given to human explorers. These items and their functions can be found in later chapters.

League of Magic Setting Guide

Culture and History

All of the races in The System have an extensive history with unique cultures, customs and beliefs. This setting does it's best to include all official fifth edition races as well as be flexible enough to allow for yours or your Game Master's own creations. This section will include descriptions of these different races from across The System as well as speak to their cultural heritage. This does not include game statistics for official fifth edition races, but does include statistics and features for the following 16 new races:

  • Dryad
  • Dwarf Elf
  • Earth Golem
  • Flumphkin
  • Gnoll
  • Grippli
  • Gryffon
  • Korred
  • Krawlling
  • Lamia
  • Meepling
  • Nymph
  • Plane Screamer
  • Treantling
  • Troglodyte
  • Ursidon
  • Mustel
  • Xvart

Classes

All of the classes in official fifth edition materials are fair to use in the setting of the League of Magics, as well as material from other sources that your Game Master feels is appropriate. This book also contains the following 10 new subclasses that are detailed further in this chapter.

  • Barbarian: Path of the Earthen Protector
  • Bard: College of the Frontier
  • Bard: College of Sculpting
  • Cleric: Medicinal Domain
  • Cleric: Prism Domain
  • Druid: Circle of Ore
  • Fighter: Shielding Crusader
  • Monk: Way of Diminution
  • Paladin: Oath of the Armored Brigade
  • Rogue: Toxicologist*
  • Warlock: The Great Dragon
  • Warlock: The Horned Devil

Backgrounds

Backgrounds from all official fifth edition material is allowed in The System. The magical worlds of The System are filled with valiant soldiers, reclusive hermits, and engineers creating new inventions. Others are from Earth and are exploring a fanciful new set of worlds only believed to exist in myth and legend. This book presents the following 8 backgrounds that can also be selected.

  • League of Magics Diplomat
  • Endless Strait Nomad*
  • Trisland Witch
  • Silverstrum Miner*
  • Rada Vaseen Wanderer*
  • Hunter of Askria*
  • Pilot*
  • Earth Ambassador
  • Jungle Knight
Backgrounds and Feats

It is recommended in this campaign setting that character's start with a feat, as part of their background selection process. If a character's background does not grant a feat that can also be taken at an Ability Score Increase level, that character should select a feature as part of their background. The character must meet the feat's requirements and it cannot not provide an increase to an ability score.

The Beginnings of Adventure

Communication between players, the Game Master, and other players are important to creating a healthy, safe, and fun environment for everyone involved. From character creation to the final blow of the BBEG, this communication is paramount to telling a compelling story and creating an exciting experience for all. Clearly tell your Game Master what sort of ideas and story concepts you have for your character and what type of experience you are looking for as a player. This ensures that they can allocate appropriate time to your character and story, while not distracting from others.

Use time before the session, commonly referred to as "Session Zero", to meet as a group to discuss what everyone is looking for. The expectations of each player and the Game Master, rules that campaign will be using, as well as topics that may be sensitive and need to be avoided or handled with care. The safety and well-being of the player's and Game Master take precedent above all.

There are many guides online and in official fifth edition material that provide ways to conduct these sessions. Each session zero will be different for each group, with different topics discussed and different rules set.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook and this book offer a list of languages to choose from. The DM is free to modify that list for a campaign.

League of Magic Setting Guide

Details of The System

Once you have a general concept of your character, discuss with your GM and other players about providing a unique flavor to better embed your character into the setting. Learning about the lore of the various gods, cities, and nations can better ground your character where they are from.

The Sorcerers

If your character is religious, or has a strong spiritual connection to a Greater Sorcerer, explore how that connection works and is maintained. Were they a devout follower, a nonpracticing observer, or are they an official priest or priestess of this deity? Earlier chapters go into further detail about the different gods known as "Sorcerers" and their domains and provinces.

Factions

The various worlds of The System are not just filled with roving bands of anarchist tribes. There are organizations, businesses, governments, nations, guilds, and more.

Each of them has their own rivals and unique history with one another. The Wizard Realms and the Warlock Territories have been constantly vying for land along with border of the two nations. Is your character a diplomat from one of these sides? Or a soldier on the front lines? These factions are described further in detail in earlier chapters, or you can work with your GM to create your own.

Dragons

The history of the Ancient Dragons is shrouded in mystery and myth. Oral traditions were passed down from generation to generation of what befell them. They were a prevalent danger and accepted part of life that many civilizations were able to adapt to. They formed defenses in their cities and had scouts patrol lands known for dragons. However, roughly 1000 years ago the last dragon was seen in Ganya over the mountains of Montis.

This changed, however, within the last year when a primordial eldritch being tore a rift on Titan and Ganya between our universe and another, unleashing a torrent of different types of dragons. The rift was only open for a day, but this was enough time to fill the worlds with all sorts of dragons once more. Life on Ganya and Titan is learning how to readjust to the presence of these impressive behemoths.

History and Cultures in The System

The history of both Ganya and Titan began roughly 5000 years prior to the current date and within that time empires have risen, fallen, and cultures have grown and shifted. While some races and groups have preferred to remain among their own, like the elves of Austrialus Majora and the dwarves of Montis, many have had a shared and integrated history with many other races. Many halflings, myrenceans, and gnomes have found a common community with each other, while still remaining distinct with their individual cultures.

This section outlines the history of these traditional races on their respective worlds. A race that originated from Titan or Ganya will be noted in parenthesis next to the race. This section is designed to inspire both GM's for NPC's and players to help inform their character creation.

Monsters, Beastfolk, and "People"

In the world of Dungeons and Dragons and many other fantasy settings, there is typically a distinction between a "Monster" and a "Person". Traditionally, these labels are fulfilling the roles of a story; an antagonists, heroes, or ally for your character to interact with.

In this setting, due to the isolated nature of the two worlds and inter-planetary travel only coming into existence in the last 200 years, many races from Titan and Ganya do not have the same preconceived notions of one another that other settings in the multiverse might have.

For example, a minotaur from Titan would not have any sort of prejudice against a dark elf for their heritage, as they have not had centuries of rumors, propaganda, and political influence against them. The same could be said about a dwarf expecting a minotaur to be a mindless, raging brute, as their existence was unknown entirely.

Almost all sapient beings found in official fifth edition material and in this book are not considered "Monsters" and generally have their own self-identity and culture somewhere within The System, or on an adjacent plane of existence. What is an is not considered a "Monster" is ultimately decided by your Game Master, and if you wish to try creating a playable race out of one of these monsters, work with your GM to find where they might fit within the setting.

League of Magic Setting Guide

Multi-World Bestiary

The nature of the many worlds of The System can lead some monsters to exist on certain worlds, but not others. Most monster creatures can be found on the various magical worlds, as many of them are influenced by other planes of existence, or were place on both worlds by The Sorcerers.

Beasts are creatures that exist on both Ganya and Titan, fulfilling the role of sustenance, assistance, companionship, and to fulfill their role within the world's natural ecosystem. Monstrosities are creatures of arcane manipulation, curses, corruption or other nefarious sources. Both worlds have a long history with magic and have each created their fair share of abominations. It is mainly the different Humanoids that vary from world to world.

This could influence how certain monsters operate depending on your Game Master. For example, a group of adventurers on Titan would not be ambushed by a clan of raiding orcs, as orc society originated on Ganya. The group might instead be attacked by a group of centaur bandits or minotaur berserkers.

People and Culture on Ganya

The integration of various race's culture into one another's on Ganya and Titan is antithetical to one another. Ganya has only a few races of people who wish to remain amongst their own, but most nations on the world consist of multiple races joined together.

On Ganya, only the Dwarves and Elves are monoethnic societies. While that is not to say they reject alliances and don't show compassion or friendship toward the other races. They elves of this world simply prefer to remain amongst their own culture. On the continent of Myrencea, different races have been heavily intertwined for eons. To the west you can often find myrenceans, gnomes, halflings, and half-elves intermingling in large cities and towns. The connection between them all comes from a shared set of values, morals, and religion. In central Myrencea many, Myrenceans, goliaths, giants, orcs, and half-Orcs have joined their varied cultures under a single banner of the Warlock Territories.

This intermingling over the centuries has created unique cultural identities in each corner of the world. These cultures and civilizations were not built in a night, or even a fortnight. They started out as tribes of their own kind, isolated and separated from one another. Until these groups came to meet, the various races built their own traditions and rituals that are still practiced to this day.

People and Culture on Titan

Contrary to Ganya, Titan began with most groups of their sentient beings coming into existence together and living amongst one another before spreading out and isolating themselves. After The Birth of Life, land dwelling races were concentrated in northeast Kaladai, before spreading out through the two main western continents of Kaladai and Ehrhaus. Most amphibious and water-dwelling beings found themselves on the islands and in the waters of The Serpent's Maw.

Ever since this time, known as The Great Migrations, the various races have congregated exclusively amongst their own kind. Building civilizations, kingdoms, borders, and political alliances with people of their own race has created unique cultures and societies based on the race of beings from the area.

There are lingering aspects in each society from The Great Migrations, such as the architectural similarities between Minotaurs and Gryffons, but most of these civilizations have grown and developed independently from one another.

Dragonborns and Kobolds

The history of Dragons is shrouded in mystery due to their once ancient nature. Before their disappearance nearly 1000 years ago, their earliest creations were the Dragonborn, humanoid forms of their mighty draconic presence. The most ancient of these dragons bore the three main types of Dragonborn that are found on The Dragon's Peninsula, the chromatic, metallic, and gem.

Many of these dragonborn tamed the tropical lands of the peninsula and created towns and kingdoms along the coasts. Ultimately, they created their grandest city of Dragon's Nest, which acts as the seat of government for them. Dragon's Nest is where the royal family of the Dragon's Peninsula reside and where law and legislation are made.

Others decided to move into the mountains and caverns that resided to the north. It is these dragonborn who became influenced by the Underdark, and developed unique features compared to their dragonborn brethren. They lost their potent breath weapon reminiscent of their ancestries, but gained the ability to see in the darkness of the Undermountain and grew a stronger sense of community amongst themselves.

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Appearance, Tails, and Wings

Dragonborn from these lands are sometimes born with tails, and has been found to a genetic trait passed on from generation to generation. Most dragonborn who have tails will typically have a child with a tail, and the same for those without tails. Mixed families are highly variable in their offspring and, while rare, a tailless or tailed family can have a child that differs from their parents.

Kobolds have a dulled red coloration to their scales but can also appear bronze, brass, or black. Kobolds have all retained their tail, and some Kobolds who decided to dwell above the mountains, rather than under, adapted to grow wings at the cost of losing their incredible night vision. Kobolds that adapted to live under the mountains are referred to as "Autha" Kobolds and those above the mountains are known as "Golos" Kobold.

Variant Rule: If you wish to play as a Golos Kobold, or Winged Kobold, discuss with your GM appropriate adjustments to a playable Kobold race with a fly speed of 30 feet.

Gender and Identity Amongst Dragonkin

Contrary to the real world and most other traditional fantasy settings, Dragonborn believe strongly in the idea that gender lies along a spectrum, and have little regard for traditional gender and sexual identity and sexuality as a whole. You will just as likely see a pair of homosexual male chromatic dragonborn as you are to see a pair of non-binary pansexual gem dragonborn or a mixed chromatic-gem ace couple.

The strongest connection to identity that Dragonborn have is to their scale coloration. This difference in appearance has not led to rampant discrimination on any level, but have created unique subcultures within dragonborn society.

Dragonborn and Dwarves

Roughly 500 years after the mighty dragons seemingly went extinct, the mountain dwarves to the northern continent of Montis annexed the peninsula. Without a strong standing army and the protection for their creators, the kingdom of Dragon's Nest was left helpless to the takeover.

Since then, Dragon's Nest has acted as a territory of the Dorlan Mountain Kingdom of the dwarves. The relationship between the two has fluctuated over the centuries depending on who the king of the Mountain Kingdom. Currently, King Stonebeard Dorlan rules over the lands and has issued recent reforms to give greater autonomy to the peninsula.


Dwarves

When the Greater Sorcerers first created life on Ganya, as opposed to within the realm of the fey, the dwarves were amongst their earliest creations, just after the Myrenceans. As opposed to traveling east with the halflings, gnomes and myrenceans, or staying central with giants and goliaths, the dwarves headed eastward to explore the world.

After travelling hundreds of miles through a treacherous forest, the dwarves had their first major schism. Many wanted to stay remaining in the forest, and settle their civilization there. Others wished to continue onward, wishing to find mountains and caverns to settle their kingdom. Those who stayed went on to be known as Forest Dwarves, or Hill Dwarves in fifth edition core rules.

The ones who continued travelling were rewarded for their perseverance and found the Land of Mountains, Montis. These dwarves built a path through the mountains to the center of these rocky lands before they began one of the greatest acts of construction and destruction on Ganya. They hollowed the entire inside of a mountain under the leadership and guidance of the first Mountain King. This project took decades of constant struggle and turmoil, but created the foundation for how much of the world would be built.

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Forest Dwarves

Those who chose to stay behind in within the large forest, known as the Everwood, built their kingdom with the care and thought of this forest in mind. Instead of chopping down the trees and building their home through destruction, they decided to build their home within the trees. Building massive structures within and throughout the forest to provide for themselves while sustaining the bounty of the Everwood.

Natural Respect

These dwarves have predicated their entire civilization on the respect between nature and dwarves. Their connection to Ganya and the flora and fauna that inhabit it are tightly woven into their culture. They are taught from an early age how to sustainably rely on the world around them, from proper hunting techniques to how to properly burn a section of wood to help more life grow. Many of these people find themselves inclined towards becoming druids or clerics of the sorcerers Trikka, Amdore, or Everune.

Gregarious

Unlike their rather stern and reclusive brothers to the east, Forest Dwarves find themselves enjoying the company of various folk. Many fey entities that have entered into the material often have done so near forest dwarf settlements. Some fey have even enjoyed their company so much they stay within their dwarvish society. Due to this knowledge and positive interaction with fey, they have become natural trading partners and allies with the various elvish kingdoms in Austrailus Majora.

Mountain Dwarves of the Dorlan Kingdom

As different as stone is to a plant is the difference between Forest and Mountain dwarves. Those who continued their search for a home eventually made their way Montis. These people have steeped themselves in drwarvish traditions and tend toward isolationism and military mighty.

Isolated

The land of Montis is unforgiving with very few outside travelers making their way to the Mountain Kingdom. Those who do make it are met with skepticism and mistrust and best, and active condescension at worst. Those from the Dorlan Mountain kingdom are seen as gruff to outsiders and most don't find themselves amongst them for very long.

Gems

Gems and other precious crystals are the largest export of the kingdom. While diamonds and other gems can be found around the world of Ganya, the highest concentration of them lies within the mountains they call home. Mountain dwarves were responsible for the creation of a gem-based standard of currency that was used for a short time before the standardization of a precious-metal based system.


Duergar of the Underdark

Beneath the deepest caverns of the Dorlan Mountain Kingdom lies a sinister lair of darkness that rides the line between the Underdark and Far Realm. A place were aberrations and monstrosities roam as freely as beasts. This massive network of caverns beneath the surface of Ganya is home to a particular race of dwarves known as the Duergar.

Enslaved

The Duergar are the remnants of those who traveled to the mountains of Montis, and chose to survive beneath the mountains rather than inside and above them. When they reached the Underdark, they were met with hostility by the otherworldly-beings known as Illithids. After thousands of years of enslavement, experimentation, and torture, they rebelled, and were able to break free from their shackles.

But when they returned further to the surface and rejoined their brothers, they were met with shackles once more. The Dorlan Mountain Kingdom saw these dwarves as abominations and corrupted from their time below. Few of these Duergar were able to escape to the surface and flee the mountains they came from, most were captured, and put to work expanding the Dorlan Kingdom's empire through mining and hollowing more mountains.

Mad as Hell

The long history of enslavement has left duergar with a visceral hatred of all other dwarves. Duergar outside of their enslavement in the Dorlan Kingdom are often distant and difficult to approach.

They are typically loud, demanding, and have a disdain for the concept of capitalism. Having lived thousands of years in a quasi-communal environment of slavery. They find the idea of having more than enough for all, but letting a fellow starve or live and squalid conditions, reprehensible.

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Elementally Suffused

Just beyond the barrier between the planes are the various planes of elemental power that Amdore used to help create the various magical worlds. His gift gave rise to different genies that then roamed the lands of Ganya and formed relationships with the different beings of those lands.

However, this is not the only way a being can come to harness the power of the elements. The barrier between the planes is incredibly thin, and rifts can appear and dissipate randomly. These rifts typically appear near places of strong elemental power such as volcanoes, deep in the ocean, or among high mountain ranges. Occasionally, these rifts will appear near an area where sentient creatures are being born. The proximity to these rifts can suffuse different races from Titan with these powers.

Curious

Elementally suffused are often left with many questions. To those who were born with the infusion of elemental energy from a rift, their full capabilities are often left unknown. Without a master of an element like a genie to guide them, these folk are often spending their entire lives to know just to the extent their elemental powers go.

Elemental Personality

Those with the gift of an elemental power often find themselves exhibiting similar traits based on the type of element they are suffused with. Those with a connection to fire tend to be feisty and short tempered, water connection lead toward a fluid and flexible personality, while those with a strong connection to the earth are usually stoic and courageous. Some find themselves connected to the element of air and wind and of loud, boisterous, and have dominating presence.

Elves

Elves are one of the earliest sapient beings created by the Greater Sorcerers. Birthed in the Feywild, they were grown and cultivated and birthed their earliest societies there. After a single generation, the elves exploded their population, and developed communities amongst themselves. Once the Greater Sorcerers were ready to introduce their other races to the world of Ganya, they gave their first creation a choice to remain in the Feywild, or tame a new land filled with new life to explore and conquer.

Almost all agreed and they began a new life on Ganya, on the continent of Austrialus Majora. From here, they spread from the center of the Kong-Jier jungle to the furthest reaches of the lands and forming their own societies and kingdoms.

Due to the thin stretch of land filled with perilous mountains and deadly monsters between themselves and the continent of Myrencea, Elves remained mostly isolated from the other races of Ganya. Elves have one of the largest total populations next to Myrenceans and Dwarves. And while the land of Austrialus Majora is divided into 5 distinct kingdoms, they are all united and act in the best interest of the other kingdoms.


The Orlan Kingdom

This kingdom is the ruling kingdom of all others in the elvish empire, found in the northwest of Austrialus Major. After around 1000 years of expansion and exploration of the continent, many kingdoms had risen and began vying for power. Each of them had a different environment, trade goods, and economy, but none could rival the immense fertile grasslands, rivers, and forests of the area the Orlan Kingdom controlled. Under the rulership of Arvas Orlan, the Orlan Kingdom worked with the other kingdoms to create a sort of confederacy of united kingdoms.

While other kingdoms have their own kings and royal families that can make decisions for these lands, the king of the Orlan Kingdom makes decisions on behalf of all of the other kingdoms. Declarations of war against another nation in Ganya, or decisions that will affect the continent on the whole are decided by this royal line, with the help of a council of political representatives of other elvish kingdoms.

Leadership

The Orlan Kingdom is where the seat of power is for all elves, and many of their citizens feel they are destined to be a beacon of hope and light for all other elves. However, this has also led to a smug arrogance among many people in these lands. While they will not show this sort of behavior toward others of their kind, they will often treat many dwarves and myrenceans with contempt.

True Authority

A large majority of crops are led grown and cultivated here that are traded around the continent. Their kingdom, and their prison colony in the south, helps provide labor to work the gold and platinum rich mines. The rest of the kingdoms have come to rely on these trade routes and labor to keep their societies running. This sort of reliance has created enough leverage in the Orlan Kingdom to have the last word on anything within the continent.

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Snow's Kingdom

A society built between the mountains, jungle, desert, and sea, Snow's Kingdom is a land of luxury, extravagance, and culture. Founded by the high elf, Vallion Snow, Snow's Kingdom encompasses the lands of north east Austrialus Majora. To the furthest west of their lands lies a mountain range with snowy peaks, perfect for winter activities. To the southwest is the border of the Kong-Gier jungle and to the south east is the edge of the Critton Desert. The northeastern boarder lies the coast leading to the ocean, referred to as the Sea of Blood and Turmoil due to the many naval battles that have taken place within those waters.

Sparse But Bountiful

The population in Snow's Kingdom has the second lowest population but the second most land on the continent. Their place between various ecosystems has created a plethora of trade goods that they send across Ganya, mainly to the Warlock Territories and a single, highly protected port belonging to the Wizard Nations. This has resulted in elves from this kingdom having little to no poverty and a strong social security net.

Due to the aggressive nature of the various tribes of the Warlock Territories during the world's formative years, Snow's Kingdom needed to have a strong naval presence to keep raiders and pirates away. This led to Snow's Kingdom becoming the home of the elves naval fleet. During The Ending War, Snow's Kingdom single handedly kept the entirely of the Warlock Territories' fleets at bay.


The Endoza Kingdom

To the furthest east of Austrialus Major, surrounded by the harsh and unforgiving Critton Desert, is the Endoza Kingdom. The kingdom was founded by Queen Vaelas Endoza after leading the elves through the desert and leading her group of soldiers to victory over a pod of invading Sand Wyrms. She has gone down in history as one of the most revered warriors outside of Kong-Gier.

Her leadership and accolades have led to a more equal society here than in another elvish kingdom. Men and women share traditional gender roles, and have a small, but diverse military.

Worm Riders

The sands of the Critton Desert are rife with tan colored worms that burrow through the shifting sands like fish in a sea. Most of these worms are a large sized creatures that have been used as mounts, or beasts of burden in a land scarcely populated with other life. Elves from this land have found a connection to these strange monstrosities and have a shared history that dates back to the earliest days of the kingdom's founding.

Oasis Dwellers

Some elves from the Endoza Kingdom decide to wander the desert, moving with the winds, season, and migration of sand wyrms. Many of these people will find their way to the Lorenzen Oasis, a safe haven for all travelers of the desert to stop, drink, and relax before moving along their travels.

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Ecladian Kingdom

This kingdom has been closely connected to the capital kingdom of the Elves. The Ecladian Kingdom rivals Snow's Kingdom for the wealthiest among the continent. The fertile lands in the Valley of Arevas has long provided additional crops for the capital, and the gold, silver, and platinum mines to the south by the Ivory Bay has made the Ecladian Kingdom the natural home for the united kingdom's treasury.

The kingdom is led by Cargee Ecladia, the 5th generation king from the founder Platia Ecladia. When the elves spread from the Kong-Gier to the south, some stayed and enjoyed the valley that was there, while other continued to traverse the perilous mountains to the south. Those who continued their travel were rewarded by the gifts of the Ivory Bay. The bounty of the sea with the riches of the mountain built this kingdom from the ground up.

Fealty

The Ecladian Kingdom is independent from the Orlan Kingdom, but have sworn fealty to the capital. The Ecladian Kingdom provides crops, gold, and houses some of the worst criminals on the continent in the Ivory Bay, home of the original Ecladian Kingdom castle. In exchange, the Orlan Kingdom provides military protection and a healthy supply of prisoners to work the mines.

Golden

Ecladian elves are incredibly wealth-focused. While elves from Snow's Kingdom use their time and wealth to allow independent study and thought and grow elvish culture, Ecladian elves have a different view. They have been culturally trained from a young age the importance of wealth, how to generate it, and dedicate large amounts of their youth understanding the intricacies of the elvish and Ganyan economy.

Elves from this kingdom have eons of masterfully working the elvish economy to maintain their position. Careful manipulation of how much platinum, gold, silver, and other precious metals are mined and released to the world has kept them in power.


Everytt Kingdom

Home of the dark elves, the founders of this kingdom came about after a bloody dispute between the tribe of elves that settled in the land now known as the Orlan Kingdom. The ultimate schism came down to which bloodline should become the ruling one for their tribe. One side wished for Nazar Everytt to lead while the other wished-for Balar Orlan's bloodline to rule.

The war nearly destroyed both kingdoms before they were ever formed. Eventually, though, the elves under Barlo Orlan's rule drove out their rivals and claimed the land, and throne to the Orlans. For the next two thousand years it was believed this tribe simply faded into nothingness leaving nothing of note behind but the blood that soaked the lands of the Orlan Kingdom.

Little did the rest of the continent know that these elves did not go quietly into a fateful goodnight. Those who survived the bloody battles gathered with the few hundred that remained and pledged allegiance to Barlo's son, Davilson Everytt. While young, Davilson's ambition and determination to uphold his father's name lead him deep underneath the Blackspine Mountains and founded the Everytt Kingdom. Over time, influence from the Underdark changed these elves. Their skin darkened to a deep greyish-purple to better hide in the darkness while their vision in darkness surpassed all elves on the surface. Different magics infused them as their heritage from above faded into oblivion.

It wasn't until a group of Orlan cartographers came across the Blackspine mountains and began to search them did they realize there was a flourishing kingdom within the borders of their own. Until recently, the two kingdoms have largely ignored one another. The Orlan Kingdom and the rest of Austrialus Majora hadn't made many attempts to incorporate the Everytt Kingdom into their united kingdoms, and the Everytt Kingdom hadn't shown interest in joining. It has only been within the last two hundred years, after The Ending War, that these elves have begun attempting to enter the political battlefield.

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Children of Giants

The children of giants (often referred to as half-giants or other variations) are not believed to be born from the gods, but some of the earliest descendants of Giants. The origin of these beings changes on which tribe you are asking. Tribes high in the Hellfrost Mountains claim storm giants forged them from the heart of all storms and the strength of the mountains. Nomadic clans wandering the Hellsdawn Valley will claim that ancient earth titans and hill giants sculpted their humanoid children from dirt and soil and giving them a spark of life.

Whether one or none of these myths are true, the children of giants have been a presence in central myrencea for as long as humans and dwarves had been trying to tame it. They were an active presence in the forming of Alivar, and their incredibly powerful foot soldiers make up the backbone of Alivar's military leadership.

Mountainborn

Whether they are tracking a moving herd of beasts across the valley or climbing to the peak of the highest mountain to prove your worth to the tribe, stone and earth has always been a powerful presence. This connection to the natural earth lingers in every half-giant's soul no matter what planet they travel to.

Strength

To the children of giants, strength determines all. Most tribes that traveled the lands before the formal nations were formed were martial-based meritocracy. The study of the arcane, natural, and divine magics were seldom study except by a few rare shamans that would travel across central myrencea. In most tribes, leaders were selected by the strongest male or female and their line, only losing their status once the current leader has been killed in a bareknuckle duel.


Gnomes

Created alongside many of the other races that saw their first light on Myrencea, these innovative people split into three main groups. First are the rock gnomes whom traveled eastward with most Myrenceans. These people have spent most of their existence living alongside other Myrenceans in The Wizard Realms and have been responsible for major strides in the arcane and artifice.

Two other groups of gnomes traveled eastward with the forest and mountain dwarves, the forest gnomes and the deep gnomes. Forest gnomes decided to stay in eastern Myrencea, feeling a natural affinity to the dense woodland area like their dwarvish cousins. Many small villages of these gnomes exist throughout the eastern portion of the continent, with a few druidic clans that have a heavy forest gnome population.

Lastly, are the deep gnomes. These people are the most isolated of the gnomes and are rarely seen by surface dwellers. Even the dwarves of the Dorlan Mountain Kingdom seldom see these recluse folk. Just as curious as the surface is of them, they are of the surface. But this curiosity is often suppressed by their socially ingrained caution.

Rock Gnomes

Rock Gnomes have been instrumental in the founding of The Wizard Realms just as much as other Myrenceans. During The Ending War, many rock gnomes were employed by the Wizard Realm government to create defenses against the weapons of war created by the invaders from Alivar.

Today, rock gnomes are found integrated throughout the nation of the Wizard Realms and have also found a small home in the city of Mokandu on Titan. Their natural ingenuity fit in incredibly well with the lodantas and humans.

Tiny Tinkerers

Due to their tiny statue, rock gnomes have found a way to stand tall and proud amongst the other people of Ganya. Rock gnomes typically do not create weapons of war, but items of protection. Some of the first rings of protection and sentinel shields were made by rock gnome artificers. When pushed however, these small folk can create some of the most devastating arcane weaponry to keep themselves safe.

Professors

Many older rock gnomes have found their war teaching at the various magical institutions on Ganya and beyond. At Hyla and Hyra many rock gnomes are either headmasters or on educational boards. On the world of Titan, many rock gnomes have begun teaching classes on ganya history and arcane traditions.

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Forest Gnomes

Rather than traveling west, forest gnomes continued east across Myrencea to the Everwood. This dense forest found itself filled early on with many wandering tribes of both dwarves and gnomes. The dwarvish tribes congregated toward the center of the forest while the forest gnomes continued along the outskirts following the various migration of large fowl that they often hunted.

Forest gnomes grew strong ties to the natural world around them much like their forest dwarf brethren. Very few gnomes from this land even know the term "artifice" or how to create a technological object. Instead, their power and magic took focus in nature and the small animals that inhabited the lands.

Small but Fierce

Mercenaries are some of the most vicious hunters and druids in the world of Ganya. They use this natural ferocity to protect the lands of the Everwood from any pending invaders. It is rumored that the reason Alivar did not invade into The Kingdom of 7 Tribes was because three battalions of goliath foot soldiers were reduced to piles of bones by the small statured warriors before ever setting foot inside the kingdom.

Protectors of the Stout

In their course of protecting the Everwood, forest gnomes have found themselves often protecting the dwarves who live in the center of the expansive forest. Monsters that terrorize dwarvish settlements or raiding parties from the west affecting trade routes can often find themselves at the mercy of hired gnome protectors.

Goblinkind

Those known as goblins of various kinds have a fraught history with many other groups across Ganya. While they originate from central myrencea, many tribes and bands of hobgoblins and goblins have no sense for borders and nations. While central myrencea is home to the majority of goblinkin, many have found their way across all of Ganya.

The ravenous reputation of this folk is largely thanks to The Ending War, and the many goblin tribes aligning with Alivar in their invasion attempts.

Before this time, goblins were seen as any other short race of people, similar to halflings or gnomes, and were known for their strong sense of community. Hobgoblins were known as strong military leaders and bugbears were natural hunters and monster slayers. These legacies were soon forgotten and replaced by propaganda from across The System. Goblins became synonymous with savagery and in-fighting, hobgoblins with deceit and trickery, and bugbears became known as simple minded brutes of the woods.


Goblins

Goblins are the most expansive group of goblinkin, covering the most area across Ganya. These small, hearty, and resourceful people have adapted to the many climates of the world and can be found in small colonies across the lands. The skin tone of Goblins ranges from dark green to a light tan, depending on their location.

In Myrencea, most goblin reside in the nation of Alivar and are led by either a head goblin known as a Boss or occasionally a hobgoblin Chief. There are two dominant tribes that are separated by the Hellfrost Peaks. The goblin tribes that travel between the Wizard Realms and the Valyki Fields are known as "Valkin" and those on the east who roam the Zlosly Forest are known as "Zlozen". Valkin typically have a light tanned skin while Zlozen will exhibit the traditional dark green tone.

Resilient

The goblins of Ganya have been able to spread so far from where they began simply because of their ability to survive through sheer force of will. Goblins can create homes in caves, swamps, forest, and coastlines. Through the sprawling forests to the perilous lands of the Endless Strait, these people endure any environment, and thrive.

Scouts

Regardless if a goblin is from the fields, the forest, or across the world, goblins are vigilant. Years of oppression from larger creatures and being hunted by wandering monsters, goblins have become adept at evading danger and hiding from trouble.

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Hobgoblins

Hobgoblins have long ruled over their smaller cousins. Since their creation, the larger goblinkind have subjugated the smaller into their bidding. Hobgoblins have traditionally reddish to ruddy-tan skin, dark colored hair and pointed ears. Many goblins have viewed their larger kin as protectors and natural leaders. While not all tribes hold their larger kin in such high regard, hobgoblins tend to have a functional dynamic with other goblinkind.

For many generations, Hobgoblins have served in the Alivarean army as commanders and field sergeants. Most of the officers in their army is made up of Hobgoblins as their natural inclination toward leadership and cultural meritocracy makes them ideal for leading soldiers.

Unity

Hobgoblin history has been largely united as a single front. In the early days of Apex's Creation, four hobgoblin tribes emerged and began to expand in the different directions. Alruke the Conqueror, leader of the tribe heading east soon found the edges of the Hellfrost Mountains. Rather than passing through, he sent his tribe after those who travelled south. This led to a swift yet bloody set of battles ultimately leaving one united hobgoblin tribe. This single tribe known as Endrago eventually joined the other races that created the nation of Alivar.

Protectors and Rulers

Since the forming of Endrago through the today, hobgoblins have seen central myrencea, specifically west of the Hellfrost Mountains, as their home to protect and also rule. While the imperial line of Alivar is human-based, Hobgoblins tend to rule local regions within the empire, and assign high ranking hobgoblins to rule over goblin communities.


Bugbears

The largest of the Goblinkind, Bugbears have adopted to the dense forest and woods of Ganya. Most bugbears live east of the Hellfrost Mountains in the Zlosly Forest and in the Everwood. Bugbears are the most chaotic of their goblin cousins with the least amount of organization amongst them. Bugbears operate in family clans with dominant males taking multiple brides and harboring many children.

Bugbear clans are known to occasionally war with other clans infringing on their territory. These wars are bloody, but not as bloody as the wars inside the clans can be. When a rival male wishes to lead the clan, they must dethrone their existing leader, typically their own father or grandfather.

Monster Hunters

Due to their small clan sizes compared to other races, threats near a bugbear clan must be dealt with immediately and swiftly. Rabid beasts, terrifying monstrosities, and poison-breathing dragons are all foes a bugbear might face during their adolescent years. Bugbears that decide to leave their clan for one reason or another are often hired and contracted as monster slayers.

No Strings Attached

Bugbears hold no loyalty to any government, nation, or town. Clans will travel between the boarders of Alivar and the Everwood, and some have even travelled as far west as the Hellfrost Mountains. Clans can, however, be bribed with any number of trade goods, weapons, or other equipment that interests the clan.

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Halfling

Similar to their gnome cousins halfling spread across Myrencea in three main bloodlines, the Lightfoot, Sout, and Wild. The Stout are the most plentiful and travelled westward and eastward, creating homesteads and farming towns in southeast myrencea and in the Wizard Realms.

Wild halflings stayed in central myrencea, creating small tribes in the Hellfrost Mountains and Zlozly Forest. Wild halflings are more in tune with the natural world and are notable for traditionally not speaking. While rumors that they cut their tongues out on their 13th birthday have been proven false, Wild halflings have developed a form of telepathic communication.

Lastly are the Lightfoot, whom are less of a clan and more of label given to a halfling that neither belongs to a Wild tribe or considers themselves a citizen of a particular nation.

Lightfoot

Halflings who take the label of a Lightfoot treat the world of Ganya as a whole as their home. Neither political border or natural ones stop a Lightfoot's travel across Ganya. Lightfoot halflings usually travel east and west through Myrencea, but just as many can be found traversing the Endless Strait, and some even travel the five kingdoms of Austrialus Majora.

Survivalists

The world of Ganya is a dangerous place, and that's before considering the people who inhabit it. Lightfoot halflings are apt survivalists, explorers, and adventurers. Many halflings born to Lightfoot parents are often taught these skills at a young age.

Hiding from Trouble

Lightfoot halflings have been given a reputation by most other halflings as being tricksy and nefarious. Many believe their innate knack for hiding is from their life of being vagabonds and criminals. In fact, this ability has come from running from prejudice mobs of halflings, unwilling to allow Lightfoots onto their land.


Stout

The vast majority of halflings on Ganya are Stout. Some believe halflings were created from the design of dwarves, giving them their innate resistance to poison and natural heartiness. Stout halfling have grown a fond kinship with western Myrenceans, especially with rock gnomes.

People of the Harvest

In the towns of Graze and Mazen, some of the largest and most plentiful fields are owned by stout halflings. These folk stands only three feet tall but have an appetite the size of a giant. Halfling feasts and celebrations are some of the most well-fed and vivacious.

Homesteaders

The lands of western myrencea may be ruled primarily by humans and half-elves, the farms and lifeblood of the country are the stout halflings. These folk were unsung heroes of The Ending War for their determination and perseverance to keep the front lines fed.

Wild

By far the rarest of the halfling kind, these people are quiet and reserved, living in small tribes of less than 100. Their history is shrouded in mystery as very few anthropologists are able to reach their isolated tribes. Social scientists from The Wizard Realms often have difficulty finding the tribes as they move and speak silently to one another and have become masters of hiding from creatures larger than themselves, like the massive giants and half-giants that roam the Hellfrost Mountains and the bloodthirsty monsters of the Zlozly Forest.

Silent and Still

Wild halflings are notorious for their typical lack of traditional communication. Most of their tradition and history is conveyed telepathically, rather than written or spoken. Wild halfling can speak by traditional means, but is so infrequently used it often sounds gravely and difficult to understand.

Reclusive

The halflings whom remain in the wilds of Ganya have found a quiet existence away from the rest of the civilized world and intend to keep it that way. Finding a tribe of wild halflings is rare, and finding a tribe a second time is often near impossible. If a tribe is found by an outside explorer, they will be friendly, but not let their presence be known for long.

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Myrenceans

One of the single most populous races on the planet of Ganya, Myrenceans are spread out through three major areas; Western Myrencea, Central Myrencea (or Alivar), and in the Trilands. Within these various regions different settlements and nations have risen and fallen, boarders have moved and shifted, and demographics are constantly changing.

In Western Myrencea The Wizard Realms is ruled democratically, and the study of the arcane is encouraged to all people of the realms. The people have a wide variety of different cultures from the druids and woodland people of The City of Four Points to the city dwelling citizens of Mythrill's Point, the largest metropolis in Myrencea.

The Myrenceans who come from Alivar have a long history fighting for their rulership over the lands. Their conquest of central Myrencea came from hundreds of years of military and diplomatic might. The leader who brought the various myrencean, half-giant, and hobgoblin tribes together, known as Alivive, was able to establish official borders to their territory thought these alliances. Throughout these lands, Myrenceans see someone only being deemed worthy if it can be taken.

Myrenceans to the north in the Trislands are also known as Witches. This title was first a mark of death an ill-omen to women who were accused of adultery, or using magic to seduce men into adultery. However, these islands had a bloody uprising by not only the Witches, but all women on the isles. The cruel treatment of women and non-hetero normative people built up rage over the centuries before "The Night of Blood" eradicated all male identifying myrenceans.

Cultural Fluidity

Myrenceans as a whole are not known for any single cultural identifier. Myrenceans are the second most populace race across Ganya, and have created numerous empires, countries, towns, and villages. They have intertwined themselves amongst elves, Tieflings, giants, goblinoids, and all sorts of various others to help build the world into what it is today.

League of Magic Setting Guide

Canisovan

All across the world of Titan, various descendants of the first wolves diversified themselves as they came across the new lands they roamed. Running across the Golden Fields to play with their comrades or climbing high into the mountains and building dense fur coats, these people are as diverse as they come while still sharing a common heritage. Canisovans take on the aspects of the type of canine lineage they come from, whether that be the thin and speedy Greylings or the happy-go-lucky Corgonians.

Canisovans come in all shapes and sizes and it is said that gaining the trust and friendship of one means you have an ally for life.

As a canisovan player character, you have the following traits.

Creature Type

You are a Humanoid and Beast.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Keen Senses

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite

You can use your fanged maw to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Canisovan Training

You gain proficiency in one skill, simple weapon, or tool or your choice.

Canine Lineage

Canisovans are highly diverse and each have their own unique abilities based on their lineage. Choose one lineage option from below.


Mastiffarian

Built to Carry

You are able to carry creatures of your own size or smaller without impeding your movement speed.

Takedown

When you hit a creature with your Bite attack, you may use your bonus action on your turn to attempt to shove the creature prone.

Corgonian

Nimble Scoot

You are able to move through the space of a creature one size larger than you as if it were difficult terrain.

Friendly Face

You gain proficiency in the Persuasion skill.

Hounder

Bloodtracking

You can cast the hunter’s mark spell a number of times equal to half your proficiency bonus and regain the ability to do so at the end of a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability modifier for this spell (your choice when you select this race).

Natural Tracker

You gain proficiency in the Survival skill.

Greyling

Built for Speed

Your movement speed increases by 5 feet.

Quick Sprint

You can use your bonus action to take the Dash action. You can use this feature a number of times equal to your proficiency bonus.

League of Magic Setting Guide

Muttling

Flexible Training

You gain proficiency in medium armor, and one skill of your choice.

Mixed Heritage

Choose a feature listed in a different canine lineage.

Mountaineer

Built for Mountains

You gain resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

Climber

You have advantage on Strength(Athletics) made to climb.

Chihuahuan

Unfrightened

You have advantage on saving throws against the frightened condition and ending it.

Afterlife Familiarity

Your ancestral and spiritual knowledge of the pathways beyond life help guide you back to it. You have advantage on death saving throws.

Bullian

Gripping Bite

When you use your bite attack you can immediately use your bonus action to attempt to grapple the creature.

Protector

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

League of Magic Setting Guide

Dryad

Dryads are nimble and often reclusive fey. Powerful fey creatures and spirits will bind the smaller and lesser ones to trees or other plants, transforming the spirit into a dryad. Some dryads will leave their tree to explore the lands around them, however, the tree they are bound to is always considered their home.

Many dryads will stay home to protect their forest along with other fey. Seeing one outside of their tree or their forest is a rare experience; these dryads make powerful companions.

Dryads are not from The System, but from The Feywild, the world home plane of many fey creature that also can find themselves inhabiting the Material Plane. They can be found on Titan, Ganya, and occasionally on the home world of Golems, Spes Nova.

Creature Type

Your creature type is fey, rather than humanoid.

Size

Dryads vary in size based on the type of tree the spirit was infused to. They are typically around 5 to 7 feet tall and slender. Your size is Medium.

Speed

Your walking speed is 30 feet.

Age

Although dryads reach physical maturity at about the same age as elves, their service to nature goes beyond physical growth. A dryad typically claims adulthood around the age of 30 and can live to be over 500 years old.

Darkvision

Accustomed to the various lands in nature, you have superior vision in dark and dim conditions. 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.


Hidden With Nature

You gain proficiency in either Perception or Stealth.

Tree Stride

You can use 10 feet of movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Plant Speech

You can communicate with nonmagical plants as if you shared a language.

League of Magic Setting Guide

Dwarf-elf

Only in specific cities and cultures would you find the unlikely offspring of dwarves and elves. This sturdy, yet dexterous folk take from both their heritages, gaining the best of both worlds. Throughout the lands of Ganya, the home world of both Elves and Dwarves, you can find the occasional offspring of the unlikely pairings.

Those who come from a dwarf and elf parent tend to have a sturdy and stout torso, with slightly thinner and longer extremities. Their ears tend to look like those of a half elf, and it is common to see these fey-touched beings with strong beards. The dwarvish genes for a hearty beard transcend almost every known pairing of dwarves and another humanoid species, even Dragonborn and Lizardfolk.

As an offspring of both elves and dwarves, Dwarf-Elves typically are born on Ganya, but occasionally an adventurous dwarf and elf couple might find themselves off-world when their child is born.

Creature Type

You are a humanoid.

Size

Dwarf-elves stand between 5 and 6 feet tall and average about 175 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Dwarf-elves mature at the same rate as elves, but they’re considered young until they reach the age of 50. On average, they live about 550 years.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Dual Heritage Combat Training

You have proficiency with the battleaxe, light hammer, shortsword and longsword.


Selective Genealogy

Pick one of the following abilities that reflects which heritage you feel your character leans more toward.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the Player's Handbook).

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages

In addition to your known languages, you also know Dwarvish or Elvish.

League of Magic Setting Guide

Earth Golem

The Earth Golems were created as living weapons during a time known as The Ending War. They were created by the various races that created The Warlock Territories. They were bound to their masters at first, but nearing the end of the war, the golems developed sentience and overthrew their creators. It's currently unknown what caused this spark of life to ignite within them, whether it was one of The Sorcerers, or a defect that turned into a feature.

Earth Golems are violent only when they need to be. They are at peace with nature and, gentle with those around them and exhibit kindness and mindfulness.

Creature Type

You are Humanoid.

Size

Earth Golems tower over other races at nearly 9 feet tall and can weigh well over 500 pounds. Your size is Medium.

Speed

You base walking speed is 30 feet.

Age

All Earth Golems were created at once over 200 years ago and only recently began creating their own children. It is unknown how long they can live naturally though based on their form; it is believed to be upwards of thousands of years.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Photosynthesis

Earth Golems are made of earth, stone, and plant material and are adept at absorbing radiant energy. As a reaction, you can reduce the amount of incoming radiant damage by 1d12 plus your Constitution modifier. If the amount of damaged reduced is more than the damage received, you regain hit points equal to the difference.

You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Hidden in Nature

Your earthen form makes it easy to hide in nature. While in forests, mountains, or other rocky or foliage-filled terrain, you are more difficult to see. Creatures have disadvantage on Perception checks to see you within these terrains.

One with Nature

Golems are made from and are attuned with nature. You gain proficiency in the Nature and Survival skill.

Mana from the Heavens

You do not need to eat or breathe as the light from the sun and Apex provide ample amounts of energy to be absorbed.

League of Magic Setting Guide

Flumphkin

Flumphkin are the byproduct of a flumph absorbing the physical, spiritual, and psionic essence of another creature. Typically, these are drow, illithids, or other denizens of the Underdark; however, this process can involve any other humanoid.

This creates a flumphkin that highly resembles the original creature, with ethereal, cloud-like wisps at the fringes of their body. On the magical worlds of The System, where an underdark exists, flumphkin are not common, but not unheard of. Many adventurers and dwarvish miners who wander too far into the dark depths of the world can often find themselves turned into one of these.

Creature Type

You are considered Humanoid and Aberration.

Size

Your size is Small or Medium.

Speed

Your base walking speed is 30 feet.

Age

Flumphkin mature and age at the same rate as their humanoid "parent".

Telepathic Shroud

You are immune to any effect that would sense your emotions or read your thoughts.

Flumph Heritage

You have advantage on any saving throw against being knocked prone.

Advanced Telepathy

You can speak telepathically to any creature you can see within 60 feet. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

You can also perceive the content of any telepathic communication used within 60 feet of you.

Flumph Knowledge

You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

League of Magic Setting Guide

Gnoll

Gnolls are feral,
hyena-headed
humanoids
typically living in tribes on the outskirts
of civilized society.
These tribes are reluctant to
join the world around them, and hardly
ever work with non-gnolls. When threatened, a gnoll that is part of a smaller group will often lead a fight, charging in toward their enemies in a violent rampage. Gnolls that are willing to leave their pack, even for a short time, tend to be especially resilient or resourceful in order to survive alone. Gnolls often make excellent fighters, barbarians, and rangers.

They are another creation of The First Son, a deity worshipped on Titan, believed to have given life to all of the races on Titan. It is believed that his mother, The Earthen Mother, first created the world of Titan and all of its life and animals before her first son gave sentience to the various animals, creating the many monster-races on Titan.

Creature Type

You are a Humanoid.

Size

Gnolls are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Gnolls mature at 3 years old and live for about 30 years.

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.

Demon-Prince Training

You are proficient with spears, longbows, and light armor.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Rampage

When you reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make a bite attack. You can use this feature a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest.

League of Magic Setting Guide

Grippli

At first glance or from a distance, a grippli looks like a large frog. Some may even mistake them for grung. However, grippli are taller and slenderer than their grung cousins and possess a long prehensile tongue rather than a viscous poisonous secretion.

Grippli move swiftly through either water or land and are partially amphibious. They are originally from The Serpent's Maw on the world of Titan, and tend to stay in tropical and humid climates.

Creature Type

You are a Humanoid.

Size

Grippli stand between 5 and 6 feet tall and average about 180 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Age

Grippli mature to adulthood in a single year, but have been known to live up to 700 years.

Grippli Warrior Training

You have proficiency in the Stealth and Survival skills.

Hold Breath

You can hold your breath for 20 minutes.

Tongue

Your partially adhesive tongue is great for grasping out of palace items or grappling foes. You may use your tongue to grab a tiny object no more than 10 feet away from you and bring it back to you, or grapple a target within 5 feet of you.

When you grapple a creature, you can choose for them to also become restrained while the grapple persists. Once you have used your tongue to restrain a creature, you cannot use it to restrain a creature in this way again until you finish a long rest.


Standing Leap

You can leap 30 feet horizontally or 20 feet vertically from a standing position.

Languages

In addition to your known languages, you also know either Primordial or Draconic.

League of Magic Setting Guide

Gryffon

Gryffons were born when The First Son gave rise to the earliest beastfolk on the world of Titan. Gryffons were birthed from their monstrous ancestors, the Griffons, and now take on a bipedal form.

They stand slightly taller than your average human or elf, with a strong torso and lower body thanks to their lionine form. Most prominently presented are their avian feathered wings that can reach out to 8 feet in length along with a feathered avian head and beak. The type of avian head and fur pattern are different based on each Gryffon's lineage.

Rather than talons, they wield powerful claws on the tips of their fingers, and their enormous pectoral muscles enable them to lift and carry far more in flight than other flying races.

Creature Type

You are a Monstrosity.

Size

Gryffon are about 6 feet tall. They have incredibly strong and dense pectoral and abdominal muscles to help them fly without hollow bones. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Gryffon reach maturity by age 15 and live for about a century.

Flight

You have a flying speed 30 feet while not wearing medium or heavy armor, and can move at half this speed when wearing medium armor and not encumbered.

Claws

You can use your claws to make unarmed strikes. When you hit with them the strike deals 1d6 slashing damage instead of the normal bludgeoning damage for an unarmed strike.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

League of Magic Setting Guide

Korred

Korreds are unpredictable, secretive fey with strong ties to the earth who are often found around mountains and stony areas. Just as strong as their bond with the earth is their ability to manipulate and control their hair as though it were an additional limb.

These magical locks can grow nearly one hundred feet long, and have a variety of uses. Korred know how to braid these locks better than any rope-maker. As fey, Korred originate from the Feywild, but soon found their way into the various mountainous regions of the Material plane. They tend to prefer the massive continent of Montis on Ganya, filled with hundreds of miles of lofty peaks stretching the length of the eastern coast.

Creature Type

Your creature type is Fey.

Size

Korred are between 3 and 4 feet tall and average about 60 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Stone Camouflage

You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Age

Korred mature at the same rate humans do, and most are expected to settle down into an adult life by around age 20. They can live 350 to almost 500 years.


Alignment

Korred grow up in the wilds of the mountains and rocky terrains. They live their life for survival, but also adhere to strict cultural norms among other korreds. They tend toward chaotic tendencies.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Languages

In additional to your known languages, you also know either Dwarvish or Gnomish, as appropriate to your background.

Magical Locks

You grow enough hair on your body every day to twine into braids up to 50 feet long that are strong enough to be used as rope. You can create a number of these braids equal to half your proficiency bonus as part of a long rest.

As an action, you can magically command one of the ropes on your body to entangle a creature. Choose a target within 30 feet of you. The creature must make a Dexterity saving throw; on a failed save, the creature becomes grappled. Until this grapple ends, the target is restrained. The rope’s AC and total hit points are equal to your Constitution score. The Dexterity saving throw for your rope is equal to 8 + your Constitution modifier + your proficiency bonus.

If the creature succeeds the saving throw, or when the grapple ends, that length of woven hair cannot be used in this way again. However, it can still be cut and used as a rope for the next 24 hours, after which the hair loses its strength and breaks apart.

Stone Strength

While on the ground, you deal extra damage when using a melee weapon that requires Strength. You deal an extra point of damage per number of damage dice of the weapon used.

League of Magic Setting Guide

Krawlling

The krawlling are a form of insectoid creatures that have four legs protruding from their abdomen, along with two arms on their thorax. Originally giant insects, they evolved quickly into an intelligent hive-minded species. Each possessed of an insectoid head and hardened carapace, these beings are incredible fighters and protectors. They dwell below the mountains of Montis on Ganya as a rival-hive mind to the ancient myconid Decidius. Krawllings never truly leave the hive-mind, and can telepathically speak to others of their kind.

Creature Type

You are a Monstrosity.

Size

Krawlling stand between 6 and 7 feet tall, with their insectoid bodies reaching about 4 feet at the height of their abdomen. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Krawlling mature at the age of 10 and live to be up to 80 years old.

Alignment

Krawlling live in strict hierarchies and typically stick to the laws of their colony. They tend more toward lawful neutrality.

Superior Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Limited Pack Tactics

You may add a 1d4 to a melee attack roll against a creature, if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Natural Armor

Due to your insectoid form, you are ill-suited to wearing armor. Your exoskeleton provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.


Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Limited Telepathy

You can telepathically communicate with any other Krawlling within 120 feet of you.

League of Magic Setting Guide

Lamia

The beautiful and seductive lamia use their incredible charismatic touch and leonine form to mix and match strength and savvy. These monstrosities are said to have once been the most beautiful elvish women in the Endoza Kingdom that left their lives as concubines and consorts to find riches in the forgotten ruins of the Criton desert.

This band of women were never seen from again, but the terrifying lamia soon began to terrorize travelling merchants and adventurers. Many believe a demon lord captured their souls and transformed them into the first lamia. Now these creations are capable of reproducing asexually, using the arcane weave of magic to manifest a lamia's child over time.

Lamia are almost always women, but some male lamia's have been seen, although rare. Lamia are typically solitary beings but some will occasionally leave their ruins of luxury to seek new fortunes elsewhere in the world.

Creature Type

You are a Monstrosity.

Size

Lamia stand between 5 and 6 feet tall, with their feline bodies reaching about 3 feet at the withers. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Lamia matures at about the same rate as humans, but can live to be over 200 years old.

Alignment

Lamia's are naturally tyrannical and crave rulership over the weak. They tend toward evil alignments.

Claws

Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.


Hidden from the Peasants

You can cast the disguise self spell at will, disguising yourself as any bipedal Humanoid. Your longer leonin form still remains but appears invisible as part of the illusion.

Intoxicating Touch

You can make a melee spell attack against a creature, using Charisma as your spellcasting ability modifier. If the attack hits, the target is magically cursed for 1 minute and has disadvantage on Wisdom saving throws and ability checks.

The creature can make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Once you have used this ability you cannot do so again until you complete a long rest.

Languages

In addition to your known languages, you can speak, read, and write Abyssal.

League of Magic Setting Guide

Lobsterfolk

Lobsterfolk are known to be found all throughout Titan. From the moderate climate off the coasts of Erhaus to the tropics of the Serpent's Maw, Lobsterfolk can be found. Due to their far-reaching nature, their culture can drastically vary based on the climate. Some Lobsterfolk live exclusively in the deepest depths of the oceans while others have made homes closer to the mainland.

Lobsterfolk are unique in their bodily design compared to other beastfolk. They have a total of 10 legs that run from their low-lying tail all the way to the base of their chest area. Eight of these legs are used exclusivley to walk and swim while the top-most pair are equipped with multiple pincers designed to handle and manipulate small objects.

Creature Type

You are a Monstrosity.

Size

Lobsterfolk's stand roughly 7 to 8 feet tall, and their thin attenae can extend up to a foot higher. You are Medium.

Speed

Your base walking speed is 30 feet, and have a swimming speed equal to your walking speed.

Hardened Carapace

Your unique crustacean form makes it impossible for you to wear armor. However, your carapace provides ample protection. Your AC is 15 + your Dexterity modifier, to a maximum of 3.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Pincer Legs

You have two slightly smaller pincer legs below your claws that can use a magic item, open/close a door or container, pick up or set down a Tiny object, or wield a shield.

Amphibious

You can breathe air and water.


Oversized Claws

Lobsterfolk have evolved to have massive claws that are used to protect, attack, and attract mates. These claws are, however, not well suited for handling most weapons the typical adventurer wields. You are incapable of using ranged weapons except with those that have the two-handed property and utilize a trigger mechanism (such as a crossbow or musket). You also cannot use melee weapons except for those with the two-handed and heavy property or the special property. These claws also cannot wield a shield, interact with Tiny objects, or manipulate magic items, relying on their Pincer Legs for such things.

While these claws are limiting in the weapons a Lobsterfolk can use, they are incredibly powerful. These claws can be used to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action.

Strength of the Deep

Lobsterfolk's unique form has made them ideal for carrying, moving, and other manual labor in the oceans. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ageless Nature

Lobsterfolk's nature has made them immune to the effects of aging, but are still susceptible to disease, injury, and other means of death. You do not age, and are immune to magical effects that would alter your age.

League of Magic Setting Guide

Meepling

Meeplings are cavern-dwelling humanoid creatures. They have lived their entire species' lives in a single cave in The Endless Strait on Ganya. Meepling mythology speaks of the Great Gods who passed through their homestead and ushered in the "Era of Meepsperity". In this time, the Meeplings experienced the greatest economic and technological booms in their history. The caverns they called home became lined with shopping malls, stores, apartments, and much more.

Rapid growth in their cattle population led to faster and sustained growth of the Meepling society. With access to better nutrition and medical practices, the average height of Meeplings grew from just a few inches to well over two feet.

Creature Type

You are Humanoid.

Size

Meeplings average around 2 feet tall and weigh less than 20 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Age

Meeplings are capable of living until around 50 years of age. Meeplings often live perilous lives, and with their small size, many perish at a younger age.

Superior Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Swift Feet

Quick to scurry under and away from danger, meeplings are adept escapists. You can Dash as a bonus action, and you may use your reaction to cause attacks of opportunity against you to be made at disadvantage until the end of your turn.

Lastly, you can move underneath a creature one size larger than you, and this movement does not count as difficult terrain.


Meepling Energy

When others would normally become exhausted, Meeplings can harness a reserve of energy to keep them going. Over the course of a short rest, you can remove a single point of exhaustion and gain temporary hit points equal to your level. Once you have used this feature, you cannot do so again until you finish a long rest.

Meepling Knowledge

When you make an ability check with a set of Artisan tools, you may do so with advantage.

League of Magic Setting Guide

Mustels

The small badger-like humanoids known as mustels are all as different as they are similar to another. Some use endurance and hyper fixation to wear down their prey, while others use their sheer force of will and fury to defeat foes ten times their size. These folk found a way to survive in their respective climates and although those climates have changed the way each mustel looks, they all share a similar ancestor, keen on survival.

Creature Type

You are considered a Humanoid and Beast.

Mustel Traits

Your mustel character has certain characteristics in common with all other mustels.

Size

Mustels range in size based on their subrace, and can be found standing anywhere from 2 feet to over 4 feet tall. Your size is Small.

Speed

Your base walking speed is 30 feet.

Bite

Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Age

Mustels reach maturity in typically 5 years and otter kin reach adulthood around 10 years old. They live, on average, around 50 years but can live up to 100.

Alignment

The alignment of a mustel typically depends on its subrace, which highly influences its actions. These subraces range the spectrum from the typically Chaotic Neutral badgerkin to the heinous hidden lawful evil nature of the otterlin.

Mustel Adaption

You gain proficiency in two skills of your choice.

Subspecies Heritage

Four major subspecies of mustels are found among the world Titan, in The System: badgerkin, otterlin, stoutling, and wolvers. Choose one of these Subspecies Heritages and gain the associated benefits.


Badgerkin

The badgerkin were one of the earliest subraces of mustels. Badgerkin are highly independent and learn from a very young age how to survive on their own. Those that don't heed the lessons early, simply don't become badgerkin. Badgerkin have had such an effect on their ecosystem that some tabaxi cubs are born with an early coat that resembles them to better hide from badgerkin hunters.

Most Badgerkin are identifiable by the dark black or brown fur on their sides and bellies with a stark white head of hair that continues down their back. Their skin is incredibly tough, deflecting blows and protecting themselves from mortal strikes thanks to the thickness of their hide.

Resistant Hide

Your tough hide protects you from the prodding spikes of a giant porcupine or the tip of a lance. You also find yourself difficult to poison unless it is inhaled. You are resistant to nonmagical piercing damage, and poison damage from contact or injury inflicted poisons (such as from a poisoned dagger or arrow, but not from damage such as a green dragon's breath weapon).

In the Face of Fear

Badgerkin make up for what they lack in size and intelligence with sheer force of will, and never back down from a fight. You are immune to the frightened condition.

Otterlin

The most intelligent of the mustels, otterlin have spent most of their existence living in or besides the waters. They have adapted to swim easily in lakes and ponds as well as look adorable to other humanoids. However, this playful and pleasant façade hides the dark and sinister side of otterlin behavior. Otterlin society, below the surface, is rife with violence, trickery, mistrust, and evil deeds. Even most other mustels are unaware of their true sinister nature.

Natural Swimmer

Your feet are webbed and your legs are naturally design to be placed firmly beside one another and swim at extraordinary speeds. You have a swimming speed of 40 feet.

Unassuming Appearance

The whimsical, playful, and social nature of the otterlin leads others to let their guard down when they are around you. As such, when you decide to unleash your ferocious otterlin nature, most are taken aback. You gain advantage on initiative rolls.

League of Magic Setting Guide

Wicked Intelligence

Otterlin know how to socialize with other mustels as well as other people, and use this to their advantage. They also are some of the most intelligent and cunning of all races. How they apply these skills is up to each otterlin. You gain proficiency in either the Deception or Investigation skill.

Stoatling

The stoatling are some of the smallest of the mustels, but have stoating the most energy. Their incredible drive keeps them chasing enemies long after the fight is over, just to tire the foe out to make a final strike. Stoatling may be small, will fight harder and longer than almost any other creature.

Endurance Fighter

Stoatling's natural enemy are the hare-like people, the Harengon. For eons these two kinds have been prey and predator. As such, stoatlings have evolved to hunt them, increasing their speed and pushing themselves past their limits to exhaust their prey. Your walking speed increases by 5 feet and your movement speed cannot be reduced by the effects of exhaustion.

Focused Killer

Stoatlings will hyper fixate on a target, even to the detriment of attacking other enemies. Once per long rest, you can designate a target as your Marked Prey for one minute. You have advantage on attack rolls against this target and disadvantage on attack rolls against all other creatures. This effect ends early if you choose to as a bonus action, the Marked Prey dies, or you attack a creature other than your Marked Prey.


Wolver

Wolvers are the elite hunters of the Mustels. Built for the freezing climates of the various worlds, wolver mustels will track their prey for days at a time to seek the perfect opportunity to strike. Combined with their rotated teeth for a bite that doesn't release, the wolverine mustels make incredible independent hunters.

Northern Hunter

Wolvers are known for their prowess hunting in the cold and snowy conditions of the northern mountains. You are resistant to cold damage and the effects of extreme cold and high altitudes.

Solo Predator

Wolvers are expert hunters and will wait days in trees for their prey to enter their meticulously laid traps. You gain proficiency in two of the following skills: Survival, Intimidation, Stealth, and Perception.

League of Magic Setting Guide

Nymphs

These fey are powerful and typically do not leave their domain of the feywild. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of The Three Sisters, a trio of Greater Sorcerers. A nymph that is willing to adventure into the Material plane is a rare specimen. Nymphs can embody the benevolent love of the earth, the wrathful power of fire, and many other natural forces.

Nymphs will tend to congregate in areas filled with nature and devoid of humanoid life. Large empty woods, stretches of roving plains, or volatile volcanic areas are known to attract these fey.

Creature Type

Your creature type is Fey.

Size

Nymphs range from 3 to 6 feet tall, depending on where they came from in the feywild. Your size is Small or Medium.

Speed

Your base walking speed is 30 feet.

Age

Although nymphs reach physical maturity at about the same age as humans, their service to the gods goes beyond physical growth to encompass worldly experience. A nymph typically claims adulthood around the age of 20 and can live to be over 500 years old.

Darkvision

Accustomed to the various lands in nature, you have superior vision in dark and dim conditions. 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.

Immortal Nature

A nymph does not require food or drink.

Divine Servant

You have advantage on saving throws against being charmed.

Nymph Restlessness

When you take a long rest, you only need to spend at least 4 hours resting in a motionless state. In this state, you are not unconscious, and you can see and hear as normal.


Alseid

Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs.

Workers of the land throughout Ganya and Titan will pray for an alseid to bless their crops with a plentiful bounty. These farmers leave tithes of their harvest in hopes of these blessings. A beekeeper might leave a piece of honeycomb, a winemaker a cup of wine, or a wheat harvester a piece of fresh bread.

Hiding in Plain Sight

You have advantage on Dexterity (Stealth) checks made to hide while you are in grassland.

Divine Cultivator

You are a servant of the gods using the magic of Nyx. You gain the following benefits:

  • You have resistance to radiant damage
  • You can cast create food and water and regain the ability to do so at the end of a long rest. You can only cast this if you are in grassland or within 1 mile of cultivated farmland.
  • You know the mold earth cantrip. Starting at 3rd level, you can cast calm emotions once per long rest without expending a spell slot. At 5th level, you can cast plant growth once per long rest using this trait. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (your choice when you choose this race).

Lampad

Lampads are typically seen as bad omens, but they are a natural part of the process of death. Lampads have been known to offer their services to Dyorra, the Sorcerer of Death. She uses them to usher powerful souls to the afterlife, or on occasion, directly to her.

Lampads typically spend their existence within the Shadowfell, the domain of Dyorra.

Corpse Stride

You can use 10 feet of movement to step magically into a corpse within your reach and emerge from a second creature’s corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger.

You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

League of Magic Setting Guide

Guide of the Underworld

You are a servant of the gods using the magic of Nyx. You gain the following benefits:

  • You have resistance to necrotic damage.
  • You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the gentle repose 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 speak with dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (your choice when you choose this race).

Naiad

Naiads live in and near water. They can often be seen in the Web of Rivers on Ganya, or near the Serpent's Maw on Titan. Wherever there are rivers and seas, naiads will gather together to revel in the might of the waters. Many Naiads will find a body of water they prefer and stay near that water for most of their lives until they are forced to leave. On Ganya, naiads are believed to be creations of Amdore to help protect and patrol the seas.

Invisible in Water

When you are fully submerged in water, you may use an action to become invisible until you cast a spell or make an attack. You must concentrate on this as if you were concentrating on a spell.

Aquatic Hypnotics

You are a servant of the gods using the magic of Nyx. You gain the following benefits:

  • You have resistance to psychic damage.
  • You know the minor illusion cantrip. When you reach 3rd level, you can cast the phantasmal force 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 hypnotic pattern spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (your choice when you choose this race).

One With Waves

You have a swimming speed equal to your walking speed and you can breathe underwater.


Oread

An angered oread can be one of the most dangerous types of nymphs. These hot-headed fey embody the natural element of fire and live near the erupting volcanoes or scorching deserts.

Oreads can also be responsible for cleansing wildefires. Many oreads revel in the natural destruction that inhabits the various worlds of The System.

Limited Fire Immunity

You are immune to nonmagical fire such as campfires, large ovens, and bonfires (but not molten solids such as lava, or magma).

When you are fully engulfed in nonmagical fire, you may use an action to become invisible until you cast a spell or make an attack. You must concentrate on this as if you were concentrating on a spell.

Fey of the Flame

You are a servant of the gods using the magic of Nyx. You gain the following benefits:

  • You have resistance to fire damage.
  • You know the control flames cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level 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 scorching ray spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells (your choice when you choose this race).

League of Magic Setting Guide

Plane Screamer

There are beings who have had planar energy shunted into their soul through any number of means. Whether through a collapsing Ancient Void Dragon, planar spirit possession you, or other powerful magic, Plane Screamers are unstable mixtures of the Prime Material and another plane of existence.

The various planes in the world are often inhospitable to natives of the Material Plane: pitch black abysses, fiends and devils, boundless skies, and an endless void make actually entering these places dangerous for even a short time. However, energy from these other planes can still seep into the Material.

When Plane Screamers are created, it is often through dangerous circumstances and dark beginnings. Some Screamers do not know how they were made, others felt the blast of Planar Energy change their soul.

Screamer Backgrounds

Each Screamer has its own quirks, and unique planar origin, which might make some backgrounds more suitable than others.

Many-Hells Screamers are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience as they relish their new infernal connection. Abyssal and Shadow Screamers are dark, brooding, and can sometimes loathe their newly formed incarnation. Fey Screamers are similar to elves and planar events often find fey energy drawn to elvish persons.

Appropriate backgrounds for Shadow and Abyssal Screamers include hermit, outlander, and soldier.

Positive Screamers often get themselves into difficulty with their energetic and upbeat personalities. Negative Screamers are low-energy and while slow moving, act with purpose and determination.

Likely backgrounds for a positive and negative screamer include criminal, folk hero, and noble.

Screamer Names

Screamers often have whatever name they had before their infusion of planar energy. However, some Screamers chose to dawn a new identity upon their transformation.

Planar Origin

There are 9 major planar origins of screamers, also known as Patterns, that are found among the world: Many-Hells, Abyssal, Fey, Shadow, Void, Ethereal, Astral, Positive, and Negative.


Creature Type.

You are a Humanoid.

Age

Screamers age depending on the race they were before their transformation. However, the planar energy inside of a Screamer is believed to keep them alive for an additional several hundred years.

Size

Screamers come into existence from the form of another being. You are a size that you were before your infusion of planar energy. Your size is either Small or Medium.

Speed

Your base walking speed is 30 feet.

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.

Planar Skills

You gain proficiency in two skills of your choice.

Planar Origin

Select one of the following Planar Origin options from below and gain the associated benefits.

Abyssal Screamer

The Abyssal Plane birthed the demons and devils that rule above them. Unfathomable darkness and evil lies in this plane, and its resurgence to the Material is a danger to all. These Screamers give in to dark desires and lead themselves toward chaotic madness.

Layer Survival

The Abyss is filled with near infinite layers, differing with each one traversed. To be able to survive the Abyss, you need to be able to survive all conditions. You gain proficiency in the Survival skill and may double your proficiency bonus for checks made with this skill.

Breath Adaptability

The endless layers of the Abyss require not only survival skills, but adaptability like no other. You are able to breathe in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.

Abyssal Tongue

In addition to your known languages, you also know Abyssal.

League of Magic Setting Guide

Astral Screamer

The Astral Plane is a timeless space for travelers to cross and enter new planes and realms. Astral energy that infuses into a Screamer gifts it with a strange relationship with time. Astral Screamers perceive time faster than others on the prime material and can occasionally harness that energy.

Timeless Energy

The Astral energy infused into these Screamers anchors them in time with the Astral Sea. As such, Astral Screamers are locked in time at the age they were when they were infused. You do not age, and cannot be affected by age altering spells or magical effects.

Quickened Time

You can harness your Astral energy to move faster than those from other planes. You can take one of the following actions as a bonus action, rather than an action: Attack (one weapon attack), Dash, Hide, Cast a Spell (3rd level or lower).

You may use this ability a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.

Ethereal Screamer

The Ethereal Plane is home to strange floating beings. Often harmless, but it's not the native inhabitants that are the dangers of the Ethereal. Ghosts, Undead, and various other beings use the Ethereal to traverse the Material in peace. Cross one of these beings, and the Ethereal can change from tranquil to perilous. Ethereal Screamers often are in perpetual suffering due to their in-between nature, or intrigued by their new ethereal abilities.

Incorporeal Form

When Ethereal Screamers don't choose to enter the Ethereal Plane completely, they can become partially incorporeal. As a reaction when you take bludgeoning, piercing, or slashing damage from a weapon attack you may become partially incorporeal, granting you resistance to the triggering attack's damage.

You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Ethereal Transition

The close proximity of the Ethereal Plane makes Screamers of this kind capable of transitioning to the Ethereal Plane much easier than other. As a bonus action, you can enter the Ethereal Plane until the start of your next turn.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't on the Ethereal Plane can't perceive you or interact with you, unless they have the ability to do so.

Once you use this ability you cannot do so until you finish a long rest.

Fey Screamer

The Feywild is a naturally chaotic and free place. But mixed with the dark energies and violent chaos that creates a screamer, this free-loving chaotic energy can turn chaotically violent at a moment's notice. Fey Screamers often can suffer from split personality disorders, manic personalities, and rapid mood swings.

Fey Grace

You are able to briefly jump between the plane you are on to the feywild and back. You can cast misty step and regain the ability to do so once you complete a long rest. Additionally, when you return, you have a charm from the feywild in your hair or on your person. This charm can either be a flower, twig, pinecone, or other tiny naturally occurring object.

You may also cast this spell with any spell slots of 2nd level or higher that you have available to you. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Tongue of the Fey

The history of the Feywild is just as connected to its language as it is its forests. In addition to your known languages, you can speak, read, and write, Sylvan and Elvish

Many-Hells Screamer

As a Many-Hells Screamer, you have been infused with fiendish energy. Many-Hells Screamers look like their original race, but infused with fiendish traits. Horns, hooved feet, a forked tongue, or another fiendish mark is made upon your physical form. Because any race of people can become a Many-Hells Screamer, this can create hideous and terrifying combinations like fiendish half-orcs and infernal goliaths.

Terrible Tongue

You have advantage on Intimidation, Persuasion, and Deception checks with creatures other than beasts and fiends. In addition to your known languages, you can also speak, read, and write Infernal.

Scorched Skin

Your skin is burned and charred from the fires of the Many-Hells. You have resistance to fire damage.

League of Magic Setting Guide

Negative Screamer

The souls unfortunate enough to be infused with the Negative Energy plane are permanently altered in their form. Life drains from them as only undead are able to withstand the energy of this plane. Negative Screamers are in touch with necrotic, deathly energies and harness them without remorse.

Undead and Turn Immunity

Only the heartiest undead are able to withstand the extreme negative energies of this plane. Screamers of this kind are transformed into an undead, but still retain some of their living soul. Your creature type is Humanoid, and also Undead. You are also immune to Turn Undead effects.

Negative Magic

Negative Screamers can harness necrotic energy into the Material Plane for devastating effects.

  • You learn the chill touch cantrip. Starting at 3rd level you can cast the darkness spell without expending a spell slot, and regain the ability to do so at the end of a long rest. You may also cast this spell with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

  • When you cast this spell using this feature, you can see through the magical darkness.

  • If you have a spell list and appropriate spell slots, Negative Energy Flood is added to your spell list.

  • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (chosen when you choose this Screamer)

Positive Screamer

Positive Screamers have a connection to the Positive Energy Plane, and thus to one of the fundamental forces that make up the known universe. Those affected with energy from this plane have a closer connection to healing energies, and life. Positive Screamers are known to be more enlightened, and more easily connect with deities associated with healing.

Positive Energy Flood

You tap the Positive Energy Plane to flood a creature with restorative energy. As an action, you can heal a creature for 1d6 + your proficiency bonus, and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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


Light Bringer

The Positive Energy Plane is described as an infinite plane of life-giving light. This light, however, can be so immense that it can blind and scald those who are unprotected. You learn the light cantrip, and starting at 5th level you gain the ability to cast the daylight spell once without expending a spell slot and regain the ability to do so at the end of a long rest. You are also able to cast this spell with any spell slots you have available to you.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Shadow Screamer

The Shadowfell is home to nightmarish creatures and abyssal darkness. It drives many from the Prime Material mad, but Shadow Screamers have been able to survive this darkness. They are now morphed by the shadows, forever acclimated to the darkness.

Superior Darkvision

The Shadow energy lurking inside of Shadow Screamers attunes them with the night and shadow. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Shadow Mask

The natural shapeshifting abilities of shades has been gifted to Shadow Screamers. You are able to summon a shadowy mask that covers your body. You can cast Disguise Self a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

League of Magic Setting Guide

Void Screamer

The Prison of Ryras, the Space Between, Nothingness. All are terms to describe what lies within the Void. Being able to withstand the planar energies of the Void are worthy of immense power. Void Screamers are the most erratic, psionically capable, and deadliest of Screamers.

Call of the Void

The Void goes beyond the physical and into the metaphysical. Speech without moving your lips and using your mind to communicate comes naturally to Void Screamers. You able to telepathically communicate with any single creature within 60 feet of you. You do not need to share a language to communicate this way, but the target must speak a language.

Protection of the Void

The many voices within the void have cluttered the minds of Void Screamers. This static noise drowns out other mind-altering effects. You gain resistance to psychic damage and have advantage on saving throws against being charmed, frightened, or possessed.

League of Magic Setting Guide

Treantling

Treantlings dwell throughout Titan and Ganya in the various forests of each world. While not as large as their cousin, Treants, Treantlings are capable fighters that can use their branches to swat at foes that come to close. Their extremely large form is covered in a protective bark that grants them natural protection as well.

Treantlings come in many shapes and sizes. Some look like treants, but only around 9 feet tall, while others look more like a traditional humanoid covered in vines, leaves, and bark. Many Treantlings find a natural connection with animals such as birds, squirrels, and other tree-dwelling creatures.

While treants have incredible power, strength, and stealth in nature, they have a deadly enemy that they can never escape. Treants fear fire and try to avoid it when possible.

Creature Type

You are considered a Humanoid and Plant.

Size

Treant adults stand 7 to 9 feet tall and average 500 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Extra Powerful Build

You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. You can also attempt to grapple creatures one size larger than you normally would be able to.

Age

Treantlings reach adulthood at the age of 50 and can live upward of 400 years.

Branches

Your arms are wooden branches that act as natural weapons. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the normal damage on an unarmed strike.


Unarmored Defense

Your bark provides ample protection, it gives you an AC equal to 12 + your Constitution modifier (your Dexterity modifier doesn’t affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

False Appearance

While you remain motionless, you are indistinguishable from a normal tree.

Fire Susceptibility

Your plant form leaves you susceptible to fire damage. Whenever you are dealt fire damage, you lose an additional 1d6 hit points.

League of Magic Setting Guide

Troglodyte

While many tribes of Troglodytes tend to fall into the pit of savagery, thievery, and barbarism, there are those that have stepped out from the darkness and embraced the light of the surface. Troglodytes were believed to be a creation of The First Son that was corrupted during their creation.

Troglogytes worship a deity known as Laozed, who many across Titan believe to be a false god. Others who have been able to study Troglodyte culture and survive, believe Laozed was the being that corrupted The First Son's creation in the first place. Troglodytes can be found all around Titan in dank caves or near swamps.

Troglodytes, surprisingly, exist on both worlds. People on Ganya are unsure how they ever got there, as Troglodytes from both worlds provide the same creation myth.

People on Ganya believe they just simply, "Crawled out from the depths of the world itself".

Creature Type

You are a Humanoid.

Size

Troglodytes range from 5 to 6 feet in height. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Age

Troglodytes reach adulthood at age 15 and can live up to 50 years.

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.

Chameleon Skin

You have proficiency in the Stealth skill. You have advantage on Dexterity (Stealth) checks made to hide.

Stench

You give off a noxious odor affecting those around you. Any creature other than a troglodyte that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of the creature’s next turn (DC = 8 + your Constitution modifier + your proficiency bonus). On a successful saving throw, the creature is immune to your stench and of all troglodytes for 24 hours.


Natural Weapons

You have claws and a razor sharp bite that each can be used to make unarmed strikes. When you hit with either of them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (slashing for claws and piercing for your bite) damage, instead of the bludgeoning damage normal for an unarmed strike.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

League of Magic Setting Guide

Ursidons

Ursidons are massive, bear-like humanoids that can sometimes be confused with those suffering from werebear lycanthropy. But contrary to popular belief, Ursidons are not cursed humanoids who go savage under the full moon. These bear-like people live in the various wild lands of the world, often sticking to their own kind. The Polar Ursidons to the far north or the Grizzled Ursidons that inhabit the various forests. The largest of the Ursidons is the Kaidok, weighing in at nearly 500 pounds on average and standing over 8 feet tall.

Creature Type

You are considered a Humanoid and Beast.

Size

Ursidons can range in height and weight depending on their homelands. They can range from 5 feet tall to nearly 9 feet. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Mighty Claw

You have a claw attack, that deals slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Age

Ursidon mature at the same rate as humans, but they can live up to 120 years.

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.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Subspecies Heritage

You have a heritage that connects you to your clan of Ursidons. Select one of the following Subspecies Heritage options below and gain the associated benefits.


Languages

You can speak, read, and write Common, Sylvan, and Ursidonion, a language spoken by all Ursidon.

Dark

The Dark Ursidons are identified from their entirely black coat that covers them. On average, they are smaller in stature than other Ursidons but can hunt in trees, as well as the ground. Nowhere in a forest is safe from the Black Ursidon, and their knack for ingenuity and creativity has left them as one of the largest existing clans of Ursidons.

Natural Climber

Dark Ursidons pride themselves on their quickness in climbing trees for their prey. You have a climbing speed equal to your walking speed. If you are climbing a tree, this speed is doubled.

Dark Ursidon Ingenuity

Your ingenuity leaves you more capable than other Ursidon. You gain proficiency in the survival skill and one set of artisan tools, tinker's tools, or thieves' tools. You may add your proficiency bonus a second time to either Survival checks, or the tool set you gained proficiency in (choose when you choose this race).

Grizzled

Grizzled Ursidons are known throughout the wild forest lands and temperate climates. They are known for their distinguishable brown fur and love of salmon. They can often be found by rivers fishing either with tools or simply their mouths.

Hibernate

Your ability to enter a deep slumber helps you restore yourself for the next day. After a long rest, you may remove two points of exhaustion, rather than one, and regain all of your expended hit dice.

Smokey Past

The intrusion of humans, elves, and dwarves has left your forests burning, and wildfires are all too common. Your people have adapted to such things over the centuries. You are resistant to fire damage.

League of Magic Setting Guide

Kaidok

The Kaidok are the largest of all Ursidons and use their massive size to ingest incredible amounts of anything they can find. Defined as opportunistic eaters, Kaidok Ursidons attain their stature from simply engorging on everything around them and turning it into a thick, protective layer.

Incredible Might

Your size makes you more powerful than most other Ursidons and your claws are an even more powerful weapon than most. You gain advantage on all Strength checks, and your Mighty Claw attack deals additional damage equal to half your proficiency bonus, once per turn.

Kaidok Heartiness

Your large size leaves you heartier than even the heartiest of Ursidons. Your hit point maximum increases by one and increases by one for each level gained after first.

Polar

Polar Ursidons exist in the northern poles of the world and typically stay to themselves being more solitary than social. This solitude has resulted in incredible heartiness and the ability to hunt in areas most others would freeze in.

Built for Ice

Your Ursidon body has been built to survive on top of the ice shelves and to hunt under the frigid depths of the polar oceans. You are resistant to cold damage and ignore the effects of difficult terrain caused by ice and snow.

Natural Swimmer

Your hollow, water-repellant fur, buoyant fat layer, and extra-large paws have made you an adept swimmer. You have a swimming speed equal to your walking speed.

League of Magic Setting Guide

Sayburgh

Sayburgh are the combination of unfortunate circumstance with powerful artifice. At some point in your past, a terrible accident or tragedy befell you, leaving only few vital organs organic and not made of cold steel and metal replacements. Your head, throat, lungs, heart, liver, and spine all remain intact, but the rest of your body has been replaced with metal and the power of artifice.

Those who have undergone this transformation often take on a different approach to life than before. Some will view the world as dangerous and those within it in need of protecting while other sayburgh view the organic kin with disdain and weakness.

Creature Type

You are a Humanoid and a Construct.

Humanoid Ancestry

Choose a Humanoid race other than Sayburgh. You are also considered that race for any prerequisite or effect that requires you to be that race.

Age

When a Sayburgh is created, they are typically the age of an adult depending on its Humanoid Ancestry. The maximum Sayburgh lifespan remains a mystery; as the effects of aging seems to have seized on their organic parts, and their metallic parts have yet to show deterioration.

Size

Your size is Medium or Small.

Speed

Your base walking speed is 30 feet.

Construct Resilience

Your new form has given you remarkable fortitude, represented by the following benefits:

You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, or drink.


Specialized Protection

Your body has built-in defensive layers, that vary depending on your design. Choose from one of the following options.

  • Defended Form. Your form can not wear armor, however, your unarmored AC is 13 + your Dexterity modifier.
  • Enhanced Protection. You gain a +1 to AC while wearing medium or heavy armor.
  • Shield Generator. You gain proficiency in shields. You can wield a shield normally or, as 1an action, you can transform one of your arms into a shield. This shield can not be disarmed from you and remains until you use an action to create a shield on your other arm, you end this effect as an action, or enter the area of an antimagic field.

Magical Infusions

During your design, your creators ensured you were capable and protected. Choose one magical infusion at level one and then a second magical infusion at level five. These infusions' effects are suppressed while in the area of an antimagic field.

At 1st level, choose one of the following options:

  • Clockwork Accuracy - You have an amulet implanted into your chest with extra planar clockwork magic. When you make an attack roll, you can forgo rolling the d20 to get a 10 on the die. You can use this feature a number of times equal to half your proficiency bonus rounded up, and regain all expended uses the end of your next long rest.
  • Climbing Grips - You have a climbing speed equal to your walking speed.
  • Exterior Optical Lens - You gain Darkvision out to a range of 60 feet.

At 5th level you are able to unlock more of your Sayburgh potential. Choose one of the magical infusions you didn’t take at 1st level, or one of the following options:

  • Elemental Dampeners - When you suffer acid, cold, fire, lightning, or thunder damage, you can expend a use of the elemental dampeners (no action required) to reduce the total incoming damage by 1d4. You can use the dampeners a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
  • Alert Sensors - You cannot be surprised by creatures within 60 feet of you.
  • Fire Cannon - As an action, you can make a ranged weapon attack at one creature or object you can see within 60 feet of you by firing a powerful cannon out of your hand or chest. You may use Constitution instead of Dexterity for the attack and damage rolls of this attack. One a hit, the creature takes 1d10 fire damage + your Dexterity or Constitution modifier, depending on the ability used to make the attack. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your proficiency modifier and you regain all expended uses of it when you finish a long rest.

League of Magic Setting Guide

Xvarts

Xvarts are typically cruel and evil beings that enjoy the suffering of others. These short, blue humanoids have been found throughout the caverns of Ganya and tend to look like hideous version of other humanoids. Overly long ears, receding hairlines, and odd facial proportions.

Xvarts live in remote hills, forests, and caves. A tribe of xvarts is typically led by a speaker or chief. For as cowardly and savage race of people, xvarts will tend to value intelligence, electing the smartest amongst them as their speaker.

The speaker is the tribe’s ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious when interacting with non-xvarts. This disguise can typically fool the passing traveler, but an xvart leader will run back to their tribe if they believe they are being caught.

Size

Xvarts are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.


Age

Xvarts reach adulthood at around 5 years of age and live to be 50.

Limited Darkvision

You can see in dim light within 30 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.

Overbearing Pack

You gain proficiency in the Athletics skill. You have advantage on Strength (Athletics) checks to shove a creature if at least one of your allies is within 5 feet of the target and the ally isn’t incapacitated.

Low Cunning

You can take the Disengage action as a bonus action on each of your turns.

Languages

In addition to your known languages, you also can speak Xvart or Abyssal.

Raxivort’s Tongue

You can communicate with ordinary bats and rats, as well as giant versions of these creatures.


Yakfolk

Similar to their cousins, Minotars, the Yakfolk of the world of Titan resemble massive bovine creatures. Curved horns atop their heads and a thick, dark colored fur that coats their entire body. Yakfolk are typically found in the more mountainous regions of Kaladai to the north, near the border of Kyroheim.

They are typically quiet and peaceful folk that have a culture that is highly attuned with The Shepherd, the deity that brings the souls of the living to the land of the dead. However, this peacefulness can be quickly shattered if they are wronged. And just as quickly as a yakfolk friend can be made, a foe can be made for life.

Creature Type

You are a Humanoid and Beast.

Size

You are Medium.

Speed

Your walking speed is 30 feet.


Yak-Sized

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Yakfolk Training

You gain proficiency in the Religion skill, greatsword, and medium armor.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Underlayer

You have a dense underlayer of fur to keep yourself insulated. You naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

League of Magic Setting Guide


League of Magic Setting Guide

Barbarian: Path of the Earthen Protector

The Path of the Earthen Protector is meant for those who feel a calling to the natural world, and a need to protect it. Whether this is from a spirit asking for your aid, a nature deity reaching out to you, or your personal convictions to protect nature, you have sworn to protect it.

Barbarians who follow this path often find themselves alongside druidic clans or roaming nomads outside the bounds of urban society.


Mother’s Tongue

Starting at 3rd level, you are able to speak with plants similarly as other barbarians and druids speak with animals.

You can communicate with nonmagical plants, and are able to understand simple, one-word answers from them. Communication in this fashion is conveyed silently by an emotional connection and subtle movements, rather than a traditional spoken language or telepathy.

Nature’s Wrath

When you reach 3rd level, the power of your rage is fueled by the world around you. When you rage, consult your DM what environment you are currently in, from the following list. Your rage changes based on the environment. Alternatively, instead of the rage benefit associated with the environment you are currently in, you may roll a d10 and take the associated rage benefit.

League of Magic Setting Guide

Environment Rage Benefit
Arctic (Winter's Bite) When you enter your rage, you gain resistance to cold damage. As well, a creature hit by a melee weapon attack by you has its speed reduced by 10 feet until the end of its next turn.
Coast (Tidal Force) When you enter your rage, your melee weapon attacks reach an additional 5 feet on your turn. When you hit with a melee weapon attack on your turn, Large or smaller creatures are pushed or pulled 5 feet away or toward you.
Desert (Silica Reprisal) When you enter your rage, you gain resistance to fire damage. When you are hit with a melee attack within 5ft of you, the target takes half of your rage damage in fire damage, rounded up.
Forest (Woodland Protector) When you enter your rage, you can summon a twig blight. The blight gains a number of additional hit points equal to twice your Barbarian level, and can make a number of attacks equal to the number of attacks you have. The blight also adds your proficiency bonus to its attack and damage rolls. When you rage, and each turn after a while you are raging, you can use your bonus action to command the blight to attack. If you give it no command, it will take the Dodge action and defend itself. The Twig Blight disappears when your rage ends.
Grassland (Nature's Bounty) When you enter your rage, the bounty of the fertile grasslands protects you. You gain a number of temporary hit points equal to your rage damage, and gain these temporary hit points at the start of each of your turns until your rage ends.
Mountain (Stone Power) When you enter your rage the strength of the mountain empowers you. Once per turn when you hit with a melee weapon a while attack, you can add your rage damage a second time. As well, when you are on the ground, you can reroll 1’s and 2’s on your damage dice, but must use the new roll.
Swamp (Swamp Strike) While you are in your rage, you have a swimming speed equal to your walking speed, and ignore nonmagical difficult terrain. As a bonus action on each of your turns, you can summon spectral swamp beasts to rake across your enemies. Make a melee weapon attack against a creature within 15 feet of you. That creature takes 1d6 plus your rage damage bonus in force damage. This damage increases to 2d6 at 10th level, and 3d6 at 15th level in this class.
Underdark (Undermountain Eyes) When you enter your rage, you gain blindsight out to a range of 15ft. If you already have blindsight from another source, this range increases by 15ft. On your turn during your rage, you can use a bonus action to hide. At 14th level in this class, you also become invisible until the start of your next turn if you are in darkness or dim light when you hide while raging.
Underwater (Maelstrom) You are able to breath underwater and gain a swimming speed equal to twice your walking speed. Additionally, you may choose a number of creatures equal to your proficiency bonus within 30ft of you and grant them this benefits for 1 minute, even if your rage ends.
Urban (Construction Destruction) When you enter your rage, you deal double damage to objects and structures. Additionally, when you attack a construct or humanoid you deal an additional 1d6 force damage.

Woodland Protection

Starting at 6th level, nature binds itself to your very skin. You become permanently under the effects of the barkskin spell. You can choose the appearance of the spell effect or can choose to make it invisible.

Nature’s Aggression

At 10th level, nature comes to your aid when you need it most. Once per long rest you can cast guardian of nature. You are able to cast this spell and concentrate on it while you are raging. Wisdom is your spellcasting modifier for this spell. If you are able to cast other spells, no other spells can be cast in this way. Starting at 14th level, you can cast this spell twice per long rest.


Strength of Plant and Earth

Starting at 14th level your attunement with nature has resulted in physical enhancements to your body. You gain the following benefits:

  • The amount you can push, drag, and lift doubles as well as your carrying capacity.
  • You can carry Medium or smaller creatures without reducing your speed.
  • You gain resistance to Cold, Fire, or Lightning damage.
  • Once per turn, while raging, you may add an additional 1d12 bludgeoning damage to a melee weapon damage roll.
  • You gain advantage on attack rolls against nonmagical structures and resistance to poison damage.

League of Magic Setting Guide

Bard: College of Boom

While traversing multiple planes of existence, an adventuring bard observed a natural outcrop of metal with a unique energy emanating from within. Curious, he harvested the crop and began studying the material upon returning to his plane. What he discovered was the metal had a natural regenerative energy that could be magically charged with the appropriate procedure. Carefully breaking the metal down into chips, he realized he could focus the metal’s regenerative ability. With this hunger for cutting-edge firearms, magic and explosives, a new Bard College was brought into existence, the College of Boom.

Boomsmith

You gain proficiency in Firearms, Tinker’s Tools, and Smith’s Tools. With one week of time and half the requisite gold listed in the Dungeon Master's Guide, you can craft a firearm. You are also able to craft 10 bullets over the course of a long rest, provided you have your Smith's Tools or Tinker's Tools with you.

Bonded Banger

When you choose this college at 3rd level, you learn a ritual that creates a magical bond between yourself and a firearm, this firearm is called a Banger.

You perform the ritual over the course of one hour, which can be done during a short rest. The firearm chosen must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond, turning it into your Banger. Once you have bonded a Banger to yourself, you can’t be disarmed of that Banger unless you are incapacitated. If it is on the same plane of existence, you can summon that Banger as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have one bonded Banger. If you attempt to bond with a second firearm, you break the bond with the previous firearm.


Boom Shots

Starting at 3rd level, you have gained access to a variety of Boom Shots which are fueled by your Bardic Inspiration dice.

  • Buffer Boom. When you make an attack with your Banger, you may expend a Bardic Inspiration die to create a buffer between yourself and that creature. If the attack hits, roll your Bardic Inspiration die and add it to the damage roll. You, or a creature within 5 feet of the target of your attack gains a bonus to their Armor Class equal to the roll of your Bardic Inspiration die until the start of your next turn. If you roll a critical hit with your Banger when using this boom shot, the target of your attack has disadvantage on attack rolls until the start of your next turn.

  • Bass Boom. When you make an attack with your Banger, you may expend a Bardic Inspiration die to cause the weapon to deal extra damage to the target. The damage equals a roll of your Bardic Inspiration die. If the attack hits, you can push the target 10 feet away from you. If you roll a critical hit with your Banger when using this boom shot, the target must succeed a Strength saving throw against your Bard spell save DC or be knocked prone.

  • Vampiric Boom. When you make an attack with your Banger, you may expend a Bardic Inspiration die to cause the weapon to deal extra damage to the target. The damage equals a roll of your Bardic Inspiration die. Then, choose a creature within 30 feet of your target. That creature regains hit points equal to half the damage dealt. If you roll a critical hit with your Banger when using this boom shot, the creature that regains hit points also gains temporary hit points equal to a roll of your Bardic Inspiration die.

  • Future Boom. When you make an attack with your Banger, you may expend a Bardic Inspiration die to gain insight into the creature’s future actions. If the attack hits, the next attack roll against that creature has advantage. If you roll a critical hit with your Banger when using this boom shot, attack rolls against that creature are made with advantage until the start of your next turn.

Specialty Marksman

Starting at 6th level, you can shoot firearms in rapid succession, with expert aim. When you take the Attack action and attack with a firearm, you can make a second attack as part of that same action. Additionally, choose a unique Marksman style.

  • Close Quarter Shooter. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

  • Distant Marksman. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

When you gain a level in this class that grants an Ability Score Increase, you may change your Marksman style for another.

Soul Bullets

At 14th level, you have learned to suffuse your magic and soul into the bullets used in your Banger. At the end of a long rest, you can create a number of “Soul Bullets” equal to your Charisma modifier.

To create a Soul Bullet, you must expend one spell slot and one hit die into a piece of ammunition for your Banger. The ammunition then gains a bonus to attack and damage rolls equal to half the level of the spell (minimum 1, to a maximum of +3). The bullet also deals an additional 1d12 force damage per level of the spell slot expended (maximum 6d12).

If you roll a critical hit with a Soul Bullet, you regain hit points equal to two rolls of the hit dice spent into the ammunition.

League of Magic Setting Guide

Bard: College of the Frontier

Bards of the College of the Frontier are the most solitary college. Their song and dance are shown through their marksman skills, many lead lives as gunslingers, lawmen, and outlaws in the frontier. Many lands throughout The System have yet to be explored, even with history dating back thousands of years. Monster infested forests roam the lands booming populations look to settle. Bards of the Frontier are often sought to help settle these wild lands.

Wild Country

When you choose this college at 3rd level you gain proficiency with crossbows, firearms (DM setting discretion), and the survival skill, as well as Cook's Utensils and Land Vehicles.

Marksman

At 3rd level, your skill with ranged weapons is unparalleled. You can use one of the following Marksman options of your choice. You can use only one Marksman option per turn.

  • Quickdraw. When you roll initiative, you can expend a use of your Bardic Inspiration die and add it to the total. On the first turn in combat, any creature that has not taken its turn yet is considered surprised by you.

  • Careful Shot. When you make a ranged weapon attack roll against a creature, you can expend a bardic inspiration die and add it to the roll. Additionally, when you use this bardic inspiration on your ranged weapon attack roll, long range does not impose disadvantage.

  • Deadeye Shot. You may expend a use of your bardic inspiration as a bonus action to perform a Deadeye Shot. When you do, your next ranged weapon attack roll is made at advantage. If the attack hits, roll your bardic inspiration die and add it to the damage roll.

Additionally, you gain the Archery fighting style.

Swiftshot

The wilds have taught you always have more than one shot ready. Starting at 6th level you can attack twice, instead of once, when you take the attack action on your turn with a ranged weapon.

Additionally, you ignore the loading property of firearms and crossbows with this property, and are able to reload a firearm with the reload property in place of one of these attacks, instead of a bonus action or action.

Campfire Song

Starting at 6th level, when a creature hears your Song of Rest, they gain an additional 1d6 hit points. This amount increases as your Song of Rest die increases.

Additionally, any creature that eats food you prepared using your Cook's Utensils over the course of a short or long rest gains temporary hit points equal to your Charisma modifier.


Lasso Training

You gain proficiency in the net which acts similarly to a lasso for you. When you make a ranged attack using a net you ignore disadvantage when making attacks within 5 ft. of any enemy creature, and attacks made at long range while you are mounted. Additionally, when you make a ranged attack with a net and hit a creature with it, you can make a ranged weapon attack against the same creature with your bonus action.

When you attack a net you do not have let go of it. If you miss, you are able to reel the net back to you. If you hit, you may instead choose to hold on to it, connected by a rope the distance between you and the creature hit. This connecting rope has the same AC and HP as the net. While the creature is restrained by the net, you can use your bonus action to attempt to pull the creature 5 ft. closer to you by making competing Strength (Athletics) checks. If you succeed, the creature is pulled 5 ft. closer to you if there is an unoccupied space available for it to do so.

Frontiersman Legend

Starting at 14th level, you're a master marksman. When you cast a cantrip, you can make one ranged weapon attack as a bonus action. Additionally, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

League of Magic Setting Guide

Bard: College of Heraldry

Many bards practice and hone their skills in performance. But bards of this college do not intend to be the one giving the performance or being the star of the show. Bards from the college of heraldry use their expansive vocabulary to make verbose speeches and announcements to excite crowds for the main attraction. Aiding allies by heralding their arrival and giving yourself a booming voice ensures nothing stands in the way of your allies' arrival.

Hark!

Starting at 3rd level you learn the thaumaturgy cantrip which does not count against the number of bard cantrips you know. For you, it can have the casting time of a bonus action. If you use this spell to make your voice boom up to 3 times louder, creatures can gain the benefits if your Bardic Inspiration even if they are deafened.

Herald the Arrival

Starting at 3rd level when you roll initiative you can choose a number of allied creatures you can see (other than yourself) within 60 feet of you, equal to half your proficiency bonus. Selected creatures gain a bonus to their check equal to your Charisma modifier. When a creature gains this bonus, you can also grant them a Bardic Inspiration die if you have any available to give. They may then choose to expend the Bardic Inspiration die and roll it, adding the total to their Initiative check total.

Once you have given a creature this bonus, you can not give them this bonus again until the end of your next long rest.

Bolster Allies

Starting at 6th level you can use the Help action as a bonus action. Additionally, when you use the help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. If your voice is under the effects of the thaumaturgy spell to make your voice boom up to three times as loud as normal, the target of the attack can be within 90 feet of you.

Exigent Voice

Starting at 14th level, when you cast a spell that only has a verbal component, the range of that spell is tripled, can effect creatures that are deafened, and you can cast them even if you are in an area of magical silence, provided the spell you cast is higher than the level of magical silence you are in.

Your voice must be under the effects of the thaumaturgy spell to gain these benefits.

League of Magic Setting Guide

Bard: College of Sculpting

Art takes many forms. Some take to the stage and dance and leap across like butterflies, while others takes paints and dyes to create gorgeous paintings. Bards from the College of Sculpting have learned to take clay and stone and craft beautiful works of art. But the beauty of sculpting goes beyond physical materials. The bards from the College of Sculpting manipulate the weave to sculpt spells, manipulate bone and skin to sculpt the appearance and form of others.

Many Dwarves find their path to this college from their history with stone working. Elves and humans in higher society, able to learn and afford the materials to craft with find their way to this college as well.

Spell Sculpting

Starting at 3rd level, when you cast a spell, you can sculpt the spell to best suit your needs. Before you cast a spell on yourself or another creature, you may expend a use of your bardic inspiration to choose one of the following effects to sculpt the spell:

  • When you cast a bard spell that deals acid, cold, fire, lightning, thunder, psychic, radiant, or necrotic damage, you can change the damage to another type on this list. Roll your Bardic Inspiration die and add the number rolled to the damage total.
  • Roll your bardic inspiration die and reduce this number from one creature's saving throw.
  • Roll your bardic inspiration die, and add this number to the amount of hit points regained if this spell regains hit points or temporary hit points if it gives temporary hit points. The bonus is applied only when you cast the spell.

Sculpted Appearance

Starting at 3rd level, you learn the alter self spell and does not count against your number of spells known. You can cast this spell at will and does not require concentration, but can only use the Change Appearance option.

You also gain proficiency in one Artisan tool of your choice and can use these tools as your spellcasting focus for your Bard spells.


Sculpt Allies

Starting at 6th level, you can expend a use of your Bardic Inspiration to sculpt the appearance of others around you. As an action, you may expend a use of your bardic inspiration to select a number of willing creatures equal to your proficiency bonus. These creatures are under the effect of the Alter Self spell (Change Appearance), altered to a form of your choosing and requires no concentration.

Once you have used this feature you cannot do so again until you finish a long rest.

Sculpted Creation

Starting at 14th level, you learn the simulacrum spell and does not count against your number of spells known. You may cast this spell once without 1500gp of powdered ruby and the simulacrum requires clay to be made, rather than ice and snow. You must use your Artisan Tools as your spellcasting focus for this spell. When you cast this spell thereafter, the material component cost of the spell is halved.

Additionally, simulacrums you create are stronger and more durable than others as it is made of clay. Your created simulacrum has a number of hit dice equal to half of the number of hit dice the creature it was created from had, which can be expended during a short rest like any other creature. The Simulacrum does not regain hit dice during a long rest however. As a bonus action on the Simulacrum’s turn, it may expend a hit die and regain hit points for the total rolled + it’s Constitution modifier. Lastly, your crafted simulacrums can be restored by the means outlined in the spell's description, or you may use an action to expend a spell slot, healing the simulacrum a number of hit points equal to the level of the slot expended.

League of Magic Setting Guide

Cleric: Medicinal Domain

Clerics of this domain not only rely on the divine powers of their deities, but also the resourcefulness of practical medicine. These clerics understand how to use diamonds to restore a soul to one’s body, but also how to utilize electricity to restart a heart. To those who study under the medicinal domain, the power of the gods and the power of ingenuity are equally useful.

Medicinal Domain Spells

Cleric Level Spells
1st Cure Wounds, Healing Word
3rd Protection from Poison, Aid
5th Tiny Hut, Revivify
7th Death Ward, Greater Invisibility
9th Mass Cure Wounds, Mass Healing Word

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Herbalism Kit, Alchemist Supplies, and the Medicine skill. Additionally, when you make any of these skill checks you may add your proficiency bonus a second time.

Bonus Cantrip

When you take this domain at 1st level, you learn the prestidigitation cantrip.

Battlefield Resuscitation

Starting at 1st level, when you make a Medicine check to stabilize a creature, the creature regains 1 hit point and the creature may choose to expend a hit die and gain a number of hit points equal to the roll plus its Constitution modifier.

You can use this ability a number of times equal to your Wisdom modifier and regain all expended uses at the end of a long rest.


Channel Divinity: Emergency Stabilization

Starting at 2nd level, you can use your Channel Divinity to stabilize downed allies, and deter would-be attackers.

Choose any number of creatures within 30ft of you (you can choose yourself). They each gain the following benefits.

  • The chosen creatures are put under the effect of the Sanctuary spell until the end of your next turn, using your spell save DC.
  • Each creature with at least 1 hit point gains temporary hit points equal to 1d8 + your Cleric level.
  • Any creature without any hit points gains hit points equal to 1d8 + twice your Cleric level.

League of Magic Setting Guide

Rudimentary Supplies

Beginning at 6th level you know how to utilize not only spells to restore the health of creatures. At the end of a long rest, you may expend any number of spell slots to craft items from the following list provided you have either an Herbalist Kit or set of Alchemist Tools.

Each item crafted costs a number of spell levels you must expend to create which is listed next to the item (For example, you may expend either a 2nd level spell slot, or two first-level spell slots to craft a Truth Serum). These items lose their potency at the end of your next long rest. You gain additional crafting options at level 11, and again at level 17.

Additionally, when you make a Wisdom (Medicine) check to stabilize someone, you can do so as a bonus action, rather than an action.

Level 6 Options

  • Potion of Healing (1)
  • Antitoxin (1)
  • Holy Water (1)
  • Alchemist's Fire (1)
  • Truth Serum (2)

Level 11 Options

  • Restorative Ointment (2)
  • Oil of Slipperiness (4)
  • Potion of Resistance (5)

Level 17 Options

  • Potion of Greater Healing (3)
  • Potion of Heroism (3)
  • Elixir of Health (5)
  • Potion of Superior Healing (5)

Empowering Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Fast Physician

At 17th level you are able to perform incredible acts of medicine in rapid time. You gain the following benefits:

  • Any spell that heals a single target, does not damage any other creatures, and has a casting time of 1 action, now only requires a bonus action for you.

  • You can give yourself or others a potion as a bonus action.

  • When a creature drinks a potion or consumes an item that restores hit points within 30 feet of you, that you created, the creature gains additional hit points equal to 2d10 + Wisdom modifier.

  • You can cast the Revivify spell once without expending a spell slot and without material components, provided you have your Alchemist’s Tools, Herbalism Kit, or expend 10 charges from a Healer’s Kit. Once you have used this ability you cannot do so again until you finish a long rest, and replace your Herbalism Kit or Alchemist Tools.

League of Magic Setting Guide

Cleric: Prism Domain

The rainbow represents all that is good and just in this world. It softens the hardest of expressions, and treats all as equals.

Clerics who serve the deities, Iris, Anuenue, and the Rainbow Serpent, are often on missions to spread joy and happiness throughout the various worlds.

Prism Domain Spells

Cleric Level Spells
1st Color Spray, Faerie Fire
3rd Mirror Image, Invisibility
5th Hypnotic Pattern, Daylight
7th Greater Invisibility, Hallucinatory Terrain
9th Seeming, Creation

Touched by Light

When you choose this domain at 1st level you gain the Light and Dancing Lights cantrips and they do not count against your number of cantrips known.

When you cast a spell that sheds light (such as the Dancing Lights cantrip or the Daylight spell) you can make the light radiate any color or multiple colors of your choosing. You may also use a crystal as a holy symbol for your cleric spells.

Bonus Proficiencies

When you select this domain at 1st level you gain proficiency in Glassblowers Tools and Jewelers Tools. Your proficiency bonus is doubled for any ability check you make that uses these tools.

Channel Divinity: Expanded Spectrum

Starting at 2nd level, you can use your Channel Divinity to help see a larger spectrum of light. As an action you can touch a creature and greant them truesight out to a range of 60 feet for 10 minutes.

Starting at 5th level you can share this feature with a number of allies within 30 feet of you equal to half your proficiency bonus rounded up.

Brilliant Shine

At 6th level, when you are hit by an attack from a creature within 30 feet of you, you can use your reaction to unleash a flash of prismatic colors. Roll a 1d6 and consult the Prism Table below. The attacker takes damage of the associated type equal to your Wisdom modifier. At 12th level, this increases to 1d10 + your Wisdom modifier.

Alternatively, you may instead roll a 1d10. On a 10, blinding white light shines and the creature is blinded until the end of your next turn. On a 7-9, nothing happens and your reaction is wasted. At 12th level, creatures within 5 feet of the attacker are also blinded.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Enhanced Prism

At 17th level you become one with the visible spectrum of light. At the end of a long rest, roll a d6 and consult the Prism Table. You gain resistance to the associated damage type and your spells ignore resistance to that damage type.

Additionally, the Prismatic Wall and Prismatic Spray spells are added to your list of domain spells

Prism Table
Color (d6) Effect
Red (1) Fire
Orange (2) Radiant
Yellow (3) Lightning
Green (4) Acid
Blue (5) Cold
Violet (6) Necrotic

League of Magic Setting Guide

Druid: Circle of Ore

Ore and the splendor of riches beneath the surface of the earth are often the bane of many druids, as their utilization by the masses leads to destruction of the natural world.

Druids of this circle understand the usefulness of this earthen bounty and how to sustainably harvest it. Many from the planet Titan in the nation of Silverstrum have found ways to sustainably mine for precious metals and ores that lay beneath the surface.

Ore Warrior

When you join this circle at 2nd level, you gain proficiency in smith’s tools, heavy armor, and the war pick. You may also use a miner's pick as a war pick and can also be used as a spellcasting focus for your druid spells.

Druids within this circle typically utilize metal armor in their defenses.

Ore Forms

Starting at 2nd level as a bonus action on your turn, you can expend a use of your wildshape to summon metallic ore from the depths of the earth and bind it to you. This form lasts for 10 minutes or until you end it early (no action required). Choose an Ore Form and gain the associated benefits.

  • Iron Strength. Your unarmed strikes deal 1d8 bludgeoning damage and you may use your Wisdom modifier instead of Strength for attack and damage rolls. You also have advantage on Strength checks and saving throws. This damage increases to 2d8 at 10th level.

  • Golden Shine. Hostile creatures within 15 feet of you when you activate this form must make a Constitution saving throw against your spell save DC or have disadvantage on attack rolls until the end of their next turn. As a bonus action on each of your turns, you can repeat this effect on creatures within 5 feet of you.

  • Titanium Protection. You gain a +1 to your Armor Class, and resistance to non-magical bludgeoning and slashing damage. The bonus to your Armor Class increases to +2 at 10th level.

Ore Protection

Starting at 3rd level, you learn the resistance cantrip and does not count against your number of cantrips known.

Additionally, you may cast this spell as a bonus action a number of times equal to your proficiency bonus and regain all expended uses of this feature at the end of a long rest.

Magical Metals

Starting at 6th level, you gain additional benefits to your Ore Forms.


  • Iron Strength. Your strikes now count as magical for the purposes of overcoming resistances and immunities. When you make an unarmed strike in this form, you can make an additional unarmed strike as part of the same action.

  • Golden Shine. The range of your effects increases by 5ft. When you activate this form, creatures within 10ft of you who fail their saving throw are blinded for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

  • Titanium Protection. You are resistant to all slashing and bludgeoning damage.

Vein Movement

Starting at 10th level, your connection to the natural metal ores of the world can be used to gain information of your surroundings and traverse dangerous caverns. You also gain further protection and abilities from the ore of the world around you.

  • You gain a +1 to your AC while wearing heavy metallic armor.

  • You gain a burrow speed equal to half your walking speed and when you burrow, the ground is left undisturbed.

  • As an action you can place your hand on a vein of ore and discern if any elementals are also in contact with the vein, as well as the exact length and distance the vein traverses.

  • While touching a vein of ore, you may use a bonus action to meld into it, as per the Meld into Stone spell.

Adamantine Form

Beginning at 14th level, when you are in an Ore Form, you may enter an Adamantine Form for one minute as an action. While in this form you gain the following benefits:

  • You are immune to critical hits and resistant to fire damage.

  • You deal double damage to objects and structures

  • When you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20. Once per turn you may deal an additional 1d10 bludgeoning damage when you hit with a melee weapon attack.

Once you have entered an Adamantine Form, you cannot do so again until you finish a short or long rest.

League of Magic Setting Guide

Fighter: Osteon Warrior

An Osteon warrior has harnessed the magical powers of the universe to manipulate their bone structure to unfathomable degrees. To these hearty fighters, the cracking of a rib or breaking of a wrist is only a tickle compared the to the pain those fractures bones can have on an enemy. Many krawlling who have a hardened exoskeleton have mastered these skills to help enhance their own natural defenses. It's rare for non-krawlling to begin down the path of osteoth, but if they do, they take on the burden and pain that will come with the skin-tearing, shoulder blade cracking, vertebrae crushing abilities that gives strength beyond compare.

Unarmored Defense

Starting when you choose this archetype at 3rd level, your skeletal structure increases in density and hardens to protect you. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Tactical Skeletal Form

At 3rd level, you have total control over your skeletal structure, granting you the following abilities:

  • Skeletal Armaments. As a bonus action you can sprout jagged spikes of bone from one or both of your arms. These spikes are considered martial melee weapons with the finesse and light properties and deal 1d8 piercing damage on a hit and you cannot be disarmed of them. While the spikes are out, you can’t manipulate objects or cast spells with somatic components. You can retract the spikes back into your arm as a bonus action.
  • Reactive Spurs. As a reaction when you take damage from a creature within 5 feet of you, you can expend a Hit Die to eject a hail of spiny bone protrusions in all directions. Each creature within 5 feet of you must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or take piercing damage equal to two rolls of your Hit Die, or half as much on a successful save.
  • Jagged Strike. You can sprout and hurl a jagged bone at your enemies. As an attack action or bonus action, you can make a ranged weapon attack against a creature within 30 feet of you, dealing 1d6 piercing damage on a hit. When you make this attack, you can use either Strength or Dexterity for the attack and damage rolls. Starting at 5th level, damage caused from these attacks and features count as magical for the purpose of overcoming resistances and immunities.

Rapid Regeneration

By 7th level, your body has adapted to the rigorous nature of utilizing your body as a weapon. Whenever you regain hit points outside of a short or long rest, you regain additional hit points equal to your proficiency bonus.

Defensive Exoskeleton

By 10th level, you are able to manipulate your bones and grow your skeleton to create a defensive exoskeleton, or harden your existing one. As a bonus action, you can summon or harden the exoskeleton to become resistant to bludgeoning, piercing, and slashing damage for 10 minutes, provided you are not wearing armor. You can end this effect early as a bonus action.

You can use this feature twice and regain all expended uses at the end of a short or long rest.

Vitality Infusion

Beginning at 15th level, you can deform the bones of others, in addition to your own. When you make an attack with your Skeletal Armaments or Jagged Strike you deal additional damage equal to half your Constitution modifier (rounded up) and once per turn when you make one of these attacks you can deal and additional 1d10 necrotic damage.

Osteon Master

Starting at 18th level you have mastered your inner and outer skeleton and gain the following benefits:

  • Your Constitution score increases by 2, to a maximum of 24.
  • You reduce incoming nonmagical bludgeoning, piercing, and slashing by 5 while not wearing armor.
  • When you activate your Defensive Exoskeleton you gain a number of temporary hit points equal to your fighter level.
  • When you roll initiative, or as an action, you can expend any number of hit dice you have. Roll the dice, add your Constitution modifier to one of the rolls, and regain a number of hit points equal to the total (minimum of 1). Once you have used this ability you can not do so again until you have completed a short or long rest.

League of Magic Setting Guide

Fighter: Shielding Crusader

The archetypical Shielding Crusader is determined to protect their allies, without sacrificing on their duties to slay the foes before them.

With your tactical knowledge of shields, spears, and an arcane barrier, you are able to trample across your enemies and keep your friends safe.

Hoplite Warrior

Starting at 3rd level, you excel in combat while wielding a shield and long weapons. Spears, Tridents, Javelins, and War Picks deal 1d8 damage, and have the reach property. While wielding a shield and weapon with the reach property at the same time, you gain the following benefits:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • When you make a Dexterity saving throw, you can use your reaction to give yourself and any number of chosen creatures within 5 feet of you half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn.

Phalanx Formation

Starting at 7th level, your superior defensive tactics protect you and your allies. As a bonus action, you can select an ally to form a protective bond with. When you do, for the next minute you and your ally in the formation have half cover while within 5 feet of one another, provided you are wielding a shield. As well, creatures of your choice within 5 feet of the formation have half cover from ranged attacks.

Once you have used this feature you cannot do so again until you have finished a short or long rest.

Arcane Protection

At 10th level, you can cast shield and absorb elements twice without expending a spell slot and regain all uses at the end of a rest. Additionally, these spells can be cast as a reaction on an allied creature within 15 feet when they are attacked or damaged, rather than yourself.

Protector of the Many

Starting at 15th level, you can cast your Arcane Protection spells three times, rather than twice and your range for these spells increases to 30 feet.


The Wall

At 18th level, you and your team work seamlessly to protect one another. Your Hoplite Warrior and Phalanx Formation features that effect allies now provide three-quarters cover and extend to a range of 10ft.

Additionally, while you are wielding a shield, you provide half cover from ranged attacks to your allies within 5 feet of you.

League of Magic Setting Guide

Monk: Way of Diminution

Those who follow the Way of the Diminution know that size is not always what matters in a fight. These monks learn to channel their ki inward to condense the atoms in their body into a smaller form, while maintaining a powerful punch.

Diminutive Form

Starting at 3rd level you can channel your ki inward, to condense your form into a tiny size, while maintaining your mighty power. As a bonus action you can gain the following benefits for one hour, or until you chose to end the effect early as a bonus action:

  • Your size becomes Tiny and all objects worn or carried match your new size.
  • Your size cannot be increased by any means until you exit this form
  • You have advantage on Dexterity (Stealth) checks.
  • You can squeeze through spaces as small as one inch.
  • Moving beneath enemies is not considered difficult terrain for you.
  • Enemies make attacks of opportunity against you at disadvantage.
  • You gain no benefit from your unarmored movement.

While in this form your weight does not change. Once you have used this feature, you cannot do so again until you finish a long rest, or spend 2 ki points.

Diminutive Manipulation

Starting at 6th level you can channel your ki into objects to reduce their size and weight. As a bonus action you may force a nonmagical object’s size to be halved in all dimensions, and its weight reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. This transformation lasts until the end of your next long rest.

You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.

Release Diminution

Starting at 6th level, when you are holding an object under the effect of your Diminutive Manipulation that is one size category smaller than your own, you can make a ranged weapon attack (20/60) with the object. The object is considered a monk weapon for you. If the attack hits, you may use your reaction to return the object to its normal form, dealing additional damage based on the original size of the object.


Diminution Table
Original Size Extra Damage
Small 2d8
Medium 4d6
Large 4d10
Huge 4d12
Gargantuan 6d12

Enlarged Form

Starting at 11th level, you can reverse the direction of your ki to allow you to briefly enlarge yourself, instead of reducing yourself. As a bonus action you can enter an Enlarged Form and gain the following benefits for 1 minute, or until you chose to end the effect early as a bonus action:

  • Your size becomes Huge, and all objects worn or carried match your new size.
  • Your size cannot be decreased by any means until you exit this form.
  • You have advantage on Strength (Athletics) checks.
  • Moving over enemies two sizes smaller than your own is not considered difficult terrain for you.
  • Enemies have advantage on attacks of opportunity against you.
  • Once per turn when you hit with an attack in this form, you may spend 1 ki point to deal an extra roll of your Martial Arts die.

Once you have used this feature you can do so again until you finish a long rest.

Diminutive Collapse

Starting at 17th level, you can shrink your form to such an extent that it causes a small collapse in gravity. When you are in your Diminutive Form, you can spend 5 ki points as an action to shrink until you are in the Ethereal Plane, where you remain until the end of your turn. While in the Ethereal Plane, you may take any bonus actions available to you and move as normal. When you return to the plane you originated from, you return in your regular Diminutive Form.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in Shades of Gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

When you enter the Ethereal Plane, you leave behind a tiny black hole in your space. Creatures within 30ft of this space must make a Strength saving throw or be pulled 15ft toward it. The black hole then explodes, unleashing a torrent of destructive energy. Each creature within 15ft of the black hole's space must make a Constitution Saving Throw, or take 3d10 force damage on a failure, or half as much on a success.

League of Magic Setting Guide

Monk: Way of Stone

Some monks study how to become light as a feather, dancing and moving along the wind like a petal from a flower. These are not those kinds of monks. Those who study the way of stone are confrontational and lead with their fist. The connection to body and stone has merged into one with monks who follow this path. Their strikes are more forceful, their bodies are more resilient, and an earthquake is often left in their path.

Stone Constitution

After choosing this monastic tradition at 3rd level, your hit point maximum increases by 3, and increases by 1 each level you take in this class.

Stone Fists

Starting at 3rd level, when you make an unarmed strike, you deal additional damage equal to half your proficiency bonus (rounded up).

Stone Fury

Beginning at 6th level, when you use your Flurry of Blows ability, you may expend an additional ki point to force any creature you hit to make a Strength saving throw or be knocked prone.

Stone Protection

Starting at 11th level you gain resistance to bludgeoning damage.

Stone Smash

Starting at 11th level when you take the Attack action, you can expend a ki point to replace the attacks with a slam of your stone-like fists into the ground. All creatures within 15 feet of you must make a Dexterity saving throw or take bludgeoning damage equal to a roll of your martial arts die and be knocked prone.

Stone Slow

At 17th level, when you hit a creature with an unarmed strike you can force the creature to make a Wisdom saving throw. On a failure, the creature's movement speed is halved, cannot take reactions, and can either take an action or bonus action, not both until the end of their next turn. A creature can only be forced to make this saving throw once per turn.

Additionally, you can spend 5 ki points to cast the slow spell.

League of Magic Setting Guide

Paladin: Oath of the Armored Brigade

The Oath of the Armored Brigade binds paladins to the tenets of protection, defense of the weak, and that the greatest offense, is an incredible defense. These paladins look to protect their allies with durable packs of arcane armor, a charismatic rallying cry, and their trusty shields.

Followers of this oath can often be confused with other paladins; on account of the armor, they wear. Some choose to don darkly tinted armor emblazoned with black magic while others choose to wear gleaming plate mail to be a shining beacon to others. Either way, these paladins know that true strength comes from the strength of your armor.

TENETS OF THE ARMORED BRIGADE

Use notes to point out some interesting information. Though the exact words and strictures of the Oath of the Armored Brigade vary from group to group, paladins of this oath share these tenets.

Protect. Protect at all costs. Yourself, and others.

Rally. From your protected position, be a rallying icon for your allies.

I Will Be Your Shield. Your shield holds a special place in your arsenal you have learned how to unlock its full potential.

Beacon of Defense. No matter where, you will fight to defend your allies, or at least keep them protected the best you can.

Oath Spells

Oath of the Armored Brigade Spells
Level Spells
3rd False Life, Shield of Faith
5th Aid, Warding Bond
9th Beacon of Hope, Mass Healing Word
13th Stoneskin, Guardian of Faith
17th Mass Cure Wounds, Circle of Power

Herald of the Brigade

You are the herald of your armored brigade. The souls of ancestral warriors’ flow through you to herald your brigade's approach. You learn the Thaumaturgy cantrip.

League of Magic Setting Guide

Channel Divinity

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

Armor Pack. As an action, you can grant a creature of your choice within 30ft an arcane armor pack that briefly surrounds their form. The creature gains temporary hit points equal to 1d6 + your paladin level and is resistant to bludgeoning, piercing, and slashing damage while they have these hit points.

Shield Bash. As a reaction, when a creature you can see within 5 feet of you makes a weapon attack roll against you or another creature within 5 feet of you, you may attempt to interrupt their action, provided you are wielding a shield. Add your shield's AC bonus to the AC of the creature targeted by the attack. Regardless if the attack hits or misses, the attacker must make a Constitution saving throw against your Paladin spell save DC or become stunned until the start of their next turn.

Aura of Armor

Starting at 7th level, you gain +1 to your AC while wearing armor, as do all friendly creatures within 10 feet of you if they are also wearing armor.

At 18th level, the range of this aura increases to 30 feet.

Innate Protector

Starting at 15th level, you can cast Shield of Faith at will.

Rally

At 20th level, as an action, you can become an avatar of an armored brigade for one minute. While in this form you gain the following benefits:

  • Your movement speed increases by 15 feet.
  • You can use your Armor Pack Channel Divinity option as a bonus action, and can use it an unlimited number of times while in this form without expending a use of your Channel Divinity.
  • Your Aura of Armor bonus increases to +2

Once you use this feature, you can’t use it again until you finish a long rest.

League of Magic Setting Guide

Ranger: Affliction Skirmisher

An Affliction Skirmisher doesn't hide in a roost and wait for their prey to walk into a trap. Affliction Skirmishers use the power of curses and deadly affliction through melee strikes to torture and incapacitate their foes. Afflictions are a mix of blood magic, curses, and traditional druidic magic that suffuse themselves to a target and hinder them until their constitution or magic can resolve it.

Affliction Skirmishers take the task and responsibility of bearing these afflictions with great weight. This magic is often kept secret except to some of the most deadly assassins and powerful druids.

Afflicting Strikes

Starting at 3rd level when you take this Archetype once per turn, when you hit a creature with a melee attack, you can apply an Affliction to the target for 1 minute. At the start of each of the afflicted creature's turns, it takes 1d4 necrotic damage for each Affliction you have placed on it.

At the end of each of the creature’s turns it can make a Constitution saving throw against your ranger spellcasting DC, ending the effect of all Afflictions and Cursed Afflictions on itself on a success.

Cursed Afflictions

Once per turn, when you apply an Affliction to a creature, you can expend a spell slot to make it a Cursed Affliction.

A creature with a Cursed Affliction takes an additional 1d6 necrotic damage when you apply the curse and suffers additional effects based on the level of spell slot expended. In addition, the creature gains a number of additional Afflictions equal to the level of spell slot expended. The list of Cursed Affliction effects can be found at the end of this subclass description.

For example, you hit a creature with your longsword attack and apply an Affliction to it, and then expend a 1st level spell slot to turn it into a Cursed Affliction. At the start of the creature’s next turn, the creature will take 2d4 necrotic damage as it has two total Afflictions, one Cursed Affliction and one regular Affliction.

A creature under a Cursed Affliction can end the effects normally by making a Constitution saving throw at the end of each of its turns, or by a Remove Curse spell or similar magic. This magic only removes the additional effects of the Cursed Afflictions, but not the total number of Afflictions the creature has.

A creature can only be under the effect of one Cursed Affliction at a time.


Feast of Absolution

Beginning at 7th level as an action, you can cleanse all Afflictions from a hostile creature within 30 ft. of you. If you cleanse at least two Afflictions from a creature, you gain a number of temporary hit points equal to your ranger level times the number of Afflictions cleansed.

You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses at the end of a long rest.

Penance

Starting at 11th level, when you cleanse 4 or more instances of Affliction using your Feast of Absolution ability, you can also apply the same number of Penance to the creature.

  • Penance. A creature affected by a Penance takes 1d4 radiant damage at the start of each of its turns for each instance of Penance it has for one minute. Only a Lesser Restoration, Dispel Magic, Remove Curse or similar magic can end this effect. A creature affected by Penance can not also be affected by Affliction.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses of it when you finish a long rest.

Verdict

Starting at 11th level as an action, you can target a creature with at least one Affliction within 30 ft. of you. The creature takes necrotic damage equal to the number of Afflictions it has times your Ranger level. If the creature has less than half its hit points, this damage is increased to twice your ranger level. This damage ignores resistance to necrotic damage. The creature is then cleansed of all Afflictions.

Once you use this feature you can not do so again until you have finished a short or long rest.

Harvest Essence

Starting at 15th level, when a creature dies within 60 ft. of you, you can use your reaction to heal a number of hit points equal to 1d10 x the number of hit dice the creature had. You also regain a number of spell slot levels equal to half your proficiency bonus.

You can use this ability twice and regain all expended uses at the end of a long rest.

League of Magic Setting Guide

Cursed Afflictions

1st-Level Effects

When you expend a spell slot of 1st level or higher to create a Cursed Affliction, choose one of the following effects:

  • Ignite. While a creature is affected by this Cursed Affliction, it takes an additional 1d4 fire damage at the start of each of its turns.

  • Chill. While a creature is affected by this Cursed Affliction, it cannot speak as it shivers from the cold and has its movement speed reduced by 5ft.

  • Zap. While a creature is affected by this Cursed Affliction, it cannot take reactions and takes 1d4 lightning damage for every 10 feet it moves.

2nd-Level Effects

When you expend a spell slot of 2nd level or higher to create an affliction, choose one of the following effects to add to the affliction.

  • Castigate. While the creature is affected by this Cursed Affliction it can’t regain hit points and whenever the creature ends its turn with at least 1 Affliction, it takes 2d6 necrotic damage.

  • Hegemony. If the creature has resistance to necrotic damage, it loses that resistance for the next minute. A creature attempting its Constitution saving throw to end Afflictions does so with disadvantage.

  • Punish. When the creature takes necrotic damage from any source, it takes an additional 1d6 necrotic damage.

3rd-Level Effects

When you expend a spell slot of 3rd level or higher to create an affliction, choose one of the following effects to add to the affliction.

  • Punition. When you apply this affliction, the target takes 2d6 necrotic damage for each Affliction the target is suffering from. The target takes this damage again when the affliction ends.

  • Ruination. When you apply this affliction, the creature loses resistances and immunity to poison damage and the poisoned condition if it has such an immunity, and becomes poisoned. The creature takes 3 d6 poison damage at the beginning of its turn.

  • Leech Bite. While the creature is affected by this Cursed Affliction, it takes an extra 1d4 damage from all weapon attacks.

    
    

4th-Level Effects

When you expend a spell slot of 4th level or higher to create an affliction, choose one of the following effects to add to the affliction.

  • Necrotoxin. While a creature is affected by this Cursed Affliction, it takes 3d6 acid damage at the start of each of its turns.

  • Night Fang. While a creature is affected by this Cursed Affliction, it is also blinded and deafened.

  • Incapacitate. While a creature is affected by this Cursed Affliction, it’s movement speed becomes zero and it Incapacitated.

5th-Level Effects

When you expend a spell slot of 5th level or higher to create an affliction, choose one of the following effects to add to the affliction.

  • Intertwine. Choose an affliction from the 1st or 2nd level slot list as well as an affliction from the 3rd or 4th level slot list. The creature suffers the effects of both Cursed Afflictions at once.

  • Price in Blood. When you apply this Cursed Affliction, the creature takes an additional 5d6 acid, necrotic, or poison damage. When the affliction ends, the creature takes this damage again.

League of Magic Setting Guide

Warlock: The Emissary

Your patron can come from any plane of existence and wields unimaginable power. Your patron however is untrusting of mortals and cautious of granting even a fraction of their powers to these unpredictable beings. They still require the service of mortals to do their bidding on the material plane and instead of given powers directly they create and send an emissary.

The emissary acts as a bridge between you and your patron allowing them to more closely control you and your magic. The emissary is formed of pure magical energy molded by your patron into the appearance of a mortal creature of their choosing. This arrangement also allows the warlock to use the emissaries physical form as an extension of themselves. This bond does have its drawbacks if the emissary is destroyed so too is your connection to your patron where all of your magical powers dwell.

Expanded Spell List

The Emissary lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you

Emissary Spells

The Emissary Patron Spells
Level Spells
3rd Entangle, Healing Word
5th Blindness/Deafness, Enhance Ability
9th Haste, Slow
13th Confusion, Secret Chest
17th Mass Cure Wounds, Telepathic Bond

The Guide

Starting at 1st level you receive an emissary from your patron. This is a creature that either represents them or is in some way connected to your patron.

  • Your emissary can be a creature CR 1 or lower that is not a construct or humanoid and must be Small or smaller. Work with your DM to determine what creature is right for your specific patron.
  • Your emissary counts a familiar for you and you gain all the benefits from it as if you had cast the find familiar spell.
  • Your emissary's Charisma score and proficiency bonus are replaced with your own and loses it's multiattack ability if it has it. Its maximum hit points is equal to half of your maximum hit points, and has a number of hit dice equal to half your warlock level (minimum 1).
  • If your emissary can cast spells, they cannot cast spells of a level higher than you highest pact level slot. If your emissary is capable of casting more than one spell in a day, it can only cast a total number of leveled spells each day equal to half your proficiency bonus.
  • If your emissary is not able to cast a cantrip or does not have a listed spell attack in their stat block, it learns one warlock cantrip that you know and learns a new cantrip you know each time you learn one. Charisma is its spellcasting ability modifier. The number of damage dice rolled or number of beams created (if casting the eldritch blast spell) is equal to yours minus 1 (to a minimum of 1).

If your emissary is killed or otherwise destroyed your connection to your patron is severed, and you are no longer able to r

While any allied creature is within 5 feet of your emissary they also gain resistance to that damage type.

Final Breath

At 14th level your mastery of the emissary allows you to absorb and transfer energy from one being to another. When a hostile creature is reduced to 0 hit points or is otherwise destroyed within 10 feet of you or your emissary, you or your emissary may use their reaction to heal any other allied creature within 30 feet of itself by 4d8 + its Charisma modifier.

You and your emissary may use this ability a total number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

League of Magic Setting Guide

Warlock: The Great Dragon

Those who become warlocks to one of the Great Dragons take incredible risk for the reward of the ancient powers of Bahamut the Metallic, Tiamat the Chromatic, or Sardior the Ruby. These Draconic Patrons are worshipped and feared depending on who you ask. Other pray that Sardior has blessed their mines to be bountiful of gems and diamonds.

Making a pact with one of these dragons grants unique benefits.

Draconic Patron

When you choose this patron at 1st level, you choose your Great Dragon patron; Bahamut the Metallic, Tiamat the Chromatic, or Sardior the Ruby. Your choice dictates what benefits you receive at this level and when you gain levels in this subclass.

Bahamut. Bahamut’s Protection: You can use your reaction to impose disadvantage on an attack roll against another creature within 5ft of you. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a short rest.

Sardior. Sardior’s Touch: Any nonmagical weapon you hold becomes magical for the purposes of overcoming resistances and immunities. This benefit lasts until you are no longer holding the weapon.

Tiamat. Tiamat’s Fury: You learn the Absorb Elements spell, and can cast it without expending a Warlock Pact slot, but can not absorb thunder damage when used in this way. Once you have used this ability you cannot do so again until you finish a short or long rest.

Gift of the Dragons

At 1st level the ancient dragons have found you worthy of their gifts and wish to test your skills further.

When you cast a Warlock cantrip that deals a damage type associated with your Draconic Patron, you can use your reaction to change that damage type to any other damage type associated with your Draconic Patron.

Dragon Damage Types
Bahamut Acid, Cold, Fire, Lightning
Tiamat Acid, Cold, Fire, Lightning, Poison
Sardior Force, Necrotic, Psychic, Radiant, Thunder

Expanded Spell List

The Great Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Great Dragon Expanded Spells table shows the draconic spells that are added to the warlock spell list for you, along with the spells associated in the table with your specific Draconic Patron: Bahamut, Tiamat, or Sardior.

This table can be found at the end of this subclass.


Draconic Bravery

Starting at 6th level you have advantage on saving throws against the frightened condition. You also gain an additional benefit based on your Draconic Patron.

Bahamut. Shield of Bahamut: When you use your reaction to impose disadvantage on an attack roll using your Bahamut's Protection trait, the creature targeted by the attack also gains temporary hit points equal to your Charisma modifier.

Sardior. Sardior’s Enchantment: Any nonmagical armor you wear becomes magical. Any nonmagical weapon you hold now gains a +1 to attack and damage rolls in addition to becoming magical until you let go of the weapon.

Tiamat. Unbridled Rage of Tiamat: When you cast Absorb Elements without expending a pact slot, the additional damage dealt on your next attack can be applied to a melee or ranged attack roll. You can also change the additional damage dealt to any other damage type associated with your Draconic Patron.

Blood of the Ancient Dragons

Starting at 10th level, you gain a feature based on your Draconic Patron.

Bahamut. Roar of Bahamut: You bolster your allies in combat with your charismatic presence. As an action, you unleash a mighty roar giving allies within 30ft of you advantage on attack rolls until the start of your next turn. These creatures also have an advantage on saving throws against the frightened condition, and gain temporary hit points equal to your charisma modifier.

Once you have used this feature you cannot use it again until you have finished a short rest.

Sardior. Fractured Light of Sordiar: You channel the inner light of the gem dragon to blind enemies around you. As an action, choose any number of creatures within 30ft of you. They must make a Constitution saving throw or be blinded until the end of your next turn.

Once you have used this feature you cannot use it again until you have finished a short rest.

Tiamat. Frightening Presence of Tiamat: The evil dragon goddess instills fear in all who are in her presence. As an action, all hostile creatures within 30ft of you must make a Wisdom saving throw. On a failure, these creatures are frightened of you until the end of your next turn.

Once you have used this feature you cannot use it again until you have finished a short rest.

League of Magic Setting Guide

Draconic Protection

Starting at 14th level, at the end of a long rest, select a damage type associated with your Draconic Patron. You gain resistance to this damage type until the end of your next long rest.

During a short rest, you may change your resistance to another one associated with your Draconic Patron. Once you have used this feature you cannot do so again until you have completed a long rest.

Dragon Soul

Starting at 14th level you gain a final ability based on your Draconic Patron.

Bahamut

Bravery of Bahamut: You are immune to fear, and any time you give one or more allies temporary hit points from one of your abilities granted from Bahamut, you gain twice as many temporary hit points.

Sardior

Gems of Sordiar: Sordair doesn't wish to waste precious gems, and would rather the use of gold and platinum instead. When you cast a spell or when a spell is cast only on you that requires gem or diamond components, and is consumed (such as revivify or greater restoration), you only need the required cost in gold or platinum pieces, not the gems themselves. When you cast a spell that requires gem or diamond components and is consumed, the cost is halved.

Tiamat

Five Heads of Tiamat: You gain proficiency in the Perception skill if you do not already have it. Your proficiency bonus is doubled for any ability check you make with this skill. Starting at 17th level, when you cast a Warlock cantrip, you can roll one additional damage die. This die’s damage type is chosen by you, but must be associated with Tiamat.

League of Magic Setting Guide

Warlock: The Horned Devil

You have struck a deal with a malebranche or some other type of horned devil of the nine hells. These devils are happy to allocate work to others and make pacts with those seeking power. Those who have read the details of their pact and understand what lies ahead take great risk for even greater rewards.

Expanded Spell List

The Horned Devil lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Horned Devil Expanded Spells

Spell Level Spells
1st Burning Hands, Charm Person
2nd Hold Person, Flaming Sphere
3rd Fireball, Tongues
4th Fire Shield, Private Sanctum
5th Dream, Modify Memory

Infernal Fork

Starting at 1st level, you receive the weapon of the Horned Devils, a large infernal fork. The fork is considered a war pick with the finesse and thrown (20/60) properties, and you have proficiency in with it while you wield it. It is considered a trident for any features or abilities that involve such a weapon. As an action you can create your Infernal Fork in your hands, and dismiss it (no action required). You can't be disarmed of your Infernal Fork, and if the fork ends its turn more than 5 feet from you, it disappears.

If you take the Pact of the Blade at later levels, the infernal fork can be used as a pact weapon.

When you hit a creature with the infernal fork, the creature must succeed a Constitution saving throw equal to your spell save DC or take necrotic damage equal to a number of d4's equal to half your proficiency bonus rounded up, at the start of the creature's next turn.

Hurl Flame

Starting at 6th level, you can control the flames of the nine hells in your hand and hurl them at your enemies. As a bonus action, you are able to make a ranged spell attack at one target within 150 feet. On a hit the target suffers fire damage equal to a number of d4's equal to your proficiency bonus. If the target is a flammable object that isn't being worn or carried, it also catches fire.


Aspect of the Horned

Starting at 10th level, you grow a pair of horns on top of your head. The horns can be designed or styled in whichever way you feel is appropriate for your patron. You also can choose one of the following aspects of the Horned Devils to embody.

Fiendish Mind

You gain Telepathy out to a range of 120 feet. A creature you contact doesn’t need to share a language with you to communicate in this way, but they must be able to understand at least one language. You also learn Infernal, gain darkvision out to a range of 120 feet, and gain proficiency in Calligrapher's Supplies, Deception and Persuasion. You may add your proficiency bonus a second time when you roll using any of these skills.

Fiendish Resistance

You gain resistance to fire and cold damage, and immunity to poison damage.

Flying Infantry

You gain a flying speed of 60 feet.

Iron Scaled

While not wearing armor, your AC becomes 18. If you are using a shield, you may apply the shield's bonus as normal.

Improved Infernal Wound

The infernal wound you inflict no longer dissipates at the start of the creature's next turn. Any creature inflicted with your infernal wound must take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check or suffer the effects of the infernal wound at the start of its next turn, regardless if it is hit again by your infernal fork. The wound also closes if the target receives magical healing.

Additionally, once per turn when you hit a wounded target with this attack, the damage dealt by the wound increases by 1d4.

League of Magic Setting Guide

Warlock Patron: The Unknown One

This being is some sort of god, but not one you've heard of. While it is similar to a celestial that some Warlocks make pacts with, this one is even more mysterious. Its name is unknown, it's history a mystery, and its intentions confounding. It is unknown to all, but it has been drawn to your soul. Whether you use this power to heal the good or punish th evil is up to each individual vessel of this unknown patron.

Expanded Spell List

The Unknown One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Unknown God Expanded Spell List
Spell Level Spells
1st Create or Destroy Water, Guiding Bolt
2nd Calm Emotions, Spiritual Weapon
3rd Create Food and Water, Revivify
4th Guardian of Faith, Control Water
5th Flame Strike, Hallow

Touch of the Apostle

You gain the ability to channel celestial energy to harm or heal. You have a pool of d6s that you spend to fuel this healing or harming called Apostle Dice. The number of dice in this pool equals 1 + half your warlock level (rounded up). The maximum number of dice you can spend at once is equal to your Charisma modifier (minimum 1). Your pool regains all expended dice when you finish a short rest.

Healing Touch

As an action, you can heal one creature by spending Apostle Dice from your pool. Choose a number of dice you wish to spend and heal one target you can touch for the total rolled.

The creature you target must be good-aligned to recieve this healing. If a creature is evil-aligned or neutral, this feature has no effect on them.

Harmful Touch

When you hit a creature with a spell attack, you can expend a number Apostle Dice from your pool to deal extra necrotic damage. The necrotic damage equals the rolls of the Apostle Dice spent.

The creature you target must be good-aligned to recieve this healing. If a creature is evil-aligned or neutral, this feature has no effect on them.


Will of Faith

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or saving throw, you can use your reaction to gain a bonus to your roll equal to your Charisma modifier. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

The Spark Within

Starting at 10th level, the power of your patron allows you to channel the energy of life, through death. When you have to make a death saving throw at the start of your turn, you can instead choose to fail the save.

If you do, choose any number of creatures within 30 feet of you, besides yourself. These creatures regain hit points equal to 3d8 + your Charisma modifier. In addition, when you critically fail or succeed a death saving throw, this effect happens again. Once you have regained 1 or more hit points, this feature can not be used again until you have completed a short or long rest.

Power Through Sacrifice

Starting at 14th level, you start to take on the nature of your patron. You gain resistance to radiant or necrotic damage.

In addition, you now critically succeed on death saving thows on a roll of 18 though 20 and critically fail on a roll of 1 and 2.

League of Magic Setting Guide

School of Cryptozoology

Those who study cryptozoology are not interrested in the natural beasts of the lands, and instead focus on the unique, rare, and exotic. Cryptozoologists study the animalistic monstrosities of the various planes and uses this knowledge to transform their trusted familair into incredible creatures.

Natural Studies

Starting at 2nd level, you gain proficiency in the Nature skill, and have advantage on Intelligence (History) checks to recall information about aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, and oozes. In addition, you may use your action to make a Nature check with a DC of 10 + the creatures CR rating, provided they are not a humanoid, beast, construct, or undead.

On a success you learn the monster's creature type, and two of the following:

  • Damage Immunities
  • Damage Resistances
  • Damage Vulnerabilities
  • Condition Immunities
  • Movement Speeds
  • Senses
  • Languages
  • Armor Class
  • Saving Throw Proficiencies
  • Skill Proficiencies.

Expanded Familiar

At 2nd level, the Find Familiar spell is added to your spellbook if it is not already. Additionally, when you cast Find Familiar the list of creatures that you can choose to summon now includes the following creatures: Pseudodragon, Mephit (any), Blink Dog, Dretch, Cockatrice or Twig Blight. They also retain their creature type, and do not become fey, fiend, or celestial.


Nature's Protection

At 6th level as an action you cause magical plants to erupt from the ground covering a 15ft radius centered on you, that moves with you for one minute. This area is considered difficult terrain for creatures other than you and while in this form you can use your bonus action to force a creature that is inside the area to make a Strength saving throw against your spell save DC or become grappled until the end of your next turn.

You may use this ability a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.

Trained Familiar

Starting at 10th level, you can perform a 1-hour ritual with your familiar to transform them into a more powerful creature you have studied and exists currently within your universe. Ask your DM if the creature chosen is appropriate for your campaign.

Choose either an Aberration, Celestial, Fey, Fiend, Monstrosity, or Ooze with a Challenge Rating of 3 or less, an intelligence of 8 or less, and size Large or smaller. Your familiar remains in this form for a number of hours equal to half your wizard level, until it is reduced to 0 hit points, or you choose to end this form as a bonus action. If your familiar is reduced to 0 hit points in this new form, it reverts to its original form and takes any remaining damage.

While in this form, your familiar can act as normal and you can use your bonus action to allow your familiar to use an action from it's stat block. The maximum CR of the monster you can select increases to 4 at 14th level, and 5 at 18th level.

Powerful Ally

At 14th level, you are able to transform your familiar into an even more powerful monster for a brief amount of time. As an action, you may select an Aberration, Celestial, Fey, Fiend, Monstrosity, or Ooze with a Challenge Rating of 7 or less (the chosen monster must still meet the requirements outlined in your Trained Familiar feature). Your familiar takes this form for one hour, and you can command your familair telepathically (no action required).

If your familiar is reduced to 0 hit points in this form, it returns to whatever form it was in before the transformation, taking any remaining damage.

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League of Magic Setting Guide

Feats

Ambassador

Prerequisite: Human

Your time training on Earth and the Flotilla has trained you for the harsh environments of the magical worlds, as well as proper customs and traits for the people who live there. You gain the following benefits:

  • You have advantage on Constitution saving throws against resisting the effects of a forced march, or from naturally hazardous conditions such as extreme heat, cold, or elevation.
  • You gain proficiency with Weaver’s Tools. Given proper materials and a set of Weaver’s Tools, over the course of a short rest you can create or alter a set of commoner’s clothes or traveler’s clothes in the local style.
  • You gain proficiency with Improved Weapons.

Adaptable

Prerequisite: Troglodyte

Your time adventuring away from the dank caves and your typical clan has forced you to adapt to your surroundings. You gain the following benefits:

  • Increase your Strength or Constitution score by 1.
  • You gain a +1 to AC while not wearing armor.
  • You ignore your Sunlight Sensitivity feature.

Artist

Even through the tumultuous times that come through adventuring, art finds a way to cheer others up. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1.
  • You gain proficiency in one set of Artisan's Tools. When making checks with this set of tools, you can add your proficiency bonus a second time.
  • You gain proficiency in the Performance skill. If you already have proficiency in this skill, you may add your proficiency bonus a second time.

Bardic Apprentice

You gain 2 Bardic Inspiration dice, each of which are d6’s. You regain your expended Bardic Inspiration dice when you finish a rest. You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you to receive a Bardic Inspiration die. These dice are added to any other pool of Bardic Inspiration dice you have and return when any of your other Bardic Inspiration would return.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Bareknuckle Fighter

Prerequisite: Strength score of 15 or higher

Your mastery over varying wrestling maneuvers has gifted you with superior advantages when attempting to strike a target or grapple larger foes. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Before you make a melee attack with an unarmed strike using Strength, and you are wielding no other weapons or a shield, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Child of the Sea

Your time growing up at sea, either under the waves of above them, has taught you the secrets of the waves and movements of the water. Whether you grew up in a colony of merfolk on the ocean floor or your community lived along the shores, you have learned these various abilities. You gain the following benefits:

  • You gain proficiency with the net, club, trident, and Navigator's Tools.
  • You have a swimming speed equal to your walking speed.
  • You have advantage on Dexterity saving throws to avoid falling prone.

League of Magic Setting Guide

Cryptozoologist

Prerequisite: Level 4

You have decided to take the magical threats of these worlds head on, and spend your time focusing on how to interact with the various magical and extraplanar beings. You gain the following benefits:

  • You can communicate simple ideas to creatures other than Beasts and Plants that do not understand a language.
  • You have advantage on Intelligence (History) and Wisdom (Survival) checks to recall information on one of the following creature types: Aberration, Dragon, Elemental, Fey, Fiend, Giant, Ooze, or Undead.
  • If you spend 10 minutes studying a creature other than a Beast, Humanoid, or Plant that has died in the last hour, you gain a +1 to all damage rolls against creatures of that type until the end of your next long rest. Once you have used this feature you cannot use it again on that creature type until the end of your next long rest.

Dual-Fey

Prerequisite: Nymph

Somewhere along your ancestral line a different type of nymph entered into it. While this influence is small, it has begun to bubble up. You gain the following benefits:

  • Increase your Charisma score by 1
  • You gain resistance to either Necrotic, Radiant, Fire, or Psychic damage.
  • You learn a cantrip known innately by another type of nymph.

Elite Tracker

You excel at tracking your quarry or hunting prey, even over long distances. You gain the following benefits:

  • Increase your Wisdom score by 1.
  • You gain proficiency in the Survival skill. If you are already proficient in this skill you gain expertise in this skill.
  • You learn the Hunter's Mark spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma (your choice when you take this feat).

Fang of the Laughing Prince

Prerequisite: Gnoll

Your triumphs in life and battle have led to a special blessing from the Laughing Prince or one of his servants. You have been blessed in the following ways:

  • Your Bite attack's damage die increases from 1d6 to 1d8.
  • When you hit a creature with your bite attack, the target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
  • When you reduce a creature to 0 hit points with a critical hit, you can use your Rampage feature without expending a use of it.

Hedge Mage

Prerequisite: creature with the ability to transcribe a spell into a spellbook

You have learned the ways of the arcane arts through backchannels and unauthorized means compared to traditional wizards. While most wizards have the coin to afford scrolls and components from their local shop, you have needed to scavenge and scrounge from components to scribing materials. You gain the following benefits:

  • The cost to transcribe a spell into your spellbook or equivalent is halved, but the time to transcribe spells is doubled.
  • When you cast a spell that has a material component with a gold piece value and that component is not consumed, it's cost is halved for you if you cast the spell one level higher than it's base level.

League of Magic Setting Guide

High Priest: Hex Master

Prerequisite: Level 4, Witch Feat, has the Spellcasting or Pact Magic feature

You have focused your study into the magical art of hexes. You gain the following benefits:

  • You gain the ability to place a mystical hex on a creature within 90 feet as a bonus action. When you do, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack for 1 hour (or until you lose concentration, as if you were concentrating on a spell).
  • If the creature you place this mystical hex on is reduced to 0 hit points, you can use your bonus action to move the mystical hex to another target within range.
  • Once you have used this feature you must finish a long rest before you can use it again. You can also cast the spell using any spell slots of 1st level or higher you have. The spellcasting modifier for this spell is the same as the one selected for the spells in your Witch feature.
  • When you place the mystical hex on a creature, you can choose one of the following additional effects to apply to the hex:

    • Sorcery. When you use this effect, the target must succeed a Wisdom saving throw or be charmed by you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, or when it takes damage, ending the effect on a success.

    • Suffering. When you roll a 1 or 2 on your mystical hex damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

    • Slowing. The target of your mystical hex has their movement speed reduced by 5 feet.

    • Stolid. When you use this effect, the duration is reduced to 1 minute, but does not require concentration. Once you have used this effect you cannot do so again until the next dusk.

You can place an additional effect on your hex spell a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

High Priest: Eidolon

Prerequisite: Level 4, Witch Feat

You have studied the occult magic required to summon spiritually-bound familiar. The connection between witch and familiar is as strong as the bond between wizard or chain master warlock and their familiar. You gain the following effects:

  • You learn the find familiar spell, however, the summoned creature is always a fiend. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: awakened shrub, lemure (Small), twig blight, violet fungus, or vulture. You can cast this spell without material components. Once you do, you cannot do so again for 9 days.
  • You learn the find steed spell and can cast the spell without expending a spell slot. Once you have cast this spell in this way, you can’t cast that spell in this way again until you finish a long rest. When you cast this spell in this manner, it is summoned as a fiend, and you cannot take the Attack action unless this spell is also on your class’s spell list.
  • Creatures you summon from this feature are summoned with a number of temporary hit points equal to your proficiency bonus and you can communicate with them nine times the normal distance of the spell.

High Priest: Potent Brewer

Prerequisite: Level 4, Witch Feat

Your skills with alchemical concoctions have been the sole focus of your witch magic. You gain the following benefits:

  • You gain proficiency in Alchemist Supplies and the Brewers Supplies.
  • With one hour of work using alchemist or brewers supplies and expending 50gp of materials, or by spending 8 hours foraging in the wilderness, you can craft a number of Witch’s Brews equal to your proficiency bonus. These brews remain potent for up to nine days and can be consumed as an action. Creatures that consume a Witch’s Brew gain a number of temporary hit points equal to your proficiency bonus.
  • When you create a Witch’s Brew, choose from the following options:

    • Palliative Potion. You regain 1d6 hit points and end one of the following conditions on yourself; Blinded, Deafened, or Poisoned.
    • Bellowing Brew. Your voice can become up to three times louder for the next minute. During this time, as an action, you can give a bellowing shout and force creatures within 5 feet of you to make a DC 14 Constitution saving throw or become deafened until the end of their next turn.
    • Leaping Liquor. Your weight is reduced to one eighth its normal weight. During this time your jump distance is tripled for one hour.

League of Magic Setting Guide

Improved Pack Tactics

Prerequisite: Kraul

You have learned how to work better with your team. Allies, Kraul or otherwise, are better aiding you in battle than used as bait and you have found a way to use this tactical knowledge to your advantage.

  • Increase your Dexterity or Constitution by 1.
  • Your Limited Pack Tactics feature is replaced with the following feature:
    • Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitate.

Inner-Flumph

Prerequisite: Flumphkin

The nature of being a flumphkin grants you better insight into the nature of various people, can use this insight to help manipulate their emotions, and can channel your inner strength to fly. You gain the following benefits:

  • You can use an action to focus on a creature you can see within 30 feet of yourself. When you do so, you learn if the creature's alignment is good.
  • You can cast the calm emotions spell and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability modifier for this spell. If you have spell slots of the appropriate level you may cast this spell with this spell slots.
  • You gain a flying speed of 30 feet.

Juggler

You are adept at swapping items between your hands at a rapid pace. You gain the following benefits:

  • You gain proficiency in the Sleight of Hand skill. If you already have proficiency, you may add double your proficiency bonus for checks made with this skill.
  • You may stow a weapon and draw another weapon as part of the same object interaction on your turn.
  • You may stow or draw a shield using an object interaction on your turn rather than an action.

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Ki Apprentice

Prerequisite: Level 5 or higher and have the Ki Initiate feature

You gain one additional ki point to use per short rest. In addition, you gain a new way of utilizing your Ki.

  • Stunning Strike. When you hit another creature with a melee weapon attack, you can spend 2 ki points to attempt a stunning strike. The target must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or be stunned until the end of your next turn.

Ki Initiate

Prerequisite: Wisdom score of 13 or higher

You gain 2 ki points which you can use to fuel various ki features. You regain all spent ki points at the end of a short or long rest. You know two such features:

  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Natural Connection

Prerequisite: Dryad

Your connection to nature and the trees as a Dryad has increased. Your innate capabilities have increased and can now use your powers more frequently, and in new ways. You gain the following benefits:

  • The distance your Tree Stride ability can reach, extends to 500 feet.
  • When you use your Tree Stride ability, you may take an additional willing creature with you.

Peaceful Diplomat

You have dedicated yourself to a life of peace, attempting when you can to avoid fighting when you can. You gain the following benefits:

  • You learn one language of your choice. With 8 hours of study outside of a long rest you can change this language with another non-exotic language of your choice, or the language you selected with this feat.
  • At the end of a long rest you are placed under the effects of the sanctuary spell for 8 hours. The DC for this effect is 12 + half your proficiency bonus. This effect ends when the spell would end normally or when you aid a creature in harming another, such as through the help action on an attack roll, or via a spell or feature that provides benefits to a creature's attack and damage rolls, or through a creature you have summoned.

Specialist: Commander

Prerequisite: Human, Level 4 Ambassador Feat

Fighting alongside your on-world adventuring team has sharpened your martial prowess. You have taken on a leadership role amongst your team and wish to help tactically manipulate the battlefield. You gain the following benefits:

  • Your Strength or Charisma score increases by 1.
  • Once on each of your turns when you take the Attack action, you can forego one of your attacks to allow an ally to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
  • At the end of a long rest, you can choose to inspire your allies for the day to come. Choose a number of creatures equal to your proficiency bonus. These creatures have advantage on the next attack roll, ability check, or saving throw they make.

Specialist: Diplomat

Prerequisite: Human, Level 4 Ambassador Feat

You have dedicated your presence on the magical worlds to help connect humanity to the various races. You gain the following benefits:

  • Your Wisdom or Charisma score increases by 1.
  • When attempting to make a Charisma (Persuasion) check with a Humanoid of a different race than your own, you can consider any d20 roll lower than your Charisma modifier + your proficiency bonus as that number instead.
  • After spending 10 minutes, uninterrupted, observing a language being spoken you can communicate simple messages to another speaker of that language until the end of your next long rest. Once you have used this feature you cannot do so again until the end of your next long rest.

Spell Deadeye

Prerequisite: The ability to cast at least one spell

You have learned how to manipulate your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

League of Magic Setting Guide

Strong Armed

Prerequisite: Strength 15 or higher

You have strengthened your upper body and arms to wield powerful weapons with ease. You gain the following benefits:

  • Increase your Strength score by 1
  • When you wield a weapon with the versatile property in one hand and wield no other weapons, you may deal the weapon's two-handed damage die instead of its one-handed damage die.
  • Once per turn, when you hit a creature with a weapon that has the versatile or heavy property with two hands, you can deal an additional 1d6 damage of the weapon's type.

Student of the Wood

Your time growing up in the massive jungles and forest and serving in druidic armies has gifted you with unique training in the martial arts and druidic ways. You gain the following benefits:

  • You gain proficiency with one simple or martial weapon of your choice.
  • Nonmagical difficult terrain in Forest environments cannot reduce your movement speed.
  • You learn one cantrip from the druid spell list. Intelligence, Wisdom, or Charisma (your choice when you select this feat) is your spellcasting ability modifier for this spell.

Surfacing Heritage

Prerequisite: Dwarf-Elf

The great ancestry of the Dwarves and Elves refuses to be suppressed by the other. As such, your ancestor's dwarvish and elvish traits have begun to show. Select one Dwarf Trait and one Elf Trait from the following list and gain the listed benefit.

Dwarf Traits
  • Hill Dwarf Toughness. Your hit point maximum increases by an amount equal to your level, and it increases by 1 every level after gaining this feat.

  • Mountain Dwarf Training. You gain proficiency with medium armor.

Elf Traits
  • High Elf Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma (your choice when you select this feat) is your spellcasting ability for this spell.

  • Wood Elf Fleet of Foot. Your base walking speed increases by 5 feet.

  • Child of the Sea Elf. You have a swimming speed of 30 feet, and you can breathe air and water.


Toxin-Free

Prerequisite: Nymph

Your constitution as a nymph is impressive even to the heartiest of goliaths. You gain the following benefits:

  • Increase your Constitution score by 1.
  • You gain immunity to poison damage.

Training of the Tribe

Prerequisite: Grippli

Grippli form strong connections with their surrounding tribes and often learn from one another. These skills are passed down generation to generation. Your training has granted you the following benefits:

  • Increase your Strength or Constitution by 1
  • When you use your tongue to attempt to grapple a creature, you may instead make an unarmed attack against it. If the attack hits, the creature is automatically grappled.
  • While wielding a melee weapon that deals piercing damage, and you have advantage on the attack roll, the weapon deals an additional 1d4 piercing damage.
  • You gain proficiency with the trident and shortbow.

Ventriloquist

You are skilled at throwing your voice and can speak without moving a muscle. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • When you speak, you can make your voice appear to originate from any point within 30 feet of you.
  • You do not need to move your lips to speak.

Void-Touched

You have come in close contact with the Void Plane. Whether you were seeking great power, searching for answers, or simply wishing to explore the various planes, you have been suffused with this eldritch energy. You gain the following benefits:

  • Increase your Constitution or Charisma by 1.
  • You learn the phantasmal force spell and one 1st-level spell of your choice. The 1st-level spell must be from the enchantment or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

League of Magic Setting Guide

Warrior of the Wood

Prerequisite: 4th Level, Student of the Wood Feat

Your training and focus on the ancient practices of the ancients has honed your skills further. You gain the following benefits:

Increase your Dexterity or Wisdom by 1. You gain proficiency with shields. Your unarmed strikes deal 1d4 bludgeoning damage instead of the normal damage for an unarmed strike. When you make a weapon attack on your turn, or cast a Druid spell, you can use your bonus action to make an unarmed strike. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Whip Master

Prerequisite: Proficiency in Whips

You have trained extensively with whips and their utilization on and off the battlefield. You gain certain benefits while wielding a whip:

  • The damage die for whips increases from 1d4 to 1d6 while you wield them.
  • You can use whips to grab a tiny, unsecured object not being worn or carried within your whip's reach.
  • You can attempt to grapple a creature within 10 feet of you with a whip you are wielding.

Witch

You have studied the majestic and intricate art of witchcraft. Whether learning through family traditions or seeking out the occult knowledge yourself you have begun your search for ancient powers. You gain the following benefits:

  • You learn one cantrip from the Druid spell list and one cantrip from the Wizard spell list.
  • You had a traumatic experience in your past that has strengthened you. Select one of the following effects:

    • Scorched. You were burned by the flame, and have learned to harness it. You learn the produce flame cantrip.

    • Drowned. You once feared the water as it filled your lungs, but have now moved beyond such limitations. You can breathe air and water and have a swimming speed equal to your walking speed.

    • Horrific. True or not, your appearance can seem horrific to others. Whether from an injury, defect, or cultural standards, your appearance is horrifying. You gain expertise in the Intimidation skill, which means your proficiency bonus is doubled for any ability check you make with it.

  • Your spellcasting ability for these cantrips is Intelligence, Wisdom, or Charisma (choose when you select this feat).

League of Magic Setting Guide

League of Magic Setting Guide

Spells

Arcane Spite

Cantrip evocation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 30 feet of you. On a hit, the target suffers force damage equal to the weapon's damage dice.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals additional damage equal to your spellcasting ability modifier. The damage of the attack increases by one of the weapon's damage die at 11th level and one additional damage die at 17th level.

Arcane Strike

Cantrip transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V, M (a dagger, quarterstaff, or light hammer)
  • Duration: Instantaneous, 1 Round

Melee weapon attacks you make before the end of your turn with a dagger, quarterstaff, or light hammer becomes imbued with arcane power and is considered magical if it isn't already. You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of the melee attack using that weapon, and the weapon's damage die becomes a d8.

Echolocation

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a mummified bat head or a dolphin tooth)
  • Duration: 1 Hour

You touch a willing creature within range and gift it with incredible hearing and the ability to echolocate, at the cost of its sight. For the duration, the creature has blindsight out to a range of 120 feet and are blind beyond this range. In addition, the creature gains advantage on Wisdom (Perception) checks that rely on hearing.

If the creature is deafened, they lose the benefits of this spell and are considered blinded until they are no longer deafened.


Insight Strike

3rd-level divination


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 Hur

You point a finger at a target in range. You learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. In addition the next attack you make against the creature before the end of your next turn is made with advantage.

Protection from Planar Energy

2nd-level abjuration


  • Casting Time: 1 reaction (which you take when you take radiant or necrotic damage)
  • Range: Self
  • Components: S
  • Duration: 1 Round

The spell captures some of the incoming planar energy, lessening its effects on you. You have resistance to the triggering damage type until the start of your next turn. Also, you gain advantage on saving throws you make this turn against any additional effects caused by the triggering damage.

Shocking Bolt

Cantrip evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a ranged weapon worth at least 1 cp)
  • Duration: 1 Hour

You imbue a ranged weapon with arcane energy. As part of this spell, you must make a ranged weapon attack against a creature within 30ft of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause lightning to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.

At Higher Levels. This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

League of Magic Setting Guide

Static Cloud

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft. (20 ft. sphere)
  • Components: V, S
  • Duration: 1 Minute (Concentration)

You create a 20-foot-radius sphere of lightning-infused fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While the cloud persists creatures that start their turn in the cloud's area or enter the cloud's area for the first time on a turn, take 3d10 lightning damage and must make a Constitution saving throw. On a failure, the creature is stunned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fog increases by 20 feet for each slot level above 4th and the damage increases by 1d10.

Transfer Essence

Cantrip necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small needle, fleam, or phlebetome)
  • Duration: Instantaneous

You channel a small fragment of your essence into another creature. You touch a willing creature in range. When you do, you take 1d6 necrotic damage and the creature receives hit points equal to the damage taken. This spell has no effect on undead or constructs, and damage from it cannot be negated in any way. Once a creature has received this healing, they cannot receive it again until they have finished a long rest.

At Higher Levels. The amount of damage you take increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

League of Magic Setting Guide

League of Magic Setting Guide



Ancient Voidspawn Dragon

Gargantuan Dragon, Typically Chaotic Evil


  • Armor Class 20
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 23 (+6) 19 (+4) 19 (+4) 20 (+5)

  • Saving Throws DEX +8, CON +13, WIS +11, CHA +12
  • Condition Immunities Frightened, Charmed
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
  • Languages Common, Draconic, Telepathy 120 ft.
  • Challenge 21 (33,000 XP)
  • Proficiency Bonus +7

Otherwordly Breath The dragon does not need to eat, sleep, or breath.

Guardian of the Void. Guardian of the Void (1/Day). The dragon can cast guardian of faith, requiring no spell components and using Intelligence as its spellcasting ability. The spell deals either psychic or necrotic damage (its choice when it casts the spell) instead of radiant damage.

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.

Aura of Madness. Each creature within 120 ft. of the dragon must make a DC 20 Wisdom saving throw or be frightened by it for 1 minute. A creature can repeat this saving throw at the end of each of their turns. A creature that fails by 5 or more is frightened of the dragon permanently and rolls on the Long-Term Madness table, exhibiting the effects until the fear ends. Only a greater restoration spell or similar magic of 5th level or higher can remove these effects. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.

Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 6) piercing damage plus 3 (2d6) necrotic damage and 3 (2d6) psychic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Void Breath. The dragon exhales purple and black necrotic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 32 (8d8) necrotic damage or half as much on a successful one. Creatures in the area must also make a DC 21 Intelligence saving throw or take 32 (8d8) psychic damage and become stunned until the end of their turn.

Gravitic Breath. The dragon exhales a 90-foot cube of increased gravity originating from it. Any flying or levitating creature has its flying speed reduced to 0 and crashes to the ground, taking 5 (1d10) bludgeoning damage per 10 feet fallen and becomes prone. Any creature on the ground must succeed a DC 21 Strength saving throw or take 10 (3d6) force damage and have its movement reduced to 0. Creatures can repeat this saving throw at the end of each of there turns. The entire area is considered difficult terrain. The dragon cannot use this breath twice in a row. The field lasts until the end of the dragon's next turn.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):

1/day each: antilife shell, color spray, hideous laughter, hunger of hadar

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Teleport. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Tail. The dragon makes one Tail attack.

Void Slip (Costs 2 Actions). The dragon twists the fabric of reality. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) force damage and be knocked prone. The dragon can then teleport to an unoccupied space within 60 feet.

Psionics (Costs 2 Actions). The dragon casts a spell or uses its Guardian of the Void ability.

League of Magic Setting Guide

Lair and Lair Actions

A Voidspawn Dragon’s Lair

Voidspawn dragons dwell in isolated areas of constant darkness, preferring locations that lack organic life. They make their lairs in caves that lead toward the Underdark or high mountain peaks to the far north where months of darkness cover the lands.

The challenge rating of a legendary Voidspawn dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Control Gravity. The dragon negates gravity within its lair. All creatures float 20 feet off the ground, and can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Flying creatures move at half speed. unless this flight is magical, or has the "Hover" tag. This effect lasts until initiative count 20 on the following round.

Lurching Realm. The Far Realm reaches into the Material Plane in a 20-foot sphere of blackness, going around corners, punctuated by streaks of purple. Light cannot puncture this sphere, and it contains no air. The area is also under the effect of the silence spell. Any creature in the sphere when it arrives, or starts it turn there must make a DC 20 Intelligence saving throw or take 36 (8d8) psychic damage on a failed save, or half on a successful one. Any creature ending its turn in the sphere takes 36 (8d8) necrotic damage on a failed save, or half on a successful one.

Connected Fates. The dragon connects the realities of two creatures it can see. Each creature must succeed a DC 20 constitution saving throw. If either creature succeeds the save, nothing occurs. If both creatures fail, when damage is dealt to one of them, the same damage is dealt to the other one. If either of the tethered creatures is reduced to 0 hit points, the effect ends on both. This effects lasts until initiative count 20 on the following round.

League of Magic Setting Guide


Arctic Ravenfolk

Medium Humanoid, Typically Neutral


  • Armor Class 13
  • Hit Points 13(3d8)
  • Speed 30ft., swim, 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2) 14 (+2)

  • Skills Deception +6, Perception +4, Stealth +5
  • Damage Resistances Cold
  • Senses Passive Perception 14
  • Languages Common, Primordial
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Ambusher. In the first round of a combat, the arctic ravenfolk has advantage on attack rolls against any creature it surprised.

Mimicry. The arctic ravenfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.



Battle Boar

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 22(4d8 + 4)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 13 (+1) 5 (-3) 12 (+1) 6 (-2)

  • Senses Passive Perception 9
  • Languages --
  • Challenge 1 (200 XP)

Charge. If the battle boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Devourer. The battle boar devours any Small or smaller creature it reduces to 0 hit points on a turn. The battle boar can devour no more than one creature each turn.

Keen Smell. The battle boar has advantage on any Wisdom (Perception) check that relies on smell.

Relentless (Recharges after a Short or Long Rest). If the battle boar takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) slashing damage.

League of Magic Setting Guide



Artifactor Golem

Large Construct, Unaligned


  • Armor Class 20
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the golem fails a saving throw, it can choose to succeed instead.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The golem regains spent legendary actions at the start of his turn.

Attack. The golem makes one melee weapon attack.

Sword Whirlwind (Costs 2 Actions). The golem can make one sword attack against each creature within 5 feet of it.

Recharge (Costs 2 Actions). The golem can attempt to recharge its Poison Breath.

League of Magic Setting Guide



Bastille Agent

Large Fiend (Devil), Lawful Evil


  • Armor Class 18
  • Hit Points 253 (22d12 + 110)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 19 (+4)

  • Saving Throws STR +11, DEX +8, WIS +8, CHA +9
  • Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Infernal, Telepathy 120 ft.
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Devil's Sight. Magical darkness doesn't impede the agent's darkvision.

Legendary Resistance (3/Day). If the agent fails a saving throw, they can choose to succeed instead.

Magic Resistance. The agent has advantage on saving throws against spells and other magical effects.

Iron Wings. The bastille agent has half cover from ranged attacks, using its wings to deflect incoming attacks.

Actions

Multiattack. The bastille agent makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the bastille agent hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Spellcasting. The bastille agent casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

2/day each: cone of cold, darkness, fireball, lightning bolt, stinking cloud

Reactions

Deflect. When the bastille agent is hit with an attack, it can use its reaction to deflect the attack, granting itself a +3 to his AC against the triggering attack. If the attack misses and was a ranged attack, the attack is reflected back at a random creature within 30 feet of the agent. The agent can not use this trait if its Iron Dome ability is active.

Legendary Actions

The bastille agent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The agent regains spent legendary actions at the start of its turn.

Fork. The bastille agent makes a fork attack.

Cast a Spell (Costs 2 Actions). The bastille agent casts a spell.

Iron Dome (Costs 3 Actions). The bastille agent encases itself in its wings granting itself 3/4 cover, resistance to all damage, and advantage on Constitution saving throws until the start of it's next turn. It can also move up to half it's movement speed. If a ranged attack misses the agent while it is within it's Iron Dome, the attack is reflected back at a random creature within 30 feet of the agent.

League of Magic Setting Guide



Blod Oak

Gargantuan Plant, Neutral Evil


  • Armor Class 18
  • Hit Points 472 (27d20 + 270)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
30 (+10) 1 (-5) 30 (+10) 18 (+4) 22 (+6) 20 (+5)

  • Saving Throws STR +17, CON +17, WIS +13, CHA +12
  • Damage Resistances Damage from Spells
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Poisoned, Prone
  • Senses Blindsight 300 ft., Truesight 300 ft., Passive Perception 16
  • Languages Druidic, Sylvan
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

Grasping Vines. The Blod Oak can have up to ten vines at a time. Each vine can be attacked (AC 18; 40 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the Blod Oak, which can extrude a replacement vine on its next turn. A vine can also be broken if a creature takes an action and succeeds on a DC 25 Athletics check against it.

Immovable. The Blod oak can not be moved. Additionally, any time the Blod Oak is subjected to a Dexterity saving throw, it is instead replaced with a Constitution saving throw.

Immutable Form. The Blod Oak is immune to any spell or effect that would alter its form.

Magic Resistance. The Blod Oak has advantage in Saving Throws against Spells and other magical effects and resistance to damage against them.

Reflective Bark. Any time the Blod Oak is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 6, the Blod Oak is unaffected, and the effect is reflected back at the caster as though it originated from the Blod Oak, turning the caster into the target.

Actions

Multiattack. The Blod Oak makes three attacks with its Vines, each of which it can replace with one use of its Fling.

Vine. Melee Weapon Attack: +17 to hit, reach 100 ft., one target. Hit: 20 (3d6+10) bludgeoning damage and the target is grappled (escape DC 25). Until this grapple ends, the target is restrained. The Blod Oak has ten vines, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the Blod Oak is thrown up to 60 feet in a direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and also be knocked prone.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the Blod Oak, that creature is pulled to the top of the Blod Oak and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Blod Oak, and it takes 42 (12d6) acid damage at the start of each of the Blod Oak's turns. If the Blod Oak takes 50 damage or more on a single turn from a creature inside it, the Blod Oak must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Blod Oak. If the Blod Oak dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Spore Spit. The Blod Oak creates four globs of poisonous fluid, each of which can strike a target within 120 feet of the Blod Oak. A target must make a DC 25 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Blod Oak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Blod Oak regains spent legendary actions at the start of its turn.

Vine Attack or Fling. The Blod Oak makes one tentacle attack or uses its Fling.

Bite (Costs 2 Actions). The Blod Oak makes a Bite attack against a creature it is grappling.

Spore Spit (Costs 2 Actions). The Blod Oak uses its Spore Spit.

League of Magic Setting Guide



Donkder

Large Beast, Unaligned


  • Armor Class 14
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Beast of Burden. The donkder is considered to be a Huge animal for the purpose of determining its carrying capacity.

Web Sense. While in contact with a web, the donkder knows the exact location of any other creature in contact with the same web.

Web Walker. The donkder ignores movement restrictions caused by webbing.

Sure-Footed. The donkder has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trampling Charge. If the donkder moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the donkder can make another attack with its hooves against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

League of Magic Setting Guide



Earth Assassin

Medium Humanoid (Human), Any Non-Good Alignment


  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws DEX +6, INT +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistances Poison
  • Senses Passive Perception 13
  • Languages Thieves' cant plus any two languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Assassinate. During its first turn, the Earth assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Earth assassin scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the Earth spy can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the Earth assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Earth assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Stalker Armor. If the Earth assassin does not move on their turn and hides as a bonus action, they become invisible until the end of their next turn, or until they move, or make an attack.

Actions

Multiattack. The assassin makes two weapon attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Tracking Dart. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1) piercing damage, and the target must make a DC 15 Constitution saving throw, becoming tracked for the next 48 hours on a failed save. The Earth assasin knows the exact location of a tracked creature. When the Earth assassin makes a Tracker Dart attack, they do not reveal their position if they are hidden.

Quiet Killer. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. When the Earth assassin makes a Quiet Killer attack, they do not reveal their position if they are hidden.



Earth Spy

Medium Humanoid (Human), Any Alignment


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses Passive Perception 16
  • Languages Any two languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Cunning Action. On each of its turns, the Earth spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Earth spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Stealth Armor. The Earth spy has advantage on Dexterity (Stealth) checks.

Passive Recordings. An Earth spy can record up to 2 hours of conversations heard within 30 feet of it over the course of 24 hours. Any section of the recording can be played for others to hear as a bonus action.

Actions

Multiattack. The spy makes two weapon attacks.

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

Silenced Pistol. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d8 + 2) piercing damage. Only creatures within 60 feet of of a fired Silence Pistol can hear the shot.

League of Magic Setting Guide

League of Magic Setting Guide



Eyepad

Large Aberration (Beholder), Typically Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 209 (22d10 + 121)
  • Speed 5 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 17 (+3) 16 (+3) 17 (+3)

  • Saving Throws INT +8, WIS +8, CHA +8
  • Skills Athletics +7, Perception +13, Stealth +7
  • Damage Immunities Cold, Psychic
  • Condition Immunities Prone
  • Senses Truesight 120 ft., Passive Perception 12
  • Languages Telepathy 120 ft.
  • Challenge 14 (11,500 XP)
  • Proficiency Bonus +5

Connected Body. The rider of the eyepad can not be dismounted against its will, as tendrils and connective tissue surrounds its rider's feet. Even if the eyepad is flipped upside-down, the rider will stick to the eyepad's surface. Additionally, any effect that teleports the eyepad or it's rider effects both creatures.

Connected Mind. The eyepad cannot be targeted by an enchantment or divination spell and is immune to psychic damage when targeted directly, as it has no mind of its own. However, an enchantment or divination spell that effects its rider also effects the eyepad. If the the eyepad's rider is dealt psychic damage, the Eyepad loses the same amount of hit points.

Emergency Landing. If the eyepad is reduced to 0 hit points, it will cast feather fall on its rider before perishing.

Emergency Recall. If the rider of the eyepad is reduced to 0 hit points, the eyepad can immediately use its reaction to cast the plane shift spell to return itself and its rider to the Void Plane.

Spell Reflection. The eyepad has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the eyepad makes a successful saving throw against a spell, or a spell attack misses it, the eyepad or its rider can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of the eyepad. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Actions

Multiattack. The eyepad makes a bite attack, uses its annihilation ray, or its Spellcasting and then uses its void rays.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8+2) piercing damage.

Annihilation Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 20 (4d8) necrotic damage.

Void Rays. The eyepad shoots one of the following void rays at random, choosing one non-aberration or non-undead target that it can see within 120 feet of it:

  • Fuse Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or one of their wielded or worn metal objects becomes under the effect of the heat metal spell for 1 minute.
  • Deformation Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be polymorphed into a nothic for 1 minute or until it is reduced to 0 hit points. If the target reverts as a result of dropping to 0 hit points, any excess damage carries over to their normal form.
  • Insanity Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or become mad. While mad, the creature must use its action to make one melee weapon attack against a creature of the eyepad's choice within range before using it's movement. A creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.
  • Stun Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw. On a failed save, the target is stunned until the end of the eyepad's next turn. While stunned, the creature is invisible.
  • Force Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. The eyepad can then push the creature up to 20 feet in a direction away from itself.
  • Stasis Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target also gains 10 temporary hit points. The target awakens if it takes a reduction to it's current or maximum hit point total.
  • Weakening Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature's ability scores are reduced by 2 until it completes a short or long rest. A greater restoration spell or receiving magical healing of 40 hit points or more also removes this effect.
  • Undeath Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points and then rises on the start of it's next turn as a zombie under the DM's control.

Legendary Actions

The eyepad can take 1 legendary action, using the void ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

Void Ray. The eyepad uses one random void ray.

League of Magic Setting Guide

League of Magic Setting Guide



Invincilisk

Large Fiend, Neutral Evil


  • Armor Class 18 (barding)
  • Hit Points 152 (16d10 + 64)
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 15 (+2)

  • Saving Throws STR +7, CON +7
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Necrotic
  • Condition Immunities Blinded, Charmed, Frightened, Petrified
  • Senses Truesight 120 ft., Passive Perception 11
  • Languages Common, Deep Speech, Telepathy 120 ft. and Deep Speech but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Confer Necrotic Resistance. The invincilisk can grant resistance to necrotic damage to anyone riding it.

Petrifying Gaze. If a creature starts its turn within 30 feet of the invincilisk and the two of them can see each other, the invincilisk can force the creature to make a DC 15 Constitution saving throw if the invincilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the invincilisk or its rider until the start of its next turn, when it can avert its eyes again.

If it looks at the invincilisk in the meantime, it must immediately make the save.

Snuff Light. The invincilisk turns bright light in a 20-foot radius into dim light and dim light into darkness for an additional 20 feet.

Trampling Charge. If the invincilisk moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the invincilisk can make another attack with its hooves against it as a bonus action.

Actions

Multiattack. The invincilisk makes two attacks with its hooves and then can use its Ethereal Stride.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.

Ethereal Stride. The invincilisk and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Bonus Actions

Invincibility Transference (3/Day). The invincilisk grants resistance to all damage damage to anyone riding it, and becomes immune to all damage until the start of its next turn.

League of Magic Setting Guide


Giant Riding Crayfish

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 40 ft., swim 40 ft.

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

  • Skills Stealth +3
  • Senses Blindsight 40 ft., Passive Perception 9
  • Languages --
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Amphibious. The giant riding crayfish can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.


Hippopotamus

Large Beast, Unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-3) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses Passive Perception 11
  • Languages --
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Charge. If the hippopotamus moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Hold Breath. The hippopotamus can hold it's breath for up to fifteen minutes underwater.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

League of Magic Setting Guide



Githyanki Rebel (Berserker)

Medium Humanoid (Githyanki), Lawful Evil


  • Armor Class 15 (unarmored defense)
  • Hit Points 91 (14d8 + 28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws CON +4, INT +4, WIS +4
  • Senses Passive Perception 12
  • Languages Gith
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The githyanki rebel makes two greatsword attacks or uses it's Spellcasting.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Innate Spellcasting (Psionics). The githyanki rebel’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step

1/day each: telekinesis

Bonus Actions

Rage (Recharges after a Short or Long Rest). As a bonus action, the githanyki rebel can enter a rage that lasts for 1 minute. The rage ends early if the gith is knocked unconscious, if their turn ends and they haven’t attacked a hostile creature or taken damage since its last turn, or they choose to as a bonus action. While raging, the githyanki rebel gains the following benefits:

  • They have advantage on Strength checks and Strength saving throws.
  • They deal an extra 3 damage when they hit a target with a melee weapon attack.
  • They have resistance to bludgeoning, piercing, and slashing damage.
  • They can use their bonus action to make an additional Greatsword attack.
  • While in this rage, the githyanki rebel cannot use it's Innate Spellcasting.

When this rage ends, the githyanki rebel takes one level of exhaustion.



Githyanki Rebel (Telekinetic)

Medium Humanoid (Githyanki), Chaotic Good


  • Armor Class 18 (plate)
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws CON +5, INT +4, WIS +4
  • Senses Passive Perception 12
  • Languages Gith
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The githyanki rebel makes two greatsword attacks or uses it's Spellcasting.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Innate Spellcasting (Psionics). The githyanki rebel’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, shield

1/day each: telekinesis

Bonus Actions

Telekinetic Shove. As a bonus action, the githyanki rebel can try to telekinetically shove one creature it can see within 30 feet of it. The target must succeed on a DC 13 Strength saving throw or be moved 5 feet toward or away from it. A creature can willingly fail this save.

League of Magic Setting Guide


Kong-Gier Trainee

Medium Humanoid (Elf), Typically Lawful Good


  • Armor Class 14
  • Hit Points 22 (4d8 + 4)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Skills Acrobatics +4, Athletics +3, Perception +4
  • Senses Tremorsense 10 ft., Passive Perception 14
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Innate Spellcasting. The Kong-Gier trainee can innately cast two cantrips from any one spell list that do not require an attack roll or saving throw. Wisdom is its spellcasting ability for these spells.

Ki Points. The trainee has 5 ki points which it can to fuel various ki features.

  • Flurry of Blows. Immediately after the trainee take the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. The trainee can spend 1 ki point to take the Dodge action as a bonus action on its turn.

    Actions

    Multiattack. The trainee makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.



Kong-Gier Graduate

Medium Humanoid (Elf), Typically Lawful Good


  • Armor Class 16
  • Hit Points 42 (7d8 + 14)
  • Speed 45ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 9 (-1)

  • Saving Throws DEX +5, WIS +5
  • Skills Acrobatics +4, Athletics +3, Perception +4
  • Senses Passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Innate Spellcasting. The Kong-Gier trainee can innately cast two cantrips from any one spell list that do not require an attack roll or saving throw. Wisdom is its spellcasting ability for these spells.

Ki Points. The graduate has 5 ki points which it can to fuel various ki features. The soldier regains all expended ki points at the end of a short rest.

  • Flurry of Blows. Immediately after the trainee take the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. The trainee can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

    Actions

    Multiattack. The trainee makes three melee attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.

League of Magic Setting Guide



Kong-Gier Soldier

Medium Humanoid (Elf), Typically Lawful Good


  • Armor Class 18
  • Hit Points 70 (10d8 + 30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 9 (-1)

  • Saving Throws DEX +8, WIS +6
  • Skills Acrobatics +8, Athletics +6, Insight +6, Perception +6
  • Senses Passive Perception 16
  • Languages Common, Elvish
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Evasion. When the soldier is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the soldier instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The Kong-Gier trainee can innately cast two cantrips from any one spell list that do not require an attack roll or saving throw. Wisdom is its spellcasting ability for these spells.

Ki Points. The soldier has 8 ki points which it can to fuel various ki features. The soldier regains all expended ki points at the end of a short rest.

  • Flurry of Blows. Immediately after the trainee take the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. The trainee can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • Stunning Strike. When the graduate hits another creature with a melee weapon attack, it can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack.r The trainee makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

League of Magic Setting Guide



Koshmar

Huge Celestial (Titan), Typically Chaotic Evil


  • Armor Class 21 (natural armor)
  • Hit Points 415 (25d12 + 190)
  • Speed 50 ft., fly 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)

  • Saving Throws STR +18, INT +13, WIS +14, CHA +16
  • Skills Insight +13, Persuasion +15
  • Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 16
  • Languages All
  • Challenge 25 (75,000 XP)
  • Proficiency Bonus +8

Hasted Immunity. The koshmar is immune to any negative effects from the haste spell ending.

Legendary Resistance (4/Day). If the koshmar fails a saving throw, it can choose to succeed instead.

Lower Plane Susceptibility. The sole focus of attacking the upper planes has left a weakness in their creation. When the koshmar receives necrotic damage, it takes an additional 2d8 necrotic damage.

Magic Resistance. The koshmar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The koshmar’s weapon attacks are magical.

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the koshmar’s next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (koshmar's choice): acid, cold, fire, force, lightning, necrotic, or thunder.

Innate Spellcasting. The koshmar’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration (self only), dispel magic, haste (self only), fear

1/day each: commune, antilife shell, maze, sunburst, plane shift (self only)

Legendary Actions

The koshmar can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The koshmar regains spent legendary actions at the start of its turn.

Attack. The koshmar makes one attack.

At-Will Spell. The koshmar casts one of its at-will spells.

Trembling Strike (Costs 2 Actions). The koshmar strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the koshmar must succeed on a DC 25 Strength saving throw or be knocked prone.

Sunder Essence (Costs 2 Actions). The koshmar targets one creature within 120 feet that it can see. The creature must make a DC 15 Constitution or Charisma saving throw (koshmar's choice) or take necrotic damage equal to one quarter of its maximum hit points.

If a creature fails its saving throw a second time within one minute of failing the first saving throw, the creature takes necrotic damage equal to half of its hit point maximum.

Finally, if a creature fails its saving throw a third time within one minute of failing the first saving throw, the creature takes necrotic damage equal to it's hit point maximum.

League of Magic Setting Guide



Mutated Dwarven Dreadnought

Huge Monstrosity, Typically Lawful Evil


  • Armor Class 21 (plate, dual shields)
  • Hit Points 212 (17d12 + 102)
  • Speed 30ft.

STR DEX CON INT WIS CHA
27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0)

  • Saving Throws DEX +4, CON +11, CHA +5
  • Skills Athletics +13, Perception +5
  • Damage Immunities Fire
  • Senses Passive Perception 15
  • Languages Giant
  • Challenge 15 (13,000 XP)
  • Proficiency Bonus +5

Dual Shields. The mutated dreadnought carries two shields, which together give the giant +3 to its AC (accounted for above).

Actions

Multiattack. The mutated dreadnought makes two Psi Shield or Scrap attacks.

Psi Shield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) psychic damage plus 7 (2d6) piercing damage.

Scrap. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Psi Shield Charge (Recharge 5–6). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, that creature must succeed on a DC 21 Strength saving throw or take 45 (10d6 + 8) bludgeoning damage plus 23 (6d6) psychic damage and be pushed up to 30 feet and knocked prone. If a creature fails this save by 5 or more, they must then succeed a DC 19 Wisdom saving throw or become stunned until the end of their next turn.

League of Magic Setting Guide


Sand Worm

Large Monstrosity, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft., burrow 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Damage Resistances Fire
  • Senses Blindsight 30 ft., Tremorsense 30 ft., Passive Perception 8
  • Languages --
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Big Jerk. Thinks he is just waaaay better than you.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the sand worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the sand worm, and it takes 3 (1d6) acid damage at the start of each of the sand worm’s turns.

If the sand worm takes 10 damage or more on a single turn from a creature inside it, the sand worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sand worm. If the sand worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.

League of Magic Setting Guide



Sentient Defense

Huge Construct, Lawful Evil


  • Armor Class 18 Plate Housing
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)

  • Saving Throws INT +10, WIS +9, CHA +12
  • Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified, Prone
  • Senses Blindsight 120 ft., Passive Perception 14
  • Languages Common, Deep Speech, Telepathy 5 miles, Undercommon understands but can’t speak
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Creature Sense. The sentient defense is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 6 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by divination magic can't be perceived in this way.

Legendary Resistance (3/Day). If the sentient defense fails a saving throw, it can choose to succeed instead.

Magic Resistance. The sentient defense has advantage on saving throws against spells and other magical effects.

Overcharged. When the sentient defense is dealt lightning damage for the first time on a turn, it becomes overcharged. While overcharged, melee attacks within 5 feet that hit the sentient defense deal 1d6 lightning damage to the attacker. Additionally, the totalr lightning damage dealt to the sentient defense is accumulated. The first time the sentient defense hits with a creature with a tentacle attack, or uses its short circuit ability, the target or targets takes extra lightning damage equal to half the lightning damage accumulated. These effects last until the end of the sentient defense's next turn, or until it hit's a creature with a tentacle attack, releasing the lightning energy.

Telepathic Hub. The sentient defense can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The sentient defense can let those creatures telepathically hear each other while connected in this way.

Actions

Tentacle Wire. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) lightning damage at the start of each of its turns until the grapple ends. The sentient defense can have up to four targets grappled at a time.

Short Circuit. (Recharge 5–6). The sentient defense discharges electrical energy. Creatures of the sentient defense’s choice within 60 feet of it must succeed on a DC 18 Dexterity saving throw or take 32 (5d10 + 5) lightning damage and be stunned for 1 minute. A target can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Telepathic Link. The sentient defense targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a telepathic link with that creature. Until the telepathic link ends, the sentient defense can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the sentient defense can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the telepathic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The telepathic link also ends if the target and the sentient defense are more than 5 miles apart, with no consequences to the target. The sentient defense can form telepathic links with up to ten creatures at a time.

Sense Thoughts. The sentient defense targets a creature with which it has a psychic link. The sentient defense gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The sentient defense can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the sentient defense succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Innate Spellcasting (Psionics). The sentient defense’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect thoughts, hold person

1/day each: dominate monster, time stop

Bonus Actions

League of Magic Setting Guide



Sentient Defense (Con't)

Huge Construct, Lawful Evil

Bonus Actions

Weave Virus. As a bonus action, the sentient defense can secretly target all creatures that it can see within 120 feet that has spell slots, or pact magic slots. The creature must make a DC 18 Intelligence saving throw or become infected with the Weave Virus. The effects of the virus are not felt until the end of the creature's next long rest. At the end of the creature's long rest, one of their highest available spell slots is consumed by the virus. This continues until 119 levels of spell slots has been consumed by the virus collectively through all of its current hosts. Once this occurs the virus becomes inert until at least one host comes within 120 feet of the keep's incapacitated creator. At this point, the cumulated spell slots will leap to the body of it's incapacitated creator, forming an archmage with an additional 119 hit points to its hit point maximum and an additional 6th, 7th, 8th, and 9th spell slot.

The virus is undetectable by magic, but can be discovered by a DC 25 Intelligence (Arcana) or Wisdom (Medicine) check. Once discovered, the virus can only be removed via a 9th-level dispel magic spell or the wish spell.

Legendary Actions

The sentient defense can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The sentient defense regains spent legendary actions at the start of its turn.

Tentacle Wire. The sentient defense makes a tentacle wire attack.

Break Concentration. The sentient defense targets a creature within 120 feet of it with which it has a psychic link. The sentient defense breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.

Psychic Pulse. The sentient defense targets a creature within 120 feet of it with which it has a psychic link. Enemies of the sentient defense within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link. The sentient defense targets a creature within 120 feet of it with which it has a psychic link. The sentient defense ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

Lair and Lair Actions

The lair of a sentient defense always lies deep in the heart of an arcanist or artificer's keep or stronghold. A sentient defense is often constructed to handle the security of specific building. The Sentient Defense is held up with a series of metal wires and is capable of moving in three dimensions in the room it is being stored in. These rooms are often massive with electrical wires running throughout it. The amount of wires needed to maintain the sentient defense is often far more than could be simply cut during a fight.

Lair Actions

When fighting inside its lair, a sentient defense can use lair actions. On initiative count 20 (losing initiative ties), an sentient defense can take one lair action to cause one of the following effects; the sentient defense can’t use the same lair action two rounds in a row:

  • The sentient defense casts wall of force.
  • The sentient defense targets two friendly constructs it can sense within 120 feet of it. The construct has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost.
  • The sentient defense targets one creature it can sense within 120 feet of it and causes electrical disturbances within it's mind. The target must succeed on a DC 18 Intelligence or Wisdom saving throw (its choice) or begin to seize. On a failure, the creature falls prone and becomes incapacitated until the next lair action.

Regional Effects

The territory within 5 miles of an sentient defense is altered by the construct's psionic presence, which creates one or more of the following effects:

  • Creatures within 5 miles of a sentient defense feel as if they are being followed, even when they are not.
  • The sentient defense can overhear any telepathic conversation happening within 5 miles of it, and any conversation being held within the building it is housed. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the sentient defense can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
  • Any creature with which the sentient defense has formed a psychic link begins to see minor hallucinations, different to each creature with a psychic link. A creature under the effect of the Sentient Defense's Telepathic Link can not perceive any other creature's hallucinations. This hallucinations reflect a great shame, doubt, or fear of the creature.

If the sentient defense dies, these effects immediately end.

League of Magic Setting Guide


Steel Consul (Commander)

Medium Humanoid (Any Race), Lawful Neutral


  • Armor Class 16 (arcane armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws WIS +4
  • Skills Arcana +6, Intimidation +5, Perception +4
  • Condition Immunities Frightened
  • Senses Passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Tactical Discipline. The steel consul has advantage on all ability checks and saving throws made during combat.

Actions

Multiattack. The steel consul makes two attacks with its Boom Gauntlet or Lightning Cannon, and can use its Tactical Command ability.

Boom Gauntlet. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) thunder damage.

Lightning Cannon. Ranged Weapon Attack: +7 to hit, range 120/300 ft., one target. Hit: 8 (1d6 + 5) lightning damage. Once per turn, the steel consul can deal an additional 1d6 lightning damage to a target they hit with their Lightning Cannon.

Tactical Command. The steel consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one weapon attack, or move up to half its movement speed without provoking attacks of opportunity.



Steel Consul (Riot Control)

Medium Humanoid (Any Race), Lawful Neutral


  • Armor Class 16 (arcane armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws WIS +4
  • Skills Arcana +6, Intimidation +5, Perception +4
  • Condition Immunities Frightened
  • Senses Passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Tactical Discipline. The steel consul has advantage on all ability checks and saving throws made during combat.

Actions

Multiattack. The steel consul makes two attacks with its Boom Gauntlet or Lightning Cannon, and can use its Tactical Command ability.

Boom Gauntlet. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) thunder damage.

Lightning Cannon. Ranged Weapon Attack: +7 to hit, range 120/300 ft., one target. Hit: 8 (1d6 + 5) lightning damage. Once per turn, the steel consul can deal an additional 1d6 lightning damage to a target they hit with their Lightning Cannon.

Shield Shove. The steel consul selects up to two creatures within 5 feet of it, that are within 5 feet of each other and attempt to shove them. Each creature makes an athletics check against the Steel Consul single athletics check. Creatures who fail the check are pushed 10 feet away.

League of Magic Setting Guide


Travelling Northern Owlbear

Large Monstrosity, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 25 (3d10 + 9)
  • Speed 45 ft., swim 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistances Cold
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Keen Sight and Smell. The northern owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.



Undead Young Brass Dragon

Large Undead, Chaotic Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 8 (-1) 11 (+0) 15 (+2)

  • Saving Throws DEX +3, CON +7, CHA +5
  • Skills Athletics +8, Perception +6, Persuasion +5, Stealth +3
  • Damage Resistances Necrotic
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
  • Languages Common, Draconic, Infernal
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Undead Fortitude. If damage reduces the dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dragon drops to 1 hit point instead.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Bone Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire-Death Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage, and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

League of Magic Setting Guide



Void Beholder

Large Aberration (Beholder), Typically Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 209 (22d10 + 121)
  • Speed 5 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws INT +8, WIS +8, CHA +8
  • Skills Athletics +7, Perception +13, Stealth +7
  • Damage Immunities Cold
  • Condition Immunities Prone
  • Senses Passive Perception 12
  • Languages Telepathy 120 ft.
  • Challenge 14 (11,500 XP)
  • Proficiency Bonus +5

Infectious Blindness. When a creature moves within 60 feet of the void beholder for the first time in a turn or starts its turn there, it must succeed on DC 17 Charisma saving throw or become blinded until the start of its next turn.

Actions

Multiattack. The eyepad makes a bite attack, uses its annihilation ray, or its Spellcasting and then uses its void rays.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8+2) piercing damage.

Void Rays. The eyepad shoots one of the following void rays at random, choosing one non-aberration or non-undead target that it can see within 120 feet of it:

  • Fuse Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or one of their wielded or worn metal objects becomes under the effect of the heat metal spell for 1 minute.
  • Deformation Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be polymorphed into a nothic for 1 minute or until it is reduced to 0 hit points. If the target reverts as a result of dropping to 0 hit points, any excess damage carries over to their normal form.
  • Insanity Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or become mad. While mad, the creature must use its action to make one melee weapon attack against a creature of the eyepad's choice within range before using it's movement. A creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.
  • Stun Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw. On a failed save, the target is stunned until the end of the eyepad's next turn. While stunned, the creature is invisible.
  • Force Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. The eyepad can then push the creature up to 20 feet in a direction away from itself.
  • Stasis Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target also gains 10 temporary hit points. The target awakens if it takes a reduction to it's current or maximum hit point total.
  • Weakening Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature's ability scores are reduced by 2 until it completes a short or long rest. A greater restoration spell or receiving magical healing of 40 hit points or more also removes this effect.
  • Undeath Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points and then rises on the start of it's next turn as a zombie under the DM's control.

Legendary Actions

The eyepad can take 1 legendary action, using the void ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

Void Ray. The eyepad uses one random void ray.

League of Magic Setting Guide

Void Beholders

After the incursion of Ormut, Dragon of the Void into the Material Plane, many voidling creatures have creeped from the Void, into the Underdark, and from there tot he surface of all worlds.

Void beholders are beholders that have become suffused with energy from the void plane to create something more horrific than ever seen before. While similar to other beholders in their use of many eye rays, a void beholder lacks an antimagic properties. Instead, it emits a hazy black aura that blinds non-aberrations in the area.

Lair and Lair Actions

A void beholder’s central lair is typically a large, spacious cavern deep within the earth or inside of mountains. Places that are dark and dank where it can lurk, waiting for unsuspecting miners or explorers.

A void beholder encountered in its lair has a challenge rating of 17 (18,000 XP).

Lair Actions

When fighting inside its lair, a void beholder can invoke the energy of the void to take lair actions. On initiative count 20 (losing initiative ties), the void beholder can take one lair action to cause one of the following effects:

  • A 25-foot radius area of ground within 120 feet of the void beholder becomes closer to the plane of void; that area is difficult terrain, and creatures that move on the ground take 1d4 cold damage per 5 feet moved until initiative count 20 on the next round.
  • Portals to the void plane appear on the walls within 120 feet of the void beholder, sprouting grasping starry appendages until initiative count 20 on the round after next. Each creature of the void beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled and take 22 (4d10) cold damage. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Creatures that end their turn in the tentacle's grasp take an additional 11 (2d10) cold damage.
  • An eye opens on a solid surface within 60 feet of the void beholder. One random eye ray of the void beholder shoots from that eye at a target of the void beholder’s choice that it can see. The eye then closes and disappears.

The void beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.


Regional Effects

A region containing a void beholder’s lair is warped by the plane of void's destructive planar energy, which creates one or more of the following effects:

  • Creatures within 1 mile of the void beholder’s lair sometimes feel as if they’re being followed when they aren’t.
  • When the void beholder sleeps, minor warps in reality occur within 5 mile of its lair and then vanish 48 hours later. Eyes will seem to appear in the darkness watching those who traverse the caverns. In addition, creatures travelling underground may begin to see creatures rounding corners only for no one to be there upon further inspection.

If the void beholder dies, these effects fade over the course of 1d10 days.

League of Magic Setting Guide


Void Echo

Small Aberration, Any Alignment


  • Armor Class 13
  • Hit Points 16 (3d8 + 3)
  • Speed 35ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +5
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Incorporeal Movement. The void echo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth. While in dim light or darkness, the void echo can take the Hide action as a bonus action.

Echo Appearance. As an action, the echo can take the appearance of any creature it has reduced to zero hit points in the last 24 hours, or the creature it is an echo of, albeit a Small size.

Actions

Strength Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Reactions

Echo Response. In response to being hit by an attack, the void echo can make a Strength Drain attack at advantage.

League of Magic Setting Guide




Void

Gargantuan aberration, chaotic evil


  • Armor Class 24
  • Hit Points 647 (35d20 + 363)
  • Speed 60 ft., swim 60 ft., walk 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 26 (+8) 16 (+3) 18 (+4) 26 (+8)

  • Saving Throws STR +19, CON +17, CHA +17
  • Skills Arcana +12, Athletics +19, Intimidation +17
  • Damage Resistances Acid, Cold, Fire, Lightning;
  • Damage Immunities Necrotic, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Frightened Grappled, Poisoned, Restrained, Stunned
  • Senses Darkvision 300 ft., Truesight 300 ft., Passive Perception 23
  • Languages Abyssal, Deep Speech, Telepathy 300 ft.
  • Challenge 30 (155,000 XP)

Agonizing Blast. When Void casts Eldritch Blast, it can add it's Charisma modifier to the damage it deals on a hit.

Amphibious. Void can breathe in air and water.

Limited Magic Immunity. Unless Void wishes to be affected, Void is immune to spells of 3rd level or lower. They have advantage on saving throws against all other spells and magical effects.

Legendary Resistance (4/day). If Void fails a saving throw, they can choose to succeed on it instead.

Spellcasting. Void is a 21st level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Void knows the following spells and can cast them requiring no material components.

Cantrips (At-Will): eldritch blast, shape water, thaumaturgy

1st Level Spells (4 slots): cause fear, magic missile, shield

2nd Level Spells (3 slots): darkness, hold person, shatter, suggestion

3rd Level Spells (3 slots): counterspell, dispel magic, fear, wall of water

4th Level Spells (3 slots): banishment, evard's black tentacles, sickening radiance, watery sphere

5th Level Spells (3 slots): dream, hold monster, scrying

6th Level Spells (2 slots): disintegrate, flesh to stone

7th Level Spells (2 slots): finger of death, forcecage

8th Level Spells (2 slots): dominate monster, feeblemind, power word stun, tsunami


9th Level Spells (2 slots): meteor swarm, storm of vengeance, wish

Sunlight Sensitivity. Void has disadvantage on attack rolls and perception checks involving sight when it, the target of its attack, or whatever it is trying to see is in direct sunlight.

Actions

Multiattack Void can use its mind blast if it is recharged. It then makes a Sword of the Void attack or Psionic Tentacle attack and casts one spell that takes an action or bonus action to cast.

Sword of the Void Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit 46 (8d8+10) slashing damage, and the target must succeed a DC 23 Constitution saving throw or have disadvantage on all Strength, Dexterity, and Constitution saving throws for 1 minute. A creature can repeat this saving throw again at the end of each of it's turn, ending the effect on a success.

Psionic Tentacle. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 38 (5d10 + 8) psychic damage and the target is grappled (escape DC 20). Void can grapple one creature at a time this way. If Void makes this attack again on a target it is grappling, the creature is stunned until the grapple ends.

Mind Blast (Recharge 6). Void magically emits psychic energy in a 100-foot cone. Each creature in that area must succeed on a DC 25 Intelligence saving throw or take 7d8+8 psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Void can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Void regains spent legendary actions at the beginning of his turn.

Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Recharge (Only usable once per round). Void can attempt to recharge its Mind Blast ability if it is currently uncharged.

Eldritch Blast (Costs 2 Actions). Void casts Eldritch Blast.

Buffeting Wings (Costs 2 Actions). Every creature of large or smaller size within 30 feet of Void must succeed on a DC 27 Strength saving throw or be pushed 20 ft. away from them. Void may then move up to half its movement speed in any direction.

The Ancient Void

A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." Void is said to resemble an octopus, a dragon, and a human caricature, hundreds of meters tall, with webbed, human-looking arms and legs and a pair of rudimentary wings on its back. Its head is depicted as similar to the entirety of a gigantic octopus, with an unknown number of tentacles surrounding its supposed mouth.

Lair Actions

On initiative count 20 (losing initiative ties), Void takes a lair action to cause one of the following effects; Void can’t use the same effect two rounds in a row:

  • A small tidal wave flows through the lair originating from Void. Any creatures without a swimming speed must succeed on a DC 20 Strength saving throw or be pushed 15 ft. from the origin point and be knocked prone.
  • Lightning bolts strike down from the storm above targeting 3 creatures in the lair. Each creature and all creatures within 5ft of the target must make DC 25 Dexterity saving throw or take 4d10 lightning damage on a failed save, or half as much on a successful one.
  • Nightmares invade the mind of enemies of Void. All creatures in the lair except aberrations must make a DC 25 Wisdom saving throw or have their mind racked with sorrow. Their movement speed becomes 0 until the end of their next turn as they wail uncontrollably.
  • Void's voice speaks to the mind of all creature's in it's lair taunting, humiliating, or insulting them. The sound of Void's voice is enough to drive a creature mad. Each creature in the lair much make a DC 25 Charisma saving throw or suffer the effect of a Long-Term Madness.

Additionally, massive runes on the pillars Void's hands rest, light up. Roll 1d8 twice, record the numbers rolled, and consult the following table. Void gain immunity to each of the types of damage associated with the number's rolled until the next lair action. If Void rolls two of the same number, he is immune to all magical damage except Bludgeoning, Piercing, and Slashing.

Pillar Immunities
Roll Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Radiant
8 Thunder

League of Magic Setting Guide

League of Magic Setting Guide

The Human Armory

These weapons are not available in magic shops on Titan, and human technology is banned for sale on Ganya. Many modern firearms can be found for sale at a gun shop owned by a human in the Human Colonies on Titan, but most futuristic weapons are held on The Flotilla, a collection of space faring vessels from Earth controlled by the United League of Nations military forces. These are more difficult to purchase to the ordinary citizen but if a character has a connection with the military, or perhaps a shady dealer, they can get their hands on them.

Weapons in the armory do not overcome magical resistances when dealing bludgeoning, piercing, or slashing damage unless the ammunition being used is Armor Piercing, the ammunition has been enchanted magically, or the weapon itself becomes magically enchanted.

Modern Firearms can be heard from up to 1 mile away in clear conditions. Your Game Master may increase or decrease this distance depending on the conditions and terrain around you. Futuristic Firearms do not make as much noise as Modern Firearms. Consult your Game Master to determine how loud Futuristic Firearms are in your setting.

Advanced Weapons and Explosives should be treated with the same rarity and value as uncommon or rarer magic items. A recommendation for each weapon’s magic item rarity equivalent is listed in the table.

Advanced Weapons with the Reload property require Fuel Cells to reload. These weigh less than bullets but are much harder to find and much more expensive. All Advanced Weapons come with one Energy Cell in them, or maximum charges.

Firearms & Properties

Weapons in the Human Armory follow the rules and properties found in the Modern and Futuristic Firearms and Explosives section on pg. 267 in the Dungeon Master's Guide with the following new properties.

Take A Look!

At the end of each Modern Firearm name is a one to three letter abbreviation. Use this abbreviation along with the Attachments table to see what attachment can work with what weapon!

  • Attachment. This weapon is capable of receiving attachments from the “Attachments” section. There are three types of attachments; Choke, Magazine, and Optic. A list of available attachments, what weapons they can be equipped to, and their effects can be found at the end of the Modern Firearms section.

A weapon can have one attachment of the appropriate type per available attachment slot. The type of attachment slots available are listed in the weapon’s stat block.

  • Choke. Chokes are exclusive to shotguns and can either increase or alter the spray property of shotguns.
  • Magazine. Magazines typically increase the number of shots a firearm can shoot before needing to reload, but can also be used to give unique properties to firearm ammunition.
  • Optic. Optics can help increase the range or accuracy of a firearm.
  • Barrel. Barrels can be used to either reduce the noise a weapon makes, or aid in reducing the weapon's recoil, potentially helping in its range.
  • Arc. When this weapon hits its target, it arcs to another random creature within 5ft dealing damage listed in the weapon’s stat block.

  • Automatic. Once per turn, when you make a ranged weapon attack with this firearm, you may instead make two weapon attacks at disadvantage. This disadvantage cannot be negated by any means.

  • Charge. This weapon does not use ammunition, but instead has a set number of charges that it regains during or a short or long rest.

  • Sharpshooter Immune. Weapons with the Sharpshooter Immune weapon property cannot benefit from the Sharpshooter feature on its attack and damage rolls.

  • Spray. A weapon that has the spray property can either make a normal single-target attack or, as an action, it can spray its ammunition in a 15-foot cone from the wielder. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage.

League of Magic Setting Guide

Firearms

Modern Firearms
Modern Item Cost   Damage Weight Properties
Martial Ranged Weapons
  Pistol, silenced   (PS)   1d10 piercing 4 lb. Ammunition (50/150), attachment (magazine), reload (15 shots), special
  Pistol, automatic   (PA)   2d6 piercing 3 lb. Ammunition, attachment (magazine), automatic (range 50/150), reload (15 shots)
  Revolver              (R)   2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
  Rifle, hunting    (RH)   2d10 piercing 8 lb. Ammunition, attachment (optic), (range 80/240), reload (5 shots), two-handed
  Rifle, automatic   (RA)   2d8 piercing 8 lb. Ammunition, attachment (magazine, optic), automatic, (range 80/240), burst fire, reload (30 shots), two-handed
   Rifle, sniper    (RS) 2d12 piercing 30 lb. Ammunition, attachment (optic, barrel), range (300/900) reload (1 shot), two-handed, special
  Shotgun               (S)   2d8 piercing 7 lb. Ammunition, attachment (choke) spray (range 30/90), reload (2 shots), two-handed
  Shotgun, pump   (SP)   2d8 piercing 10 lb. Ammunition, attachment (choke) spray (range 30/90), reload (6 shots), two-handed
  Turret, automatic   (TA)   1d6 piercing 25 lb. Ammunition, (range 60/120), reload (30 shots), special
  Light Machine   Gun (LMG)   3d6 piercing 20 lb. Ammunition, attachment (optic, magazine), automatic, (range 60/200), burst fire, heavy reload (50 shots), two-handed
Ammunition
  Bullets (10)   — 1 lb.
  Bullets, Armor   Piercing (1)   — .1 lb. Special

Special Modern Firearms

Bullets, Armor Piercing

These bullets ignore resistance and immunity to nonmagical piercing damage, but are not magical themselves. In addition, if this bullet is used to attack a vehicle, it ignores the vehicle's damage threshold.

Rifle, Sniper

The wielder does not gain disadvantage on ranged attack rolls with this weapon while prone, and must be prone to attack with this weapon without disadvantage. Additionally, if this rifle is used to make an attack against a creature within 60 feet, the attack is made at disadvantage.

Pistol, Silenced

This pistol can only be heard up to 200 feet away instead of the normal distance a firearm can be heard.

Turret, Automatic

As an action, a creature can place the turret on the ground, where it remains in a fixed position until an action is used to deactivate and stow it again. Once placed, the turret shares the initiative count as the creature who placed it, and acts immediately after them. It then fires a bullet at the closest hostile creature.

If multiple creatures are closest, the turret will fire at the target it most recently fired at. If it has not fired at any of the targets, it is determined randomly. This shot automatically hits the target, dealing 1d6 piercing damage and using 1 bullet.

The Automatic turret can store 30 bullets at a time. The turret has an AC of 16, 50 hit points, is immune to poison and psychic damage as well as all conditions. The turret automatically fails any saving throw it is forced to make.


League of Magic Setting Guide

Attachments
Name Cost   Properties Firearms
Optics
   Enhanced    Optic   Gain +1 to attack rolls with this weapon. All
   Night    Vision    Optic   You ignore the effects of dim light and nonmagical darkness when making attack rolls with   this weapon. RH, RA, LMG
   Thermal    Optic   While in dim light or nonmagical darkness you have advantage on attack rolls with this   weapon. RH, RS
   Long    Range    Scope   This weapon ignores the effects of attacking at long range with this weapon. RH, RS
Chokes
   Basic    Choke   The cone for this weapon's spray action increases by 5 feet. S, SP
   Narrow    Choke   The cone for this weapon's spray action is replaced by a 20 foot long, 5 foot wide line. S, SP
   Precision    Choke   This choke can either increase the cone for this weapon's spray action by 5 feet or, as a   bonus action, can switch the effect to create a 20 foot long, 5 foot wide line. SP
Magazines
   Extended    Magazine   Increases amount of shots this weapon can fire before needing to reload, depending on the weapon it is designed for. Pistol: +5, Rifle: +10, LMG: +15 PS, PA, RH, RA, LMG
   Quick    Magazine   The first time you reload this weapon after a rest, you may do so using your free object   interaction on your turn, instead of an action or bonus action. RH, RA
   Auto- Feeder   After every 5 bullets are expended from this weapon, one bullet is fed into the current   magazine from one container you have with proper ammunition. LMG

League of Magic Setting Guide

Futuristic Firearms
Futuristic Item Rarity   Damage Weight     Properties
Martial Ranged Weapons
  Hopper Uncommon   1d8  force 4 lb.     Ammunition (range 30/100), light, reload (20 shots)
  Light Repeater Uncommon   2d6 radiant 3 lb.     Ammunition, automatic, (range 30/100), reload (20 shots),                two-handed
  Pistol, laser Rare   3d6 radiant 3 lb.     Ammunition (range 40/120), reload (50 shots)
  Anitmatter Rifle Legendary    6d8 necrotic 8 lb.     Ammunition, attachment (optic), (range 80/240), reload (5 shots),     two-handed
  Rifle, laser Very Rare   3d8 radiant 8 lb.     Ammunition (range 100/300), reload (30 shots), two-handed
  Ray Gun Very Rare   2d8 radiant 7 lb.     Ammunition, automatic (range 40/120), reload (50 shots)
  Arc Projector Very Rare   2d8 lightning 10 lb.     Ammunition, (range 30/60), arc (1d6), sharpshooter immune,     heavy, reload (6 shots), two-handed
  Blitzgewehr Legendary   2d10 lightning 25 lb.     Ammunition, range (60/100), arc (1d8), sharpshooter immune,     heavy, reload, special, two-handed
  Thunderboom Rare   3d6 thunder 20 lb.     Ammunition, range (15/30) reload (2 shots), spray, special, two-handed
  Levistus’ Tears Rare   2d8 cold 15 lb.     Ammunition, reload (6 shots), special
  K.C.G. Very Rare   2d12 piercing 15 lb.     Charges, special two-handed
Ammunition
  Energy Cell   — 5 oz.

Special Futuristic Firearms

Blitzgewehr (Legendary)

When this weapon hits its target, it randomly arcs to 3 creatures within 10 feet, rather than to 1 creature within 5 feet.

Thunderboom (Rare)

This weapon can not make a single target attack, only spray. Creatures within the spray radius who fail their Dexterity saving throw are also pushed 15 feet away from the wielder.

Levistus’ Tears (Rare)

The first time on a turn when a creature is hit with an attack from this weapon, their movement speed is reduced by 10 feet until the end of its next turn. On a critical hit, the target's movement speed is reduced to 0 until the end of its next turn.


KCG (Kronation Gravity Cannon) (Very Rare)

The KGC starts with 7 charges and regains 1d6+1 charges at the end of a long rest. When this attack hits its target, creatures within 10 feet of the target must make a DC 15 Strength saving throw or be pulled 5ft closer to the target of the attack.

When you use an Action, Bonus Action, or Reaction to attack with the Kronation Gravity Cannon, you can make only one Attack regardless of the number of attacks you can normally make.

League of Magic Setting Guide

Explosives

Modern Explosives
Name   Rarity    Weight
Dynamite (stick)   —    1 lb.
Grenade, fragmentation   —    1 lb.
Grenade, smoke   —    2 lb.
Grenade launcher   —    7 lb.
Bomb, distraction   Rare    3 lb.
Grenade, flash   Uncommon    2 lb.
Grenade, caustic   Uncommon    2 lb.
C4   Uncommon    2 lb.

Dynamite

As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

Special Explosives

C4 (Uncommon)

This explosive material can be formed into almost any shape and stuck onto any surface. It also comes with a Detonator, which is needed to ignite the explosive.

As an action, a creature can prepare the C4 to be detonated, and place it on a solid surface, or toss it 60 feet to a point. Once it is prepared, a creature with the Detonator can then use an action to detonate the C4 provided they are within 300 feet of it.

Each creature within 10 feet of exploding C4 must make a DC 15 Dexterity saving throw, taking 5d6 thunder damage on a failed save, or half as much damage on a successful one. Objects and structures not being worn or carried are dealt double this amount.


Distraction Bomb (Rare)

This strange device appears like a stuffed monkey with a wind-up crank on its back and brass symbols in its hands, along with tightly compacted explosives attached to its back. The bomb can be thrown to a point you choose within 60 feet of yourself.

All Undead CR 1/2 or lower become distracted by the sounds of the bomb and must use their reaction to move up to their movement speed to safely move within 5 feet of the bomb. These creatures are incapacitated with a movement speed of 0 until the start of your next turn. Undead higher than CR 1/2 must succeed a DC 13 Wisdom saving throw or suffer the same effects.

At the start of your next turn, all creatures within 15 feet of the bomb must make a DC 13 Dexterity saving throw at disadvantage, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

Grenades

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Fragmentation Grenade

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Smoke Grenade

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Flash Grenade (Common)

Each creature within 10 feet of an exploding flash grenade must make a DC 15 Constitution saving throw or be blinded and deafened until the end of their next turn.

Caustic Grenade (Uncommon)

One round after a caustic grenade lands, it emits a cloud of caustic gas that creates a heavily obscured area in a 10-foot radius for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Creatures that start their turn in the area or enter it for the first time on a turn, must succeed a DC 13 Constitution saving throw or take 2d6 acid damage and 2d6 poison damage or half as much on a successful save.

League of Magic Setting Guide

Modern Equipment and Weapons

While the fledgling Earthlings lack magical capabilities, they have learned to overcome some of these challenges with their creativity and perseverance in the face of adversity. This has led humans to create marvels of nonmagical engineering to create similar effects to magical items, without being magical themselves.

Equipment found in this section is considered nonmagical and cannot be dispelled or suppressed by the effects of an antimagic field. These items can be purchased like any other mundane equipment at any shop on Ganya or Titan that carries them. These pieces of equipment are not limited in trade.

Armor within the Human Armory uses an equivalent armor found in the 5th Edition basic rules. Their description provides further details about the armor and its capabilities.

New Properties

In addition to the new properties previously listed for firearms, some human-made melee weapons have additional properties that can be found below.

  • Hidden. This weapon can be wielded while not in view, or without suspicion of other creatures. A creature must succeed a DC 15 Perception check or have a passive perception of 15 or higher to notice your weapon.
Weapons
Name Cost   Damage Weight Properties
Simple Melee Weapons
  Scythe 5gp   1d8 slashing 5 lb. Two-handed, reach
  Brass Knuckles 5gp   1d4 bludgeoning 1 lb. Hidden, light, special
  Baseball Bat (Metal) 5gp   1d6 bludgeoning 2 lb. Light, versatile (1d8)
  Monkey Wrench 1sp   1d4 bludgeoning 2 lb. Versatile (1d6)
Martial Melee Weapons
  Arc Baton 150gp   1d6 lightning 5 lb.
  Arc Knuckles 100gp   1d4 lightning 2 lb. Light
  Wrist Blade 100gp   1d4 slashing or piercing (chosen when created) 2 lb. Finesse, hidden, light

Special Melee Weapons

  • Brass Knuckles. This weapon can be placed over the wearer’s knuckles, allowing their hand to remain free. While wielding this weapon, you can still wield a shield or another weapon in your hand. You can wear no more than one set of brass knuckles at a time.

League of Magic Setting Guide

Armor

Spy's Armor

Leather, 100gp

While wearing this armor the wearer has advantage on Dexterity (Stealth) checks made to move silently.

Auto-Stitching Kevlar

Breastplate, 300gp

While wearing this armor the wearer is resistant to nonmagical piercing damage.

Juggernaut Armor

Plate, 3000gp
While wearing this armor, the wearer is resistant to nonmagical bludgeoning piercing and slashing damage. If the wearer takes any other source of damage, they may use their reaction to reduce the incoming damage by 1d12.

To compensate for such defenses, the armor has several setbacks. It cannot be worn by Small or smaller creatures, the wearer's speed is reduced by 5 feet, and the wearer cannot wield a shield or wield a melee weapon with two hands.


Equipment

Short Range Messenger

(Set of 2), 200gp

Allows communication between users in a 1-mile range. Users may speak in a low whisper and be heard by the other user.

If multiple sets are purchased, up to 6 of these communicators can be interlinked with one another, allowing simultaneous communication to all messengers connected.

Iodine Tablets

(Set of 10), 1sp

Iodine tablets purify all drinking water if boiled for 10 minutes.

Thermal Goggles

250gp

While wearing these googles you have Darkvision out to a range of 60 feet. Additionally, you can see the heat signatures of creatures, even if they are heavily obscured by fog or smoke. This item is not magical and is not affected by spells such as dispel magic or antimagic field, nor sees through magical darkness.

Adjustable Watch

1sp

While wearing this watch you are able to determine the time even underground or in absence of sunlight. If in space, the watch will reveal the time at the last location you were on a world.

Compass

1cp

Can tell the direction you are facing at all times, provided you are on a world with a magnetic pole.

League of Magic Setting Guide