Final Fantasy

Warriors of Light


The Table Top RPG Experience

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Welcome Warriors of Light,

This is Final Fantasy 14 a table-top rpg (TTRPG) in which you can and will live the story of your character along with your friends and/or family. This project started as a joke and my own defeatist mindset; but this project has been absolutely fun to make. The story can be anything you or your gamemasters decide. Want to be a villain? The heroes? Bystanders? This project aims for you to be you. Celebrate you.

This PDF book has the base races, jobs, backgrounds, religions, and anything else from the Final Fantasy 14 game itself. I took it upon myself to add some really fun additions to the game. I won’t spoil it as you continue reading, and it is definitely a lot of reading. Please do enjoy yourself. There’s so much within this book alone that I can’t wait for you to discover.

If you’re asking why I would make this when the actual game exists? Well, this is for people who maybe can’t play the online game. Plus, this is a TTRPG, mixing FFXIV and DnD into one coherent world for everyone to enjoy. Whether you are new to Dungeons and Dragons, Final Fantasy 14, and/or a veteran of both. As stated earlier above, please be you. Fight, live, earn money, see the world come to an end, whatever the choices you make are yours and shouldn’t regret these decisions.

I really do hope that you enjoy playing this setting with your friends and/or family. I really do believe that this will bring lots of wonder and awe to your in-person table, or your virtual table. With all of the greetings and small explanation out of the way…

Welcome to Final Fantasy 14. Sincerely yours, ZaxaMAl.

Side Note: If you wanna show some love and support, head on over to my Ko-Fi page: https://ko-fi.com/zaxamal90

 

 

Table of Contents

Page Topic
1 What is D&D and FFXIV?
3 Chapter 1: Races
5 Au Ra
8 Elezen
10 Galka
12 Garif
10 Garlean
12 Half-Breed
12 Hrothgar
14 Hyur
16 Lalafell
17 Mandragora
17 Moogle
18 Miqo’te
21 Roegadyn
23 Varg
23 Viera
25 Chapter 2: Classes
26 Multiclassing
27 Arcanist
37 Astrologian
42 Bard
43 Black Mage
48 Blue Mage
49 Corsair
55 Dancer
60 Dark Knight
65 Dragoon
65 Druid
69 Fighter
70 Gunbreaker
70 Knight
75 Necromancer
75 Machinist
81 Monk
82 Paladin
83 Reaper
89 Red Mage
93 Rogue
95 Sage
100 Samurai
101 Shaman
104 Warrior
109 White Mage
109 Witch
110 Limit Breaks
Eorzea
Glamour
Housing
Arcanist Eidolons
114 Chapter 4: Spells & Appendix
121 Created Spells
124 Appendix A: Machinist Items List
125 Appendix B: Spoiler Races
126 Appendix C: Naming Info

I do not own the rights or permissions to neither the Dungeons & Dragons franchise nor the Final Fantasy franchise. This is simply intended as a fan project to bring both of these loved properties together. Please don’t sue me into oblivion.

 

 

Chapter 1: Races

The currently available races cover all playable races in the FFXIV MMO along with the presumed race. Each race is able to fit into most fantasy worlds without trouble, I will include a quick blurb for each here. Also with a few added races seen in the past Final Fantasy games.

Au Ra

The Au Ra hail from the east, and are marked by their scales and horns. These people have a stark difference in height between the the males and females of the species. The males tend to be much taller than the females and many other races, while the females on average are shorter than many of the other races. The dark scaled Xaela are nomads who travel the Azim Steppe and have developed a wide variety of customs which change from tribe to tribe. The light scaled Raen live largely integrated into modern society, giving up their nomadic ways for peaceful coexistence with the other races.

Elezen

The Elezen are elves who hail from Eorzea who call the lands of Gridania and Ishgard their home. Taller than regular elves, they have naturally good eyesight and are well intuned with the land. Over time they split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Their relatives, the Duskwights, live in a series of twisting tunnels and ruins underground, coming up only to hunt for food or pillage before returning to their cavernous homes.

Galka

The Galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines. Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Sometime after a Galka dies (between a month and a year), the Galka’s soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka’s soul has been reincarnated, the original galka cannot be raised from the dead.

Garif

The garif are a muscular race covered in thick brown hair. Abhorring machinery and material goods such as money, they live off the land, adorning themselves in simple, natural materials, such as leather, grass, wood and stone, and building their houses from the same materials. They often stand with a slight stoop, possibly from the weight of their masks. The masks are a vital part of garif customs and all garif receive a mask on the day they are born, which they wear until they die and will not remove, lend or sell. The great-chiefs wear more elaborate masks, wrought with metal and painted with pigments that most likely have come from the land. Despite their intimidating appearance, the garif are a peace-loving people, albeit physically capable of fighting and hunting thanks to their muscular bodies, thick fur and incredible hearing and sense of smell.

Garlean

The Garleans are physically strong and highly intelligent people who call the land of Ilsabard their home. They are marked by their third eye, a gem like growth in the center of their forehead. Unfortunately for them, the Garleans as a whole have great difficulty channeling aether through their bodies, which despite their physicality and intelligence, found themselves bowing to many other magic wielding races. They were eventually able to develop technology to make up for this lack of magical aptitude and turned the tables, establishing the Garlean Empire in Ilsabard, a dominate force which sought to invade the land of Eorzea.

Half-Breed

Half-breeds blend the two aspects of two races together. The only races that can’t participate in this are the Galka.

Hrothgar

The Hrothgar are powerful, feline people from the Northeast who had struggles when meeting the other races of the world as they were unable to speak the common tongue. They call Ilsabard their homeland and they walk two distinct paths, one of servitude and the other of freedom. These distinct paths and ways of life led to the Helions, warm coloured Hrothgar who serve in the name of their Queen, and The Lost, cool coloured Hrothgar who value freedom above all else.

Hyur

The Hyur have spread across the entirety of the world, making it difficult to trace what their homeland truly is. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland.

CHAPTER 1 | Races

 

 

Lalafell

The Lalafell immigrated from Southern islands to Eorzea forming two distinct groups based on the geography their ancestors settled in. The darker skinned Dunesfolk formed the city state of Ul’dah in the deserts of Thanalan, while the lighter skinned Planesfolk settled and farmed the lands of La Noscea, a large island off the mainland of Eorzea. Both of these naturally charming folk found great success as merchants through history.

Mandragora

The enigmatic mandragora were first observed in the aftermath of the Seventh Umbral Era. It is not known whence they came, or if they even existed prior to the Calamity. They resemble a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

Miqo’te

The Miqo’te are a second group of feline people who traveled to Eorzea across a frozen sea long ago. These proud people find pride in their natural hunting ability and have split into two distinct ethnic groups who worship the sun and moon respectively. The Seekers of the Sun live in warmer clients in patriarchal societies while The Keepers of the Moon live in dense forests, their tribes centering on matriarchs.

Moogle

Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet. They tend to have small eyes (like moles) and black, red, or purple bat-like wings. Their most distinguishing feature is a single black antenna that sticks up from the head with a small, usually red, ball (or “pompom”) at the end. Their ears are usually shaped like a cat’s, but sometimes they have longer rabbit-like ears. Most Moogles have white or pink fur. When speaking hume languages, they tend to end their sentences with the sound ‘kupo’. Moogles are mostly found in large cities, working as engineers, or serving aboard airships. They are avid storytellers and holders of many superstitions. Moogles also hate water, preferring instead to bathe in dust or sand.

Roegadyn

The Roegadyn are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled the coastal city state Limsa Lominsa, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land, believing such locations to be portals to other worlds.

Varg

Sometimes mistakenly referred to as ‘Werewolves,’ the vargs are lean and powerful wolfmen, a mixture of human and bestial characteristics. Though they walk upright, long tails, lupine heads, and elegant fur leave little doubt as to their origins. In comparison to humes, vargs enjoy enhanced seeing, smell, and hearing; they can clearly recognize objects and movement at far greater distances, though their ability to sense color is significantly weaker. Like humes, vargs are at home in a wide range of habitats. While most commonly encountered in temperate climates, subspecies of this race can be found roaming sweltering tropical savannas, scraping out a minimal existence on misty moors, or braving arctic conditions. Fur colors and thicknesses vary accordingly, simultaneously serving as insulation and camouflage appropriate to a varg’s adopted surroundings

Viera

The Viera are lapine people who live in dense forests and act as the protectors of their home. With their more secluded nature, they generally avoid contact with the outside world, happily protecting the Golmore Jungles and Skatay Range, both found in the east. There are two distinct groups of Viera who developed slightly differently based on their homes, the Rava having darker skin while the Veena have far fairer skin, both groups blending into their respective environments better thanks to these adaptations.

CHAPTER 1 | Races

 

 

Au ra

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.

-Alaqa the Witch

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.

Variable Size

Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes.

Divided By Blood

The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother courses through their veins.

On the Azim Steppe, their traditional garb varied widely from tribe to tribe. Each group had a special way to adorn themselves which had meaning to their group. Outside of the tribal roots, Auri tend to blend into the fashion style of the region they live.

The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors. The light scaled Raen have instead decided to assimilate into Eastern society, though they are a minority, their loyalty and service has been a great boon to the culture they’ve ingrained themselves in.

Peaks, Valleys and Plains

The Auri homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates the region. The Xaela clans travel across this sea of grasslands in close knit tribes. The northern and western reaches of Othard are shielded with high mountain peaks and deep valleys shrouded in mist. It is from these mists that the Raen originally hailed. Today most live in civilized society or hidden villages allowing them to live peaceful lives.

For my family

An Au Ra may set off on an adventure for any number of reasons, a thirst of adventure, defense of their tribe or a mission for a master could send them on their path. This could go as far as searching for lost family members, or seeking revenge for a slight against their family.

It was consideration for their families which helped define the two bloodlines of the Au Ra. The Xaela sought to keep their traditional ways and use power to protect their families. The Raen felt that a peaceful livelihood amongst the other races of the world was the best approach to protect their community.

Au Ra Names

The Au Ra approach names in two strikingly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession. Those from outside the Hingan culture tend to use names common in their home region.

Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.

Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.

Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq

Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

CHAPTER 1 | Races

 

 

Au Ra Traits

Your Au Ra character has a variety of natural abilities.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themselves to be the product of their upbringing.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30ft.

Cranial Horns. You gain proficiency in the perception skill.

Scaled Bodies. When unarmored, your AC is equal to 11 + your dexterity modifier.

Languages. You can speak, read and write Common and Auri. The Auri language does not include numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.

Subrace. The Auri bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

Xaela

As a Xaela, you’ve been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Ability Score Increase. Your Strength score increases by 1.

Nomadic Instincts. You gain proficiency in the survival skill.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Xaela Tribes

An extended list of the 51 Xaela Tribes has been provided in the Appendix F for this document on page 116.

Au Ra

A Valuable Ally

The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.

Hyur. “Every Hyur is different in their own way. They’re an ambitious people who work hard for their future. We can live alongside them easily.”

Miqo’te. “Miqo’te don’t differ much from us. We both have an appreciation for what the natural world can provide us with. I’m sure our tribes would clash if they crossed paths in Othard though.”

Raen

The Raen live in harmony with the other civilized races of the East. They’ve assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanor and respectable approach to life.

Ability Score Increase. Your Charisma score increases by 1.

Polite Society. You gain proficiency in the Persuasion skill.

Unwavering Loyalty. You have advantage on saves against being charmed.

CHAPTER 1 | Races

 

 

Elezen

For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

-Ser Aymeric de Borel, Lord Commander of the Holy See

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. The Duskwights in contrast are notorious for thievery and pillaging, being the victims of prejudice within the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.

Elegance and Pride

Long legs, slender bodies, pointed ears and sharp features are all marks of an Elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin.

Difference of Opinion

The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The Duskwights, who historically made their homes in the cavern systems of the forests have rejoined the surface but are eyed with great prejudice by their Wildwood brethren. The Ishgardians were a separate group of Elezen who founded a city state in the North and have a totally unique culture of their own, closed off from the rest of the world.

The Woods and the North

The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealthy live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.

Honour and Vengeance

An Elezen may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while a Wildwood may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

Elezen Names

Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men’s names are longer and always in -loix, -aux, -mont, or -geant. A female’s name will always end in -ne, -ette, -elle, or -ie.

Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,

Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne ,Paxeonne

Elezen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane

Elezen Traits

Your Elezen character has a variety of natural abilities.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight’s have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Superb Hearing. You gain advantage when making a perception check using your hearing.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read and write Common and one extra language of your choice.

Subrace. The Elezen come from two different clans. Select one of the three subraces of Elezen.

CHAPTER 1 | Races

 

 

Wildwood

The Wildwood Elezen have become the protectors of the forest and masters of . Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.

Ability Score Increase. Your Dexterity score increases by 1.

Hawk Sight. The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.

Natural Shrewdness. You gain proficiency in the Insight skill.

Duskwight

Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves.

Ability Score Increase. Your Constitution score increases by 1.

Cave Dweller. You gain advantage when making Stealth checks in caves or dim and dark lighting conditions.

Darkvision. Due to life in the caverns your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Ishgardian

The Elezen of Ishgard left the Twelveswood all together over a millenia ago to found the city state of Ishgard. These Elezen have found themselves embroiled in a thousand year war with dragons, and live a life balancing war and strict adherence to their laws.

Ability Score Increase. Your Strength score increases by 1.

Conscription. You gain proficiency with shortswords, shortbows and spears.

Halone’s Scriptures. You gain proficiency in the Religion skill.

Arrogance or Confidence?

The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.

Au Ra. We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.

Hyur. “We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends.”

Miqo’te. “They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come.”

Elezen

CHAPTER 1 | Races

 

 

Galka

In the creation myth of Vana’diel the children of the gods, the Ancients, attempted to gain entry to Paradise, however the Gate Keeper of Paradise rejected them and destroyed their entire civilization. The goddess, Altana, having awoken from her slumber, wept over the destruction of the ancient race. Her tears cleaned away the wreckage and five divine tears gave rise to the five enlightened races (Elvaan, Galka, Hume, Mithra, Tarutaru). The God of Twilight, Promathia, however, was disgusted by Altana’s weakness and so cursed the five races by bringing out their darkest emotions—the Elvaan’s arrogance, the Hume’s apathy, the envy of the Mithra, the cowardice of the Tarutaru, and the Galka’s rage and curse them to constant internal conflict.

-Creation Myth of Vana’diel

An all male society, Galka are considered to be among the first enlightened races. They mostly deal in construction and mining. Galka reproduce through reincarnation. Naming a Galka is quite simple as they take on Native American sort of names.

Racial Attributes:

Ability Score: +2 Str, +1 Con

Size: Medium

Speed: 20ft.

Languages: Common, Galkan.

Stability: Galkan tough bodies grant them +2 on saving throws poisons, spells, and spell-like abilities.

Imposing Figure: Galka are intimidating without even trying. They gain proficiency on the Intimidation Skill.

Low-Light Vision: 120 ft. vision.

cat warrior

CHAPTER 1 | Races

 

 

Garif

This race of large-framed, well-muscled humanoids have bodies covered in thick fur. The Garif adorn themselves simply with ornaments of stone and bone, preferring natural objects over those crafted or otherwise unchanged from their original form. The one exception is their masks: each is unique, and is worn for the duration of the owner’s life. The Garif worship magicite as a sacred substance, and possess deep cultural knowledge of the stones.

Racial Attributes: +2 Con, +1 Wis

Size: Medium

Speed: 30 ft. on land

Languages: Common, Garif, and +1 of your choice.

Bond to the Land: Choosing to cherish and look after the land they settle on, garif are often much more at home within those lands. Pick deserts or plains, garif gain +2 to AC when in that chosen terrain. This choice is made at character creation, and cannot be changed. Animal Herder: Garif receive proficiency in Animal Handling.

Low-light Vision: 120 ft.

Weapon Familiarity: Garifs are proficient with longspears, shortspears, javelins, and tridents.

cat warrior

CHAPTER 1 | Races

 

 

Garlean

Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation.

-Gaius van Baelsar, Legatus of the XIV Legion

The Garleans, who share the name of their Empire, are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world.

Physical Description

The Garleans are a hearty people whose life under the imperial rule has provided them with strong bodies and minds. Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition. These two great assets were met only with a damning disadvantage, an extreme difficulty when manipulating magic. Though there are Garleans are capable of overcoming even this obstacle who go on to master aetherial manipulation as well.

Displaced Conquerers

The Garleans are a race of people who found themselves at a disadvantage in the world. Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods. Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves.

Advent of Magitek

As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek. This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they’d managed to form a vast empire which spanned three quarters of the great continents of Aldenard.

Why They Adventure

Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand’s position in the world through hard work. The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many people’s mouths, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams.

Garlean Names

Garleans names often declare one’s title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.

Male Garlean Names. Aulus, Cid, Faust, Gaius, Ignatius, Kaius, Maxima, Nael, Nero, Noah, Quentin, Regula, Solus, Vitus, Zenos

Female Garlean Names. Adora, Alma, Belva, Cella, Elysia, Gloria, Julia, Livia, Lucia, Minerva, Octavia, Rheya, Silvia, Vesta

Garlean Middle Titles. van (Legatus), quo (Centurio), pyr (Assistant to Centurio), oen (veteran soldier), lux (head field engineer/medic), kir (veteran field engrineer/medic), jen (field engineer/medic), dus (civil servant), cen (artisan), bas (merchant), aan (person from annexed lands)

The Hierarchy

A proper list of all known positions in the Garlean Empire can be found in Appendix F at the end of this resource on page 118.

Garlean Surnames. Arvina, Asina, Baelsar, Brutus, Darnus, Gabranth, Galvus, Garlond, Hydrus, Junius, Lexentale, Messalla, Priscus, Scaeva

CHAPTER 1 | Races

 

 

Garlean Traits

Your Garlean character has a variety of natural abilities.

Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.

Age. Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80.

Alignment. Garleans tend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank were held in high regard.

Size. Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Your size is medium.

Imperial Education. You gain proficiency in one skill of your choice and one set of artisan’s tools of your choice.

Optional Racial Trait

Magically Inert. You have great difficulty casting magic on your own power and require the aid of technology to do so.

In the world of Final Fantasy XIV, the Garleans have a great deal of difficulty manipulating aether, which caused them a great deal of strife in the past. It is not impossible for a Garlean to gain the ability to do so, and half garleans have no trouble at all thanks to their mixed blood.

When playing a casting class as a Garlean should have their casting focus flavoured to account for this. For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest.

Spatial Insight. You gain proficiency in the Investigation skill.

Third Eye. You gain proficiency in the Perception skill. Additionally, ranged weapon attacks you make have an increased normal range of 10ft.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read and write Common, Garlean and one extra language of your choice.

Conquerers

The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those who within the Empire are often patriotic within the homeland, while hateful in the annexed regions. As such most races who are not Garleans have a hatred for them until they prove their intentions are good.

Garlean

CHAPTER 1 | Races

 

 

Half-Breed

Some races find their partner in life in other races. Half-Breeds embody strengths from the two. NOTES: The only race(s) players CANNOT be a half-breed of is: Galka, Mandragora, and Moogle.

Racial Attributes

Ability Score: Half-breed characters gain +2 and +1 from the two races the player chooses. The rule with this, the player can only choose one for each. Example: Hyur: +2 STR, +1 DEX and Elezen: +2 INT, +1 DEX… the player must choose one ability from the two. So, it could be +2 STR, +1 INT, vice versa, or +2 DEX, +1 INT, or vice versa.

Size: Medium or Small. Depends on the races chosen.

Base Speed: 30 ft. If the one or more base races have a fly, climb, or burrow speed, the Half-Breed gains half the movement amount instead or an average if both races possess both movement modes.

Languages: Half-Breeds speak Common and one other from their chosen base races.

For other Racial Traits: Players will be able to chose from the base races. Not all, DM will only allow 4 racial traits. 2 from each of the base races.

CHAPTER 1 | Races

 

 

Hrothgar

During the Third Astral Era, Queen Gunnhildr united the fragmented tribes of Hrothgar to rise up and drove off the Allagans, eventually going on to found the nation of Bozja.

-Misija

Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world.

Claws, Fur and Fury

The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disproportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriarchy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost.

A Question of Servitude

The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homeland and their lives revolved around their Queen. General most Helions are devout servants to their Queen.

In comparison The Lost boasted a more free spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them to put roots down. Their fur is often coloured in cool hues, which is said to reflect their independence and the choice to leave the warm embrace of their Queen.

War Torn Homeland

The Hrothgar hail from a tropical region in Southern Ilsabard known as Bozja. Born of an intense struggle against the allagan empire centuries ago, Bozja is lead by Queen Gunnhildr, a title bestowed upon the woman with the greatest aptitude for a rare power of future sight, who goes on to select her successor. Due to a severe accident that leveled the capital city, Bozja has become a war torn land controlled by the Garlean Empire, dutifully fought for by a resistance of patriots trying to save their homeland.

Its My Life

The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or their homeland, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive.

Hrothgar Names

Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names. The Helion clans are always three syllable names which begin with A, while the Lost always end their name in “-asch.”

Male Hrothgar Names. Borimir, Deyan, Grugur, Mikac, Ludevit, Novak, Semir, Sudimir, Svante, Taman

Female Hrothgar Names. Anja, Gunnhildr, Hana, Jana, Katarina, Maja, Milena, Petra, Teodora

Helion Family Names. Amilan, Aredna, Arodica, Asvana, Astana

The Lost Family Names. Irryasch, Mildasch, Ovasch, Petyasch, Piryasch, Zelasch

CHAPTER 1 | Races

 

 

Hrothgar Traits

Your Hrothgar character has a variety of natural abilities.

Ability Score Increase. Your Strength score increases by 2.

Age. Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.

Alignment. Helions lean towards lawful alignments, be it their upbringing to obey their Queen’s wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment. As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots.

Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4inches tall. Generally they way over 260 lbs. Your size is medium.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

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

Keen Smell. You have advantage on Perception checks that rely on smell.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read and write Common and one extra language of your choice.

Subrace. The Hrothgar come from two different clans. Select one of the two subraces of Hrothgar.

Helion

The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen.

Ability Score Increase. Your Dexterity score increases by 1.

Lionhearted. You have advantage on saving throws against being frightened.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

The Lost

Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriarchy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago.

Ability Score Increase. Your Constitution score increases by 1.

Contractor’s Life. You gain proficiency in the Persuasion skill.

Unbending. You have advantage on saving throws against being charmed.

Newly Formed Bonds

The Hrothgar found themselves largely at odds with the other races of the world initially. Once they had mastered their tongue things generally smoothed over.

Au Ra. “We see a lot of ourselves in the Au Ra, both Helions and The Lost alike. We can appreciate the path they walk.”

Roegadyn. “They’re powerful and boisterous, not unlike ourselves. They could be great friends or great rivals depending on the day.”

Viera. “They too seem to experience issues within their kind when it comes to their opposite sex. Seems strange that usually the females only ever show themselves.”

Hrothgar

 

 

Hyur

Thal’s Balls…I’d forgotten what it was like to feel so alive! Not since leaving the Bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.

-Raubahn Aldynn, The Bull of Ala Mhigo

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Of Average Build

The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.

A Matter of Location

The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.

These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

People of the World

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

Glory and Prosperity

The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another’s behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Hyur Names

The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.

Male Midlander Names. Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine

Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde

Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn

Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla

Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher

Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill

Breadth of Bonds

Hyur are prevalent throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.

Elezen. “For a long time we didn’t see eye to eye, but for the time being we are friends.”

Lalafell. “The Planesfolk are a wonderful people, so earnest in their lives. The Dunesfolk, will rob you blind with your thanks.”

Miqo’te. “They’re a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them.”

 

 

Hyur Traits

Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.

Ability Score Increase. An ability score of your choice increases by 1.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old. Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30ft.

Spread of Culture. You gain proficiency with a set of artisan’s tools, gaming set or musical instrument of your choice.

Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read and write Common and two other languages of your choice.

Subrace. The Hyur have changed over time based on where they lived over the past millennium. Select one of the two subraces of Hyur.

Midlander

As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.

Ability Score Increase. Your Intelligence score increases by 2.

Variable Education. You are proficient in an additional set of artisan’s tools of your choice.

Highlander

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Strength score increases by 2.

Naturally Honed Body. You gain proficiency in the Athletics skill.

cat warrior

Variant: Padjal

The Padjal are a rare occurrence born to Hyurian families who live in The Black Shroud. These children are grow white hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjury.

Ability Score Increase. Your Wisdom score increases by 2.

Nature’s Blessing. You gain proficiency in the Nature skill.

cat warrior

 

 

Lalafell

But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. ‘Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

-Nanamo Ul Namo, Sultana of Ul’Dah

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul’Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Tiny Yet Mighty

Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs.

The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally, out of tradition, Dunesfolk sometimes place gemstones associated with their zodiac sign on their foreheads.

Products of the Land

The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions.

Rolling Planes and Towering Dunes

The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile lands across the southern seas, farming the fertile lands of their namesake. The Dunesfolk were not so lucky to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, traveling with their herds. Eventually the Dunesfolk founded a great city of wealth, where many Dunesfolk live today.

Family and Fortune

Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.

Lalafell Names

Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own rule set detailed below. Each letter indicates a syllable or pair of syllables.

Lalafell Naming Convention
Gender and Subrace Rhyming Scheme
Male Plainsfolk AB - CB
Female Plainsfolk ABB - AB
Male Dunesfolk AAB - CCB
Female Dunesfolk AAB - AB

Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis

Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.

Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba

Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

 

 

Lalafell Traits

Your Lalafell character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Charisma score increases by 2.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.

Size. Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and one other language.

Good Relations All Around

Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.

Subrace. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.

Plainsfolk

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Dunesfolk

As a Dunesfolk, you’ve adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.

Ability Score Increase. Your Intelligence score increases by 1.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Land of Merchants. You gain proficiency in the Deception skill.

Spoiler Subrace

There is a third subrace option for Lalafells available in Appendix B of this book on page 113. This subrace reflects minor spoilers for the FFXIV MMO.

Lalafell

 

 

Mandragora

The enigmatic mandragora were first observed in the aftermath of the Seventh Umbral Era. It is not known whence they came, or if they even existed prior to the Calamity. They resemble a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

Standard Racial Traits

Ability Score: DEX +2, WIS +1

Size: Small

Base Speed: 20 ft.

Languages: Common and Mandragoran

Hydrated Vitality: Mandragoras regain health when they are placed in water. They regain 2d4 HP (Add 1 Die every level after 3rd). Stagnant water, poisoned, or artificial water (water placed in a bag of holding) does not activate this ability.

Natural Armor: Naturally strong, fibrous skin grants Mandragora a +1 to their AC.

Plant Resistance: Mandragoras, while plant, have a lot more in common with most humanoids. They have resistance towards mind-effects effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, and polymorph effects. They are also immune to sleep effects.

Sunlight Sustenance: A mandragora does not eat food, but must consume water. Furthermore, Mandragora are plants and require sunlight. 6-hours of sunlight and they will be considered full. A mandragora that is deprived of sunlight will become exhausted (encumbered), if the Mandragora goes for a month without sunlight, they will die.

Camouflage: All Mandragoras can camouflage with their environment.

Mandragora Sub-Races

Farm-Folk

Farm-Folk are Mandragora who are a mysterious bunch, but they are said to be reincarnations of past dead mandragora. These folks resemble veggies, fruits, flowers (tomatos, onions, apples, sunflowers, cotton). They love helping farmers tend to their farms in making sure all the produce will bring happiness and nourishment to small people (kids and small races).

Standard Racial Attributes:

Racial Stats:+2 DEX, +1 CHA

Rooted: Farm-Folk have the ability to reach their roots into the ground, lessening the time they need when it comes to Hydration by 10 minutes. FLOWER ONLY: Flower ones will be in full-bloom lessening sunlight intake from 6 hours to 2 hours. Spawn: Farm-Folk can spend time (long rests or as a downtime) to turn a small patch of ground into a small patch of fruits, veggies, plants, flowers. The ground must be near a watering source and receive plenty of sunlight.

Barker

Barkers are Mandragoras most commonly found in Forests, some jungles. They have bark like skin, making them really tough. They protect the trees in certain areas of forests, either blessed by a druid, white mages, the Fey, etc. Might not wanna mess with them, they definitely pack a punch.

Standard Racial Attributes:

Racial Stats: +2 CON, +1 STR

AC Bonus: Instead of a +1 to your AC bonus, you receive a +2.

Oxygen: Like trees, Barkers are capable of producing their own oxygen. Barkers can hold their breath for a super long time, have advantage against wind effects, and gaseous poisons.

Spawn: At the end of their lives, Barkers will return to the Forest, their ancestral home to be with their family. The Barker will root themselves and turn into trees. Any acorns, pinecones, or a fallen piece of bark has a chance of spawning a new Barker.

Desert-Walkers

Desert-Walkers are an interesting folk. They love to use mirages to mess with dehydrated individuals or anyone who spends a lot of time in the desert sun. They come in the form of cacti, succulents, tumbleweeds, and a few other desert plants.

Standard Racial Attributes:

Racial Stats: +2 DEX, +1 CHA

Natural Attack: Whether a cactus, tumbleweed, or something. These Mandragora shouldn’t be hugged or even touched. Natural thorns or needles will be the demise of any hallucinating wanderer. The natural attack deals #d4 (# equals the amount of thorns of needles stuck in the target.) piercing damage. What’s Water: You’ve grown accustomed to not having water for longer periods of time. Desert-Walkers can go without water for up to three months. Desert-Walkers also have a natural way of knowing where water is at all times.

Spawn: Desert-Walkers can live a lot longer than their cousins. They are able to bloom with beautiful bright red flowers. These petals will scatter into the wind and have a chance to spawn. If a flower petal remains on you, you’ll gain a new part.

 

 

Fungi

Fungi are swamp-dwelling mandragora. Usually in the resemblance of mushrooms. They tend to not like outsiders in their swamps. If an outsider is truly lost, they will help lead them out, but should the outsider look to do harm to the swamp, the outsider will mysteriously disappear. Some Fungi form bonds with Jungle dwelling Mandragora acting in the same goal of protecting their territory.

Standard Racial Attributes:

Racial Stats: +2 DEX, +1 INT

Spores: Fungi are able to spread spores whenever they are disturbed. As a reaction, a Fungi can launch poisonous spores in a 25 ft. cone. Deals 2d4 poison damage. On crit, the targets will start hallucinating. If the target dies from this attack, in 1d4 rounds, fungus will start to appear on the defeated targets to start decomposing the bodies. Has a chance of spawning a new Fungi to join the swamp family.

Poison: Fungi have a natural immunity to poison, resistance towards hallucinations and other mind-affecting attacks, and can spend 2 hours of downtime making vials of poisons and antidotes.

Only Water: Fungi don’t need the sun to stay alive, as long as they have a water source, they can survive. Also, the water can either be natural river water or stagnant, swamp water.

cat warrior

 

 

Miqo’te

The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic.”

-U’odh Nunh, leader of the Drake Tribe

The Miqo’te are an aloof people who value their independence from the world. Centuries ago the Miqo’te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo’te have integrated into society with pockets of die hard traditional Miqo’te tribes surviving out in the world.

Lithe Hunters

The Miqo’te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun’s ears are wider with thicker fur, while the Keepers of the Moon’s ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers’ pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo’te people.

Of Suns and Moons

The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo’te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In contrast the Keepers live in a matriarchal society and worship the goddess Menphina.

Arid Sands and Dense Woods

The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

Adventure Calls

The Miqo’te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo’te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.

Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.

Miqo’te Names

Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers’ first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother’s surname is passed on to the children. The males born into the Keepers’ communities take both of their mother’s names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

Male Seeker Names. I’wheto, S’ciwah, Q’tuja, P’fhemeh, I’chelu, B’cuhguh, S’tohm, S’ghut, M’bod, I’phur.

Female Seeker Names. C’nhamfaule, C’qhaalkamo, D’mhagsoo, G’ganni, H’yhaafoqu, J’gidhiju, K’jotnhu, L’keknhegu, M’yhaiabdu, N’zhamroli

Male Keeper Names. Axah’a, Gohkoh’to, Luhga’li, Mahgeh’sae, Mucih’ra, Nohpu’ir, Sahxa’wo, Suleh’ya, Vehse’zi, Wizo’tan.

Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih

Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Seekers of the Sun Tribes

For a full list of the Seekers of the Sun’s tribes, see appendix F on page 110.

 

 

Miqo’te Traits

Your Miqo’te character has a variety of natural abilities related to their natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo’te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. Miqo’te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Size. Miqo’te are a proud people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 30ft.

Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Predation. You gain proficiency in the Perception skill.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of “r” sounds are sometimes extended with a purr.

Subrace. The Miqo’te are made up of two distinct clans. Select one of the two subraces of Miqo’te.

Seekers of the Sun

As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Ability Score Increase. Your Charisma score increases by 1.

Natural Athelticism. You gain proficiency in the Atheletics skill.

Graceful Speed. Your base walking speed is 35ft.

Keepers of the Moon

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed.

Ability Score Increase. Your Wisdom score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 ft.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Reserved Watchers

Miqo’te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo’te lead isolated lives, preferring to stay aloof.

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Moogle

Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet. They tend to have small eyes (like moles) and black, red, or purple bat-like wings. Their most distinguishing feature is a single black antenna that sticks up from the head with a small, usually red, ball (or “pompom”) at the end. Their ears are usually shaped like a cat’s, but sometimes they have longer rabbit-like ears. Most Moogles have white or pink fur. When speaking hume languages, they tend to end their sentences with the sound ‘kupo’. Moogles are mostly found in large cities, working as engineers, or serving aboard airships. They are avid storytellers and holders of many superstitions. Moogles also hate water, preferring instead to bathe in dust or sand.

Ability Score: +2 DEX, +1 CHA.

Size: Small

Base Speed: 20 ft. on land. 20 ft. fly speed.

Languages: Common, Moogle, and one more of your choice (except for druidic).

Good Merchant: Moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles gain a proficiency in Persuasion.

Low-Light Vision: Moogles can see twice as far as Hyur in conditions of dim light.

Gossip: Moogles love to gossip among themselves. If the player, playing as a Moogle, runs into another. The player may take some time to gossip. Exchanging information about people, lands, and even places for the best food. Sometimes, there’s no gossip. Moogles will show their loyalty to their king by performing the Moogle dance.

Scavenger: Choose either Perception or Investigation. Moogles gain advantage when looking for items to sell. This could be on looted bodies, hidden treasure, etc.

For the King: Every now and then, Moogles must make a pilgrimage to see the Moogle King.

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Roegadyn

They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

-Admiral Merlwyb Bloefhiswyn

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

Size Matters

Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery.

Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits

The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.

Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of Abalathia. Here they guard the material plane from undead spirits trying to return home.

The Great Seas and Abalathia

The Roegadyn as an entire race hail from the Northern seas their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates.

The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

In Their Nature

The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.

They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure.

Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

Roegadyn Names

Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language. Women of the Sea Wolves also derive their names by combining two words, but the second word is always one of eight words. Sea Wolves form their surnames by taking their parent’s name and adding a third word; syn for males and wyn for females, indicating they are a son or daughter respectively.

Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.

Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr

Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim

Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow

Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.

Roegadyn Language

Check Appendix F for a list of Roegadyn words on page 110.

 

 

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Constitution score increases by 2.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they’ve lived near for ages.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30ft.

Brave. You have advantage on saving throws against being frightened.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Languages. You can speak, read and write Common and Roegadyn.

Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

On Your Merit

Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.

Seawolf

Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.

Ability Score Increase. Your Strength score increases by 1.

Sailor’s Swimming. You have advantage when making Athletics (swimming) checks.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Hellsguard

The elusive Hellsguard live around then volcanoes located within Abalathia’s Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, over time granting magical abilities.

Ability Score Increase. Your Charisma score increases by 1.

Magical Knowledge. You gain proficiency with the Arcana skill.

Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 2nd level once before requiring a long rest. When you reach 5th level, you can cast the Heat Metal spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spell casting ability for these spells.

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Varg

Sometimes mistakenly referred to as ‘Werewolves,’ the vargs are lean and powerful wolfmen, a mixture of human and bestial characteristics. Though they walk upright, long tails, lupine heads, and elegant fur leave little doubt as to their origins. In comparison to humes, vargs enjoy enhanced seeing, smell, and hearing; they can clearly recognize objects and movement at far greater distances, though their ability to sense color is significantly weaker. Like humes, vargs are at home in a wide range of habitats. While most commonly encountered in temperate climates, subspecies of this race can be found roaming sweltering tropical savannas, scraping out a minimal existence on misty moors, or braving arctic conditions. Fur colors and thicknesses vary accordingly, simultaneously serving as insulation and camouflage appropriate to a varg’s adopted surroundings.

Racial Attributes

Size: Medium

Base Speed: 30 ft.

Languages: Vargs begin play speaking Common and Lupin.

Fearless: Vargs gain resistance to mind-effects.

Natural Armor: Vargs have a +1 natural armor bonus.

Lycanthropy Resistance: Vargs are immune to the curse of lycanthropy. Varg’s natural attacks count as silver for the purpose of bypassing damage reduction, and a varg may spend a standard action and touch a lycanthrope to give that lycanthrope an insight bonus equal to half the Varg’s level plus his WIS mod (min. +1) to the target’s check to change back to human form.

Keen Senses: Vargs recieve a Perception skill proficiency.

Wolf Empathy: Choose between Animal Handling or Diplomacy for when you deal with wolves, dire wolves, and other types of wolves.

Bite: Vargs gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the Varg is wielding manufactured weapons.

Darkvision: Vargs can see perfectly in the dark up to 60 feet.

Varg Sub-Races:

Gnoll: +2 STR, +1 INT. Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors. Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.

Kitsune: +2 DEX, +1 CHA. Kitsune, or fox folk, are a vulpine race known for their love of both trickery and art. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

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Viera

The Viera may begin as part of the Wood, but it is not the only end that we may choose.

-Fran the Sky Pirate

The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.

Separate Paths

The Viera are a race of both males and females, but outside of necessary meetings to keep their race continuing onwards and taking the male children who have reached adulthood, they lead separate lives. The males of the Viera live secretive, lonely lives in which they shun everyone, even their own kin to fully pursue their sacred role as a Wood-warder. The Wood-warders patrol the Golmore Jungle and ensure no outsiders reach their former homes. That isn’t to say the women are defenseless though, as the female Viera are as capable as the men, but turn their attention to defend their young and homes.

People of the Wood

The word Viera itself means “people of the wood” and true to their name, in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and graceful traits of rabbits. The Rava make their home in the Golmore Jungle and grew to have umber skin and dark hair, allowing them to more easily blend in with the forest. In stark contract the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home. On average the Veena are shorter than their Ravan counterparts.

Of Jungles and Forests

Both the Rava and Veena clans make their homes exclusively in the Golmore Jungle, or the primeval forests which line the southwestern foothills of the Skatay Range, respectively. Both locations are large, sprawling canopies of forest which provide them with all the Viera need to survive. In addition to the thick forest canopy, the Skatay Range boasts white mountains which the Veena has grown to use as a secondary home. Both the Rava and Veena guard their homes with violence and without prejudice, anyone who enters their forest homes may be privy to a hostile reception.

The Green Word

The Viera’s set of laws are considered to be the laws of the forest in which they live. The Viera take jobs under this set of laws and restrict themselves from having contact with the world outside of their forest. Among many other restrictions the Viera subject themselves to, some find their ways off putting. If a Viera chooses to leave the forest they are considered an outsider from that day forward. These strict laws often drive Viera with a fire in their heart away to seek adventure.

Viera Names

Viera names are often short in nature, normally only 4 characters long. The letter “J” is used as a vowel in their tongue creating confusion at times for those who are not familiar with the Viera language. Despite close attention to purity in their bloodlines, the Viera do not worry about lineage and do not have family names.

Male Viera Names. Atan, Morn, Tjln, Frjn

Unsure as to true examples of male names but will give some example names until official material is released

Female Viera Names. Fran, Jote, Mjrn, Kryn, Ktjn

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Viera Traits

Your Viera character has a variety of natural abilities.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live roughly three times as long as the other races, approximately 240 years.

Alignment. The Trueblooded Viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives, while adventurers who leave home tend towards a more Chaotic alignment as they’re a people who live outside of tradition.

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Size. The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is medium.

Speed. Your base walking speed is 35ft.

Lapine Hop. Your maximum high jump and long jump distances are 10ft. higher than how it would be normally calculated.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Languages. You can speak, read and write Common and Viera.

Subrace. The Viera’s bloodline has split into two distinct groups, the dark skinned Veena and the fair skinned Rava.

Loyal To Others

The Viera are a race of people who warm to others slowly, keeping other races at an arms length and keeping their own kind divided even further. But once someone manages to break through this hesitation they’ll find a stalwart ally.

Au Ra. “Their nomadic life style and deep traditions is quite similar to ourselves and the Green Law. I may find their way of doing things strange but I can appreciate their way of life all the same.”

Miqo’te. “The Miqo’te seem to be great hunters, I can’t help but wonder who the better between us would be. I respect their ability.”

Rava

Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and more dangerous foes.

Ability Score Increase. Your Wisdom score increases by 1.

Powerful Presence. You gain proficiency in the Intimidate skill.

Veena

Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigor as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.

Ability Score Increase. Your Intelligence score increases by 1.

Approachable. You gain proficiency in the Persuasion skill.

 

 

Languages

Ascians

Au Ra

Common

Common (Miqo’te common with ‘r’ stretched as a purr)

Dravanians

Druidic (Druids only)

Sylvan (Fae Folk)

Galka

Garif

Lupine

Moogle

Roegadyn

Viera

 

 

Chapter 2: Classes

Class Overview
Class Description Hit Dice Saving Throw Proficiencies Armor and Weapon Proficiencies
Arcanist A spellcaster who summons a familiar to assit them in battle d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaves, light crossbows
Astrologian A spellcaster who uses tarot cards and draws power from the stars d6 Wisdom & Charisma Daggers, darts, slings, quarterstaves, light crossbows
Bard A storyteller who weaves magic through their instrument, masters of the blade and words. d10 Dexterity & Charisma Light Armor and Simple Weapons
Black Mage A mage who calls upon the power of the void to empower their spells d6 Intelligence & Charisma Daggers, darts, slings, quarterstaves, light crossbows
Blue Mage A mage who creates links with monsters and draws magic from their essence d8 Dexterity & Intelligence Light Armor, Simple Weapons, Long Swords, Scimitars, Short Swords
Corsair A master of the sea, commanding a ship and a crew, deadly with their sword, firearms, and their “ghost stories” d10 Dexterity & Wisdom Light Armor, Medium Armor, Simple Weapons, Cutlass, Rapiers, Simple Firearms
Dancer A supportive fighter who uses both magic and martial arts to control the battlefield d8 Dexterity & Charisma Daggers, Sickles, Darts, Light Crossbows, Whips, Chakrams
Dark Knight A knight who harnesses forbidden powers to protect the weak d10 Constitution & Charisma All Armor, Shields, Simple and Martial Weapons
Dragoon A high flying warrior who specializes in fight and utilizes the power of dragons d10 Strength & Dexterity Light and Medium Armors, Simple and Martial Weapons
Druid A supportive spellcaster who draws their magic from nature to fight alongside beasts and/or shapeshift into one d10 Dexterity & Wisdom Light Armor and Simple Weapons
Fighter A freelancer of sorts skilled with bows and swords to earn their keep d10 Strength & Dexterity Light Armor, Medium Armor, Shields (except for tower shields), Simple Weapons, Martial Weapons
Gunbreaker A bodyguard who augments their weaponry with manatriggers to deliver powerful attacks d10 Strength & Dexterity All Armor, Shields (Except for tower shields), Simple and Martial Weapons
Knight A sworn soldier who protects their kingdom from ruin d10 Strength & Constitution All Armor, Shields, Simple Weapons, Martial Weapons
Machinist A tinkerer who uses firearms and creates many devices and clockwork companions to do battle d8 Dexterity & Intelligence Light armor, Simple Weapons, Simple Firearms, Martial Firearms
Red Mage A mage who draws upon the schools of white and black, weaving them together with swordplay d8 Dexerity & Charisma Light Armor, Simple Weapons, Short Swords, and Rapiers
Reaper A fighter who calls on an ally from the void to aide them in battle d10 Dexterity & Wisdom Light Armor, Medium Armor, Simple Weapons, Martial Weapons, Scythes
Rogue A fighter who tends to the shadows to deliver powerful assassinations d8 Dexterity & Charisma Light Armor, Simple Weapons
Sage A mage who uses advanced technologies to augment their spell casting d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaves, light crossbows
Shaman A caster who uses totems and spirits to cast spells or fight alongside them d8 Wisdom & Charisma Light Armor, Simple Weapons
Samurai A fighter specializing in an Eastern approach to combat d10 Strength & Wisdom Light Armor, Medium Armor, Simple Weapons, Martial Weapons
Warrior A fighter who uses immense strength and bulk to overpower opponents d12 Strength & Constitution All Armor, Simple Weapons, and Martial Weapons
White Mage A mage who borrows the power of nature to cast spells d6 Wisdom & Charisma Daggers, darts, slings, Quartstaves, Light Crossbows
Witch A spell caster who uses hexes to bolster allies and ruin opponents d6 Dexterity & Intelligence Daggers, darts, slings, quartstaves, light crossbows

 

 

Multiclassing

The tables on the next page show the requirements to multiclass and the proficiencies gained when doing so.

Multiclassing Prerequisites
Class Ability Score Minimum
Arcanist 13 Intelligence
Astrologian 13 Wisdom
Bard 13 Charisma
Black Mage 13 Intelligence
Blue Mage 13 Intelligence
Corsair 13 Dexterity
Dancer 13 Charisma
Dark Knight 13 Strength or Charisma
Dragoon 13 Strength or Dexterity
Druid 13 Wisdom
Fighter 13 Strength or Dexterity
Gunbreaker 13 Strength
Machinist 13 Dexterity or Intelligence
Reaper 13 Wisdom
Red Mage 13 Charisma
Sage 13 Intelligence
Samurai 13 Strength
Shaman 13 Wisdom
Warrior 13 Strength
White Mage 13 Wisdom
Witch 13 Intelligence

 

 

Multiclassing Proficiencies
Class Proficiencies Gained
Arcanist -
Astrologian -
Black Mage -
Blue Mage Light Armor, Simple Weapons, Long Swords, Scimitars, Short Swords
Corsair Light Armor, Simple Weapons, Pistols, Muskets
Dancer Light Armor, Charkrams, Scimitars
Dark Knight Light Armor, Medium Armor, Shields, simple weapons, martial weapons
Dragoon Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class’s skill list
Druid Light Armor, Simple Weapons, Scimitars, one skill from the class’s skill list
Fighter Light Armor, Medium Armor, Heavy Armor, Simple Weapons, Martial Weapons, Shields (except tower shields)
Gunbreaker Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class’s skill list
Knight Light Armor, Medium Armor, Heavy Armor, Simple weapons, Martial Weapons, Shields
Machinist Light Armor, Pistols, Hunting Rifles, Revolvers, Muskets
Reaper Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class’s skill list
Red Mage Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class’s skill list
Sage -
Samurai Light Armor, Rapier, one skill from the class’s skill list
Warrior Light Armor, Medium Armor, Shields, simple weapons, martial weapons
White Mage Light Armor, simple weapons, one skill from the class’s skill list

 

 

Arcanist

A lightly armoured Hyur maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes and creating an opening for their allies, swaying the battle in their favour.

A quiet Miqo’te woman carefully scratches notes into her research tome. After a long times passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command.

A carefully launched arrow catches the the Lalafell’s ally. Invoking a few words and raising their grimoire to the sky, healing magics close the wound, allowing their friend to fight on.

These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.

Magic Through Research

Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist’s body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test.

Borrowed Power

One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist’s power and in return gives the caster an unwavering ally on the field of battle.

Creating an Arcanist

An arcanist’s path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your arcanist’s call to action? Perhaps their thirst for knowledge couldn’t be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon.

Whatever the cause which brought the arcanist out into the world, they do so with their research in hand and companion by their side.

Quick Build

You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the Sage background. Third, take the Acid Splash, Mage Hand and Prestidigitation cantrips.

homebrew mug

homebrew mug

 

 

The Arcanist
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tactics 3 2 2
2nd +2 Arcanist Specialization, Aetherial Ally 4 3 3
3rd +2 5 3 4 2
4th +2 Ability Score Improvement 5 4 4 3
5th +3 5 4 4 3 2
6th +3 Specialization Feature 5 4 4 3 3
7th +3 6 4 4 3 3 1
8th +3 Ability Score Improvement 6 4 4 3 3 2
9th +4 6 4 4 4 3 3 1
10th +4 Specialization Feature 6 5 4 4 3 3 2
11th +4 6 5 4 4 3 3 2 1
12th +4 Ability Score Improvement 7 5 4 4 3 3 2 2
13th +5 7 5 5 4 4 3 3 2 1
14th +5 Specialization Feature 7 5 5 4 4 3 3 2 1
15th +5 7 7 5 4 4 3 3 2 1
16th +5 Ability Score Improvement 7 7 5 4 4 3 3 2 2
17th +6 8 7 5 4 4 3 3 2 2 1
18th +6 Grand Design 8 7 5 4 4 4 3 3 3 2 1
19th +6 Ability Score Improvement 8 8 6 4 4 4 4 3 3 3 1
20th +6 According to Plan 8 8 6 4 4 4 4 3 3 3 2

Class Features

As an Arcanist, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Arcanist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

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

  • (a) quarterstaff or (b) a dagger
  • (a) a grimoire which acts as your spell casting focus
  • (a) a scholar’s pack or (b) an explorer’s pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Arcanist spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Arcanist spell list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Arcanist spells of your choice. Your spellbook is the repository of the Arcanist Spells you know, except your Cantrips, which are fixed in your mind.

 

 

Your Spellbook

You add to your spellbook as You gain levels reflect the arcane research You conduct on your own, as well as intellectual breakthroughs You have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When You find a arcanist spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until You understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book. For example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that You received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.

Preparing and Casting Spells

The Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of arcanist spells that are available for you to cast.

To do so, choose a number of arcanist spells from your spellbook equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcanist spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcanist spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a Arcanist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any Arcanist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player’s handbook) for your Arcanist spells.

Learning Spells of 1st Level and Higher

Each time you gain an Arcanist level, you can add two Arcanist Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcanist table. On your adventures, you might find other spells you can add to your spellbook (see “Your Spellbook”).

 

 

Tactics

Beginning at the 1st level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization. When you level up you may exchange one of your known tactics for another.

Advantageous. When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Aetherial Barrier. When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll.

Blessing of Nym (Scholar and White Caller only). When you cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list, you may cast it through your aetherial ally. Your eidolon acts as the point of origin for the spell and your touch-based spells may be cast as though you were standing where your eidolon is.

Bombarding. (Tactician only). When you take the Attack action or cast a spell, as a bonus action, you may direct one of your companions 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.

Castle (10th Level Required). As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.

Carbuncle Bind (Tactican Only). When your carbuncle lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your carbuncle. The target of your carbuncle’s attack must make a Dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature may not move more than 5ft away from the carbuncle for 1d4 rounds.

Carbuncle Shine (Tactician Only). As a bonus action you cause your carbuncle to shine brightly. All creatures who can see the carbuncle within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.

Deployment Tactics. (Tactician only). As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.

Devotion (Summoner and Black Caller only, 10th Level Required). When a creature within 10ft. of your aetherial ally attacks another creature with a melee attack successfully, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll.

Elemental Attunement (Summoner and Black Caller only). As an action, you may grant resistance to fire, cold, lightning, poison or sonic damage to yourself or a creature within 5ft. of you for a number of rounds equal to your Intelligence modifier.

Emergency Tactics (Scholar only, 10th Level Required). When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target.

Excogitation (Scholar only). When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.

False Fear (Tactician Only, 6th Level Required). When your carbuncle lands an attack, as part of their attack you may empower it further. You attempt to attack their mind. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the carbuncle until the end of your next turn.

Holistic Awe (White Caller Only, 10th Level Required). Your Arcs can freely pick you up to fly for 10-minutes. Should the time run out while you are flying, your Arc will return you safely to the ground.

Logsitics Preparation. As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.

Nymian Preparation (Scholar only, 6th Level Required). When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.

Plan of Attack. As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Quick Summoning (14th Level Required). As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.

Rouse. When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.

Sacrifice. While your aetherial ally is out, you may sacrifice your actions to give your aetherial ally up to two actions.

 

 

Spreading Strike (6th Level Required). When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.

Spur (Summoner only). When your Egi takes an action, as part of their action you may empower them. They gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.

Switching Step (6th Level Required). As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Tactical Position (Tactician Only). You may use the help action as a bonus action.

Tri-bind (Summoner Only, 6th Level Required). As an action all creatures within 10ft. of your aetherial ally must make a Dexterity saving throw against your Spell Save DC or become restrained for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect.

Virtues (White Caller, Black Caller, 6th Level Required). For a number of times equal to your intelligence modifier, you can spend a bonus action to freely switch between your aetherial allies. Regain all uses after a long rest, and regain half on short rests.

Arcanist Specialization

At 2nd level, you choose a specialization to focus on as an Arcanist: Tactician, Summoner Nymian Scholar, Black Caller, or White Caller all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Aetherial Ally

Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. The creature is friendly to you and your companions and obeys your commands. Depending on your selected archetype you are able to summon specific creatures. Tacticians are able to summon carbuncles, summoners are able to summon Egis, nymian scholars are able to summon Eos or Selene, Black Callers are able to summon Demis and White Callers are able to summon Arcs. Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places.

Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.

In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally’s body returns to life after 1 minute with all its hit points restored.

You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.

Arcanist Summons

Information about your available summons can be found in Chapter 12.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Grand Design

Beginning at 18th level, the maximum number of tactics you may use before a rest increases by 2.

According To Plan

Beginning at the 20th level, you recover half of your expended tactics uses when you roll for initiative.

The Aetherial Ally

The Arcanist’s most prized companion is the one they bring forth into the world. Through the use of grimoires and magical formulas, Arcantists have learned how to bring forth a magical ally to fight alongside them. Depending on the area of study an Arcanist specializes in, they are able to summon different allies. A Tactician has learned to bring forth a carbuncle, a Summoner has learned to bring forth elemental egis, and a Nymian Scholar has learned to summon a special type of fey.

cat warrior

 

 

Tactician

Most arcanists walk the path of the Tactician, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of arcanists, the tactician who brings forth a carbuncle, to help dictate the pace of battle.

Field Commander

Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.

Additionally, when you select a new tactic according to the Tactics feature, you select two tactics. You regain any expended uses of Tactics when you complete a short or long rest.

Tactical Eye

Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you.

Strategic Preparation

Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.

The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Armor Class
  • Current hit points
  • Class levels (if any)

At the DM’s discretion, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Chain Stratagem

Beginning at the 10th level, when an ally is attacking a creature whom is affected by your Help action, their attack lands a critical hit on a die result 19 or 20.

Carbuncle’s Sacrifice

Beginning at the 14th level, you are able to sacrifice your carbuncle to recall the magic energy which makes up its body and calm your mind. Your carbuncle is unsummoned and you recover half the expended uses of your Tactics feature.

Summoner

A summoner has directed their studies towards harnessing the powers of elementals from another plane, summoning fragments of their strength as Egis to serve them.

Egi’s Boon

Beginning at the 2nd level, while you have your Ifrit Egi summoned you know the Firebolt Cantrip and have resistance against fire damage. While you have your Garuda Egi summoned you know the Thunderclap cantrip and have resistance against thunder damage. While you have your Titan Egi summoned you know the Magic Stone cantrip and have resistance against bludgeoning damage.

Channeled Casting

Beginning at the 6th level, when you cast a spell you may cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your egi as the point of origin. These spells do not cause damage to your egi. You can use this feature three times. You regain any expended uses when you finish a long rest.

Fester

Beginning at the 10th level, when you cast a spell that deals damage and requires a target creature to make a saving throw, if it fails you may deal additional necrotic damage to the target creature equal to #d8, where # is equal to your Intelligence modifier. You can use this feature three times. You regain any expended uses when you finish a long rest.

Enkindle

Beginning at the 14th level, as an action you are able to call on your egi to release the great power hidden within it, unleashing a devastating attack. You must then finish a short or long rest to use Enkindle again. The power is described in the creature description at the end of the class description.

 

 

Nymian Scholar

Some arcanists decide to research the use of their magic in the medical arts. These arcanists come to be known as nymian scholars, specializing in the lost healing magic of Nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.

Expanded Spell List

Your specialization as an scholar lets you choose from an expanded list of spells when you learn an arcanist spell. The following spells are added to the arcanist spell list for you.

Expanded Spell List
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Word, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Critical Heal

Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Nymian Healer

Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell’s level.

Adloquiem

Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.

Nymian Savior

Starting at the 14th level, when you cast a healing spell which will not grant temporary hit points, that creature gains 1d10 temporary hitpoints.

Black Caller

Some Arcanists have chosen to dip their magic and knowledge into the dark arts that Black Mages use. As a result, the Black Caller can summon Demis: Demi-Doomtrain and Demi- Hades. You can spot Black Callers from all-black attire; and their grimoire is just black leather with a dark red accent. At times, people can see a ghostly visage of a devil for a split second.

Spellcasting: Black Callers use the Black Mage’s spell list.

Expanded Spell List
Spell Level Spell
1st Find Familiar, Hex
2nd Blur, Silence
3rd Dispel Magic, Tongues
4th Polymorph, Wall of Fire
5th Animate Objects, Teleportation Circle

Demi’s Boon: Upon reaching 2nd level, the Black Caller can summoner their eidolons. When you summon Demi-Doomtrain, you know the Sapping Sting cantrip and have resistance towards necrotic damage. Summoning Demi-Hades, you know the Thunderclap cantrip and have resistance towards sonic damage.

Nothing Personal: At level 3 and as an action, Black Callers can sacrifice their eidolon to regain spell slots. If you do, your must wait one round to summon your eidolon. Black Callers can do this a number of times equal to their Intelligence-mod. Resets after a long rest. Note: Black Callers cannot rinse and repeat this process. To activate this ability again, you must wait 1 round when you’ve summoned your eidolon.

Breaking In: At level 5 Choose an elemental type: Fire, Ice, Thunder, Lightning, Acid, or Poison. Spells and eidolon attacks associated with the elemental type chosen ignore resistance. Later at levels 10 and 15, you choose another elemental type. Be aware that these are set-in-stone and cannot be changed during rests or re-summoning your eidolons.

Boosted: At the 10th-level and as a standard action, the Black Caller can spend their turn concentrating on boosting their eidolon’s next attack by +5 to the attack roll.

Outstretched: At level 15, Black Callers can now summon their eidolons 15 ft. away/

Outburst: At level 17, summoning your eidolon causes a 5 ft. area to explode when the eidolon occupies that space. Demi-Hades deals 4d10 thunder damage and causes deafness. Demi-Doomtrain deals 4d10 necrotic damage, occupants in the blast radius that die by this will have their souls be collected by Demi-Doomtrain for #d6 temporary hit points, where # equals defeated occupants. You may use this a number equal to your INT-mod.

 

 

White Callers

Much like Black Callers, White Callers dip their grimoires in holy magic used by White Mages. As a result, they are blessed with Arcs. Arc-Alexander and Arc-Madeen. You can spot White Callers by their white and gold robes; and their grimoires are white and gold with purple accents. Other times, people can faintly see a phantom halo above the White Caller.

Spellcasting:

White Callers use the White Mage’s spell list.

Expanded Spell List
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Word, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Blessing of Arc: Upon reaching level 2 with this specialization, the White Caller can now summon their Arcs. At this point, the White Caller is expected to know the ritual by heart, just needs a holy symbol (this will be attatched the grimore as a bookmark) as a reuseable spell component.

Heavy Duty: At fifth level, your healing spells and spell-like healing abilities gain an extra 2 dice. You have advantage on medicine checks. At levels 10, 15, and 20, add and extra 2 dice to your healing spells and spell-like healing abilities.

Guarded: At 10th-level, you may spend a spell slot to add an extra effect to your healing spells from: Shield, Remove Curse, Absorb Elements, or Aura of Life.

Tip-Top Shape: At 15-level, you may sacrifice your turn to boost your eidolon’s damage or healing by 2d10. This ability works with Guarded.

Love for Life: Much like the Black Caller, White Caller’s eidolons can now be summoned in a 10 ft. explosion. Both erupt in 4d10 holy damage to hostile enemies. The White Caller and any allies caught in the explosion, instead gain 4d10 HP. This does not work with Guarded or Tip-Top Shape. You may use this a number equal to INT-mod.

 

 

Astrologian

A slender Elezen woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future.

A Roegadyn man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into his trust tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, bringing them succor in the heat of battle.

A well versed Auri Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people.

Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success.

Wielders of Fate

The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies.

An Elegant Tool

The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky.

Creating an Astrologian

Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.

homebrew mug

 

 

The Astrologian
Level Proficiency Bonus Features Available Draws Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Draw 2 3 2
2nd +2 Sect Study Focus 3 3 3
3rd +2 4 3 4 2
4th +2 Ability Score Improvement 5 4 4 3
5th +3 Shuffle 6 4 4 3 2
6th +3 Sect Study Feature 7 4 4 3 3
7th +3 8 4 4 3 3 1
8th +3 Ability Score Improvement 9 4 4 3 3 2
9th +4 10 4 4 3 3 2 1
10th +4 Sect Study Feature 11 5 4 3 3 2 2
11th +4 Spread 12 5 4 3 3 2 3 1
12th +4 Ability Score Improvement 13 5 4 3 3 2 3 1
13th +5 14 5 4 3 3 2 3 1 1
14th +5 Sect Study Feature 15 5 4 3 3 2 3 1 1
15th +5 16 5 4 3 3 2 3 1 1 1
16th +5 Ability Score Improvement 17 5 4 3 3 2 3 1 1 1
17th +6 Double Draw 18 5 4 3 3 2 3 1 1 1 1
18th +6 Time Dialation 19 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 20 5 4 3 3 3 3 2 1 1 1
20th +6 The Deck of Sixty 21 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Constitution. Second take the sage background. Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor.

Class Features

As an Astrologian, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None

  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows

  • Tools: Divination Deck


  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion

Equipment

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

  • a dagger
  • a Star Globe
  • a Divination Deck
  • (a) a explorer’s pack or (b) a scholar’s pack
Divination Deck

The Divination Deck is a tool used to perform fortune telling. You understand how to tell fortunes via tarot decks with this proficiency.

 

 

Spellcasting

As a student of astrology, you can cast Astrologian spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.

Preparing and Casting Spells

The Astrologian table shows how many spell slots you have to cast your Astrologian spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Astrologian spells that are available for you to cast, choosing from the Astrologian spell list. When you do so, choose a number of Astrologian spells equal to your Wisdom modifier + your Astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Astrologian, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Astrologian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Astrologian spells. The power of your spells comes from your understanding of astrological powers. You use your Wisdom whenever a Astrologian spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Astrologian spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player’s handbook) for your astrologian spells.

Draw

Beginning at the 1st level, as an action you are able to draw a card from your deck of sixty and empower an ally according to the drawn card.

Roll 1d6, the number shown corresponds to the drawn card. Once drawn, you may apply the empowering effect to yourself or another creature within 30ft. that you can see. The card releases the energy within and the card returns to the deck.

The effect of the boon lasts for a number of rounds equal to your Wisdom ability modifier with a minimum of 1 round. You must use temporary resources within this time otherwise they are lost. A creature may only have one Draw effect affecting them at a time. A new effect replaces the old effect.

The Available Draws column of the astrologian table shows the number of times you can draw cards for your astrologian level. You regain all of your expended uses of draw when you finish a long rest.

Draw Effects
Card Drawn Die Result Card Effect
The Balance 1 Bonus 1d6 damage on all damage rolls. This bonus damage applies once per action, attack damage roll, bonus action and reaction. This increases to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 17th level.
The Bole 2 All damage you take is reduced by 1d6. This increases to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 17th level.
The Arrow 3 You gain one extra attack when you take the attack action.
The Spear 4 Your attack rolls crit on a 19 or 20 die result.
The Ewer 5 Temporarily provides one level 1 or 2 spell slot. May be used for level 3 spell slots beginning at the 11th level and level 4 spell slots at the 17th level.
The Spire 6 Temporarily provides 1, non-spell slot resource to an ally. This increases to 2 resources at the 5th level, 3 resources at the 11th level and 4 resources at the 17th level.
*The resources included in this effect includes class resources like the Monk’s Ki Points and the Fighter’s maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource.

 

 

Astrologian Archetype

At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Shuffle

Beginning at the 5th level, when you use the Draw feature, as a bonus action you may reroll the result of the d6 before applying its effect. You may only use the new result.

Spread

Beginning at the 11th level, when you use the Draw feature, as a bonus action you may set a drawn card aside for later use, adding it to your spread. You may have a number of cards in your spread equal to your Wisdom modifier.

On your turn, as a bonus action you may play any card from your spread. The cards in your spread lose their power when you complete a long rest.

Double Draw

Beginning at the 17th level, when you use the Draw action, you may draw and use two cards. Each card consumes an available draw. As a bonus action you may place one or both cards into your spread.

Time Dialation

Beginning at the 18th level, as an action, you may expend an available Draw to reapply a Draw effect on a creature within Draw range.

The Deck of Sixty

Beginning at the 20th level, when you roll initiative you recover a number of available draws equal to your Wisdom modifier.

The Heavenly Paths

When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers from. The stars were mapped using the positions of the sun and moon, and these two sects are reflective of their reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian may choose to minimally study the stars and focus their efforts into their tarot deck, learning advanced techniques on how to manipulate fate as a Fortuneteller.

Diurnal Sect

Your study of astrology has led you to studying under the Diurnal sect. Students of this sect focus on developing their understanding of the stars and their fortune telling in reference to the sun. Reflective of the life the sun provides those of the land, students of the Diurnal Sect focus on improving their ability to heal and support their allies.

Fortunate Healing

Beginning at the 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, you may expend an available draw to further empower the heal. The creature regains additional hit points equal to 1d6 + your Wisdom modifier.

Eyes of Azeyma

Also beginning at the 2nd level, you may expend an available draw to assist you in revealing dangers of the area. As an action you may do a quick reading to scan for traps in the area, giving you advantage on perception checks for 1 minute.

Diurnal Benefic

Beginning at the 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on all affected allies. After the spell is cast, the affected creatures recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You must then finish a short or long rest to use Diurnal Benefic again.

Lightspeed

Beginning at the 10th level, you may cast a 1st, 2nd or 3rd-level spell you have prepared as a bonus action by spending a number of available draws equal to the level of the spell you wish to cast.

Sun’s Fortune

Beginning at the 14th level, when you use the Fortunate Healing feature, the additional healing becomes 6 + your Wisdom Modifier. Additionally, you may roll 1d6 and apply the appropriate effect as if you had used the Draw action.

 

 

Noctournal Sect

Students of the Noctournal Sect have chosen to unravel the mysteries of the night sky and how the moon influences the world and fate. As seekers of knowledge, the Noctournal Sect tries to unravel the unknown, akin to chasing the dark side of the moon. In their efforts, students of this sect have taken to focusing on preventative measures and offensive magics.

Mage of Menphina

Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battle field. You have proficiency with one handed simple and martial weapons, light and medium armor. You gain 1 extra hit point when you level up.

As a bonus action you may spend one draw to help you predict how your enemy will react to your presence. You do not provoke attacks of opportunity until your next turn.

Noctournal Benefic

Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on all affected creatures. After the spell is cast, your all affected creatures gain temporary hit points equal to #d4 where # is equal to your Wisdom ability modifier. You must then finish a short or long rest to use Noctournal Benefic again.

Malefic Attunement

Beginning at the 10th level, when you make a melee weapon attack, you may cast a spell as a bonus action. You do not have disadvantage on ranged attack roles if a hostile creature is within 5ft. of you.

Lunar Rage

Beginning at the 14th level, you touch a willing creature or yourself and bless them with the power of the Noctournal Sect. Weapon attacks made by the selected creature deal an additional 2d6 force damage for 1 minute. At the start of each of the affected creature’s turns, they roll 1d6 + your Wisdom modifier and gain that many temporary hit points. You must then finish a long rest to use grant Lunar Rage again.

Fortuneteller

Some Astrologians turn away from the study of the cosmos and instead turn their attention to fate and the Deck of Sixty. Such Astrologians are known as Fortunetellers and develop innovative ways to make use of the tarot, even bending fate to their will.

Minor Arcana

Beginning at the 2nd level, you have learned to take advantage of the minor arcana of your tarot deck. When you use the Draw feature, on a die result 1, 3 or 5 you may use the card to make a ranged Spell attack that deals 1d6 + your Wisdom modifier force damage to a creature within 30ft. of you that you can see. On a die result 2, 4 or 6 you may use the card to heal 1d6 + your Wisdom modifier hit points to a creature within 30ft. of you that you can see. The potency of this effect increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at the 14th level.

Skillful Readings

Beginning at the 6th level, you are able to use your arcana cards to more effectively tell the future. When casting a Divination spell, you may spend a number of available draws equal to the spell’s level in place of expending a spell slot.

Stacked Deck

Beginning at the 10th level, you have learned how to bend the results of your fortune telling. When you use the Draw ability, you may roll 2d6 and select which die is the true result of the card.

Sleeve Draw

Beginning at the 14th level, as an action you may make use of each of your card drawing effects. Roll 6d6 and select 3 results. Two are added to your Spread and one may be used for the Draw or Minor Arcana effect. This expends three uses of the Draw action. You must then finish a short or long rest to use Sleeve Draw again.

 

 

Bard

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, an Elezen in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

A stern Hyur warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

Laughing as she tunes her cittern, a Lalafell weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

cat warrior

 

 

Bard Class Table
Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration 2 4 2
2nd +2 Jack of All Trades, Song of Rest 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration, Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest 3 12 4 3 3 3 1
10th +4 Bardic Inspiration, Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features

Hit Points

Hit Dice: 1d8 per bard level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Three musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three

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

(a) a rapier, (b) a longsword, or (c) any simple weapon (a) a diplomat’s pack or (b) an entertainer’s pack (a) a lute or (b) any other musical instrument Leather armor and a dagger

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

 

 

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

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.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player’s Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Expertise

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

 

 

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Magical Secrets

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 18th level.

Magical Secrets

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

cat warrior

Bard Specializations:

Bards aren’t just normal storytelling bards. They have their own niches. Some choose to be masters of the pen, some musical instruments, and some theater arts. See below for perhaps your style.

College of the Skald

The skald is a long line of warrior-poets, storytellers, and heroes. They bring the lore of past wars, ancient monsters, and forgotten kings wherever they go. They can compose poetry, and recite ancient epics to inspire their comrades, as well as allow themselves to become a conduit of pure emotion. Their study of ancient rhymes isn’t focused and rigid, but fluid, and ever changing. They focus as much on the emotion that poems inspire as much as the poems themselves.

Proficiencies:

Weapons and Armor:

Skalds are proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A Skald can perform bard songs while wearing light or medium armor and even using a shield.

Skalds are innately proficient in two skills of your choice: Performance, History, Insight, Religion, or Acrobatics.

Song of Strength:

At 7th level, a skald can use their Bardic Inspiration to inspire his allies to superhuman feats of strength. All allies within 60 feet and can hear the skald may add half the bard’s level to a Strength check. By expending 1 Bardic Inspiration, the Skald can also grant the effect of a +10 speed bonus to himself and his allies.

Dirge of Doom:

At 12 level, a Skald can use his raging song to create a sense of growing dread in his enemies causing them to become shaken. This only affects enemies that are within 30 feet and the skald continues his raging song. This stacks with other mind effects except another Dirge of Doom. The Skald must roll for an Intimidation check and has advantage on this roll. The Skald can spend 1 Bardic Inspiration to reroll, but must take the result of the second roll.

 

 

Song of the Fallen:

At 18th level, a Skald can temporarily revive dead allies to continue fighting, with the same limitations of the Revivify spell. The Skald selects a defeated ally within 60 feet and expends 1 round of Bardic Inspiration to bring that ally back to life. The Skald may also revive multiple allies at the same time or over successive rounds. Doing so, the Skald must expended 1 round of Bardic Inspiration per revived ally per round to maintain this effect. Please note: if an ally or allies are healed to full after this effect, they are deemed as living and don’t die when combat is over.

Master Skald:

At 20th level, a Skald’s Inspire Rage no longer gives allies a penalty to AC, not limits what skills or abilities they can use. Instead of +2 STR, CON and +1 Will Save, allies can use those bonuses towards other scores and abilities. Finally, when making a full attack, affected alies may make an additional attack each round.

College of the Skysinger

Members of the College of the Skysinger are adventurers who travel the world acting not only as entertainers but as agents of remembrance and soothesayers for souls who’ve not yet moved on.

Members of the college are tasked with the mission of traveling the world to record history through poetry and verse, ensuring the harsh truths of history are not swept away. At the same time these bards must help lost souls who’ve suffered the tragedies of the past find peace.

The college of the Skysinger was the dream of a famed archer who inadvertently caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for his sins by delivering restless spirits to a peaceful slumber. He hoped to one day return to the place where his friends were lost, and lay their souls to rest.

To honour this legendary bard and archer, members of the College often take up the bow alongside their instruments.

Bonus Proficiencies

Beginning at the 3rd level, you gain proficiency with long bows, the history skill and one other skill of your choice.

Troubadour’s Paean

Beginning at the 3rd level, you learn to protect your allies with your songs. A creature that has a Bardic Inspiration die from you can roll that die to gain temporary hit points equal to the result when an attack or spell targets the creature. While those temporary hit points are protecting the creature, they gain advantage against Intelligence, Wisdom and Charisma based saving throws.

Scars of History

Beginning at the 6th level, you gain advantage on checks regarding the history of battles and tragedies.

You are able to to channel your intuitive knowledge of tragedy into song. When you cast a spell, you may expend a Bardic Inspiration die to cause a creature to strike with hesitation. Select a creature within 60ft. of you that can hear you. That creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature’s mind is wrought with sorrow causing it to hold back. Until your next turn, when the creature makes a damage roll their damage is reduced by an amount equal to the Bardic Inspiration die + your Charisma ability modifier. The creature becomes immune to this effect for one hour afterwards. If successful, they are unaffected by your performance and become immune to the effect for one hour.

Wanderer’s Ballad

Beginning at the 14th level, when you cast a spell you may expend one Bardic Inspiration die to further inspire your allies. Select an allied creature within 60ft. of you that can hear you. Their critical hit range increases by 1 for a number of rounds equal to your Charisma ability modifier. If the creature is under another effect which increases their crit range prior to the effects of Wanderer’s Ballad, simply add the next lowest number to your crit range. For example, a fighter with a crit range of 19 or 20 affected by this ability has a crit range of 18, 19 or 20.

 

 

Songstress

A few in life choose to mark the great moments in history in a powerful song. Images of bravery, strength, honor and valor all accentuated by the beautiful and vivid portrayal laced amongst the powerful melody recounted by the songstress. And yet, for some this is not enough. For she who has heard the alluring and hypnotizing call of Althena’s Song, it becomes difficult not to be entranced. The songstress who wishes to further explore the powerful and magical potential of this song, often focus their studies and training so that they may become dramaturges. With a keen mind and a powerful voice, she guides her party, enhancing their innate capabilities, while keeping their minds free from even the most powerful enchantments. Despite the female-focused name, the archetype is not female only. The male version is known as Songster.

Songstress has two choices of skill proficiencies: Performance, Stealth, Survival, Perception, or Deception.

Limning Verse:

At 3rd level, the songstress can sing a song that causes fiends to glow with an aura of silvery light. Creatures with an evil alignment, outsiders, or deemed hostile within 10 feet of the songstress have a pale glow the surrounds and outlines the subjects. Outlined subjects shed light as candles. The affected beings have disadvantage on stealth checks and cannot benefit from concealment provided by darkness (a 2nd-level or higher spell of darkness functions normally). This light does not have any special effects on undead or dark-dwelling creatures vulnerable to light. The songstress can also change the color of the outline depending on her choice. At 4th level and every four levels thereafter, the range of this ability increase by 10 feet, to a maximum of 60 feet at 20th level.

Dedicated Performance

At 5th level, a songstress must choose a way of performance (sing) as her dedicated performance. At 6th level, the songstress gains a bonus on Performance (sing) checks made as part of a dedicated performance equal to her Bard level. This bonus increases by 1 per maximized Perform skill at 10th level and every four levels thereafter, to a maximum of a +4 bonus towards her performance checks.

Devilbane Refrain:

At 5th level, the songstress learns how to mimic aspects of a mantra or a prayer hymn with her Bardic Inspiration, enhancing her allies’ ability to combat devils, fiends, outsiders, and undead. Allies must be within 30 feet of the songstress and need to hear her sing for this ability to work. Natural and manufactured weapons wielded by allies are treated as if they were silver for the purpose of bypassing damage reduction. At 14th level, allies’ natural and manufactured weapons also gain the benefit of being holy, dealing extra radiant damage.

Shattering Crescendo:

At 15th level, the songstress learns to sing at frequencies capable of shattering magical effects. As an action, a songstress can use 2 Bardic Inspiration to attempt to dispel spells targeting her or her allies. This ability also extends to illusions, necromancy, enchantments, and anything magic. This functions as Dispel Magic, using the bard’s level as her caster level. At 17th level, the songstress would only need to expend 1 Bardic Inspiration.

cat warrior

 

 

Black Mage

A Lalafell stands before a horde of kobolds, blood thirsty they dash towards him. With a few skillful waves of his staff, a large fire ball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing but ash.

A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage bowing to her as she passes.

An Elezen laughs at the umbral hue of his magics as he unleashes a fireball empowered by dark magics upon his foes, his demonic servant chuckling at his side watching the dust settle.

A black mage is a powerful ally who wields forbidden magic. This raw energy manifests itself into devastating spells and effects. Their power is only rivaled by their thirst to increase that power.

A Dark Past

In days long past, there existed an powerful clan of mages and their arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Ties to the Void

In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts.

Creating a Black Mage

Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art.

!homebrew mug

 

 

The Black Mage
Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Spellcasting, Manafont 3 2
2nd +2 2 Magical Discipline 3 3
3rd +2 3 3 4 2
4th +2 4 Ability Score Improvement 4 4 3
5th +3 5 4 4 3 2
6th +3 6 Magical Discipline Feature 4 4 3 3
7th +3 7 4 4 3 3 1
8th +3 8 Ability Score Improvement 4 4 3 3 2
9th +4 9 4 4 3 3 3 1
10th +4 10 Magical Discipline Feature 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 14 Magical Discipline Feature 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 17 5 4 3 3 3 2 1 1 1 1
18th +6 18 Surecaster 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Resonating Aether 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a black mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor. magic missile, and sleep.

Class Features

As a Black Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Black Mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Black Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Maces, Light Crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion, Religion.

Equipment

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

  • (a) a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer’s pack or (b) a scholar’s pack
  • a spellbook

Spell Casting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Black Mage spell list. You learn additional Black Mage Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Black Mage table.

 

 

Spellbook

At 1st level, you have a spellbook containing six 1st-level Black Mage spells of your choice.

Your Spellbook

The spells that You add to your spellbook as You gain levels reflect the arcane research You conduct on your own, as well as intellectual breakthroughs You have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When You find a wizard spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until You understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative f10urishes and margin notes. It might be a plain, functionalleather volume that You received as a gift from your master, a finely bound gilt-edged tome You found in an ancient library, or even a loose collection of notes scrounged together.

Preparing and Casting Spells

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of black mage spells that are available for you to cast.

To do so, choose a number of black mage spells from your spellbook equal to your Intelligence modifier + your black mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level black mage, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of black mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Black Mage Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast a Black Mage spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as a Spellcasting focus for your Black Mage Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Black Mage level, you can add two Black Mage Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Black Mage table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).

 

 

Manafont

At 1st level, you have unlocked the secrets of storing magical energy in your body and utilizing it to assist your spell casting.

Mana points

You have one Mana point, and you gain more as you reach higher levels, as shown in the Mana Points column of the Black Mage table. You can never have more mana points than shown on the table for your level. You regain all spent mana points when you finish a long rest.

Leylines

When you cast a spell, the residual mana from your spell temporarily creates a leyline, which can be manipulated with your manafont.

If you cast a spell last turn and have not moved or taken any other actions during your turn, you may spend a number of mana points equal to that spell’s level to cast an evocation spell equal to or lower than that level without expending a spell slot. Your turn immediately ends after casting the spell. You can cast spells in this way no higher in level than 5th.

Magical Discipline

At 2nd level, you choose the discipline you belong to as a Black Mage. Mhachi, Enchanter, or Void Mage, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Surecaster

Beginning at the 18th level, as a bonus action, you may expend 5 mana points to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

Resonating Aether

Beginning at the 20th level, you regain half your missing mana points when you roll initiative.

Bringers of the end

Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage’s overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. The Mhachi specializes in powerful, destructive magic, an Enchanter uses charms and poison to cripple their foes, and a Void Mage has focused their studies on manipulating the void to gain greater magical strength.

Mhachi

The Machi are mages who specialize in the destructive arts. The Mhachi are the ones who created the art of Black Magic. Through deep introspection, they’ve learned to use their manafont to increase their destructive power.

Expanded Spell List

Your specialization as a Mhachi lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Chromatic Orb, Witch Bolt
2nd Aganazzar’s Scorcher, Snilloc’s Snowball Swarm
3rd Call Lightning, Sleet Storm
4th Ice Storm, Storm Sphere
5th Cone of Cold, Immolation

Unstable Aether

Beginning at the 2nd level, when you cast a spell, you may spend one mana point to reroll any damage die which resulted in a 1 or 2. You must use the resulting rolls.

Polygot

Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing.

Aetherial Manipulation

Beginning at the 10th level, you are able to more effectively manipulate your Leylines. Your movement is no longer restricted when making use of your Leylines feature. Casting a spell with the effect of Leylines still immediately ends your turn.

Additionally, if you expended a spell slot during your last turn, as a bonus action, you may spend one mana point to magically teleport back to the location you were standing in when you cast the spell if the space is unoccupied.

Devestating Force

Beginning at the 14th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

 

Enchanter

While many Black Mages focus their studies on the destructive arts, the Enchanter has shifted their study to empower their allies and weaken their allies through the use of powerful magics.

Expanded Spell List

Your specialization as an Enchanter lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Bless, Cause Fear
2nd Enlarge/Reduce, Magic Weapon
3rd Slow, Haste
4th Blight, Charm Monster
5th Dominate Person, Hold Monster

Point of Influence

Beginning at the 2nd level, you are able to use your Leylines feature for both enchantment and evocation spells.

Silvered Tongue

Beginning at the 6th level, your focus on enchantment magic has improved your speech. You gain proficiency in one of the following skills: deception, intimidation, persuasion. If you are already proficient in that skill, you gain expertise with it. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Additionally, you may use Intelligence as your ability score for the selected skill.

Unshaken Will

Beginning at the 10th level, when you must make a wisdom saving throw, you may spend 1 mana point to gain advantage on the saving throw.

Deep Influence

Beginning at the 14th level, when you cast an enchantment spell, you may spend 1 mana point to cause the target to have disadvantage on their saving throw.

Void Mage

A Void mage is a Black Mage who has focused their research on harnessing the power of The Void and the dark creatures who live within it. This has granted the Black Mage proficiency over dark magic which they wield with authority.

Expanded Spell List

Your specialization as a Void Mage lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Armor of Agathys, Arms of Hadar
2nd Ray of Enfeeblement, Shadow Blade
3rd Hunger of Hadar, Summon Lesser Demon
4th Banishment, Summon Greater Demon
5th Contact Other Plane (Ritual), Negative Energy Flood

Void Casting

Beginning at 2nd level, when you cast a spell, you may spend one mana point to change the damage type of the spell to necrotic. When you change the damage type of your spell in this way it does additional damage equal to your Intelligence ability modifier. This bonus applies to your spell once.

Void Sense

Beginning at 6th level, you have learned to borrow power from the void to improve your senses and causing your eyes to glow with dim red light. You may spend 1 mana point to gain darkvision out to 60ft. for one hour. If you already have darkvision, the range is increased by 60ft. Additionally, you gain advantage on perception checks that use your eyes while under this effect.

Ebony Offense

At 11th level, necrotic damage you deal is unaffected by resistances. As a bonus action, you may spend a mana point to overcome necrotic damage immunity for your next spell.

Bloody Veil

Beginning at the 14th level, when you kill a creature with a spell of first level or higher with necrotic damage, you gain temporary hit points equal to the spell’s level multiplied by your Intelligence ability modifier.

 

 

Magus

Magus are known as the Dreaded Armies the World Over, the Enders of Kingdoms, the Avatars of Ragnarök, the Disciples of Catastrophe. Whatever names they are given to these mages, they are the ultimately bringers of great destruction and mayhem, and many worlds bear the scars of their passing. While any black mage is capable of destructive uses of magic, the magus takes it well past the limit that defines reason. While these dangerous souls are often villains of Lowest Order and savages against all that is civilized, many are simply brutal pragmatics that see the ability to cause large scale destruction as a useful tool for advancement in martial societies.

Big Damage

At 1st, 5th, 9th, 13, and 17th level, the magus increases the destructive scale for a number of his spells. He selects one of the following area-types each time he gains this class ability. Any time he casts a damaging area-effect spell, he gains the listed benefit. He may take the same area-type multiple times, its effects stack.

Burst: Increase radius by 5 feet.

Cone: Increase cone-radius by 10 feet.

Cylinder: Increase radius by 5 ft and height by 10 ft.

Line: Increase the lines length by 20 feet or its width by 5 ft.

Wall: Increase length by 10 ft. and height by 5 ft.

Damage Control

At 3rd level, when the Magus invokes Elemental Shield to defend against a radius spell her has casted, he doubles its efficiency. At 10 levels, the magus’s elemental shield triples the amount, and at 17th level, it quadruples.

Destructive Mastery

At 4th, 8th, 12th, and 16th levels, Magus gain the Elemental Adept feat. The Magus cannot choose the same elemental damage type twice, instead must select a new one.

Mass Destruction: At 5th level, the Magus knows the Widen Spell metamagic feature. If the Magus already chose this feat, then they may select another metamagic option. At 10th level, the usage of the Widen Spell increases by 1. At 15th level, increases the radius of area-effect spells by +5. At 20th level, the Magus receives +1 usage and another +5 radius.

Living Catastrophe:

At 20th level, the magus becomes a mortal instrument of mayhem and destruction, and as long as he exists, the world will never be safe. The magus increases the Widen Spell metamagic feat by +2 usage and +15 radius.

cat warrior

 

 

Blue Mage

After careful preparation and intensive study, a man wearing blue robes makes careful notes of a dangerous beast just outside of the reach of an arrow. When their study is complete they make the call and their allies strike out against the beast, listening to the insights the researcher had found.

A woman wearing tough leather armour mixed with long following lengths of blue fabric skillfully strikes out with the scimitar. With grace and power, the woman unleashes one of the many monstrous souls she’s absorbed, shrouding their foe in flames.

The Blue Mage is a curious soul who has entwined their life with that of the monsters and beasts who roam the world. Whether writing a chronicle of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, vicious and dependable allies who can find a place of comfort anywhere on the battle field.

Ode to Monsters

The Blue Mage’s trademark ability is their uncanny mastery over the souls of monsters. Lore Keepers craft their magic to mimic the skills of monsters, while Fell Guards and Masked Carnevallians go a step forward and absorb the life force of monsters and use it to fuel their magic. Regardless of approach, Blue Mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies.

Gift of the Whalaqee

Blue Magic finds its roots in the New World, a sacred form of magic practiced by the Whalaqee tribe. They consider the powers of monsters to be that of nature and absorb their powers. They’ve also learned to store monster magic in totems to pass power on to other Blue Mages easily.

Creating a Blue Mage

When creating a Blue Mage one must consider how you came to know of Blue Magic. Did you meet a strange wanderer who assisted you in your studies? Perhaps you encountered a legendary beast when at a young age, affecting you in unforeseen ways. You must also consider the role that you will serve in the world in relation to monsters. Are your pursuits scholarly or are they of a more protective nature? Perhaps you seek out rare monsters to better yourself as a warrior.

Quick Build

You can make a Blue Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Dexterity or Constitution. Second take the Sage background. Third choose the cantrips Fire Bolt and Prestidigitation. Fourth add two monster links to your research journal, one combining Burning Hands and Grease, the other combining Sleep and Witch Bolt.

cat warrior

 

 

The Blue Mage
Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Azure Lore, Blue Mage Calling Libra 3 1 2
2nd +2 Monster Mimicries 4 2 3
3rd +2 Blue Mage Calling 4 3 3
4th +2 Ability Score Improvement 4 4 4
5th +3 5 5 4
6th +3 Magical Discipline Feature 6 6 4
7th +3 7 6 4 2
8th +3 Ability Score Improvement 8 6 4 3
9th +4 9 6 4 3 1
10th +4 Magical Discipline Feature 10 7 4 3 3
11th +4 Elite Monster Link (6th level) 10 7 4 3 3
12th +4 Ability Score Improvement 11 7 4 3 3 1
13th +5 Elite Monster Link (7th level) 11 8 4 3 3 3
14th +5 Magical Discipline Feature 11 9 4 3 3 3 2
15th +5 Elite Monster Link (8th level) 12 9 4 3 3 3 3
16th +5 Ability Score Improvement 13 9 4 3 3 3 3 1
17th +6 Elite Monster Link (9th level) 14 10 4 3 3 3 3 2 1
18th +6 14 10 4 3 3 3 3 2 1
19th +6 Ability Score Improvement 14 11 4 3 3 3 3 2 2 1
20th +6 Deep Azure 15 12 4 3 3 3 3 2 2 1 1

Class Features

As a Blue Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Blue Mage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple Weapons, Longswords, Scimitars, Shortswords
  • Tools: None

  • Saving Throws: Dex, Intelligence
  • Skills: Choose two from Athletics, Animal Handling, Arcana, History, Intimidation, Nature, Perception, Survival

\columnbreak

Equipment

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

  • a dagger
  • (a) a longsword or (b) scimitar
  • a cane spell casting focus
  • a set of clothes
  • a components pouch
  • leather armour
  • (a) an explorer’s pack or (b) a scholar’s pack
  • a research journal

Azure Lore

Your research and experience with monsters and magic has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Blue Mage spell list.

Cantrips

You know two cantrips of your choice from the blue mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Spell Slots

The Blue Mage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blue mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must pend one of those slots, and you cast it as a 3rd-level spell.

 

 

As a Blue Mage, you develop your spellcasting based on the abilities of monsters. A Monster Link is research linking the traits and abilities of creatures to pairs of spells to emulate their magical properties.

Each monster link you develop grants you two spells while you are you accessing them. When you gain a Blue Mage level, you take the opportunity to further develop your research and may create a new monster link, adding another pairing of spells from the blue mage spell list to your research journal as a pair. You may have any number of monster links in your research journal but may only access a number of monster links per the Monster Link Capacity column of the Blue Mage table, knowing the spells associated with the links you are currently accessing.

At the end of a long rest of which you spent two hours focused on studying, you may exchange one of your monster links you are accessing for another.

Optional Rule

One of the key elements of the Blue Mage is seeking out and gaining power from beasts out in the world. I recommend using monster links as an additional reward for hard fought battles with rare enemies. If the Blue Mage uses its Libra feature before or after a battle with such a creature, the DM may decide they are feeling particularly inspired by their findings and can grant them a bonus monster link to add to their research journal, perhaps even using spells outside the Blue Mage spell list.

Research Journal

At first level, you have a research journal with two monster links created by you.

Spells Known of 1st Level and Higher

The number of spells you are able to cast is dependent on the number of Monster Links you are currently accessing. While accessing a monster link, you gain access to both spells that make up the monster link. At first level you are able to access one of your monster links, your ability to access more monster links at once growing as you gain levels in Blue Mage.

Your Research Journal

The monster links you’ve discovered are kept in your research journal. As you further your research alone, you may encounter the works of other blue mages or peers who share their findings.

Copying a Monster Link into the Book. When you find the research notes of a peer, or a tome with well detailed monster links, you can copy the pair of spells into your research journal if you have spell slots of the appropriate level and the spare time to decipher and copy the notation. Copying a spell involved reproducing the basic form of the spells, then understanding the unique style of the blue mage who wrote it. For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your own monster links.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book. You can copy a monster link from your own research journal into another book-for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place.

Book’s Appearance. Your research journal may take any style of tome you wish. A Lore Keeper like has a well kept tome used for taking notes in the field, while the Fell Guard may carry a durable grimoire to record their experiences.

 

 

Spellcasting Ability

Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spell casting ability, as a Fell Guard Wisdom is your spell casting ability and as a Carnevallian your spell casting ability is Charisma. You use the associated ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier for the associated ability when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your ability modifier

Spell Attack modifier = your Proficiency Bonus + your ability modifier

Spellcasting Focus

You can use a cane adorned with some kind of arcane focus at its handle as your spell casting focus.

Blue Mage Calling

At 1st level, you choose the type of Blue Mage you’ll become: the Lore Keeper, Fell Guard or Masked Carnevallian. Both are detailed in the next section of the class description. Your choice grants you features at the 3rd, 6th, 10th and 14th level.

Libra

Also at 1st level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength Score
  • Dexteriy Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Additionally, you may spend 1 minute after combat studying a creature’s corpse to ascertain the same information.

Monster Mimicries

As your research into monsters continues, you learn how to use your magics to mimic their abilities.

At 2nd level, you gain two Monster Mimicries. Your Monster Mimicry options are detailed at the end of the class description. When you gain certain blue mage levels, you gain additional mimicries of your choice as shown in the Monster Mimicries Developed column of the Blue Mage table.

Additionally, when you gain a level in this class, you can choose one of the mimicries you have developed and retool your knowledge, replacing it with another mimicry you could learn at that level.

At 11th level, you have made a major breakthrough in emulating creatures of legend. You theorize an Elite Monster link that you commit to memory. Choose one 6th-level spell from the blue mage spell list as this Elite Monster link.

You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more blue mage spells of your choice that can be cast in this way: one 7th-level spell at the 13th level, one 8th-level spell at the 15th level, and one 9th level spell at the 17th level. You regain all uses of your Elite Monster Links when you finish a long rest.


Deep Azure

At 20th level, you may exchange your monster links when you complete a short rest. Additionally, you can spend 1 minute of highly intensive meditation, regaining all of your expended expended spell slots from your Azure Lore feature. You must then finish a long rest to use Deep Azure again.

The Azure Path

As you come to better understand the monsters of the world, you eventually must choose what path you will walk alongside your research. To treat the creatures of the world as subjects for research and chronicle their existence as a Lore Keeper, or to realize the danger of these creatures and stand against them as a Fell Guard. Some blue mages choose to bring the monstrous magics to the masses, combining the marvels of monsters with showmanship as Masked Carnevallians.

 

 

Lore Keeper

You have taken on the duty of becoming a Lore Keeper, researchers who seek out and chronicle the monsters of the world to the finest details possible. In doing so you’ve learned to create magical bonds which allow you to borrow their power or emulate their magical effects. Be it the fiery breath of a drake or the climbing ability of a spider, you know how to cast spells which pay homage to the beasts you’ve dedicated yourself to.

Azure Knowledge

Beginning at 1st level, you may select an additional two cantrips from the blue mage spell list and add them to your cantrips known list. These do not count against the Cantrips Known in the blue mage class table.

Focused Assessment

Starting at 3rd level, you gain proficiency in the Investigation skill. If you already have proficiency in the Investigation, you gain expertise in it, doubling your proficiency bonus.

Additionally, you may use Libra as an action on a creature. You also have gained an eye for spotting weaknesses and strengths, allowing you to learn additional types of information:

  • Damage resistances
  • Damage vulnerbilities
  • Damage immunities.

Quick Assessment

Beginning at the 6th level, as a bonus action you are able to use Libra during combat on a creature that is within 30ft. of you.

Extracurricular Studies

Beginning at the 10th level, you may learn two spells of your choice from any class. A spell you choose must be of 5th level or lower, or a cantrip. The chosen spells count as blue mage spells for you.

Ace Tutor

Beginning at the 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on.

Choose an ally within 60ft. of you, until your next turn they have advantage on attack rolls against that creature.

Fell Guard

Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Fell Guard must balance the number of monsters whose energy they tap into or else they’ll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Azure Guard

Beginning at 1st level, you may use one handed melee weapons a spell casting focus for your blue mage spells.

Additionally, you gain proficiency with medium armour and martial weapons. When you level up you gain an additional two hit points.

Monstrous Vanguard

Beginning at 3rd level, you choose a fighting style focus to assist you in the type of monster you prefer to hunt.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack. provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Survival Tactics

Beginning at the 6th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

 

 

Azure Corruption

Beginning at the 10th level, you’ve learned to influence your body using monstrous magics. When you create a monster link, you may substitute one of your spells learned with one of the following damage resistances: Acid, Cold, Fire, Lightning, Poison, or Thunder. You may only gain two resistances from your monster links at one time, and may only include one resistance within a single monster link.

Absorb Ability

Beginning at the 14th level, you have learned to drain the natural abilities of your prey. As an action, a you draw energy out of a creature you touch. The creature must make a charisma saving throw against your spell save DC or receive a -2 reduction to an ability score of your choice on a failed save. On a success, the creature becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability score. This change in ability score lasts 10 minutes and may only be used once a day. Failed attempts do not expend the use of this ability.

You must then finish a long rest to use Absorb Ability again

Masked Carnevallian

The powerful and outlandish magics of the Blue Mage provide their practitioners with a large variety of magic few have seen before. As such, some Blue Mages mix their monstrous magic with showmanship, becoming a Masked Carnevallian.

Monster Carnival

Beginning at 1st level, you can inspire others through performing with monstrous magics. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can see and hear you. That creature gains one Carnevallian Inspiration die, a d6.

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 Carnevallian Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Carnevallian Inspiration die is rolled, it is lost. A creature can have only one Carnevallian Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Carnevallian Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

Dramatic Recovery

Beginning at 3rd level, when you are hit by a melee attack, you may use your reaction and spend one Carnevallian Inspiration die to move 5ft. backwards away from the attacker and roll the Carnevallian Inspiration die, reducing the damage you take by the result.

Entertainer’s Intuition

Beginning at 6th level, when making a Charisma related skill check on a creature you have used the Libra feature on, you have adavantage on the check.

Traveling Troupe

Beginning at 10th level, a creature who has one of your Carnevallian Inspiration die may spend it when they take damage. The damage taken is reduced by the die’s result.

Monstrous Confidence

Beginning at 14th level, creatures who use your Carnevallian Inspiration die add your Charisma modifier to the die result.

Monster Mimicries

If a monster mimicry has prerequisites, you must meet them to learn it. You can learn the mimicry at the same time you meet its prerequisites.

Adamantoise Shell

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ahriman’s Gaze

Prerequisite: 3rd level

You can cast Hold Person once using a blue mage spell slot.

Bad Breath

You develop a breath weapon you may use as your action. Your breath weapon is a 15ft. cone. Any creature in range must make a Dexterity saving throw against your spell save DC. Your breath weapon deals poison damage. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Each time the damage of your breath weapon increases, the range also increases by 5ft.

Additionally, a creature who fails their saving throw becomes poisoned or blinded for 1 minute. You choose the additional effect when you decide to take this action.

You must finish a long rest to use Bad Breath again.

 

 

Blood Siphon

Prerequisite: 5th level

You can cast Vampiric Touch using a blue mage spell slot.

Behemoth’s Destruction

Prerequisite: 9th level

You can cast Destructive Wave once using a blue mage spell slot.

Bomb Detonation

Prerequisite: 5th level

You can cast Fireball at will centered on yourself. You automatically take half the damage of the spell.

Cactuar Needles

When you are attacked by a melee weapon attack, as a reaction you may release a flurry of aetherial needles from your body in a 5ft. radius around you. All creatures in range must make a Dexterity saving throw against your Spell Save DC, taking 1d10 damage on a failure and half as much on a success. Creatures who fail this saving throw become poisoned for one minute.

Crab Grab

When you use your Attack action to grapple a creature of your size or smaller, you gain advantage on your Strength (athletics) check.

Chocobo’s Dash

You can cast Expeditious Retreat at will, without expending a spell slot or material components.

Choco Cure

You can cast Cure wounds using a blue mage spell slot.

Coblyn’s Shatter

Prerequisite: 3rd level

You can cast Shatter at will centered on yourself. You do not take damage from the spell.

Couerl Blaster

Prerequisite: 5th level

You can cast Lightning Bolt using a blue mage spell slot.

Drake Breath

Prerequisite: 3rd level

You can cast Aganazzar’s Scorcher using a blue mage spell slot.

Flan’s Body

You can cast Absorb Elements at will, without expending a spell slot or material components.

You must finish a long rest to use Flan’s Body again.

Funguar’s Nature

Prerequisite: 9th level

You can cast Speak with Plants at will, without expending a spell slot or material components.

Gremlin Tongue

You can cast Viscious Mockery. You gain proficiency in the Deception skill.

Goblin Operations

You gain proficiency in the Sleight of Hand and Stealth skills.

Goobbue Sneeze

Prerequisite: 5th level

You can cast Stinking Cloud using a blue mage spell slot.

Mandragora Shriek

Prerequisite: 9th level

You can cast Confusion using a blue mage spell slot.

Mantis Claws

Prerequisite: 5th level

You can attack with your weapon twice, instead of once, whenever you take the Attack action on your turn.

Mindflayer’s Blast

Prerequisite: 9th level

As an action, you release a blast of psychic energy from your mouth. All creatures in a 15ft. cone make an Intelligence saving throw against your Spell Save DC. On a failure, they become stunned for 1 minute. They may repeat the save as an action on their turn.

You must finish a long rest to use Mindflayer’s Blast again.

Mimic’s Nature

You can cast Disguise Self at will, without expending a spell slot of material components.

Pom Cure

You can cast Healing Word using a blue mage spell slot.

Ochu Vines

You can cast Entangle using a blue mage spell slot.

Opo-opo Athletics

You gain proficiency in the Athletics and Acrobatics skills.

Sahagin’s Curse

Prerequisite: 7th level

You can cast polymorph using a blue mage spell slot. You may only select Frog or Giant Frog as the new form. You must finish a long rest to use Sahagin’s Curse again.

 

 

Succubus Charm

Prerequisite: 9th level

You can cast Charm Person at will, without spending a spell slot or material components. A creature that resists this effect becomes immune to this spell cast by you for 1 hour.

Frog’s Legs

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Tonberry’s Grudge

When you attack a creature who is stunned or paralyzed with a melee weapon, you deal bonus damage equal to the the average damage of the weapon’s damage die.

Undead Touch

You can cast inflict wounds using a blue mage spell slot.

Worm Sense

Prerequisite: 15th level

You gain 30ft. of Tremorsense. You can detect and pinpoint the origin of vibrations within a 30ft. radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Zu’s Rage

Prerequisites: 9th level

As an action, you leap 20ft. from your current location at blinding speed, delivering a leaping strike with a melee weapon. Once you land, you may make one melee weapon attack against a creature in range. This attack does bonus damage equal to your spell casting ability modifier.

cat warrior

 

 

Corsair

Out on the open waters, a light fog rolls into the port. A ship bearing no flags comes into port, workers running back and forth on the ship. The quartermaster taking the wheel, the captain standing tall and proud. A loud shot can be heard followed by some whistling, the once grand-standing merchant ship is now pummeled by cannonballs. Fire rains from the sky over the military encampment. A unified roar fills the air and breaking through the merchant ship is a pirate ship. A soldier looks through their spyglass to see a man. Brown hair, a black eye patch, and three pistols. Shots can be heard and swords clash down at the port. Atop the pirate ship, a single flag waves. Adorned with black and a white skull.

Song has been Sung

The call of the sea has reached your ears. The promise of fortune and adventure has raised those who answer the song. Hexguns are masters of firearms, Merchants are masters of persuasion and money, while a long forgotten group has resurfaced: Aqua-Bearers, masters of the elements. Goes to show anyone can be a pirate.

Creating a Corsair

When creating a Corsair, how did you start? Did you blindly sign up, are your the child of a captain, or were you born into being a Corsair? You should also consider what piracy means to you. Some consider it to be freedom and fighting injustice, while for others it’s freedom to do whatever you want.

Quick Build

You can make a Corsair quickly by following these suggestions. First, make Dexterity your highest ability score, following with Constitution or Charisma. Second take the Sailor background.

Class Features

As a Corsair, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Cutlass, Rapiers, Scimitars, Short Swords, Simple Weapons, Whips.
  • Tools: Game set: Dice set or Playing Card set. Navigator’s Tools. Vehicles (Water).

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, History, Perception, Sleight of Hand, Stealth, or Survival.

Equipment

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

  • a) Cutlass & Pistol or b) choose a simple weapon & Shield
  • a) flask or b) spyglass
  • a set of clothes
  • Light armour
  • (a) an explorer’s pack or (b) a dungeoneer’s pack

Schooner

At 2nd level, Corsairs are expected to be in charge of their own ships. You have a ship, decked out with cannons on deck, hammocks, crates, barrels, etc.

Code of Conduct

Upon choosing this job, the player must agree to the code. The GM has the freedom to make these codes, but generally, the code is a set of rules/guidelines that pirates must embody in behavior, intelligence, and be proper.

Yes, the GM has the authority to make their own code of conduct, but he’s a few examples of what Corsairs are like:

Befriend others wisely Respect your fellow pirates. Knowingly targeting and sinking other pirate ships is strictly forbidden. Killing a surrendered enemy is not allowed Every crew member has an equal share in any treasure found. Trading products fair and square means that the seller can do whatever they like with the product, this includes reselling the product to others for profit. etc…

Brig

At 5th level, Corsairs have knowledge on how to upgrade their ships. Turning the ship from a Schooner to a Flagship. More cannons, reinforced hull, stronger mast, choice of either a battering ram or mounted mortars.

Animal Ally

At 5th level, the Corsair gains an animal ally. This ally has a max CR 0.

 

 

Flagship

At 10th level, the ship can be upgraded again with a choice of either an upgraded battering ram, upgraded mortars, or upgraded below decks with customized rooms and more storage.

Frigate

At 15th level, the ship can be upgraded again with a choice of upgraded below decks or front/back cannons. At 20th level, the final tier of the ship to become a Man-O-War. Upgraded everything with a final choice of two from the following: Triple cannons, Four mounted mortars, Hull made of the strongest wood and metal in the world, More crewmate quarters (this is for the extra deckhands needed to sail the ship), front flame-thrower (basic), or mounted harpoons.

Aye, Captain!

At 15th level, you are recongized as a captain. Whether, you be a pirate or a merchant, you are the captain of the ship. Rule with a fair iron fist, and stay strong in the face of danger. Trust your crew, and in return, your crew will respect you.

Man-O-War

At 20th level, the final tier of the ship to become a Man-O-War. Upgraded everything with a final choice of two from the following: Triple cannons, Four mounted mortars, Hull made of the strongest wood and metal in the world, More crewmate quarters (this is for the extra deckhands needed to sail the ship), front flame-thrower (basic), or mounted harpoons.

Piece of 8

At 20th level, you are a captain, but your efforts have been noticed and seen by many others along your journey. Stories have filled the lungs and wet the lips of every bard in every town. Parents tell children the courageous acts you and your allies have done, along with the obstacles you’ve had to overcome as a captain. Congratulations captain, you are now a Lord of the Sea.

Seasoning your Ship

Because this is a fantasy game/world. You, the player, with an agreement with your DM should spice your ship up. How do the sails look, will you eventually want your ship to fly, how do the cannons look, and etc.

Corsair’s Life

Below are three specializations the Corsair can take: Hexagun, Aqua-Bearer, and Merchant. Choose one at level 2.

Hexagun

The Hexagun is a master of any firearms; both large and small. From pistols to cannons, the Hexagun is as if touched by both Apollo and Artemis. As a Hexagun, you are equipped with a Hexagun. A gun with six barrels, fires as a shotgun, but a 35 ft. range cone. As a standard action, you can fire. You must take a standard action to reload.

Forged

When you choose this subclass, you have knowledge in how to make your own firearms. Crafting materials and forge are needed.

Black Powder

At 5th level, Hexaguns can add black powder to their firearms that sets their ammunition on fire. Black powder can also be added to cannons for explosive ammunition.

Port Side

At 10th level, Hexaguns can reload their on-person firearms as a move action. The time it takes for them to reload cannons is lessened from a full-round action to a standard action. At level 15, cannons can now be reloaded as a move action.

Fire All

At 17th level, Hexaguns are true masters of firearms. They have able to dual-wield pistols. Reloading is still a move action. They are able to reload two cannons at once.

 

 

Aqua-Bearer

These Corsairs are known as Sea Witches. Sea Witches know a lot about the folklore, gods, and monsters of the sea. From curses, blessings, to lore. These Aqua-Bearers are no joke. Both Men and Women can be Aqua-Bearers.

Touch of Destiny

At 2nd level, Aqua-Bearers have a pouch of bones that they can shake and read the future. Land-dwellers may see this as an immorale practice and fake, but other Corsairs know to not mess with these readings. The pouch of bones is considered a “Gaming” set.

Spellcasting

The Aqua-Bearer’s gains spells. Can be found in the “Spells Chapter”

Expanded Spell List

Character Advancement
Level Spells
1st Level Create or Destroy Water
2nd Level Acid Arrow
3rd Level Call Lightning
4th Level Control Water
5th Level Scrying

Aquatic Wild Shape

Starting at 6th level, the Aqua-Bearer can shapeshift into an aquatic animal. In order to turn into an aquatic beast, you must have seen and interacted with the aquatic animal. You may wild shape twice and must complete a short rest to regain one use or a long rest to gain two.

Beast Shapes

At 6th level, the Max CR is ½. You can stay in this beast form for number of hours equal to half your Corsair level (rounded down minimum of 1). 3 levels after 6, your wild shape gains a CR level (9th level, Max CR 1, 12th level Max CR 2, at 15th level Max CR 3, at 18th level, you can only pick Giant Crocodile or Giant Shark as your last wild shape beast) . You may freely revert back to your normal self whenever as a free action, or wait for the time to run out. You automatically revert back to your normal self if your HP is 0, you are unconscious, or die. Here are some rules:

Your character’s statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and INT, WIS, and CHA scores. You also retain all of your skill and saving-throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. When you transform, you assume the beast’s hit points and hit dice. When you revert to your normal form, you return to the number of hp you had before you transformed. However, if you revert as a result of dropping to 0 hit points or knocked unconscious, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hp, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hans is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking action that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has the sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, baased on the creature’s shape and size. Your equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form hasw no effect until you leave the form.

All Aboard

At 14th level, you have two uses to teleport the entire ship and crew to a location that you have been to already. This teleportation spell works as Teleportation Circle, but you only have two uses. These uses can be restored with a short rest for one and a long rest for both.

cat warrior

 

 

True Believer

At 20th level, you have proven to be a powerful Aqua-Bearer. Other Aqua-Bearers may recongize you and the novice may ask for your guidance, to be their mentor. Most Aqua-Bearer’s when they reach this level and are in their 40s onward, will find a harbor city to settle down and teach others who have the same gift as you. The Aqua-Bearer will protect the harbor city fiercely. Below, you will find special abilities. Like other strong Aqua-Bearers, you can only choose two and cannot be replaced. These abilities can be used a number of times equal to your Charisma modifier (rounded down) and must take 2-round actions to concentrate on using these abilities. Please note that opponents can roll to successfully escape these powers.

The Kraken: You’ve proven to yourself that you love and have a fascination with aquatic animals. Nobody will wonder or question why you’re talking to a starfish. In your anger or out of protection, this ability spells out doom for those at sea. You may send a kraken or a leviathan made entirely out of water to crush your opponents. 4d10 Bludgeoning damage. Opponents within 120 ft. of the Aqua-Bearer.

Calypso: This ability brands you as the goddesses follower. A single lightning bolt strikes the water, creating a vortex. Any unlucky ships at sea will be dragged, unless they roll a natural 20 on a d20 to escape. If the opponents are on land, lightning will strike the ground in the form of a hand, as if Calypso herself shows her wrath. Opponents must be within 120 ft. of the Aqua-Bearer. The vortex is a 45 ft. radius and 4d10 bludgeoning damage. Opponents on land will receive 4d10 lightning damage.

Fire All: You are proven to be a true pirate, 23 cannonballs made entirely of water will be launched at your opponents. 120 ft. line in a 45 ft. width. Deals 4d10 bludgeoning damage. These cannonballs can also be fired as mortar in a 50 ft. radius, raining fiery cannonballs on ships and large groups on land.

Curses and Curses: You are true to your witch blood. You may choose two-three items to place a curse on. These items can be on your person, another player’s items, the ship, or use all three to place a curse on the town. The curse can be whatever of your choosing (GM has to approve and can make adjustments), these curses can be destroyed either by killing you or performing specific rituals.

Storm Chaser: You’re more in love with the weather than the sea. In a 60 ft. line, the Aqua-Bearer sends out three columns of lightning. Deals 3d10 lightning damage. Leaves a scorch mark on the ground. The lines are 10 ft. wide.

Art of Life: You’ve become a minor healer in your town or started when you’ve been on your adventure. You have a natural gift for healing through potions that you’ve brewed, healing spells, and you know the druidcraft spell, but only the part about spawning plants. The plants that spawn are either coastal plants or kelp if you are in the open sea.

Fairy the Souls: You’ve gone close to death on your adventures, that or you’ve picked up a fascination for the dead. You’ve studied it so much that you can be friends with ghosts, give funeral rites to help the people in your harbor town or on the ship a safe passage into the afterlife. Some of these ghosts may offer to protect you, when you activate this part of your ability, two ghosts will materialize and can attack opponents. They have the same weaknesses as ghosts and the same stats as ghosts.

Merchant

An interesting way of living. Buying and/or making products to sell for more products. You know money, the markets, and well… your world revolves around money. Either out of greed or you were taught by a mentor, you’re a traveling merchant. You tend to like trading out on the open sea, it’s more private that way.

Wealth

Merchants start with an extra 1000 Gil.

Barter

When you pick this specialization at level 2, you have advantage on persuasion. If you don’t already have these skills, choose one of Deception or Persuasion to be proficient in.

Stolen Goods

Also at level 2, whenever you make a melee attack, you can use a free action to swindle more Gil off of your opponents. If your opponent is a beast, instead, you gain extra crafting materials. If you swindled one target already, they cannot be again.

Con Artist

At 2nd level, the Merchant has a way with words that can trick opponents into surrendering or make the opponents think the Merchant is on their side. The opponents will leave the Merchant alone. From here, the Merchant is free to roleplay.

Payroll

The Merchant has the ability to pay their way out of any trouble. They can also haggle their way to a suitable price. GM can designate who and who can’t be bribed.

 

 

Storefront

At level 4, the Merchant must select two to a maximum of three products they are selling. The products can be potions, equipment, farmed items (wheat, meat, veggies), sugar, rum, other drinks, or whatever else they can think of that’s profitable. Could even sell fine fabrics if they want it to be. Also, the Merchant gains a free bag of holding. If the Merchant loses the bag, they must visit a guildhall or can spend a long rest crafting the bag of holding. Also, the Merchant can come up with their store name. Have fun.

Appraisal

At level 4, the Merchant knows the Identify spell for free. They also have advantage on History, Insight, Investigation, and Perception checks. They can use these features to gain information from an individual: name, height, age, wealth, lifestyle choices, and etc.

Good Business

At level 6, the Merchant has gained some renown out on the open waters. The Merchant’s store inventory refreshes in 3 days. They can also have shops on land that they can be the owner. The Merchant gains a specialized bag that allows them to place sellable items in their shop.

Last Shot

At 10th level, the Merchant can use a free action between rounds to make an attack. The Merchant can use this a number of times equal to their Dexterity modifier. Long rests refill this number.

Shower in Wealth

At level 15, the Merchant can flaunt their wealth. They can shower themselves in Gil or cause a distraction both in and out of combat. If in combat, the Merchant can toss Gil at their opponents making them distracted as if under a hallucination. If out of combat, a horde of citizens will crowd the area that has been riddled with Gil.

Famous

Look at you… a Merchant at level 20. You’ve made it. You’ve become a successful business. You’ve taken all the right steps. You are now passively gaining income well into your retirement. You are recongized by the Merchant guildhall and are welcome to be a leader. If you’ve failed to be a business, well… that’s on you. Careful how you conduct yourself. Merchant sharks and the vultures you’ve hired to run your businesses are constantly circling you. If you double-crossed pirates, they’ll be hunting you. It’s not a matter of Gil anymore, you’ve double-crossed a pirate mate, and therefore, must pay with your blood. But good luck to you.

Golden Opportunity

At 20th level, the Merchant’s ranged attack rolls with pistols deal an extra 2d4 piercing damage. On a crit of 20, the ranged attack strikes an important body part of their target.

cat warrior

 

 

Dancer

The light of the room dims, and the spotlights focus on the lightly dressed woman who makes her way across the stage. With a large smile, she moves effortless along with the music, filling everyone’s hearts with joy and pushing them to stay determined in whatever challenges they have.

Amid the chaos of the battlefield a maiden expertly slides in and out of combat, soothing her allies’ wounds and empowering their wills to continue fighting.

Dressed in fine clothing with their trusty blade at their side, the seemingly sweet woman dances through a group of would-be assailants behind her establishment, cutting them down with ease wielding her signature scimitar.

Dancers have harnessed magics and arts, combining them into a spectacle which turns the battlefield into a show, and it is by their graceful movements which which their allies are guided to a happy conclusion.

Of Silk and Steel

Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battle field few forget the sight of a skilled dancer at work.

Ornaments of Power

Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists and ankles. As they dance around the battle field they move their bodies in specific patterns to manipulate the magical power within their bodies and to gather residual magic in the environment. Once they’ve gathered the required magic they must keep moving to keep their spell active, channeling the magic further.

Creating a Dancer

Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave spells and their passions together into a gorgeous display of skill. When creating a Dancer, you must consider where they have honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath some kind of mentor? One must consider their motivations, does your Dancer seek fame and fortune, or do they want to bring the gifts of joy to the masses. Perhaps they are going on their journey in an attempt to hone their craft even further.

cat warrior

 

 

Quick Build

You can make a Dancer quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the Entertainer background.

The Weirkeeper
Level Proficiency Bonus Features Flourish Damage Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Dazzling Dance, Flourish 1d6 - -
2nd +2 Spell Casting, Whirling Steel 1d6 1 2
3rd +2 Dancer Archetype 2d6 2 -
4th +2 Ability Score Improvement 2d6 3 - -
5th +3 Uncanny Dodge 3d6 4 2 -
6th +3 Dancer Archetype Feature 3d6 4 2 -
7th +3 Evasion 4d6 5 4 3
8th +3 Ability Score Improvement 4d6 6 4 3 1
9th +4 5d6 7 4 3 2
10th +4 Motivating Mambo 5d6 7 4 3 3
11th +4 Dancer Archetype Feature 6d6 8 4 3 3 2
12th +4 Ability Score Improvement 6d6 8 4 3 3 2
13th +5 Bewildering Grace 7d6 8 4 3 3 3
14th +5 Spell Dancer 7d6 9 4 3 3 3 1
15th +5 Dancer Archetype Feature 8d6 10 4 3 3 3 3
16th +5 Ability Score Improvement 8d6 10 4 3 3 3 3 1
17th +6 9d6 10 4 3 3 3 3 2
18th +6 Stage Presence 9d6 10 4 3 3 3 3 2 1
19th +6 Ability Score Improvement 10d6 10 4 3 3 3 3 2 1
20th +6 Rhythmic Heart 10d6 10 4 3 3 3 3 2 2 1

 

 

The Dancer

| Level | Proficiency Bonus | Features | Flourish Damage | 1st | 2nd | 3rd | 4th | 5th || |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 | Dazzling Dance, Flourish | 1d6 | — | — | — | — | — | | 2nd | +2 | Spell Casting, Whirling Steel | 1d6 | 2 | — | — | — | — | | 3rd | +2 | Dancer Archetype | 2d6 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2d6 | 3 | — | — | — | — | | 5th | +3 | Uncanny Dodge | 3d6 | 4 | 2 | — | — | — | | 6th | +3 | Dancer Archetype Feature | 3d6 | 4 | 2 | — | — | — | | 7th | +3 | Evasion | 4d6 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 4d6 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 5d6 | 4 | 3 | 2 | — | — | | 10th | +4 | Motivating Mambo | 5d6 | 4 | 3 | 2 | — | — | | 11th | +4 | Dancer Archetype Feature | 6d6 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 6d6 | 4 | 3 | 3 | — | — | | 13th | +5 | Bewildering Grace | 7d6 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Spell Dancer | 7d6 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Dancer Archetype Feature | 8d6 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 8d6 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 9d6 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Stage Presence | 9d6 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 10d6 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Rhythmic Heart | 10d6 | 4 | 3 | 3 | 3 | 2 |

Class Features

As a Dancer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Chakrams, Rapiers, Scimitars, Short Swords, Simple Weaons, Whips.
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Insight, Perception, Performance, and Persuasion.

Equipment

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

  • (a) two daggers or (b) two chakrams
  • a (a) whip or (b) scimitar
  • a set of bracelets and anklets for spell casting
  • a set of clothes
  • a (a) costume or (b) light armour
  • (a) an explorer’s pack or (b) a entertainer’s pack
Chakrams

For Chakrams I suggest using the Handaxe statblock. Set the cost to 15 gp and add the Finesse quality to the weapon.

Dazzling Dance

At 1st level, as you fight you build towards empowering your movements further. When you use the Attack action against a hostile creature, you gain a charge of Dazzling Dance. You may hold a number of Dazzling Dance charges equal to your Charisma modifier. Your charges dissipate one minute after combat ends.

Additionally, you may spend 1 Dazzling Dance charge to take the Dash or Disengage action as a bonus action.

 

 

Flourish

Also beginning at 1st level, once per turn, you can deal an extra 1d6 damage to one creature you hit with a ranged weapon attack if you have advantage on the Attack roll. The Attack must use a finesse weapon.

You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Flourish Damage column of the Dancer table.

Unarmoured Defense

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

Spellcasting

By 2nd level, you have learned to draw on in latent magical energies around you into your bangles and use it to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Dancer spell list. Preparing and Casting Spells.

Preparing and Casting Spells

The Dancer table shows how many spell slots you have to cast your Dancer spells. To cast one of your Dancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Dancer spells that are available for you to cast, choosing from the Dancer spell list. When you do so, choose a number of Dancer spells equal to your Charisma modifier + half your Dancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Dancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dancer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability.

Dance Magic

As a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list.


What about Silence?

Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the Verbal component, but that does not mean you’re free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked.

Spellcasting Ability

Charisma is your spellcasting ability for your Dancer spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a bangles, anklets or other jewelry inlaid with gem stones (see the Adventuring Gear section) as a spellcasting focus for your Dancer spells.

Whirling Steel

Also at 2nd level, you can spend 1 hour attuning your recently discovered magics with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.

Dancer Archetype

At 3rd level, you choose a style which dictates your growth as a dancer. The Paragon focuses on mastering and pushing the limits of dance as an art. The Exoctic Wonder mixes blade work into their dance moves, mixing martial prowess with grace. The Peace Bringer seeks to bring succor and support to their allies in the heat of battle.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

 

Uncanny Dodge

Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at the 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Motivating Mambo

Beginning at the 10th level, you’ve learned how to empower your allies in the heat of battle via your dances. When you use the Help action you can expend one Dazzling Dance charge to add your Charisma modifier to their roll.

Additionally, you may spend 1 Dazzling Dance charge to use the help action as a bonus action.

Bewildering Grace

Beginning at the 13th level, as an action you perform a mysterious dance whose effects you cannot predict. Roll a d20 die and resolve the effect. Spells cast with Bewildering Grace do not consume spell slots. Non-spell effects from Bewildering Grace last one hour. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Bewildering Grace Effects
Die Result Effect
1 You cast the Banishment spell on yourself. You cannot end the spell early, but return to where you were at the end of the spell duration.
2 You become petrified for one round of combat.
3 Lights and small magical explosions surround you in a visual effect. Nothing Happens.
4 All creatures within a 20ft. radius centered on you make a Dexterity saving throw against your spell save DC or are knocked prone. You are excluded from this effect.
5 All creatures within a 20ft. radius centered on you make a Wisdom saving throw against your spell save DC or become blinded. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.
6 All creatures within a 20ft. radius centered on you make a Constitution saving throw against your spell save DC or become poisoned. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.
7 You cast the Faerie Fire spell centered on you. You are excluded from this effect.
8 You cast the Cause Fear spell on an ally within range.
9 You cast the Invisibility spell.
10 You cast the Hold Person spell.

Bewildering Grace Effects
Die Result Effect
11 You cast the Magic Weapon spell.
12 You cast the Mass Healing Word spell.
13 You select a creature within 30ft. That creature must make a Constitution saving throw against your spell casting DC. On a failure they gain a level of exhaustion.
14 You now have the maximum number of Dazzling Dance charges possible.
15 You cast the Insect Plague spell.
16 You cast the Mass Cure Wounds spell.
17 You cast the Otto’s Irresistable Dance spell.
18 You care the Heal spell.
19 You cast the Mordenkainen’s Sword spell.
20 You cast the Reverse Gravity spell.

 

 

Spell Dancer

Beginning at the 14th level, when you cast a spell you gain a number of Dazzling Dance charges equal to half the level (rounded down) of the expended spell slot. You do not gain Dazzling Dance charges from Bewildering Grace.

Stage Presence

Beginning at the 18th level, you’ve become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapacitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.

Rythmic Heart

Beginning at the 20th level, when you roll initiative you gain 2 Dazzling Dance charges.

The World Stage

A Dancer who has chosen a life of adventure is an ambitious master of their art. As they travel they will learn new and innovative ways to work their passion into their journey across the land. The paragon seeks overall mastery of dance, while the Peace Bringer hopes to relieve their allies. The Exotic Wonder seeks to mix their dances with martial expertise. No matter the role a Dancer finds themselves in, you can be certain they are pouring their heart into every action they take and choice they make.

Paragon

You’ve devoted your training to dance as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.

Inspiring Salsa

Beginning at the 3rd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally may add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you may spend any number of Dazzling Dance charges in the same way.

Magic of Movement

Beginning at the 6th level, when you cast a spell, you may spend a number of Dazzling Dance charges equal to the spell level instead of spending a spell slot. Spells cast using this feature do not generate Dazzling Dance charges.

Improvised Flow

Beginning at the 11th level, when you make a concentration check you may spend a Dazzling Dance charge to roll with advantage.

Forte Fusion

Beginning at the 15th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend once Dazzling Dance charge and spend 10ft. of movement per spell.

Peace Bringer

You’ve learned to effectively wield restorative spells while dancing across the battle field. Offering relief and joy in even the worst situations.

Succor Swing

Beginning at 3rd level, your magical dances are capable of healing wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Dancer level × 5.

As an action, you can perform for a creature within 5ft. of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Refreshing Round

Beginning at the 6th level, you’ve further developed your healing abilities. When you use your Succor Swing feature, you may target any number of creatures within 10ft. of you.

Safe Haven Hop

Beginning at the 11th level, you may select Aura of Life, Aura of Purity or Aura of Vitality and cast it without spending a spell slot. You can use this feature a number of times equal to half your Charisma modifier, rounded down (a minimum of once). You regain any expended uses when you finish a long rest.


The Solace Swing

Beginning at the 15th level, you may spend Dazzling Dance charges to restore your pool of healing power. For each point spent you recover points to your pool equal to your Charisma modifier.

 

 

Exotic Wonder

You’ve trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devastates your foes.

Flourishing Swing

Beginning at 3rd level, your melee weapon attacks with finesse weapons activate your Flourish feature.

Fighting Style

Beginning at the 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Fleet Foot

Your movement speed increases by 5ft.

Two-Weapon Fighting

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

Double Step

Beginning at the 6th level, whenever you use the Attack action, you may spend 1 Dazzling Dance charge to make an extra melee weapon attack.

Flawless Flow

Beginning at the 11th level, you may make a melee weapon attack as a bonus action after casting a spell.

Lamia Bite

Beginning at the 15th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.

cat warrior

 

 

Dark Knight

An Auri man dives into the front line of his foes. Recklessly, he swings his blade with great might, cleaving through foe after foe. The enemy scatters, claiming they battled a demon that day.

A downtrodden woman stands behind an ebony clad Hyur. Despite seeming to be on his last legs his exhaustion leads him to pull greater strength to protect the weak against those who had been pursuing.

A lalafellin woman stands before a strange demon, clad in dark heavy armour and cloth, she weaves shadow magics before to unleash dark magics to put an end to the demon and silently protect the nearby village from its wrath.

It is a dark knight’s freedom from the bounds of the law which make these dark avengers so effective. Unconcerned with what is lawful, a dark knight is concerned with what is ethical in their view. Those who spread tyranny and injustice best prepare for a visit from a dark knight who aims to set things right and break the chains of oppressors.

Protecting the Meek

A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves.

Internal Darkness

When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.

Creating a Dark Knight

Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land’s knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge.

cat warrior

 

 

The Dark Knight

| Level | Proficiency Bonus | Features |Well of Darkness Points| Darkside Bonus Damage | |:—:|:—:|:—-|:—:|:—:|:—:|:—:|:—:|:—:|:—-:| | 1st | +2 | Well of Darkness, Darkside | 1|1d6| | 2nd | +2 | Fighting Style, Burning Blood | 2|1d6| | 3rd | +2 | Dark Knight Archetype | 3|1d6| | 4th | +2 | Ability Score Improvement | 4|1d6| | 5th | +3 | Extra Attack | 5|1d8| | 6th | +3 | Archetype Feature | 6|1d8| | 7th | +3 | The Blackest Night | 7|1d8| | 8th | +3 | Ability Score Improvement | 8|1d8| | 9th | +4 | Fight or Flight | 9|1d8| | 10th| +4 | Curse of the Abyss |10|1d8| | 11th | +4 | Archetype Feature |11|1d10| | 12th | +4 | Ability Score Improvement |12|1d10| | 13th | +5 | Abyssal Communion |13|1d10| | 14th | +5 | Quietus |14|1d10| | 15th | +5 | Dark Mind |15|1d10| | 16th | +5 | Ability Score Improvement |16|1d10| | 17th | +6 | Archetype Feature |17|1d12| | 18th | +6 | Stalwart Soul |18|1d12| | 19th | +6 | Ability Score Improvement |19|1d12| | 20th | +6 | Living Dead |20|1d12|

Quick Build

You can make a Dark Knight quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Folk Hero background.

Class Features

As a Dark Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dark Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dark Knight level after 1st

Proficiencies


  • Armor: All Armor, shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

\columnbreak

Equipment

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

  • (a) chain mail or (b) hide
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a short bow and 20 arrows or (b) two daggers
  • (a) an explorer’s pack or (b) a dungeoneer’s pack

Well of Darkness

Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. You have a number of Well of Darkness points shown for your Dark Knight level in the Well of Darkness Points column of your Dark Knight table. You regain all of your expended uses of your Well of Darkness when you finish a long rest.

Certain features make use of your Well of Darkness and require your target to make a saving throw, the saving throw is calculated as follows.

Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier.

 

 


When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.

Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.

Darkside

Also beginning at 1st level, as a bonus action you may spend one Well of Darkness point to fill your body with dark power for a number of rounds equal to your Charisma Modifier. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Burning Blood

Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points.

Dark Knight Archetype

At 3rd level, you choose which path of the dark knight to follow. The Blackblood focuses on martial ability, relying on powerful swordplay over magical arts. The Abyss Knight lets the dark powers within themselves flow freely, letting them become more powerful the more dire their situation is, and the Dark Magus uses that inner darkness to cast powerful magical spells alongside their stellar sword skill.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Blackest Night

Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier.

Fight or Flight

Beginning at the 9th level, you are able to spend 2 Well of Darkness points to cast the Cause Fear or Compelled Duel spells.

Curse of the Abyss

Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point.

You must then finish a long rest to use Curse of the Abyss again.

Abyssal Communion

Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary’s Telepathic Bond.

 

 

Quietus

Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked.

Dark Mind

Beginning at the 15th level, you gain proficiency in the Wisdom saving throw.

Stalwart Soul

Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Living Dead

Beginning at the 20th level, when you are reduced to 0 Hit Points but not killed outright, instead of becoming incapacitated, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.

The Lonley Path

Dark Knights set off on their quest knowing it will be a difficult one full of challenges and sorrow. They’ll stand against foes they’d have no hope to defeat alone and indulge the darkness in their hearts in order to grasp greater power to complete their mission.

Blackblood

Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts.

Plunge

Beginning at 3rd level, as a bonus action you may spend one Well of Darkness point to fill your body with a burst of dark power, allowing you to jump to an unoccupied space beside a target within 20ft. of you.

You may jump over obstacles or creatures up to 10ft. tall while moving to the target creature. This movement does not provoke attacks of opprunity. When you land you may make a melee weapon attack against the creature.

Piercing Intimidation

Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check.

Soul Eater

Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature’s bonus damage, rounded down.

Ravaging Darkness

Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.


Abyss Knight

Abyss Knights are warriors who sneer in the face of suffering, using techniques which injure themselves in order to deliver devastating damage to their opponents.

Dark Burst

Beginning at 3rd level, you are able to weaponize your own life energy to unleash a burst of dark energy against your foes. While under the effect of Darkside, as an action, you may spend 2d4 hit points to cast the Burning Hands spell. When cast in this way, the spell deals necrotic damage instead of fire, and does not ignite flammable objects. Use the Well of Darkness DC when casting the spell.

You are able to cast the spell at higher levels by increasing the damage you take by 1d4 for each increase in casting level. You may only increase the spell level up to a number of levels equal to your Charisma modifier.

Adversity

Beginning at 6th level, you become fueled by the suffering you endure in battle. For every 20 hit points you are missing, you gain a +1 bonus to attack and damage rolls up to a maximum equal to your Charisma modifier.

Additionally you gain resistance to necrotic damage.

Supernatural Sense

Beginning at 11th level, you may cast the Detect Good and Evil spell at will. You may also cast Detect Thoughts at will on a willing creature or spend 2 Well of Darkness points to cast it on an unwilling creature.

Dark Star

Beginning at 17th level, damage from all sources is reduced by your current Adversity bonus. When you cast Burning Hands using the Dark Burst feature, you deal bonus damage equal to your Charisma Modifier + your Adversity bonus. Additionally, you may change the range from a 15ft. cone to a 30ft. line. You reference the Adversity bonus after spending your hit points to use Dark Burst feature.

 

 

Dark Magus

As a Dark Magus, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.

You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level. Additionally you know the Toll the Dead cantrip. Also, your maximum number of Well of Darkness points is increased by a number equal to your Charisma modifier.

Casting Dark Arts. Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spell casting. To cast one of these spells you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.

The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.

Spells and Well of Darkness Points
Dark Knight Levels Maximum Points for a Spell
6th-8th 4
9th-12th 5
13th-16th 6
17th-20th 7

Dark Arts

The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.
Abyssal Drain. (17th Level) You can spend 6 Well of Darkness points to cast Contagion.
Creeping Darkness. You can spend 2 Well of Darkness points to cast Darkness.
Damning Curse. You can spend 1 Well of Darkness points to cast Bane.
Dark Dance. You can spend 2 Well of Darkness points to cast Mirror Image.
Dark Passenger. (11th Level) You can spend 3 Well of Darkness points to cast Lightning Bolt. The spell deals necrotic damage.
Delirium. You can spend 2 Well of Darkness points to cast Suggestion.
Edge of Shadow. You can spend 2 Well of Darkness points to cast Shatter.
Flood of Darkness. (17th Level) You can spend 6 Well of Darkness points to cast Negative Energy Flood.
Helter Skelter. (11th Level) You can spend 4 Well of Darkness points to cast Hypnotic Pattern.
Power Slash. (6th Level) You can spend 3 Well of Darkness points to cast Elemental Weapon.
Reprisal. You can spend 2 Well of Darkness points to cast Hellish Rebuke.
Salted Earth. (6th Level) You can spend 3 Well of Darkness points to cast Hunger of Hadar.
Scourge. You can spend 1 Well of Darkness points to cast Hex.
Shadow Skin. (11th Level) You can spend 4 Well of Darkness points to cast Shadow of Moil.
Shadow Wall. (17th Level) You can spend 6 Well of Darkness points to cast Wall of Force.
Syphon Touch. (6th Level) You can spend 3 Well of Darkness points to cast Vampiric Touch.

Unleash. You can spend 1 Well of Darkness points to cast Arms of Hadar.
Unmend. You can spend 1 Well of Darkness points to cast Magic Missile.

cat warrior

 

 

Dragoon

An Elezen man stands before a fierce dragon, it roars out and begins to take off in order to gain the advantage. With a massive leap the man lands atop the dragon and forces it back to the ground, creating an opening for his allies.

A Hyur cloaked in scale mail whirl’s their spear around a cluster of enemies keeping them at bay. When the time is right they unleash a plume of fiery breath from beneath their helm, singing their targets.

A Viera woman runs and leaps high into the sky, magical wings forming on her body. With grace, she travels the currents of the wind, happily flying about as she exercises her new found freedom.

These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.

Dragonbane

The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragon kind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon Jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.

Masters of the Sky

The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.

Creating a Dragoon

When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up. You must consider as well how the Dragoon came to possess the blessed gem in their possession granting them their jumping prowess.

Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.

Quick Build

You can make a Dragoon quickly by following these suggestions. First, make Strength your highest ability score, following with Dexterity. Second take the Soldier background.

 

 

The Dragoon

| Level | Proficiency Bonus | Features | Trances | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 | Dragoon Trance, Jump | 2 | | 2nd | +2 | Fighting Style, Lancet | 2 | | 3rd | +2 | Dragoon Archetype | 3 | | 4th | +2 | Ability Score Improvement | 3 | | 5th | +3 | Heavy Thrust, True Thrust | 3 | | 6th | +3 | Stall | 4 | | 7th | +3 | Archetype Feature | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | High Jump | 4 | | 10th | +4 | Crash Landing | 4 | | 11th | +4 | Archetype Feature | 4 | | 12th | +4 | Ability Score Improvement | 5 | | 13th | +5 | Chaos Thrust | 5 | | 14th | +5 | Invigorate | 5 | | 15th | +5 | Archeytpe Feature | 5 | | 16th | +5 | Ability Score Improvement | 5 | | 17th | +6 | Dragonfire Dive | 6 | | 18th | +6 | Battle Litany | 6 | | 19th | +6 | Ability Score Improvement | 6 | | 20th | +6 | One with the Sky | 6 |

Class Features

As a Dragoon, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dragoon level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragoon level after 1st

Proficiencies


  • Armor: Light and Medium armour, shields.
  • Weapons: Simple weapons and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) amartial weapon or (b) two spears
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • a blessed Dragoon’s Stone

Dragoon’s Trance

Beginning at the 1st level, you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears. While under the effects of this trance, your jump height becomes a minimum of 30ft. and your jump distance becomes a minimum of 15ft.

Your trance lasts for 1 minute. It ends early if you are knocked unconscious or you may end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. Once you have entered a trance a number of times shown for your dragoon level in the trances column for your dragoon table you must finish a long rest before you can enter a trance again.

cat warrior

 

 

Jump

Also beginning at the 1st level, as an action you are able to perform a jump attack. Through the power of your Dragoon Trance you leap up to 30ft. into the air and land on a creature within 15ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC as calculated below, taking your weapon damage and bonus damage equal to 1d6 on a failure, and half as much on a success. This bonus damage is increased to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level.

Dive DC = 8 + your proficiency modifier + your Strength modifier.

You may not use Jump on a creature who is higher than 30ft. nor does not have at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature’s size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of using the Jump feature. Movement using the Jump feature does not provoke attacks of opportunity.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

Lancet

Also beginning at 2nd level, while under the effects of Dragoon’s Trance, as an action you may make a melee weapon attack that drains your target’s vitality. You recover hit points equal to half the damage of your weapon attack rounded up. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a short rest.


Dragoon Archetype

At 3rd level, you select the focus of your training as a dragoon. Some Dragoon’s stick to their roots and fight as Dragon Slayers, while some attempt to harness the power of Dragons and combine it with their unique martial abilities becoming Dragon Hearts. Some Dragoon’s decide to break away from their dragon hunting roots and attempt to master the skies as Valkyries.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Heavy Thrust

Beginning at the 5th level, as an action you may make a melee weapon attack which deals its weapon and bonus damage twice. You may reroll the weapon damage of either or both hits but must use the new result. On a critical hit, both damage rolls benefit from the critical hit.

True Thrust

Also beginning at the 5th level, as an action you may make a melee weapon attack with double the proficiency bonus on the attack roll.

Stall

Beginning at the 6th level, while under the effects of Dragoon Trance, as a bonus action when you reach the peak of any jump, you may pause in place for a moment. At the end of your next turn you continue your fall, allowing you to perform an action while suspended in the air.

 

 

High Jump

Beginning at the 9th level, while under the effects of Dragoon Trance, as an action you leap up to 80ft. into the air. At the start of your next turn, you land on a creature within 30ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC, taking twice your weapon damage and bonus damage equal to 4d6.

This bonus damage is increased to 6d6 at the 11th level and 8d6 at the 18th level.

You may not use Jump on a creature who is higher than 80ft. nor has at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature’s size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of the High Jump ability. Movement using the High Jump feature does not provoke attacks of opportunity.

Crash Landing

Beginning at the 10th level, when you complete a successful Spineshatter Dive or High Jump, if the target creature has a flying speed, it is reduced to 0ft. for a number of rounds equal to your Strength modifier.

Chaos Thrust

Beginning at the 13th level, as an action you make a melee weapon attack. If your attack is successful, the creature must make a Constitution saving throw against your Dive DC, beginning to bleed on a failure, taking 1d8 piercing damage at the start of their turn. As an action, the creature may reattempt to pass the saving throw to stop the bleeding. A creature will bleed for a number of rounds equal to your Strength modifier.

Invigorate

Beginning at the 14th level, when you fail a saving throw you may choose to reroll the saving throw. You must use the new number. You can use this feature twice. You regain any expended uses when you finish a long rest.

Dragonfire Dive

Beginning at the 17th level, when you use your Jump or High Jump action, you can empower the attack with fiery fury. The bonus damage on the dive is increased to 8d8 fire damage. All creatures within 20ft. of the target creature take this bonus damage and must make a Dexterity saving throw against the Dive DC, taking the full bonus damage on a failure and half as much on a success. Your Dragoon Trance ends after performing a Dragonfire Dive.

Battle Litany

Beginning at the 18th level, while you are under the effects of Dragoon’s Trance, as a bonus action you can inspire the ferocity of yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new Dragoon’s Trance.

One with the Sky

Beginning at the 20th level, when you roll initiative, you gain two uses of Dragoon’s Trance.

cat warrior

 

 

Dragonsong War

The Dragoons can trace their history back to the Dragonsong War, a time of strife between the Elezen people of Ishgard and the dragons of the neighbouring land of Dravania. It was out of need to defend against their powerful foes did the first Dragoon’s discover their destiny. These sky bound warriors have a history of war on the front line against dragons, but in the present day have explored other disciplines.

The Dragon Slayers stay true to their history, specializing in fighting dragons and using that skill set against other foes. The Dragonheart has learned to emulate their scalekin foes in order to fight as hard as their legendary foes. Finally, the Valkyries have abandoned their dragon hunting ways and focused on mastering the sky.

Dragon Slayer

Dragoons find their roots in war against dragons, but over time it became a discipline with a less singular focus. That is the case for some anyways, but the Dragon Slayer has fully dedicated themselves to plunging into battle with some of the most feared beasts that exist. Experts in piercing tough hide and laying great beasts low, Dragon Slayers are able to ply their violent craft against all kinds of foes.

Spineshatter Dive

Beginning at the 3rd level, when you use your Jump feature, you can empower the attack to disable the target creature. When you do so, if the creature fails its Dexterity saving throw, it becomes stunned until the end of your next turn and you double the bonus damage of the Jump. When you use this feature, your Dragoon Trance ends after completing your Jump.

Dragon Lore

Beginning at the 7th level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check involves dragons, and you add the Draconic language to your known languages.

Drachenlance

Beginning at the 11th level, as an action you make a special lance attack which focuses on piercing tough defenses. Your attack roll is contested by 10 + the target’s Dexterity modifier.

Dragon’s Bane

Beginning at the 15th level, your expertise at battling dragons has provided you with greater techniques to battle them. When you are subjected to an effect that requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage is you fail. Additionally your attacks against dragons deals 3d6 extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additional 1d6 damage.

Dragon Heart

Dragon Hearts are dragoons who’ve leaned into the draconic origins of their foes and learned how to manipulate the magics latent in their bodies to become more like dragons. These fierce warriors use the breath of a dragon to attack large swaths of foes, while using their training as a Dragoon in combination to emulate a dragon in battle.

Breath of the Dragon

Beginning at the 3rd level, as a bonus action, you may expand a use of your Dragoon’s Trance in order to cast the Dragon’s Breath spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. Strength is your spell casting ability for this spell.

Dragon Sense

Beginning at the 7th level, you’ve gained the senses which are akin to a dragon. You’ve gained 30ft. of blindsight and 60ft. of darksight. Additionally during battle as a bonus action you may make a perception check.

Blood of the Dragon

Beginning at the 11th level, you fight with the ferocity of a dragon now. When you use your Dragoon’s Trance ability, you gain 10 temporary hit points and the spell casting and concentration restriction of Dragoon’s Trance is lifted from the Dragon’s Breath spell. The temporary hit points fade when your trance ends.

Life of the Dragon

Beginning at the 15th level, while you are under the effect of both Dragoon’s Trance and Breath of the Dragon, you are able to combine these powers to fight like a legendary dragon. You may use the effect of the Dragon Breath spell as a bonus action on your turn.

 

 

Valkyrie

Valkyries have chosen to distance themselves from the Dragoon’s roots and instead seek to be masters of the skies themselves. Using swift movements and the power of flight, Valkyires are able to move quickly in and out of battle with power and a certain grace.

Crescent Moon Strikes

Beginning at the 3rd level, when you make the Attack action, if there is a creature directly beside your target, you may roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack.

Flight of the Dragon

Beginning at the 7th level, you are able to expend two uses of Dragoon’s Trance to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon’s wings sprout from your back. You may use your Jump and High Jump features while in flight, using your place in the air as your starting position.

Valkyrie Strike

Beginning at the 11th level, you don’t provoke opportunity attacks when you fly out of enemies reach.

Stardiver

Beginning at the 15th level, while under the effects of Flight of the Dragon, as an action you use your High Jump feature, but may complete the attack in the same turn you start your dive. If you do so, you expend one use of Dragoon Trance.

cat warrior

 

 

Druid

Class Features

As a Druid, you gain the following class features

Hit Points

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

Proficiencies

Armor:
Light Armor, Medium Armor, Shields (Except Tower Shields).
Weapons:
Clubs, Daggers, Darts, Javelines, Light Crossbow, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools:
Herbalism Kit
Saving Throws:
Intelligence, Wisdom
Skills:
Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
= your proficiency bonus + your Wisdom modifier

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a Scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

Druidic

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

Spellcasting

Druids draw their energy from nature itself, and are seen as wise. Gaining wisdom from tress, animals, and even amongst other druids. Your spellcasting mod is Wisdom.

(Insert Druid spell table)

Druid Circles

At 2nd level, Druids choose their specialization. See below for more information.

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn’t have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest. At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

cat warrior

 

 

Druid Archetypes:

Beastmaster

Beastmasters are warriors of the wilds that have forged close bonds with trusted animal companions. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Though truly fearsome in battle, the beastmaster can be quite gentle when dealing with creatures of the wild. A beastmaster typically travels with one or more animal companions who show incredible loyalty to their humanoid friend. Though a beastmaster prefers to spend time in the wild with his animal companion, he is not averse to venturing into civilized lands when the need arises. As long as animals may be found where he travels, the beastmaster will feel at home.

Wild Empathy

A beastmaster can use any form of communication (Language, body language, demeanor, habits, etc.) to befriend animals that are in the animal companion’s type: animal, magical beast, vermin, etc. This is a Diplomacy check. Domesticated animals (Cats, dogs, some birds) are indifferent towards you, wild animals (wolves, foxes, some birds, aquatic animals) start unfriendly. Magical beasts may only be influenced by a beastmaster’s wild empathy if the creature’s INT score if 5 or less. The Beastmaster must roll 1d20 + his beastmaster level + his CHA mod to determine results.

To use wild empathy, the beastmaster and the creature must be able to study each other. The Beastmaster needs to also learn traditions. For example, should the beastmaster come across a pack of wolves, the Beastmaster must study and behave as a wolf and deemed a part of the pack or just on friendly terms. However, the Beastmaster has advantage should he offer the beast’s food or a hunt (similar to crows leading wolves to prey).

Animal Instincts

The Beastmaster starts with being able to speak and understand common beasts freely. At 10th level, the Beastmaster’s senses become heightened to the point he can track a target. Tracking a target will take either a Perception check or an Insight check, whichever the Beastmaster is proficient in. If neither, the GM choose which of the two. At 15th level, the Beastmaster can understand magical creatures and can spend up to one hour per day speaking to magical creatures.

Animal Focus

At 2nd level, a Beastmaster can take on the aspect of an animal. Kind of like a Blue Mage… a little. This counts as a swift action. The Beastmaster can use this ability for a number of minutes per day equal to his Beastmaster level. The duration does not need to be consecutive, but should you do it in small increments, you’ll keep the aspect for 1 minute and can only emulate one animal at a time. These aspects can also be applied to the animal companion; however, the aspect is considered permanent until the beastmaster changes it. The Beastmaster can change both his aspect and the aspect his animal companion has at the same time as a swift action. Should the animal companion die, the Beastmaster can place the animal aspect from his companion onto himself.

At 20th level, each day when the beastmaster rests, he chooses one animal focus to be active on himself for the entire day. This focus is in addition to using his animal focus class ability (this includes the additional focus ability he is able to use on himself if his animal companion is dead).

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 morale bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 morale bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Chocobo: The creature gains a 5-foot morale bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains the Skulker feat. At 12th level, this increases to improved evasion,

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Tiger: The creature gains a +2 morale bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the Piercer feat. At 12th level, the creature also gains Savage Attacker feat.

 

 

Animals Companion

At 2nd level, Beastmasters can choose a companion (non-magical) from the list in a later chapter.

Beastmasters also gain either Animal Handling or Nature as a skill proficiency. If you already have these as skills, you may select one other skill.

Alertness

At 4th level, the Beastmaster’s senses get stronger, granting him the Alert feat.

Improved Companion

At 5th level, Beastmasters may exchange their companion for a magical companion from the list above.

Woodland Stride

At 5th level, a beastmaster and his companion can pass through any sort of undergrowth (thorns, briars, overgrown areas, and similar terrain) without any damage or movement speed reduction. If the undergrowth is magical, it’ll affect the beastmaster and companion.

Natural Savagery

Also, at 5th level, a beastmaster’s animal companion becomes more proficient and deadlier with their natural weapons. The animal companion gains a +1 bonus on attack and damage rolls with natural weapons, plus an additional +1 per three Beastmaster levels after 5th.

Third Animal Foci

At 13th level, the Beastmaster can have up to 3 animal aspects. 2 are natural, the extra 1 is if the animal companion is dead. Also, the Beastmaster can select a new and improved animal companion from this list:

Master of Beasts

At 20th level, the beastmaster gains a second animal companion. Only once per day can raise a fallen animal companion back to 5 HP. He must take a long rest before doing this again. Lastly, other animals either respect or fear the Beastmaster, depending on how good of a Beastmaster they are.

Chloromancer

The chloromancer is a healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. They harness these energies into a devastating force, or recycle destructive magic to heal their allies.

Plant Surge

Whenever the Chloromancer heals and/or uses plant-related spells, as a passive ability of druidcraft, but only flowers will bloom on the ground, vinor trees. The chloromancer can roll a d20 if edible fruit will appear. The fruit will last for only one day before turning rotten.

Touch of Nourishment

The Chloromancer can touch an ally to apply healing plants. The Chloromancer must concentrate until her next turn for the effects to happen. 2d10 healing, as well as, providing nourishment even though her ally hasn’t eaten anything. The Chloromancer can only do this a number equal to 3 + WIS mod.

Helping Hands

Beginning at level 3, the chloromancer instead gains a plant familiar. The familiar can be used to deliver poisons, deliver touch spells, and shoot positive energy orbs. The orbs heal for 1d6 to living targets while dealing 1d6 holy damage to undead and fiends. The familiar’s HP is equal to half of the Druid’s HP + the Druid’s Wisdom modifier. If the familiar dies, the Druid can spend a full rest to regain a new plant familiar.

At the 5th level, the Druid choose an evolutionary path for the familiar:

  1. A Large Morbol with HP equal to the Druid’s HP x Wisdom modifier. Able to use it’s tentacles to grapple, throw, slam, and climb.
  2. A Medium-sized Cactaur with HP equal to the Druid’s HP. Capable of launching thorns, slam attack, and is resistant to fire damage.
  3. A small Viola with HP equal to half the Druid’s HP + Wisdom modifier. The color of the Viola is perfectly up to the Druid. It is capabable of a 2d6 healing or harming pulse in a 20 ft. radius. 2d6 healing to living beings and 2d6 holy damage to undead and fiends.

At 10th level, the familiar gains another evolutionary path:

  1. The Large Morbol gains a 19-20 crit attack, which swallows an opponent whole.
  2. The Medium Cactaur gains two extra attacks.
  3. The small Viola produces pollen clusters for allies to run through while moving to heal.

 

 

At 15th level, the familiar gains one last evolutionary path:

  1. The Large Morbol and produce carnivours seedlings, the seedlings have a max of 20 HP. If the seeds are destroyed, they release 3d6 acid damage in a 5 foot radius. This can cause a chain reaction if other seedlings are within the blast radius. Can produce one seedling per one modifier. E.g. A druid with a +5 Wisdom modifier can have their Morbol produce up to a max of 5 seedlings before taking a long rest to regain all of a short rest to regain half.
  2. The Medium Cactuar is now capable of regenerating in-between turns for 2d6 HP. Should a limb of the Cactuar be severed or cut clean off, that limb grows into another Cactuar. Further more, fire damage helps regenerate the Cactuar.
  3. The small Viola can now produce a small ray of 2d6 holy damage. The damage is doubled if hitting undead or fiends. Upon the Viola’s death, a number of seeds equal to the Druid’s Wisdom modifier will release and grow into more Violas.

Blessed Terrain

At 3rd level, a chloromancer that casts healing spells on her favored terrain grants a number of allies equal to her WIS modifier, regeneration equal to the spell for a number of rounds equal to her WIS mod. Example: Using Prayer of Healing on grasslands, allies regain the HP rolled for 3 rounds.

Wild Growth

At 4th level, a Chloromancer can release a wave of plant energy to heal damage. Wild growth causes a burst that affects all living creatures in a 30-foot radius centered on the chloromancer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two druid levels beyond 4th (2d6 at 6th, 3d6 at 8th, and so on). Creatures healed by wild growth cannot exceed their maximum HP total- all excess healing is lost. A chloromancer may use wild growth a number of time per day equal to 3 + her WIS mod. This is a standard action that does not provoke an attack of opportunity.

Effloresce

At 5th level, a Chloromancer can use a standard action to create efflorescences, explosive growths fed by her spirit. A chloromancer can use this ability three times per day, plus one additional time per day for every three levels she has beyond 3rd.

Efflorescences last for 1 round per druid level, and a chloromancer can have at most two efflorescences in effect at a time. A chloromancer can end an efflorescence during her turn as a free action.

At 10th level, a chloromancer can effloresce as a move action.

At 15th level, a chloromancer can effloresce as a swift action, and he can have two efflorescences in effect simultaneously. At 20th level, a chloromancer can effloresce twice as part of the same action.

Effloresce Effects

Ambrosia: The efflorescence temporarily suppresses enchantments, enfeebling effects, and curses on the chloromancer and her allies within 30 feet. Affected creatures ignore the effects of such conditions for the duration of the efflorescence, after which the conditions’ full effects resume. The duration of suppressed conditions continues to elapse while the condition is suppressed.

Bolsterbloom: The chloromancer and her allies within 30 feet gain regeneration; this regeneration (acts as the regenerate spell).

Charged Blossoms: Choose an element type: earth, fire, ice, lightning, water, or wind. The chloromancer and his allies within 10 feet gain elemental resistance to the chosen element type. At 15th level, this affects allies within 20 feet, and the elemental immunity.

Floatflower: Allies within 10 feet ignore the effects of non-magical difficult terrain. At 9th level, they also gain the effects of air walk while within 10 feet of the chloromancer.

Innervating Pollen: The chloromancer and his allies within 30 feet gain a bonus either on attack rolls or to saving throws (the chloromancer’s choice; all allies gain the same benefit) equal to one-third the chloromancer’s druid level.

Luckleaf: When attempting a d20 roll, allies of the chloromancer within 30 feet of him gain the Lucky feat for this one roll; each ally can benefit from this ability only once per efflorescence. Luckleaf can be activated once per minute.

Shieldvines: Allies within 10 feet do not provoke attacks of opportunity when leaving threatened squares; this increases to 20 feet at 10th level.

Slipstrands: The chloromancer and his allies within 10 feet are affected by freedom of movement; this increases to 20 feet at 20th level.

cat warrior

 

 

Geomancer

Geomancers hold the power of the elements. Geomancy is the art of channeling magical energy from many sources through the land itself. In the area she calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) she weaves ley lines—powerful connections to the land itself. The spells she casts through these connections with the earth are reflections of her own strength of will.

Differences

Instead of using the druid spell list, the geomancer relies on the raw power of the elements. Below are terrains and associated abilities. Also, the Geomancer can be armored in light armors and a light shield, they won’t affect her geomancy, but she cannot wear armor with iron.

Geomancers have proficiency in two of their choice from: Perception, Acrobatics, History, Insight, Nature, or Survival.

Elemental Resistance

Starting at 2nd level, the geomancer gains an elemental resistance to earth, fire, ice, lightning, water, and wind. At level 5, the geomancer has advantage against the elemental types as stated. At 15th level, her resistance becomes an immunity. Please note that these resistances are only active in certain biomes. More on this in the Geomancy ability section.

Geotrance

Once a Geomancer gains intimate knowledge of a terrain, her powers remain with her throughout her travels. At level 2, the geomancer can choose from Plains, Forest, and Town as her starter. As she travels, she can study and gain powers of new terrains. She will not need to relearn a past terrain. If two terrains overlap, the geomancer must choose one terrain to use.

Terrains and Effects

All powers are standard actions, unless specified in the descriptions. Also, some powers require components.

Plains

Open areas of relatively level and dry ground where grass and scrubland are the dominant plant life. Temperatures in this terrain can range from temperate to sub-tropical. Colder grasslands such as taiga will generally use the Snow terrain set, while hotter, drier grasslands such as steppe may use the Desert set.

Plasma: Iridescent columns of pure energy erupt from the ground around the target. Plasma deals 2d8 lightning damage to a single target. Range is 60 ft.

Gusty Wind: Gale-force winds assail the target. Gusty Wind deals #d10 bludgeoning damage. On a critical success, Gusty Wind will knock enemies back 10 ft. and they are prone. Range is 60 ft. line. # = number of enemies caught.

Pitfall: A crevice pulls open beneath the Geomancer’s foes, unceremoniously dropping them into a gaping pit before spitting them back out. Pitfall deals #d8 bludgeoning damage. # equals the amount of enemies caught. Range is 60 ft in a 10 ft. radius.

Sunbath: Golden light shimmers and dances over the battlefield. Sunbath restores #d10 healing in a 30 ft. radius around the Geomancer. # equals the number of allies within radius. Requires sunflower petals.

Tempest: A roaring, towering cyclone bears down on the target. Tempest deals 3d10 bludgeoning damage to a single target. The Geomancer must touch the target.

Forest

Terrain marked by extensive tree growth. Forests can range in size from a small wood to a sprawling rainforest, and cover a wide range of climate types. Colder, snow-blown forests can use the Forest or Snow terrain sets, while moist, water-logged jungles qualify as both Forest and Swamp, depending on the party’s current location.

Leaf Swirl: Whipped up by the wind, a cloud of razor-sharp leaves encircles a single foe. Deals 2d8 slashing damage. 50 ft. range. Requires crushed leaves.

Will o’ the Wisp: Glowing spirits converge on the Geomancer’s target in a disorienting dance, burning a single target with 2d10 fire damage and leaves the target in a hypnotic trance for 1d4 rounds or if a target spends their move action to snap their ally out of the trance. Requires a ceremonial candle.

Wild Bear: A wild bear appears from the undergrowth, radiating sylvan energy. Wild Bear removes negative status conditions from an ally. Ally must be 30-35 ft.

Tanglevine: Brambled vines shoot out of the ground, catching enemies in a thorny embrace. Tanglevine deals 4d10 piercing damage 60 ft. in a 30 ft. radius. The vines last on each target for 1d4 number of rounds or until individual targets are attacked. Requires a vine.

Branch Spears: The forest shakes and shivers, seeming to come to life as sharpened branches begin to rain down on the battlefield. Roll #d20 (# equal to your Geomancer level for the number of branch spears), then as a collective result the branches deal 5d8 piercing damage. Targets 120 ft. in a 60 ft. radius. Requires three snapped twigs.

 

 

Mountains

Rocky, elevated terrain with cooler temperatures and spare, if not outright non-existent, vegetation. At the highest elevations, air temperature can drop to freezing levels and sharp winds frequently blow; these conditions may qualify for the Snow terrain set.

Gust: A blast of mountain air lifts the party off its feet, suspending it in mid-air. Gust bestows Feather Fall permanently for as long as the party is in the mountain terrain. Requires gravel to be tossed into the air.

Collapse: Jagged columns of rock shoot up around the target, trapping it in a rapidly-shrinking stone cocoon. Deals 3d8 bludgeoning damage to a single target. When you end your turn, collapse ends. Requires a broken rock.

Tremor: The Geomancer calls violent tremors to shake the battlefield. Tremor deals 5d8 thunder and bludgeoning damage. If critical success, the battlefield becomes difficult terrain for her enemies. Her allies aren’t affected. Area of effect is 60 ft. and 60 ft. radius. Requires 4 sizeable rocks to be shaken.

Sonic Boom: With a a loud clap from the Geomancer, a tremendous thunderclap echoes across the battlefield, distracting and disorienting all opponents for 3d6 thunder damage. 50 ft. cone. Requires the Geomancer to clap.

Landslide: Set into motion by the Geomancer’s power, a crushing wave of dirt and debris sweeps over the battlefield. Deals 5d10 bludgeoning damage and make the terrain difficult for her opponents. 60 ft. range with a 65 ft. radius.

Desert

Dry areas of often intense heat and relatively little plant growth. Sand and dust are an omnipresent feature of the landscape, and are easily whipped up by passing winds.

Vaccum Blade: A howling crescent of wind scythes across the battlefield, cutting into a single foe. Vacuum Blade deals 3d8 slashing damage. Roll 1d4 for the number of slashes in a 40 ft. line. Target must make a Reflex save.

Mirage: In a 30 ft radius around the Geomancer, she creates a bubble of heat, so hot that targets will start hallucinating mirages. Last for 1d4 rounds + half the Geomancer’s level.

Sandstorm: A howling wind picks up and sweeps across the battlefield, assailing the Geomancer’s foes with a veil of sand and small stones. Sandstorm deals 5d8 bludgeoning damage in a 60 ft. cone. On a critical success, the sand will blind opponents caught. Requires a handful of sand to be thrown.

Antlion: A monstrous antlion surfaces in the midst of the enemy, clamping down on an unfortunate target with jaws tough enough to crack boulders before digging its way back into the earth. Antlion deals 5d8 half-force and half-piercing damage. 10 ft. radius up to 30 ft. from Geomancer.

Desert Storm: Called up by the Geomancer’s powers, a chaotic vortex of heat, wind, and sand forms in the battlefield, building in power before roaring towards the party’s foes. Desert Storm deals 5d10 fire damage in a 40 ft. radius, 60 ft. away from the Geomancer. Requires for the Geomancer to toss hot sand into the wind.

Swamp

Low-lying wetlands with relatively little solid ground. A swamp can be composed primarily of mud, slow-moving, or stationary shallow water, and often features a rich array of vegetation. Jungles with high levels of rainfall or tree growth close to a body of water can also exhibit swamp-like terrain.

Poison Mist: Deadly vapors bubble up from the mire, drawing a choking veil over a single foe. Poison mist deals 3d8 poison damage. 35 ft cone.

Marsh Lights: An eerie mystical haze rises from the fetid waters to envelope the battlefield. Obscures the vision of the Geomancers opponents. 15 ft. radius around the caster. Allies gain advantage on DEX saving throws. Requires a handful of sand to be poured into swamp water.

Bottomless Bog: The ground suddenly shifts beneath the Geomancer’s foes, leaving them at the mercy of the swamp’s sucking waters. Bottomless Bog deals 4d10 bludgeoning damage (spits back up after damage is dealt). 60 ft. from the Geomancer in a 20 ft. radius.

Quicksand: A patch of quicksand is always a nice surprise for the Geomancer’s foes. Quicksand sinks targets in a 15 ft radius up to 30 ft. away from the caster dealing 1d10 bludgeoning damage.

Bindweed: With a shudder and a scream, the swamp itself seems to come alive, trapping the Geomancer’s foes in a tangle of tree branches, crawling vines, and slithering fauna. Bindweed deals 5d10 bludgeoning damage.

 

 

Water

Large bodies of fresh- or saltwater, ranging from small lakes to great rivers and the mighty ocean itself. Smaller water-based features, such as a pond found in a forest or a mountain stream, generally do not qualify as Water terrain unless they are prominently involved in a battle.

Plasma: Iridescent columns of pure energy erupt from the ground around the target. Plasma deals 2d8 lightning damage to a single target. Range is 60 ft.

Waterfall: Soothing droplets of water cascade down on the Geomancer’s comrades. Waterfall restores 3d8 HP to allies in a 35 ft. radius.

Sliprain: Bright light refracts in a mysterious pattern through the water, disorienting all who behold it. Sliprain blinds targets in a 30 ft. cone in front of the Geomancer. Requires a bottle of crystal clear water.

Torrent: A globe of sludgy, putrid green detatches from the water’s surface and sails towards the enemy, crashing into them in an explosion of filth and mire. Deals 5d8 initial damage with a 2d8 splash damage around initial splash. The geomancer launches the globe 60 ft. away from them, splash is a 5 ft radius. Damage is poison. Requires a small piece of algea.

El Nino: Unleashed by the Geomancer’s power, the fury of the deeps washes over the battlefield in an unstoppable tidal wave. El Nino inflicts 5d10 bludgeoning damage and causes the terrain to be difficult. 60 ft. line with a 15 ft. width.

Underground

Covers subterranean areas both natural and artificial, including, but not limited to, caverns, tunnels, and ruined underground complexes. These environments tend to see little sunlight, making them both cool and frequently damp. Abandoned buildings above ground may also qualify for this terrain set, provided they are in an advanced state of disrepair.

Phantom: A fearful apparition from the darkness, its body shining with such an intensity that all who see it run the risk of being struck blind on the spot. Phantom deals 3d8 holy damage and on a crit, blinds the target.

Will o’ the Wisp: Glowing spirits converge on the Geomancer’s target in a disorienting dance, burning a single target with 2d10 fire damage and leaves the target in a hypnotic trance for 1d4 rounds or if a target spends their move action to snap their ally out of the trance. Requires a ceremonial candle.

Earth Heal: Greenish-brown dust swirls forth from nowhere, settling onto the Geomancer’s comrades. Earth Heal restores 5d8 HP to allies in a 35 ft. radius around the caster.

Contortion: Gray dust creeps up to cover the enemy, quickly hardening into a shell of solid rock. Does not deal damage. Instead, the Geomancer chooses two random foes to be the target of this ability. Targets must be in a 45 ft. radius around the Geomancer.

Cave In: A dangerous rumble tears through the cavern; seconds later, man-sized boulders begin crashing down. Roll #d6 for the opponents caught. 5d8 bludgeoning damage. Range is 70 ft by 55 ft radius.

Town

Buildings and areas of habitation constructed by intelligent life. Because of its broad focus, this terrain set encompasses everything from ancient temples to bustling metropolitan areas. A building or complex does not have to be in active use to qualify for this terrain type, but must be in good repair; if it is collapsing or crumbling, it should be treated as belonging to the Underground terrain set.

Mysidian Rabbit: A small creature with a great cotton tail and large, feathery ears prances up from behind the party. Its eyes glow, and in an instant the Geomancer has an intimate knowledge of a single foe. Mysidian Rabbit allows the Geomancer to know the foe’s weaknesses, resistances, immunities, and really anything. Foes that cannot be scanned by another ability cannot be scanned by this ability.

Will o’ the Wisp: Glowing spirits converge on the Geomancer’s target in a disorienting dance, burning a single target with 2d10 fire damage and leaves the target in a hypnotic trance for 1d4 rounds or if a target spends their move action to snap their ally out of the trance. Requires a ceremonial candle.

Wind Slash: Howling storm spirits swirl about the enemy, calling down crackling bolts of lighting upon all and sundry. Wind Slash deals 5d8 lightning damage to opponents 60 ft. away in a 15 ft radius.

Tapir: A snuffling, piglike creature shimmers into existence in front of the Geomancer, sizing up the party before showering them with bubbles of vital energy. Tapir removes any negative effects.

Tempest: A roaring, towering cyclone bears down on the target. Tempest deals 3d10 bludgeoning damage to a single target. The Geomancer must touch the target.

 

 

Lava

Areas of extreme heat. Typically volcanic terrain, though fierce blazes, industrial structures such as blast furnaces and magical fire may qualify for this terrain set.

Flame Blast: Flames unceremoniously explode around a single target. Flame Burst deals 2d8 fire damage. Critical hits cause the target to receive 2d8 fire damage for 1d4 rounds. Target basically has remnants of lava on them. Range: 60 ft.

Aspect of Lava: The Geomancer blesses her allies, granting their weapon both natural and manufactured, fire damage. Each hit deals an extra 1d8 fire damage. Last for rounds equal to the Geomancer’s WIS mod.

White Flame: Holy fire engulfs the target, searing away sickness and injury with an intense blaze of life. White Flame removes status effects and unholy curses of a single ally. Ally must be in a 35 ft. range.

Magma: Columns of burning lava erupt underneath the Geomancer’s foes, spreading fiery destruction throughout the immediate area. Magma deals 4d12 fire damage to targets up to 75 ft away in a 20 ft radius.

Prominence: An explosion of white-hot fury engulfs the target, searing it within an inch of its life. Inflicts 5d8 fire damage, double on crit. Up to 60 ft. in a 20 ft. radius.

Snow

Areas of extreme cold, typically at freezing point or below. Includes environments with high levels of snowfall, though cold tundra and terrain such as icebergs and glaciers also qualify for this set.

Arctic Hare: A small, white-furred rabbit burrows out of the snow, rubs noses with a single combatant, and then vanishes. Arctic Hare heals for 2d6 HP to a target up to 60 ft.

Icicle: Blades of extreme cold stab up from under the Geomancer’s foes. Icicle inflicts 4d8 piercing damage in a 50 ft. line with a 15 ft radius.

Ice Storm: The air around the Geomancer’s opponents begins to chill to absolute zero, assailing all in range with bitter, crippling cold. Ice Storm inflicts 5d8 cold damage. 60 ft. away with a 45 ft. radius.

Avalanche: A shower of snow, ice, rocks, and debris descends, burying a single unfortunate victim. Deals 3d8 half-cold and half-bludgeoning damage. 60 ft. away.

Ice Pillar: Spears of sharp, polished ice rain down on the target, mercilessly skewering it. Ice pillar deals 2d10 piercing damage. 60 ft. away.

 

 

Fighter

As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge of weaponry, and practiced maneuvers to slice or bludgeon his foes into little red bits. Devoted to the perfection of a single group of weapons, the fighter’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill.

Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

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

(a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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

Defense While you are wearing armor, you gain a +1 bonus to AC.

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

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

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

Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

Extra Attack At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Martial Archetypes

Foehammer While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves’ heritage as forgemasters and warriors alike.

Chosen Weapon At 3rd level, a foehammer must choose hammers, flails, or glaives weapon group as his chosen group.

Sledgehammer At 3rd level, a foehammer wielding a hammer, flail, or glaive gain advantage on combat maneuvers: trip, push, grapple, etc.

Hammer to the Ground At 7th level, the foehammer learns to charge before slamming their weapon into the ground. The charge goes in a 20-foot line. Also, Foehammer slams cause a 5 ft. splash radius. The slams only happen in front. Example: Foehammer slams the space in front of him, the areas adjacent to the slammed space and the space in front that’s 10 ft. from the Foehammer are damaged.

Rhythmic Blows At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer’s turn.

Ground Breaker At 11th level, as a full-round action, a foehammer may strike the ground with his hammer. If the attack deals more damage than the floor’s hardness, the space he occupies and all adjacent squares become difficult terrain. Creatures in those squares except for the Foehammer, are knocked prone (DC 15 DEX negates).

Monster Hunter

Like a bounty hunter following his own rules, a monster hunter tracks down elusive prey using his wits and delivers long-overdue retribution while easily ignoring his own injuries thanks to the joy he receives from a job well done.

Monster Lore The Monster Hunter has proficiency in the History skill when identifying a monster’s abilities and weaknesses.

Favored Enemy At 1st level, a monster hunter selects a creature type from the favored enemies table (see below). He gains a +2 bonus on Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A monster hunter may make Knowledge skill checks untrained when attempting to identify these creatures. This bonus stacks with favored enemy bonuses from other classes.

At 5th level and every four fighter levels thereafter (9th, 13th, and 17th level), the monster hunter may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the monster hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the monster hunter’s favored enemies table. If a specific creature falls into more than one category of favored enemy, the monster hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

This ability replaces martial flexibility.

Table: Favored Enemies Type (Subtype) Aberration Animal Construct Dragon Fey Humanoid (subtype) Magical beast Monstrous humanoid Ooze Outsider (subtype) Plant Undead Vermin

Tenacious Tracker At 2nd level, a Monster Hunter gains advantage on Survival checks that are made only to track their prey.

Study Monster Beginning at 4th level, a Monster Hunter can forfeit their move action to study a creature. This requires a History check + half their Fighter level (minimum of 1) + Favored enemy bonus (if relevant)

Hunter’s Defense Beginning at 5th level, the Monster Hunter gains a +1 bonus to their AC and +1 on saving throws against a favored enemy. At 8th level and every three levels thereafter (11th, 14th, 17th and 20th level), the bonuses increase by +1.

Traps A Monster Hunter is legendary for his ability to hunt down and capture his prey. Some Monster Hunters can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized magic. At 6th level, a Monster Hunter may select a trap (from below) and selects a new trap every 2 levels after 6. A Monster Hunter may use traps a number of times per day equal to their Fighter level plus their Wisdom Modifier.

Setting a trap is a full-round action that provokes attack of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another trap or a magical trap. The Monster Hunter only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so oon. The DCs for the Perception checks and saving throws to avoid the traps are equal to 10 + half of the Fighter’s level + Wisdom Modifier. Please note that traps don’t reset.

TRaps are either extraordinary or supernatural; extraordinary traps are Type: Mechanical, and supernatural traps are Type: magic. Some of the traps listed below may be set as extraordinary traps or as magical traps; learning such a trap lets a Monter Hunter set it either way. An extraordinary trap has a -2 penalty to its DC. An extraordinary traps lasts 1 day per Fighter level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per fighter level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a monster hunter can add one of these trap types to any standard trap (costs 1 additional use of the trap ability).

Acid Trap* (Ex or Su): This target is splattered with acid, taking a number of points of earth damage equal to 1d6 + half the fighter’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the monster hunter must supply a dose of acid when setting the trap.

Anchoring Trap* (Su): This trap can be added to a supernatural snare trap. The trap briefly imprisons any called creature (such as those called by the summon monster spells) for 1d4 rounds (Will negates). During this time the creature may not move from the location of the trap, though it may still use ranged effects and attack any creature within its reach. Additionally, anchoring traps disable the creature’s ability to travel within or between dimensions. The trap does not prevent the creature from using magic items that produce these effects. The trap can hold up to a Medium creature; each extra daily use of the monster hunter’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold by one size category.

Blighted Mark Trap (Ex or Su): This trap stains the victim with blighted plant matter, increasing its susceptibility to the attacks of creatures created or enthralled by the affliction. The target takes a –2 penalty to Armor Class against the attacks of creatures closely affiliated with the specific blight (typically demons, fey, plants, or undead) and on saving throws against effects created by such creatures. This effect lasts for 10 minutes per fighter level. a successful Will save negates this effect. Regardless of whether this is an extraordinary or supernatural trap, the monster hunter must supply a sample of the specific blight when setting this trap.

Burning Trap* (Ex or Su): If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Restrictions: Can only be added to a fire trap.

Blightburn Trap* (Ex): This trap strikes the target with a small shard of blightburn, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage. The monster hunter must supply a sliver of blightburn, a dangerous task in itself, though storing the blightburn in a lead vial makes the task less risky.

Bludgeoning Trap (Ex or Su): The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the monster hunter’s character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage plus an additional 1d6 for every four fighter levels the monster hunter possesses. If it’s an extraordinary trap, the monster hunter must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.

Channeled Energy Trap* (Ex or Su): This trap creates a positive or negative energy effect designed to harm either undead or living creatures, respectively. The target takes a number of points of damage equal to 1d8 + the monster hunter’s level from either radiant energy or necrotic energy (Will save for half). If this is an extraordinary trap, the monster hunter must supply a vial of holy water (radiant energy) or unholy water (necrotic energy).

Cleansing Trap (Ex or Su): The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per fighter level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Decoy Trap (Su): The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by the monster hunter at the time when the trap is set. Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Will save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Will save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.

Dirty Trick Trap* (Ex or Su): If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB for the dirty trick is equal to the monster hunter’s level + his Wisdom modifier.

Distraction Trap* (Ex or Su): The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per fighter level. If this is a supernatural trap, this is a mind-affecting effect. If this is an extraordinary trap, the monster hunter must supply a dose of itching powder or another alchemical irritant.

Exploding Trap* (Ex or Su): The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + half of the fighter’s level (Reflex negates). If it is an extraordinary trap, the monster hunter must use an explosive material such as alchemist’s fire when setting the trap. Restrictions: Can only be added to a fire trap.

Fire Trap (Ex or Su): The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + half of the fighter’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the monster hunter must use an explosive material such as alchemist’s fire when setting the trap.

Firework Trap* (Ex or Su): The trap explodes in a flash of colored lights. All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the monster hunter must use an alchemical weapon when setting the trap, such as flash powder or a firework. Restrictions: Can only be added to a fire or smoke trap.

Freezing Trap (Su): The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of ice damage + half of the fighter’s level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag. A successful Reflex save halves the damage and means the creature is not stuck to the floor by the ice. The ice is 1 inch thick per 2 Hit Dice of the monster hunter (minimum 1), has 3 hit points per inch of thickness, and melts in 2d4 rounds.

Infected Snare Trap* (Ex or Su): The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect. Restrictions: Can only be added to a snare trap.

Lazurite Trap (Ex or Su): Lazurite radiation increases the victim’s susceptibility to the attacks of undead creatures that are bolstered by the radiation. The target takes a –2 penalty to Armor Class against the attacks of undead creatures and on saving throws against effects created by undead. This effect lasts for 10 minutes per fighter level. A successful Will save negates this effect. If this is an extraordinary trap, the monster hunter must supply a sliver of lazurite.

Limning Trap (Ex or Su): This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per fighter level or until the creature washes it off (a move action requiring water or some other cleanser). If this is an extraordinary trap, the monster hunter must use alchemical components when setting the trap, such as glowing ink or marker dye.

Marking Trap* (Ex or Su): If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the monster hunter’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

Over-sized Barbs (Ex or Su): The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Survival checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage. The barbs shake loose harmlessly after 10 minutes per fighter level.

Penetrating Trap* (Ex or Su): The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. If this is an extraordinary trap, the monster hunter must provide 1 pound of the chosen material during the trap’s construction. Restrictions: Can only be added to a wounding trap.

Pit Trap (Ex or Su): This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every four fighter levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. If it is an extraordinary trap, the monster hunter can set this trap only in terrain with soft ground.

Poison Trap (Ex or Su): The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the monster hunter must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.

Quicksand Trap (Su): The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to the fighter’s level. When the effect ends, any creature still in the quicksand is returned to the surface prone.

Rust Monster Trap (Ex or Su): The trap throws up a cloud of dust ground from the antennae of a rust monster, dealing 1d4 points of damage to the target’s metal armor and weapons. A monster hunter may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap. A successful Reflex save negates this damage. If this is an extraordinary trap, the monster hunter must supply a set of rust monster antennae.

Selective Trigger* (Ex or Su): The monster hunter adds a race, type, alignment, or minimum weight restriction to the trap’s trigger. If this is an extraordinary trap, the monster hunter can choose only the minimum weight restriction.

Sleet Trap (Su): The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per fighter level.

Smoke Trap (Ex or Su): This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per two fighter levels, and is dispersed by wind as fog cloud. If this is an extraordinary trap, the monster hunter must use an alchemical component when setting the trap, such as a smokestick.

Snare Trap (Ex or Su): The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the monster hunter included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to half of the fighter’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the monster hunter’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the monster hunter’s option, if there is a tall object or structure nearby, he can have the trap lift the creature.

Spell-Stealing Trap (Su): The target is struck by a burst of mana drain that steals its magical ability. The target loses 1d4 spell slots. A monster hunter may increase the number of spell slots lost by 1d4 for each additional daily use of his trap ability he spends when creating this trap.

Swarm Trap (Ex or Su): The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per fighter level, after which it disperses. If the trap is an extraordinary trap, the monster hunter must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per fighter level).

Tar Trap (Ex or Su): The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per fighter level. If this is an extraordinary trap, the monster hunter must supply a dose of tar.

Telepathy Trap (Su): The trap resonates at a high-pitched frequency audible only to creatures that communicate via telepathy. If the triggering creature has the ability to communicate via telepathy, the creature becomes overwhelmed by psychic feedback. The trapped creature is staggered for 1d4 rounds (Will negates), and may not communicate telepathically during this time. This is a sonic, mind-affecting effect. Creatures that lack telepathy are not affected by this trap, though they may still trigger it.

Toxic Fumes Trap* (Ex or Su): The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the monster hunter must use a toxic material when setting the trap, such as noxious aromatic. Restrictions: Can only be added to a smoke trap.

Transdimensional Trap* (Su): This augmentation allows a trap to affect an incorporeal or ethereal creature as if it were corporeal or existed on the Material Plane.

Transpositional Trap (Su): This pair of traps causes any creature that steps in one of the traps to be teleported to the location of the other trap (Will negates), as the spell dimension door. After having been transported, the creature may not take any other actions until its next turn. If one part of a pair of transpositional traps becomes blocked by a solid body or object, the trap does not function until the obstruction is removed. In order to create this trap, a monster hunter must set up two transpositional traps within 400 feet of each other, thus expending 2 uses of the monster hunter’s traps per day. A monster hunter can only have one pair of transpositional traps set at a time; setting a third transpositional trap immediately causes the first to disappear and keys the second and third transpositional traps to one another.

Tripwire (Ex or Su): A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap (Ex or Su): This trap makes a melee attack against the target using the monster hunter’s base attack bonus + his Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + half of the fighter’s level. The monster hunter chooses whether this damage is bludgeoning, piercing, or slashing. If this is a supernatural trap, the attack counts as magical for the purposes of overcoming damage reduction.

Master Hunter A Monster Hunter of 20th level becomes a master of his trade. He gains a +5 bonus on checks made to identify a monster. As a standard action, he can make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Constitution save. The DC of this save is equal to 10 + half the Fighter’s level + their Wisdom modifier. They can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A Monster Hunter can use this ability once per day against each favored enemy type they possess, but not against the same creature more than once in a 24-hour period.

Viking

The sagas of the northern people are filled with stories of mighty warriors sailing south to raid the peoples of warmer climes and returning with longships filled with plunder. The northerners call these warriors vikings, and their deeds are sung in the longhouses during the long winter nights. A viking strikes fear into the heart of her foes, and in battle can fly into a terrible rage. Many vikings wear the pelts of bears or wolves, drawing on the strength and ferocity of these beasts in battle. Vikings do not wear heavy armor, but are skilled at fighting with an ax or spear in conjunction with a shield.

Armor Proficiency Vikings are no proficient with heavy armor.

Fearsome At 2nd level, a Viking is proficient in the Intimidation skill and use an Intimidation check to scare their opponents to flee, this sacrifices the Vikings standard reaction action. At 10th level, they can do so as a move action. Later at 18th level, the Viking can use this as a free action.

Shield Defense Starting at 3rd level, a Viking learns the art of fighting with a shield. Whenever they are wearing medium, light, or no armor and wielding a shield, the Viking’s shield bonus to AC increases by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), this bonus increases by 1.

Raider At 4th level, the Viking is well-trained enough to handle Vehicles (water). The Viking also gains a small horn, whenever they blow into it, the Viking’s ancestors embody them with +2 on attack rolls and +2 to their AC. Every 4 levels after 4th, the bonuses increase by 1.

Rage On At 6th level, the Viking gains the Berserker state of mind that the Warrior gets. This does not count towards leveling up the Warrior. The Viking’s Berserker level is considered Fighter -3.

Aspects of the Gods At 8th level and 2 levels after, the Viking gains the favor of their gods listed below. These aspects may be passive abilities, with others may be actions. Specified below.

Odin’s Foresight: With one eye-covered, the Viking gains a small glimpse into the battle that is to come. From the small glimpse, the Viking can strategize the plan of attack. The Viking can use this as a free action, but the glimpses will on show future fights. They must understand that these fights don’t have to happen.

Hammer of Thor: For 1d4 rounds, the Vikings weapon will materialize into Thor’s hammer and give off lightning. Strikes with this weapon add a 2d4 lightning damage. Thor’s hammer can also be thrown for either a single or a double hit. Hammer of Thor is considered a move action and the Viking can only use this ability 3 times per day. Long rests replenish this ability.

Eir’s Mercy: The Viking spends a full-round action to heal themself and their allies. Roll 3d8 for HP healed. It doesn’t matter where the allies are, as long as the Viking can see them, this ability affects all allies. This ability can be used 3 times per day and replenished with a long rest.

Hel’s Fury: If the Viking loses their weapons or doesn’t have their weapons on them, they may activate this ability to spawn two blackened shortswords. If an opponent would die, their soul goes directly to Hel. The swords last 1d4 days and the ability can only be used 3 times per day. Long rests replenish the uses.

Loki’s Trick: The Viking can use this ability, creating four perfect illusions of the Viking to fight or trick people. These illusions have the same statistics as the Viking, but upon their death will disappear. If the real Viking dies, they instead take the place of one of their illusions that are still alive.

Hodur’s Sadness: The Viking can either launch an arrow or throw their weapon into the sky. Either a 45 ft. line or a 45 ft. circle rains arrows or splintered fragments of their weapon (their weapon returns to the Viking unsplintered). These arrows or fragments have been dipped in a pool of liquid mistletoe. Causes 4d8 poison damage. Hodur’s Sadness can only be used 3 times per day. Long rests can replenish this ability.

Sif’s Harvest: This is a passive ability, wherever you reside. A very noticeable spike in harvestable plants appears. This could be flowers, alchemical ingredients, farm foods (wheat, fruits, and veggies).

Balder’s Light: The Viking radiates a natural warm light. Whether the Viking does or doesn’t know it. They’re light can cause extra radiance damage, can harm the undead, and can provide warmth. This is a passive ability.

Tyr’s War: The Viking gains an extra +1 attack roll bonus, AC bonus, and an extra attack. This ability can be used 3 times per day. Replenish at a long rest. Increase by 1 everytime the Viking can choose a new aspect.

Ull’s Shot: If the Viking is a ranged attacker, The Viking’s rolls gain a +1 to the attack rolls, and damage rolls. Increases by 1 every time the Viking can choose another Aspect

 

 

Gunbreaker

Dusty and worn down, a man wielding a large two handed blade plunges it into a formidable beast standing before him. He pulls the trigger on the handle of the blade and sends a shock wave through the creature, stunning it for his allies to capitalize.

A woman lunges forward with her Gunblade in hand, as she cuts across her foes body she pulls the trigger unleashing flaming energy from her blade, making quick work of her enemy. She flashes a wild smile to the allies of her quickly defeated foe and beckons they try their luck against her sword arm as well.

Carefully, a man lines up his fire arm to take a shot at his approaching foes. He pulls the trigger and a blast of thunderous energy launches from his blade, crashing into the approach enemy, causing him to drop with a thud.

The Gunbreakers are innovative warriors who take the field with their trusty Gunblades in hand. Able to handle a variety of combat situations, the Gunbreaker exhibits a mastery over the battle field.

Art of War

There were once great generals so skilled at warfare that their work could have been seen as artistic. War forces mankind to innovate, and as such lead to the inception of the Gunbreaker. This unique creation features a a melee weapon infused with triggers and munitions to augment their attacks greatly. Despite being known alternatively as Gunblades their weaponry most tend to use focus melee combat, battling on the front lines.

The Royal Guard

The origin of the Gunbreaker can be traced back to the Blades of Guhnnhildr, an elite group of warriors tasked with protecting the queen of Bozja. Though the group was not exclusively Gunbreakers, the Bozjan royal guard originated the technique. The most experienced gunbreakers can often call Bozja their homeland, or were trained by someone from the region.

Creating a Gunbreaker

When creating a Gunbreaker, one must consider how they learned about the Gunblade. Did they serve in a military detachment skilled with the arms? Perhaps they met a traveling mercenary who sought to take a student under their wing.

You must also consider why the Gunbreaker has decided to head off on their journey. Perhaps they stand for those who cannot stand for themselves, with dreams of ridding their home of evil forces. They may be a gritty mercenary who has found a efficient ways of dealing with problems, and a client who has many problems to see to. Perhaps they are testing the new weapon outside of their smithy it was forged in. It could be as simple as wanting to see the world or be a part of something bigger than themselves.

Whatever the reason, the Gunbreaker is a powerful ally to have on your side and fearful foe to face down.

 

 

The Gunbreaker

| Level | Proficiency Bonus | Features | Munitions | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 |Arms Smith, Munitions, Burst Strike |1 | | 2nd | +2 |Fighting Style, Gunner Shot |2 | | 3rd | +2 |Gunbreaker Archetype |3 | | 4th | +2 |Ability Score Improvement |4 | | 5th | +3 |Extra Attack |5 | | 6th | +3 |Gunbreaker Archetype Feature |6 | | 7th | +3 |Quick Hand |7 | | 8th | +3 |Ability Score Improvement |8 | | 9th | +4 |Diplomatic Enforcer |9 | | 10th| +4 |Gunbreaker Archetype Feature |10| | 11th | +4 |Blasting Zone |11| | 12th | +4 |Ability Score Improvement |12| | 13th | +5 |Heart of the Vanguard |13| | 14th | +5 |Gunbreaker Archetype Feature |14| | 15th | +5 |Heart of Stone |15| | 16th | +5 |Ability Score Improvement |16| | 17th | +6 |Sonic Breaker |17| | 18th | +6 |Blood Fest |18| | 19th | +6 |Ability Score Improvement |19| | 20th | +6 |Gunbreaker Archetype Feature |20|

Quick Build

You can make a Gunbreaker quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Folk Hero background.

Class Features

As a Gunbreaker, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Gunbreaker level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunbreaker level after 1st

Proficiencies


  • Armor: All armour, Shields.
  • Weapons: simple weapons, martial weapons, pistols, muskets
  • Tools: Smith’s Tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Athletics, Acrobatics, History, Investigation, Intimidation, Persuasion, Stealth, Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon which has already been converted to a gun blade.
  • (a) a shield or (b) a pistol and 20 bullets.
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • (a) Smith’s tools

Arms Smith

Beginning at the 1st level, you have learned how to modify weaponry to incorporate a gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process.

 

 

Gun Weapons

Arms Smith is used to convert a weapon into a gun weapon such that it works with your abilities. The most common and obvious is to use a longsword or greatsword for this sort of thing but if your DM approves, you could turn any kind of weapon into a gunweapon. Magic weapons may also require extra time to convert or assistance to complete the modifications at your DM’s discretion.

All weapons that have undergone this process will be referred to as Gunblades in this document.

Munitions

Beginning at 1st level, you’ve learned how to create cells which draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action.

When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.

Gunbreaker Save DC = 8 + your proficiency modifier + your Strength modifier.


When using features which require you to make a ranged attack, your attack modifier is calculated as follows.

Gunbreaker Ranged Attack Modifier = your proficiency modifier + your Dexterity modifier.

Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.

Burst Strike

When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon’s trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success.

This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Gunner

You gain a +2 bonus to attack rolls you make with your Gunner Shot Attack action.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Gunner Shot

Beginning at 2nd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a d10. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level. You expend one Munitions charge when you use this attack option.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Gunbreaker Archetype

At 3rd level, you select select your Gunbreaker style. The Breaker style focuses on weakening foes with special Munitions, the Lionhart style which focuses on enhancing the damage dealt with the weapon’s blows and the Revolver style which focuses on ranged combat.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Hand

Beginning at the 7th level, you are able to load Munitions to your gunblade as a bonus action. You may load up to 8 Munitions charges to your gunblade.

Diplomatic Enforcer

Beginning at the 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making Persuasion, Deception and Intimidate checks.

If a medium or smaller creature is missing hit points, you gain advantage on Intimidation checks against that creature.

Blasting Zone

Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause an explosion originating from you in the direction of the target. All creatures in the 30ft. cone must make a Dexterity saving throw against your Gunbreaker Save DC. The creature takes 3d10 Fire damage on a failure, and half as much on a success. This damage increases to 4d10 at the 15th level, and 5d10 at the 20th level. You can only use Blasting Zone once per round.

You can also use your action to use Blasting Zone without making a successful melee weapon attack.

Heart of the Vanguard

Beginning at the 13th level, you have advantage on saving throws against being Charmed and Frightened. You gain proficiency in the Intimidation skill, if you already have this skill you gain expertise in it.

Heart of Stone

Beginning at the 15th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend one Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed.

Sonic Breaker

Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause a massive shockwave originating from you in the direction of the target. All creatures in a 60ft. long, 5ft. wide line must make a Dexterity saving throw against your Gunbreaker Save DC. Creatures take 4d10 thunder damage on a failure, and half as much on a success. This damage increases to 5d10 at the 20th level. You can only use Sonic Breaker once per round.

You can also use your action to use Sonic Breaker without making a successful melee weapon attack.

Blood Fest

Beginning at 18th level, as a bonus action you may recover half your munitions. You may do so once before requiring a long rest.

Ones Combat Style

Gunbreakers have opened up a whole new way to do combat with their innovative weapon and as such they are developing new styles to employ on the battlefield, all with their merits. The Breaker style involves weakening one’s foe to assist their allies, while the Lionhart style focuses on quickly cutting one’s enemy down. The Revolver style looks at developing and using the ranged capabilities of their weapons.

Breaker Style

The Breaker Style has been innovated by fighters who do not fear being on the front line taking hits from foes. They make it their job to disable their foes and create openings for their allies while standing defiantly against their foes.

Slash Bang

Beginning at the 3rd level, you have learned to use your Gunblade’s Munitions to disrupt the enemy’s body. When you use your Burst Strike feature, instead of the regular effect, you can attempt to force the enemy to the ground. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d6 thunder damage and are knocked prone. On a success they are not knocked prone.

This damage increases to 2d6 at the 6th level, 3d6 at the 12th level and 4d6 at the 18th level. Beginning at 9th level, if the creature is medium or smaller, they are stunned until your next turn instead of knocked prone.

Tether Bracer

At 6th level, you have developed a grappling hook mounted on a bracer to assist you in both exploration and battle. Your grappling hook has a range of 60ft. When the grappling hook is anchored to a surface, you gain advantage on climb checks. If you are moving in the direction of the anchor point by foot, your speed is increased by 10ft.

In battle, as a bonus action you may make a ranged weapon attack using your Gunbreaker Ranged Attack modifier. On a hit, you deal 1d6 piercing damage and the creature must make a Strength saving throw against your Gunbreaker Save DC, becoming grappled on a failed save. The creature may reattempt this save as an action on their turn.

While the creature is grappled by your Tether Bracer, you gain 10ft. of movement when traveling in a straight line towards the target. As a bonus action, you attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10ft. closer to you on a failure.

A creature grappled in this way retains its movement speed if it moves towards you or strafes at its current distance away from you. If the creature is within 5ft. of you, its speed is then reduced to 0.

 

 

Maimed Reflexes

Beginning at the 10th level, When you use your Burst Strike feature, instead of the regular effect, you can temporarily dull the target’s reflexes. The creature makes a Constitution saving throw against your Gunbreaker Spell Save DC. On a failure they take 3d6 thunder damage and cannot make attacks of opportunity until your next turn.

This damage increases to 4d6 at the 15th level and 5d6 at the 20th level.

Nebula Burst

Beginning at the 14th level, when you take damage, as a reaction you may expend one use of Munitions to reduce the damage taken by 1d6 + your Constitution ability modifier and all creatures within 5ft. take thunder damage equal to 1d6 + your Constitution ability modifier.

Superbolide

Beginning at the 20th level, when you reach 0 hit points and would not be killed outright, you may instead drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Lionhart Style

Practitioners of the Lionhart Style have learned to elementally tune their Munitions, allowing them to pierce enemy’s guard with elemental energies and dealing out heavy damage.

Elemental Slash

Beginning at the 3rd level, when you use your Burst Strike feature, instead of the regular effect, you can deal an additional 1d12 damage to the creature of your choice from the following: Fire, Cold, Lightning or Thunder.

This damage increases to 2d12 at the 6th level, 3d12 at the 12th level and 4d12 at the 18th level.

Rough Divide

Beginning at the 6th level, as a bonus action you may expend one Munitions charge to move as though you are under the effects of the Jump or Longstrider spell until your next turn. The first melee weapon attack while under this effect deals an additional d6 of damage matching your weapon type.

Fated Circle

Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to wave of elemental energy originating from you. All creatures in a 10ft. radius must make a Dexterity saving throw against your Gunbreaker Save DC. On a failure Creatures take 3d12 damage of your choice from the following: Fire, Cold, Lightning or Thunder, and half as much on a success. This damage increases to 4d12 at the 15th level and 5d12 at the 20th level. You can only use Fated Circle once per round.

You can also use your action to use Fated Circle without making a successful melee weapon attack.


Elemental Intensity

Beginning at the 14th level, you deal bonus damage on your Elemental Slash and Fated Circle abilities equal to your Intelligence ability modifier. Additionally, you may choose Force, Necrotic or Radiant damage when using those abilities.

Renzokuken

Beginning at the 20th level, when you make a successful melee weapon attack with a gunblade, you may expend one Munitions charge to make another melee weapon attack.

Revolver Style

The Revolver Style involves becoming a skilled marksman alongside being a powerful sword fighter. Mastery of ranged combat with this new form of weaponry will be a challenge for those using the Revolver style but their ability to fight at both close and long range will be highly valuable.

Gritty Gunner

Beginning at the 3rd level, when you use Gunner Shot with a hostile creature within 5ft. of you, you do not suffer disadvantage on the attack and you add your Strength ability modifier to your Gunner Shot damage rolls.

Additionally, you gain proficiency in all firearms.

Gambler’s Guts

Beginning at the 6th level, you have gained proficiency in the Insight skill and a set of gaming tools of your choice. When making a skill check or attack roll with die result 9 or lower, you may expend one Munitions charge to reroll the die. You must use the new number.

Armour Piercing Round

Beginning at the 10th level, when you use the Gunner Shot Attack action, you may spend an additional Munitions charge to calculate your attack roll as though your enemy’s AC is 10 + their Dexterity modifier. If the creature has natural armour the base of 10 is increased to the appropriate number.

Bombardment

Beginning at the 14th level, you may use the following abilities when you use your Gunner Shot attack action as though you are attacking in melee range: Burst Strike, Blasting Zone and Sonic Breaker.

Bullet Hell

Beginning at the 20th level, when you use your Gunner Shot Attack action, you may expend loaded Munition charges to make additional Gunner Shot attacks. You expend one charge per extra attack made. You cannot use the Bombardment feature on the additional attacks.

 

 

Knight

The few, the proud, the knights are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The knights see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Knights adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. The first duty of knights is to this code and the ideals for which it stands, rather to a holy order. A knight is expected to display these ideals in all aspects of his behavior throughout all his actions and deeds, however arduous they may be.

Weapon and Armor Proficiency A knight is proficient with all simple and martial weapons (including knight swords) and with all armor (light, medium, and heavy) and shields (including tower shields).

Hit Points Hit Dice: 1d12 per paladin level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies Armor: All armor, shields (except for tower shields) Weapons: Simple weapons, martial weapons Tools: Game set, choice of either Vehicles (land) or Vehicles (water) Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

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

(a) a martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon (a) a dungeoneer’s pack or (b) an explorer’s pack Chain mail and a symbol of your kingdom or country you serve

Defensive Stance Starting at 1st level, a Knight can enter a defensive stance, a position of readiness and trance-like determination. A knight can maintain this stance for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. A temporary +2 bonus to their AC and advantage on saving throws against melee attack rolls, melee damage rolls, thrown weapon damage rolls, spell damage rolls. They also gain 2 temporary Hit Points per Hit Die. These temporary hit points disppear first if the Knight takes damage, ends their defensive stance, and are not replenished if the Knight enter the defensive stance in a short burst after their previous defensive stance. The Knight cannot move more than half of their movement speed or his stance ends.

A Knight can end their defensive stance as a free action, and must wait for their next turn to enter the stance again. Defensive stance does NOT stack with rage, berserker, or if the Knight is mounted.

Threat Control At 1st level, the Knight can antagonize the opponents to target them for 1d4 rounds. Then Knight can antagonize their opponents a number of times equal to their Constitution modifier.

Defend Ally Also at 1st level, at the start of the Knight’s turn, when they are within 5 feet of an ally, the Knight can transfer up to 2 points of AC to the ally (making his own AC worse by the sae number). The maximum number of points he can transfer increases by 1 for every three levels beyond 1st. At 5th level intervals (5, 10, 15, and 20), the Knight can increase their distance from their ally and can transfer their AC to their ally, even at 25 ft. away.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Knight’s Orders At 2nd level, the Knight selects their specialization explained at the end of this job chapter. The three subclasses the Knight can choose are the Chocobo Knight, Juggernaut, and Onion Knight.

Shield Block Starting at 3rd level, the Knight excels in using his armor and shield to frustrate their enemy’s attacks. As a free action, they can designate a single opponent as their target of this ability. Their shield bonus to AC against that foe increase by 1, as they move their shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level. Can also provide attacks of opportunity.

Bulwark At 4th level, when a knight is using a heavy or towering shield, he can, as a move action, provide partial cover (+2 bonus to AC, +1 on Dexterity saving throws) to himself and all adjacent allies until the beginning of their next turn.

At 11th level, he can provide cover (+4 bonus to AC, +2 Dexterity saving throws) to all adjacent allies until the beginning of their next turn. This cover does not allow Stealth checks.

At 18th level, they can provide cover to himself and all adjacent allies, or they can provide improved cover (+8 bonus to AC, +4 Dexterity saves, and Survival advantage) to all adjacent allies.

Counterattack At 13th level, a Knight can make an attack of opportunity against an opponent who hits an adjacent ally with a melee attack, so long as the attacking creature is within the Knight’s reach.

Shield Ward At 20th level, a Knight cannot have their shield disarmed or sundered. The Knight also receives an improved form of their Defensive Stance. They can move their normal speed, can use defensive stance as a free action. Bonuses on Melee attack rolls, melee damage rolls, thrown weapon damage rolls, spell damage rolls, and Dexterity bonuses to AC while in this stance increases to a +4. In addition, the amount of temporary hit points gained when entering a defensive stance increases to 4 per Hit Die.

Knight Orders

Chocobo Knight

Representing the ultimate in mounted warfare, the chocobo knight is the quintessential knight in shining armor. The charge of the chocobo knight is among the most devastating offensive weapons any culture can hope to field. Combined with the ferociousness of his chocobo mount, the chocobo knight is a sight to be seen.

A chocobo knight gains the service of a loyal and trusty yellow chocobo to carry him into battle. This chocobo functions as a beastmaster’s animal companion, using the chocobo knight’s level as his effective beastmaster level. A chocobo knight’s mount does not gain the shared saves special ability. If a chocobo knight enhances his chocobo mount with chocobo food, all permanent food buffs carry over in advancements. But if the chocobo knight’s chocobo mount dies, all permanent food buffs are lost if he summons a new one. Unlike normal chocobos of its kind, a chocobo’s Hit Dice, abilities, skills, and feats advance as the chocobo knight advances in level. If a character receives a companion from more than one source, his effective chocobo knight levels stack for the purposes of determining the statistics and abilities of the companion. The Chocobo can wear the same armor as their rider, except for heavy armor as it’ll restrict their movement.

Steadfast Mount At 2nd level, after the Chocobo Knight has spent 1 hour practicing with their month, the mount gains a +1 bonus to their AC and a +1 to their saves. These bonuses can only be received when the Chocobo Knight is mounted or adjacent to their mount. This bonus increases by +1 for every four levels after 2nd.

Banner At 2nd level, the Chocobo Knight’s banner becomes a symbol of their inspiration to their allies and companions. The Chocobo Knight chooses two of the following banners to represent them. The banner must be at least Small or larger and must be carried or displayed by the Chocobo Knight or their mount to function. Banners affect allies with a 60-ft.-radius and have a line of sight to the Chocobo Knight.

Fleet Standard (Ex): An ally who benefits from this standard increases her land speed by 5 feet and gains a +1 bonus to AC during any round in which she moved at least 10 feet. This increase to land speed is an enhancement bonus. At 7th level and every five chocobo knight levels thereafter, the bonus to speed increases by 5 feet. At 14th level, an ally benefiting from this banner also gains a +2 bonus on Dexterity saving throws against effects that target an area, such as fireball or breath weapons. When the chocobo knight waves this standard as a standard action, each ally within 60 feet can move up to her speed as an immediate action. Inspiring Standard (Ex): As long as the chocobo knight’s banner is clearly visible, all allies within 60 feet receive a +2 bonus on saving throws against illusions. For every five chocobo knight levels thereafter, this bonus increase by +1. At 14th level, an ally benefiting from this banner also gains a number of temporary hit points equal to the chocobo knight’s level + his Charisma modifier. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can immediately make a new saving throw to end a status effect inflicting them. Jinx Standard (Ex): These grim fetishes are common among some chocobo knights. An ally who benefits from this standard gains a +1 bonus on caster level checks to bypass spell resistance and a +1 bonus to the DC of her hexes (or similar class features) and necromancy or enfeebling spell she casts. At 7th level and every five chocobo knight levels thereafter, the bonus on caster level checks increases by 1. At 14th level, an ally benefiting from the banner gains a +2 morale bonus on saving throws against spells or effects that deal hit point damage. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can attempt an Intimidate check to demoralize a foe as an immediate action. Knave Standard (Ex): An ally who benefits from this standard gains a +2 bonus to AC against attacks of opportunity provoked by movement and a +1 bonus on attack rolls that benefit from flanking. At 7th level and every five chocobo knight levels thereafter, the bonus to AC increases by 1. At 14th level, an ally benefiting from the banner gains sneak attack +1d6; this stacks with other sources of sneak attack. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can each attempt a feint against a foe she threatens as an immediate action. Stalwart Standard (Ex): An ally who benefits from this standard gains a +2 bonus to their AC and a +1 bonus on attack rolls to creatures threatening an ally. At 7th level and every five chocobo knight levels thereafter, the bonus to CMD increases by +1. At 14th level, an ally benefiting from the banner is treated as one size category larger for the purposes of determining which creatures can affect him with combat maneuvers. When the chocobo knight waves this standard as a standard action, each ally within 60 feet can move up to 10 feet without provoking attacks of opportunities and ignoring difficult terrain as an immediate action.

Mounted Mettle At 5th level, a Chocobo Knight and his mount gain a +1 bonus on attack and damage rolls when they are mounted of adjacent to their mount. This bonus increases by +1 for every five levels after the 5th.

Improved Chocobo Mount At 7th level, along with stat improvements, the Chocobo takes less time to train and to feed. Increasing their bonus on melee attacks to +4. This bonus activates when the Chocobo Knight charges into battle. The Chocobo also receives temporary hit points equal to the Chocobo Knight’s level. These hit points last for 1 minute.

Protect the Meek At 12th level, the Chocobo Knight can move to intercept foes that mean to make a melee attack against the squishier party members. As a reaction, the Chocobo Knight can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack (if using a shield, use defensive stance) to defend their ally. This movement does provoke attacks of opportunity as normal and can be used a flanking. The Chocobo Knight must end their action on an adjacent space next to their ally. They cannot use this feature for 1 round.

Iron Mount The Chocobo is strong enough to carry heavy objects, armor, weapons, and even strong enough to pull wagons (as long as the Chocobo Knight is the rider). The Chocobo does not lose any of their movement speed.

Victor’s Rally At 15th level, the sight of the Chocobo Knight’s triumph can inspire their allies to greatness. When a Chocobo Knight reduces a creature to 0 Hit Points or fewer, the Chocobo Knight can select an ally (other than themselves or their mount) within the radius of his banners, allowing that ally to either immediately make an attack with a weapon they’re wielding or move up to their movement speed (this movement does NOT provoke attacks of opportunity). An ally can only be affected by this class feature once every five minutes.

Unavoidable Onslaught At 17th level, a Chocbo Knight’s mounted charge is not blocked by friendly creatures. The friendly creatures won’t take damage during the charge.

Juggernaut

As a machine of war, the juggernaut is deadly combination of nearly unstoppable force and fierce battle-hardened skill. Known for charging into enemy lines, or through enemy barricades, the juggernaut is devastating in his ability to bring the battle to his foes.

Armor Spikes At 2nd level, a Juggernaut grows armor spikes and gains proficiency in unarmed combat, in favor of these spikes. These adamantine armor spikes deal 1d6 piercing damage on a successful grapple. While the spikes can’t be removed, the can be affected by spells like any other weapon. At 5th level, the damage these spikes deal increases to 1d8.

Juggernaut Armor Also at 1st level, a juggernaut gains a +2 bonus to natural armor. Every four levels thereafter (5th, 9th, 13th, and 17th), this bonus increases by +2.

Construct Momentum Starting at 3rd level, a Juggernaut gains an extra +1 bonus on its attack roll when making a charge. At 7th level and every four levels thereafter, this extra bonus increases by +1 (to a maximum of +5 at 19th level).

Powerful Charge At 4th level, when a Juggernaut with this special attack makes a charge, his attack deals an extra 2d6 points of damage in addition to the normal benefits and hazards of a charge.

Construct Perfection At 5th level, a Juggernaut seeks to improve themself by embracing their true identities. As a juggernaut advances, they abandon what they consider the weakness within themselves to gain qualities they deem are perfect. While retaining their intelligence and sentience, they gain the following perfections.

Construct Perfection I: At 5th level, a Juggernaut is no longer subject to nonlethal damage or extra damage from critical hits. Construct Perfection II: At 10th level, a Juggernaut gains immunity to all mind-affecting spells and abilities. Construct Perfection III: At 15th level, a Juggernaut gain immunity to death effects and necromancy effects. Construct Perfection IV: At 20th level, a Juggernaut is no longer subject to ability damage or ability drain.

Extended Charge Starting at level 5, a juggernaut gains +5 feet to their movement speed when making a charge. At 8th level and every three levels thereafter, they increase their movement speed by an additional +5 feet.

Armor Spike Growth At 13th level, as an attack of opportunity, a Juggernaut can cause their armor spikes to extend out, making an attack against an adjacent opponent who strikes them.

Greater Powerful Charge At 17th level, when a Juggernaut with this special attack makes a charge, their attack deals 4d6 points of damage, instead, in addition to the normal benefits and hazards of a charge.

Unbreakable At 20th level, a Juggernaut gains complete immunity to sneak attacks and other precision-based damage. In addition, when a Juggernaut makes a saving throw to recover from an ongoing effect, they may roll twice and choose the better roll.

Onion Knight

Why is it that we use the name of a certain vegetable to refer both to those who excel and also those without experience in the ways of the world? It is a well-known fact that all heroes in all tales disliked vegetables as children. Their legend begins with their overcoming of this weakness, and then continues with a journey filled with hardships. That noble vegetable, the onion, lives on as a symbol of hardships overcome, and as the mark of a true hero.

Skills Onion Knights begin with the proficiency in Arcana.

Plagarized Spells Onion Knights are able to cast spells. They begin play with two level 1 spells of their choice, from any spell list, except for the blue mage and arcanist list. The Onion Knight if not a natural mage, they cannot find or purchase scrolls with spells to add to their repertoire. Instead, the Onion Knight can only learn spells from watching their spellcasting allies, or Plagarized Spells.

Self-Taught At 1st level, the Onion Knight gains proficiency with any one weapon, even if they don’t meet the prerequisites.

Way of the Onion At 2nd level and every two Knight levels thereafter, the Onion Knight may choose a talent from below:

Arcane Insight (Ex): The onion knight is considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch (excluding firearms). In addition, he learns any two spells, up to one level below the current level he can cast, from any spell list except blue mage and summoner. Each time this talent is taken, the onion knight gains two new spells. Prerequisite: An onion knight must be at least 4th level to select this talent.

Arcane Onion (Ex): An onion knight with this talent may learn two cantrips drawn from any spell list except blue mage and summoner, and learns an additional cantrip every four knight levels after 2nd. This talent can only be taken once.

Core Training (Ex): The onion knight can increase one of his ability scores by 2 points. Each time this talent is taken, he picks a different ability score.

Feat: An onion knight may select any feat instead of a talent. He must still meet all prerequisites for this feat. This talent may be selected multiple times choosing a new feat each time.

Onion Combat (Ex): An onion knight with this talent gains a +1 bonus to attack rolls and damage rolls for every four knight levels after 2nd. This bonus only applies to the weapon he has selected for the weapon bond talent. The onion knight can only take this talent once. Prerequisites: An onion knight must be at least 6th level and have the weapon bond talent to select this talent.

Plagiarize (Su): Once per day, when a spell is cast within 60 feet, if the onion knight can see it being cast, he may attempt to identify and remember the spell, adding it to his list of known spells, except for 7th-9th level spells, regardless if he can cast the spell currently. To learn the spell, the onion knight must make a Spellcraft check (DC 15 + double the spell’s level). He can remember a number of spells equal to his Wisdom modifier using this ability. Prerequisite: An onion knight must have arcane insight talent to select this talent.

Skillful (Ex): The onion knight gains two extra skill points per level that he takes this talent, and every level thereafter. This talent can be taken up to 3 times.

Weapon Bond (Ex): The onion knight selects one weapon he is proficient with. He gains Weapon Focus with this weapon. This talent can only be taken once.

Lucky Starting at 5th level, an Onion Knight can reroll any of their dice rols and take the higher of both roll. This ability can be used once per day plus an addition time per day for every four Knight levels after 5th. Does NOT stack with the Lucky Feat.

Jack of all Trades At 11th level, all skills are considered proficient, but instead of proficient, the Onion Knight has advantage on those rolls.

Onion Mastery At 12th level and every two knight levels thereafter, the Onion Knight may choose one of the following talents:

Fruitful Presence (Su): An onion knight with this talent may spread his luck to his allies. The onion knight may use two uses of his lucky ability to allow an ally to reroll any 1 dice roll. An ally may only be affected by this ability once per day. This talent can only be taken once.

Improved Weapon Bond (Ex): An onion knight selects a weapon for which he has selected for his weapon bond talent. He is treated as having the Weapon Specialization feat for that weapon, even if he does not meet the prerequisites. This talent can only be taken once. Prerequisite: An onion knight must have weapon bond talent to select this talent.

Ominous Presence (Su): An onion knight spells bad fortune for enemies. He may use a single use of his lucky ability to force an enemy to reroll any 1 dice roll. An enemy may only be affected by this ability once per day. This talent can only be taken once.

Onion Casting (Ex): Once per day, the onion knight may cast a spell improved with a Metamagic feat he knows without increasing the spell slot cost. This talent can be taken more than once increasing the number of uses per day by 1 each time. Prerequisite: An onion knight must have arcane insight talent to select this talent.

Onion Magus (Su): An onion knight with this talent can cast a spell from any ally’s spell list within 60 feet, as though the spell was on his spell list. This ability can be used a number of times per day equal to his Wisdom modifier. Prerequisites: An onion knight must have arcane insight and plagarize talents to select this talent.

Onion’s Might (Ex): An onion knight with this talent adds his Wisdom modifier to all damage rolls with weapons he is proficient with. In addition, spells the onion knight casts have his DC increased by 1 for every four knight levels after 12th. This talent can only be taken once.

Onion Weapon (Ex): The onion knight selects a weapon for which he has selected for the weapon bond talent. The onion knight adds half of his knight level to attack rolls with this weapon. Prerequisites: An onion knight must be at least 18th level and have weapon bond and improved weapon bond talents to select this talent.

Overwhelming Spirit (Ex): An onion knight with this talent permanently increases the HP threshold for using Limit Breaks by 25%. He can only take this talent twice.

Saving Grace (Ex): An onion knight with this talent permanently increases all base saving throws by +1. This talent can only be taken up to 2 times.

Skill Savvy (Su): Three times per day, an onion knight with this talent can gain a +10 insight bonus on any skill check. The bonus must be declared before the roll. This talent can only be taken once. Prerequisite: An onion knight must have skillful talent to select this talent.

Tenacity (Ex): Once per day, as an immediate action, the onion knight can negate any 1 status ailment that would be inflicted on him, automatically passing the saving throw. This talent can be taken more than once, allowing an additional use per day each time it’s taken.

Onion Artisan At 17th level, the Onion Knight can take a 10 on any skill roll even when distractions would not normally allow.

Soul of the Onion At 20th level, the Onion Knight’s true potential bursts forth. They gain the following abilities:

A permanent +2 bonus to any one ability score. A combat feat of his choosing, though he has to meet the prerequisites. Two spells of any spell level (from 1 to 6). A permanent +1 bonus to all saving throws. A damage reduction of 5/- that stacks with all other damage reductions.

Heavy Archer

The Heavy Archer specializes in powerful ranged weapons, be it an arbalest, a greatbow, or even a portable ballista. They may not be as maneuverable as their compatriots, but they exchange that for superior firepower.

Stationary Shooting When you choose this archetype at 3rd level, you gain the ability to set your footing and focus all your attention on your shooting. If you haven’t moved on this turn, your next attack with a heavy ranged weapon is made at advantage. Your movement speed is reduced to 0 after making the attack. At 11th level you can roll a third die, and choose either result.

Heavy Lifter Starting at 3rd level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

In addition, you can use your Strength, instead of your Dexterity, for attacks and damage rolls with ranged weapons that have the Heavy property.

Trained Hands At 3rd level, when you make an attack with a ranged weapon that has the heavy and loading properties, you can use a bonus action to reload it. At 11th level, you can also use a reaction to reload it.

Heavy Shot At 7th level, whenever you hit a creature with a ranged attack from a heavy weapon, you can forgo one of your attacks made as part of the Attack action to deal additional 2d6 damage per attack you have forgone. You add 1d6 per attack forgone if you have advantage on the attack roll.

Impacting Shot Starting at 10th level, you can use your action to perform a special attack. As an action, you can make a ranged weapon attack with a ranged weapon that has the heavy property. You add your Strength modifier to both your attack and damage roll. On a hit, a medium or lower sized target must make a Strength saving throw against a DC equal 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, the target is knocked prone. At 15th level you can knock large creatures using this ability, and at 18th level you can knock huge creatures.

Devastating Critical Starting at 15th level, when you score a critical hit with a ranged attack from a heavy weapon, you can roll two additional weapon damage dice. You also multiply the additional Heavy Shot damage dice, when using that feature.

Multi Shot At 18th level, if you have advantage on an attack roll with a ranged weapon, you can forgo that advantage to make an additional weapon attack with that weapon, against the same target.

If you use Stationary Shot for this attack, both attacks benefit from the Heavy Shot additional damage on a hit.

 

 

Machinist

A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.

Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer’s face.

A man wearing leather armour approaches a horde of invaders who’d overrun their home given the chance. They toss a mechanical sphere into the group and in an instant they’re enshrouded in flame.

Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.

Forefront of Innovation

A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.

In the name of Advancement

The first step of a Machinist’s path is developing an aetherconverter. This device draws the latent magic energy within the Machinist out and uses it to power their devices. Due to their aetherconverter powering their devices, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themselves to head out into the world to field test their creations. The Machinist must push their creations to their limit and continue to modify them. As adventurer’s this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.

Creating a Machinist

When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient.

Quick Build

You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.

 

 

Machinist
Level Proficiency Bonus Features
1st +2 Suppressive Fire
2nd +2 Technical Support, Sounding Sentry
3rd +2 Machinist Archetype, Technologist
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reload
6th +3 Archetype Feature
7th +3 Peloton
8th +3 Ability Score Improvement
9th +4 Eye for Design
10th +4 Graze
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Combat Roll
14th +5 Ricochet
15th +5 Emergency Rescue
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Cloaking Device
19th +6 Ability Score Improvement
20th +6 Midas Touch

Class Features

As a Machinist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
  • Tools: Two sets of Artisan’s Tools.

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

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

  • (a) leather armour or (b) hide armour
  • (a) a pistol and 20 bullets or (b) a dagger
  • (a) a musket and 20 bullets
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • (a) a set of artisan’s tools of your choosing
  • (a) an aetherconverter

Suppressive Fire

Beginning at level 1, when you use Ready action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target creature must make a Constitution saving throw against your Machinist save DC. On a failed save the creature is knocked prone and their speed becomes 0ft. until the end of their turn.

Machinist save DC = 8 + your Dexterity modifier + your Proficiency bonus

Technical Support

Beginning at the 2nd level, you are able to use your artisan’s tools to disarm mechanical traps.

 

 

Sounding Sentry

Also at the 2nd level, you have developed a tiny device which casts the Alarm spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest.

Machinist Archetype

At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype.

Technologist

Also at 3rd level, you may have developed technologies alongside your Machinist archetype. Certain actions may require creatures to make saving throws or you to make attack rolls to hit. These are calculated as follows:

Tech Attack Bonus = your Intelligence modifier + your Proficiency bonus

Tech save DC = 8 + your Intelligence modifier + your Proficiency bonus

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reload

Beginning at the 5th level, ranged weapons you use lose their loading property.

Peloton

Beginning at the 6th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft. and you may use your Intelligence modifier for Initiative rolls.

Eye For Design

Beginning at the 9th Level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.


Graze

Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.

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Graze Effects
Limb Effect
Head Stunned
Heart Frightened
Arm Disarmed
Leg Prone

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Combat Roll

Beginning at the 13th level, during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Ricochet

Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition.

Emergency Rescue

Beginning at the 15th level, you have developed a life saving device which casts Cure Wounds on creatures with 0 hit points on contact. Intelligence is your spell casting ability for this device.

As an action you can throw the palm sized spherical device at a creature within 20ft. of you. If you have 0 hit points at the start of your turn and the device in your possession, it will automatically activate and heal you as a free action.

The device can cast Cure Wounds once. The device is recharged when you finish a short rest.

Cloaking Device

Beginning at the 18th level, you’ve developed a cane sized device which turns you and all creatures within a 5ft. radius of you Invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long rest.

 

 

Midas Touch

Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant. You must then finish a long rest to use Midas Touch again.

Fire Arms and Creations

The cost of firearms and to rebuild lost, destroyed or stolen accessory equipment granted by features can be found in the Machinist Appendix D on page 106.

Master of Metal

A Machinist has dedicated their life to the study and production of great mechanical creations. May these machines be marvels of architecture, innovation or war, a Machinist is on the fore front of progress.

Marksman

You have decided to focus on your marksmanship, developing tools and skills to assist in your sharpshooting.

Gauss Barrel

At 3rd level you have completed your work on a specialized barrel to attach to your firearm. While equipped and functioning you gain +2 to your attack and damage rolls. The Gauss barrel can assist a number of shots equal to your Intelligence modifier before requiring a cleaning completed at the end of a short or long rest. This bonus increases by 1 at the 6th, 11th and 17th level.

Hawkeye Goggles

At 6th level you have completed special goggles to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the perception skill checks involving sight and may use Intelligence for those checks. You can see up to 4 miles in clear conditions and increase the normal range of your ranged weapons by 30ft.

Lock-On

At the 11th level, you double the number of Gauss Barrel shots available to you. While wearing your Hawkeye Goggles, when you make an attack roll with with your Gauss Barrel effect your weapon can shoot at maximum range without disadvantage.

Sniper

Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.

Tinkerer

You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.


Clockwork Companion

Also 3rd level, you have completed development of your turret companion alongside the selection of your machinist archetype. You select between the Rook Autoturret and Bishop Autoturret stat block.

When you complete a short rest, you are able to decide what load out the turret makes use of, changing its stat block between the two options.

In combat, the turret acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice your one of your attacks when you take the Attack action to command the turret to take the Attack action.

If you are incapacitated, the turret can take any action of its choice, not just Dodge.

If the turret runs out of hit points, it become inoperable. The turret will require 10 GP in materials and 1 day to complete repairs on the machine. When making repairs to your turret while it still has hit points, you spend 1 GP in materials and complete the repairs at the end of a short rest. If your turret is totally lost to you and needs to be fully rebuilt, it will cost you 100 GP in materials at 3rd level, with an additional 50 GP for each additional machinist level. At the end of completing repairs, the turret recovers all of its missing hit points.

Sensory Input

Beginning at the 6th level, you have developed a head piece which allows you to see what the turret’s camera perceives and hear what the turret is able to hear.

Tripod Stance

Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action.

Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You must then finish a long rest to use Promoted again.

Grenadier

The Grenadier has focused their studies on the creation and mastery of explosive arms.

Explosive Innovator

Beginning at level 3, you’ve completed the plans to create your grenadier bombs. During a long rest, you are able to prepare and keep a number of bombs equal to your Intelligence modifier. Only you may use these bombs. A bomb costs 1 silver in materials to create.

As an action you throw a bomb within 30ft. of you. All creatures in a 5ft. sphere make a Dexterity saving throw against your Tech save DC. The creatures takes 1d8 fire damage on a failed save and half as much on a success. This damage increases by another d8 at the 6th, 11th and 17th levels.

 

 

Additionally, you may craft one specialty bomb during a long rest. These bombs act as though you cast that spell centered on the point where you threw your bomb. The effect of your specialty bombs is challenged using your Tech save DC. You may only possess one type of each specialty bomb at a time. The bomb effect lasts the maximum amount of time the spell allows for concentration spells.

You may build a specialty bomb to cast its spell at a higher level by temporarily giving up a bomb slot for each level you want to raise the casting level of the specialty bomb. The slots return after the bomb is used.

Specialty Bombs
Level Spell Bombs
3rd Sleep, Thunderwave
6th Pyrotechnics (no fire required), Web
11th Shatter, Stinking Cloud
17th Wall of Fire

Planned Detonation

Beginning at the 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn.

Proximity Detonation

Beginning at the 6th level, you can set your bomb to go off when any creature wanders within 5ft. of the bomb.

Plentiful And Potent

Beginning at the 11th level, you double the number of bombs you can create during a long rest and can carry. Additionally you may hold two of each specialty bomb. Additionally your basic bombs can be detonated with a range up to 15ft. radius.

Bomb Launcher

Beginning at the 17th level, you’ve developed a specialized launcher for your bombs which mounts on your forearm. You double the range of your bombs. Additionally, damaging effects of your bombs deal additional damage equal to your Intelligence modifier.

 

 



Rook Autoturret

Small Construct


  • Armor Class 12+PB
  • Hit Points 5 + five times your class level (the turret has a number of Hit Dice [d6s] equal to your machinist level)
  • Speed 5ft., fly 50ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus equals your bonus

Actions

Auto-fire. Ranged Weapon Attack: your tech attack bonus to hit, Reach 60ft., one target. Hit: 8 (1d6 + 2 + PB) piercing damage

Stance

Root Stance (Requires Machinist Level 11). As an action the Rook Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it’s speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Rook Autoturret doubles the proficiency bonus on its attack and damage rolls.

Promotion

Muscle Stimulator (Requires Machinist Level 17). As an action, Rook Autoturret releases a field of stimulating energy around itself. Allied creatures within 20ft. of Rook Autoturret deal 2d6 bonus damage when they make a melee or ranged weapon attack for 1d4 rounds.

Clockwork Companions Described

Clockwork Companions come in all different shapes and sizes. The initial building of a Clockwork companion is free to complete for your class.

Rook and Bishop Autoturret. The Autoturret series of clockwork companions are small metallic allies that move around via propellers. These machines come in a cylindrical chassis specialized in shooting (Rook) and a spherical chassis specialized in electrical shocks.



Bishop Autoturret

Small construct


  • Armor Class 12+PB
  • Hit Points 5 + five times your class level (the turret has a number of Hit Dice [d6s] equal to your machinist level)
  • Speed 5ft., fly 50ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus equals your bonus

Actions

Area Shock. All creatures within 5ft. of the Bishop Autoturret must make a Dexterity saving throw against your Tech save DC, taking 1d6 + your Intelligence modifier + PB lightning damage on a failed saved, and half as much on a successful save.

Single Shock. Magical Ranged Attack: your tech attack bonus to hit, range 20ft., one target. Hit 8 (1d6 + 2 + PB) lightning damage.

Stance

Barrier Stance (Requires Machinist Level 11). As an action the Bishop Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it’s speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Bishop Autoturret creates a circular barrier of lightning energy, 10ft. in radius centered on itself. Any creature that attempts to pass through the barrier must make a Constitution check against your Tech save DC. On a failed check, the creature takes 2d6 lightning damage and is paralyzed for one round. On a successful save, half damage is taken and the creature is not paralyzed.

Promotion

Mana Capacitor (Requires Machinist Level 17). As an action, Bishop Autoturret releases a field of aether amplifying energy around itself. Allied creatures within 20ft. of Bishop Autoturrent gain +3 to their spell save DC and ranged spell attack bonus for 1d4 rounds.

 

 

Monk

As a monk, you gain the following class features.

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

Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

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

(a) a shortsword or (b) any simple weapon (a) a dungeoneer’s pack or (b) an explorer’s pack 10 darts Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

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.

Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you 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.

Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmored Movement At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Unarmored Movement Improvement At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Unarmored Movement At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

Tongue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Unarmored Movement At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Unarmored Movement At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

Perfect Self At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monk Archetypes:

Way of the Bladeless Sword The Way of the Bladeless Sword’s name comes from a different place than most. Instead of a deeper meaning related to it’s practice, it is closer to a demonstration. Acolytes of the tradition specialize in a very specific practice with melee weapons, unsheathing, attacking, and resheathing so fast that it’s nearly impossible to tell they’ve swung. Such odd techniques allow them to strike without anyone seeing a hit coming.

Bladeless Fundamentals No acolyte can practice these techniques without knowing how to use a weapon. At 3rd level, you gain the following benefits.

You gain proficiency with martial melee weapons without the heavy property. They count as monk weapons for you. You do not need to hold a weapon to make attacks with it, so long as it is on your person, and the hands you would need to hold it are empty. Predictive Stance Also at 3rd level, you can take a bonus action and spend a ki point to enter the bladeless stance until the start of your next turn. While you have a monk weapon on your person, and a creature willingly enters within 10 feet of you, you may make an opportunity attack against them without needing to use a reaction.

Gathering Storm Starting at 6th level, you gain the following benefits.

Attacks you make with monk weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. Whenever you hit something from an opportunity attack granted by Predictive Stance, you deal an extra die of damage, as the same damage die for the weapon. Honed Strikes You have learned to strike so fast that even the most deft can’t imagine blocking the hit. Starting at 11th level, when you make an attack with a monk weapon, you may spend 2 ki points to ignore the target’s bonuses to AC from things such as a shield, the haste spell, the Parry reaction, and other effects which directly increase AC. This does not effect the AC granted by armor, natural armor, or otherwise.

First Strike Every part of you moves as fast as your sword. Starting at 17th level, when you roll initiative, you may spend 4 ki points to treat your initiative score for this round as if it were the highest. The first hit you land with a monk weapon deals an extra 5d10 damage.

Way of the Dragon Slayer Dragon slayer monks follow a tradition that teaches them to endure the element of a certain dragon, to absorb the element of their dragon to increase their own strength. Reasons that a monk may have for taking this tradition can vary. Maybe a dragon destroyed their home town, and they wish to avenge their friends and their family. Maybe they see defeating a dragon as a challenge they must overcome to prove themselves. By tradition, Dragon Slayer Monks will often place a tattoo somewhere on their body to symbolize which dragon they oppose. As they gain skill in this tradition, the monks also notice changes in themselves, such as extended canines, slited pupils, or even faint, scale-like markings on their skin.

Dragon Path Starting with this tradition at 3rd level, you choose which dragon you wish to encompass. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type Blue Lightning Black Acid Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold You can also speak, read, and write Draconic.

Mock Scales By exposing your body to the element of your dragon path, you have found a way to use ki to adapt to it. At 3rd level, you gain resistance to the damage type of your dragon path. In addition, if you are hit with that damage type, you can use a reaction to spend 2 ki points to absorb the damage and receive temporary hit points equal to half the damage you would have taken and the next melee attack you hit deals an extra 1d6 of your chosen damage type. This upgrades to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level At your 11th level, you may choose to add this damage onto your draconic roar.

Elemental Strike At 6th level, when you make an unarmed strike you can spend 2 ki point to add on another martial arts die that deals the damage type you chose

Draconic Roar At 11th level, you have trained to use your ki to replicate a dragon’s breath weapon. As an action, you can spend 2 ki points to deal 4d6 of the damage type you chose (refer to dragonborn breath weapon table for range and saving throws). This can be used repeatedly, but you must expend one extra ki point each time you use it (3 for the second use, 4 for the third use and so on). This resets after a long rest.

Dragon’s Bane At 17th level, you gain immunity to your damage type and gain an advantage on saving throws against a dragon’s frightful presence and a draconic sorcerer’s draconic presence. In addition, any time you attack with your damage type it ignores resistance and treats immunity as resistance.

Way of the Overflowing Gourd Sometimes, a man suffers or sees an event so terrible, all he can do is start drinking. And drink. And drink. And drink. Sometimes, he’s the kind of drunk that enjoys a fight. And even more rarely, he’s the kind of drunk whose alcohol consumption lets him push his body to extraordinary feats. Someday, maybe he’ll extricate himself from the bottle, but right now, he goes into fights with a noticeable sway and big grin.

Barroom Brawler At 3rd level, your barroom brawls have honed your ability to deal damage with just about anything that’s handy if you’ve had at least one hard drink in the last hour. You have proficiency with improvised weapons and the Deception skill, and you may treat any improvised weapon you handle as if it has the finesse quality. When attacking with an improvised weapon, it deals 1d6 points of damage plus another 1d6 points for every three class levels you possess.

At 6th level, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll, such as from the Sneak Attack class feature of a rogue, are not affected by this ability.

At 11th level, you roll all attacks made with improvised weapons with advantage.

Upon gaining this class feature, you also gain proficiency with a brewer’s supplies.

Swaying Waist At 6th level, you are able to defend yourself more effectively while intoxicated. If you’ve had at least one hard drink in the last hour, you may use an improvised item as a shield. This could be a chair, the top of a keg of mead, or even an actual shield you picked up off the ground. If you receive a critical hit while wielding your improvised shield, you must make a Dexterity saving throw (with a DC determined by the DM) or it breaks and becomes useless as an improvised shield.

You also become immune to the charmed and frightened condition, and have resistance to bludgeoning damage while intoxicated.

In addition, you may now use your Constitution in place of Wisdom for all of your monk abilities.

Fire in the Belly At 11th level, you have become an adept drinker, and have learned to leech mystic sustenance from the liquid ambrosia you so cravenly desire. You may take the Use an Object action to drink from anything you are holding without taking up an action, but only once per turn. Upon doing so, you can choose to spend 1 ki point to become stumbling drunk for one round per class level as part of this action, even if the drink isn’t alcoholic. Upon becoming stumbling drunk, you immediately gain a number of temporary hit points equal to your monk level plus twice your Constitution modifier.

When you drink a healing potion while stumbling drunk, you may maximize the number of hit points you regain by consuming it, and if you drink something that offers some sort of temporary benefit, it lasts for twice as long.

Drunken Master At 17th level, you have fully perfected the strange road to Enlightenment you have taken, and now reap the rewards thereof. When you are stumbling drunk or pretending to be, and suffer a damage roll that would reduce you to 0 hit points, you may instead use your reaction to suffer no damage and gain the prone condition. Until you move or take any kind of visible action, you appear to be unconscious and incapacitated. Doing this immediately ends your stumbling drunken state.

Additionally, you gain twice as many temporary hit points and ki points when using your Fire in the Belly class feature.

Way of Rhalgr Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.

These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.

Greased Lightning

Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.

Embodied Element

Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.

Fists of Fire. You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used.

Body of Earth. Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.

Legs of Wind. You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the Jump, Longstrider or spend 4 ki points to cast the Levitate spell on yourself.

Forbidden Chakra

Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.

Howling Fist. You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw against your Ki save DC, taking 3d8 force damage on a failure and half as much on a success.

Elixir Field. You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking 3d6 force damage on a failure and half as much on a success.

Tornado Kick. You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing 3d10 bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage.

Perfect Balance

Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again.

Way of the Iron Mountain The Monastic Tradition of the Iron Mountain is a discipline that tests a monk’s physical strength, reflexes, and fortitude. They train their bodies to withstand nigh intolerable punishment.

Iron Mountain Technique Starting at 3rd level, when activating Step of the Wind or Patient Defense, you may choose to gain one of the following benefits for its duration:

Resistance to bludgeoning, piercing, and slashing damage. Advantage on checks and saving throws to resist being grappled, restrained, forcibly moved or knocked prone. Fists of Steel Starting at 6th level, your unarmed strikes become even deadlier. They deal 1d8 damage. This increases to 1d10 at 11th level, and 1d12 at 17th. You can also choose to deal bludgeoning, piercing, or slashing damage with your unarmed strikes.

Iron Defense Starting at 11th level, whenever you take damage from an attack, you may use your reaction to reduce the damage by 1d10 + your Constitution modifier + your monk level. You can also spend up to 3 ki points as part of this reaction, to increase the damage reduction in 1d10 per ki point spent.

If you reduce the damage of the attack to 0, as part of the same reaction you may make an unarmed strike against the attacker if you are within reach.

Mountain’s Conditioning At 17th level, your body is at peak performance. Your Strength, Dexterity, and Constitution scores increase by 2, your maximum is now 22 for those abilities. If your ability score is already at 22 you may put that ability score boost on any other ability score you choose.

Toxic Palm

Monks as a whole are incredibly in tune with their bodies and souls, the entire existence of ki as a reinforcement of that fact. Anything from beliefs to training allows them to change and hone this force, especially things like trauma, and unchecked rage.

When these emotional scars manifest themselves in a monk, dangerous things occur. They are significantly less capable of controlling themselves, their other emotions clouding their judgement. While most can manage these feelings at some point, some seek to hone them. Those who follow the Way of the Toxic Palm find the source of this rage, their trauma, and dominate it, but do not truly rid themselves of it. For them, these emotions can be turned on like they flip a switch, and the effect on their souls, their ki, is frightening, manifesting itself as a genuine sickness they inflict upon others.

Loathing You have begun to manifest your violent emotions within the physical realm. Starting at 3rd level, when you make an unarmed attack, you may choose to enter the loathing stance, releasing that which you contained. While in this stance, a creature you hit with an unarmed attack has disadvantage on saving throws until the start of your next turn, but you have disadvantage on all saving throws. This stance ends if you have not attacked or been attacked since your last turn, or if you end it as an action. Additionally, you have resistance to poison damage.

Secluded Thoughts Your training has enhanced your mind, making it nothing less than a steel trap. At 6th level, while not in the Loathing stance, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and your mind cannot be read unless you allow it to be.

Dread Aura While your feelings are unchained, they flow through the air like a noxious gas. At 11th level, while in the loathing stance, you no longer have disadvantage on all saving throws, only Intelligence, Wisdom, and Charisma saving throws. Also, instead of just having disadvantage on saving throws, they are poisoned until the start of your next turn. Additionally, you are now immune to poison damage instead.

Vengeful Strike At 17th level, when you land an unarmed strike against a creature that has damaged you, you can spend 5 ki points to force them to make a Constitution saving throw versus your Ki Save DC. On a success, they take 2d10 Poison damage, on a failure, they are poisoned for an hour, and at the start of their turn while they are poisoned in this way, they take 2d10 poison damage. If the creature that fails the save is immune to poison damage, it is instead acid damage. This ignores immunity to the poisoned condition.

 

 

Necromancer

A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for his obscene spells. He calls upon restless, tormented spirits of the dead, seeking their arcane secrets. He might be a consummate villain, or perhaps a tortured hero whose obsession with death leads his along questionable moral paths. They often take professions as surgeons, where a few untimely demises are common with the lack of advanced medical techniques and equipment, or undertakers, where fresh bodies aren’t hard to find. In either profession, they find acquiring bodies and or organs easy and without drawing too much suspicion. However, a necromancer won’t just raise any body. The true pride of a necromancer is constructing his own, choosing the best body parts and lovingly reattaching them to make a monstrosity that would strike the terror into the hearts of the bravest warriors.

Hit Points Hit Dice: 1d6 per necromancer level Hit Points at 1st level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 + your Constitution modifier per necromancer level after 1st.

Proficiencies Armor: Light armor Weapons: Simple Weapons, scythes Tools: None Saving Throws: Intelligence, Constitution Skills: Choose two from Arcana, Deception, Stealth, Sleight of Hand, Insight, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background.

• (a) a Quarterstaff or (b) a simple weapon of your choice • (a) a Component pouch or (b) an arcane focus • (a) a Scholar’s Pack or (b) an Explorer’s Pack • A Spellbook

Spells and Spellcasting The Necromancer uses Charisma for spellcasting.

Note for both PLAYER and GAMEMASTER Both the Player and Gamemaster should communicate on how many undead the player(s) can raise. It may be difficult to hear this, but too many undead will cram the turn order probably. Keep this in mind.

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Bone Commander The necromancer develops a strong connection to the mystic powers of death and learns to walk a path between the living and the dead. He begins play with a bone commander of his choice: Warrior, Rogue, Sniper, or Wizard. This bone commander is a loyal companion that accompanies the necromancer on his adventures and can communicate in common with a raspy voice. It takes a full-round action to summon a bone commander. If the necromancer dies, his bone commander is destroyed, and the necromancer must perform a necromantic ritual that requires 8 hours of uninterrupted concentration. Harm Touch At 3rd level, a necromancer surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to half his necromancer level + his Charisma modifier. As a touch attack, a necromancer can cause 1d6 points of shadow damage plus an additional 1d6 points of necrotic damage for every two necromancer levels he possesses after 3rd. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, a necromancer can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the necromancer possesses.

Lifetap At 3rd level, whenever the necromancer casts single-target spells that deals shadow damage to a living creature, he gains health back equal to spell level of the spell + his Charisma modifier. If this would put him above his normal hit point total, he can transfer the excess to his bone commander. Any excess left over on the bone commander above its normal hit point total dissipates.

Death’s Face Lastly, at 3rd level, the necromancer is now able to choose his specialization on death. These can be viewd below after the job overview.

Thanatophobia At 5th level, a necromancer radiates a 10-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + half of his necromancer’s level + his Charisma modifier) or become shaken for a number of rounds equal to the necromancer’s Charisma modifier. A creature that successfully saves cannot be affected by that necromancer’s fear aura for 24 hours. Starting at 15th level, the fear aura’s radius increases to 20 feet.

Secrets of the Dead At 6th level, the number of spirits talking to a necromancer, and the secrets they constantly whisper to him, takes a major upswing. As a result, the necromancer may add his necromancer level to any Investigation and Persuasion check regarding a dead or undead person or creature, necromancy, places where people are buried, or ceremonies regarding the dead.

Life Sight At 7th level, the necromancer gains a form of blindsight that can detect living and undead creatures. The necromancer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 60 feet. Activating or deactivating this ability is a swift action, and turns the necromancer’s eyes black or dull grey. Spells that blind the necromancer have a 50% chance of negating this form of blindsight; blindfolds and shades have do not block life sight, but do block normal vision as usual.

At 13th level the range increases from 60 feet to 120 feet.

Miasma Starting at 9th level, if a creature is within the necromancer’s fear aura at the beginning of its turn, the creature must succeed at a Fortitude save with a DC 10 + half of the necromancer’s level + his Charisma modifier or become poisoned for 1 round. A creature of the animal, fey, or plant type that fails its save is necrotic for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease.

Death’s Kiss At 13th level, when the necromancer casts a necromancy spell that conjures or creates undead, those created gain bonus hit points equal to half his necromancer level and gain a bonus to any saving throws versus effects that would damage, turn, or destroy them equal to his Charisma modifier.

Destructive Retribution At 16th level, when any undead the necromancer summoned is destroyed, it releases a burst of dark energy upon its destruction, dealing 1d6 points of shadow damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot burst, a Reflex save (DC 10 + half of the undead’s Hit Dice + necromancer’s Charisma modifier) for half damage.

Deathly Abeyance At 17th level, the necromancer can hold the spirits of death at bay, preventing an ally from dying. A number of times per day equal to the necromancer’s Charisma modifier, as an immediate reaction, he can grant a creature within 30 feet that would die a second chance at life. If the target would die from an attack that deals damage, the necromancer can take the damage onto himself, preventing the ally from dying.

If the target would die as a result of a failed saving throw, the necromancer grants the target an immediate second saving throw. If the die roll of the second saving throw is a 1-10, the target adds +10 to the die roll (resulting in a die roll that must fall between 11-20). If the second save succeeds, the target does not die, though it suffers any other consequence of the effect. If the second save fails, the target still dies.

Lich Transformation When a necromancer attains 20th level, he undergoes a hideous transformation and becomes a lich. The necromancer gains the lich stats, forming a phylactery to house his soul in, as if he crafted it on his own. Work with your Gamemaster as they will have their own houserules.

Necromancer Archetypes: Bonedancer Some necromancers rely more on their bone commanders to handle combat situations, allowing them to control a few minions of their own.

Bone Minion At 3rd level and every five levels thereafter, the Bonedancer can create a bone minion under the command of his bone commander. There are four types of bone minions that the necromancer can create. Creating a bone minion requires a full-round action. They last until they are destroyed or until the bone commander is destroyed. Also, if the necromancer has any undead minion aside from his bone commander, the undead minion will be sacrificed to create the bone minion.

Bone-Clade At 6th level, the necromancer can craft and wear bone armor. The bone armor acts the same as light armor. The necromancer can also create bone weapons as long as they are in the simple weapons category; as well as, shields not including tower shields. These weapons and armors can be sold. Speak to your Gamemaster.

Bone Marrow At 8th level, the Bonedancer can sacrifice their bone minions to restore the HP of him and his allies. Can affect him, living targets, and his bone commander. Any excess HP will dissipate. This ability can be activated number of times equal to his Charisma modifier. Recharges after a long rest.

Boneyard The Bonedancer at level 15, number of times equal to their Charisma modifier, can create a 10-foot radius or line of deadly sharp bones to strike from the ground. Doing so will sacrifice his bone minions. This ability causes 2d8 piercing damage. If the necromancer sacrifices their bone commander to do this, the damage is 5d8 piercing damage.

Vampire While these particular necromancers do not experience the hunger of a vampire, they do enjoy power that originates from a necrotic taint that entered their bloodline sometime in the past. They have mastered the art of treading so close to undeath—particularly the children of the night—that they nearly have become one of the cursed themselves.

Vampiric Touch At 3rd level, the Vampire gains fangs that she can use as a bonus attack action or a free action when not in combat. This fang attack is conisdered unarmed and deals an extra 1d4 piercing damage. The Vampire also gains sharp claws that she can use as a standard action dealing 2d4 slashing damage. They also gain the ability to drink the blood of the targets, deals an extra 1d4 damage and is considered a free action.

Rules: Constructs and oozes cannot be harmed by the fangs or claws. Attempting to drink the blood of an undead will cause the Vampire to be poisoned for 1d4 rounds and take 1d4 damage per round. Should the vampire ignore the first rule, the Vampire is subject to breaking their fangs and claws. Performing a long rest + drinking normal blood will regenerate the fangs and claws to normal. This is an optional rule: the Vampire can retract their fangs and claws as a free action should they want to hide their identity. As a vampire, you are considered undead. For the purpose that you take extra damage from silver weapons and holy magic.

Sun’s Power At 3rd level, you are a different breed of vampire. You are a true vampire, but you do not suffer damage from being in the sunlight. The sun does not hold power over you.

Vampires Hide At 3rd level, a vampire can cloak their presence through shapeshifting. The vampire can assume the form of rats, bats, or wolves. The vampire can shapeshift number of times equal to their Charisma modifier. Later at 7th level, the vampire can turn into a gaseous form. Slashing, piercing, and bludgeoning damage the vampire is immune to, but still takes damage from fire, cold, thunder, lightning, and etc.

Drainage At 6th level, should the vampire cause their target to bleed, the vampire can pull blood out from the wound causing an extra 1d6 slashing damage. The vampire can also use this ability if the target has a scab or scar. The blood orb that the vampire has is up to them to decide what to do with it. Consider the rule: undead blood will poison the vampire. The vampire can use this ability number of times equal to their Charisma modifier. At every 3rd level after the 6th, the vampire learns to use this ability as an Area-of-Effect. Doing so will use up the number of times the vampire can use this ability. Example: targeting three opponents will use up three uses of this ability. Each target in this AOE is dealt 1d6 slashing damage.

Master Vampire At 18th level, the Vampire no longer ages and no longer needs to eat or drink normal food. They do need to feed from blood. They also learn how to purify unclean blood. The purification process is a downtime action and requires different time for different situations. Blood with alcohol may take up to 1 hour to purify and be full for one night, whereas the blood from an undead may take up to 3-4 days. You may consult your gamemaster on this later. Undead creatures consider the vampire as one of them, unless the vampire attacks them.

Witch Doctor Witch Doctor A man walks through a misty and dark swamp. His face is filled with dirt, blood, and tears. The man is scared, strange sounds move all around him as he stumbles through the swamp with water reaching to his waist. In the distance, he sees a light. He knows he is getting closer, but will it be on time? He looks down to his arms, his clothes covered in blood. In his arms, he holds the body of his wife, bleeding and barely alive. Desperate times ask for desperate measures, the gods didn’t listen to his prayers and sorrow, so he sees no other choice.

As he gets closer, a dim light in the mist is enough for the man to see the silhouette of a small wooden hut. The light is a lantern, the only light in the swamp, dangling before a wooden door. The man collapses on his knees in front of the door, heart broken and exhausted as he lowers his wife to use one hand to knock on the wooden door.

The door opens with a squeaking sound as a figure with wild hair and a face painted like a skull opens the door, the witch doctor. He smiles as he sees the man in front of his door. The man beg for the life of his wife with his face full of tears. The doctor only smiles and answers “then you know what you must do” as she gives man a small razor sharp dagger. The man doubts but looks down at his wife as he kisses her a final farewell on her forehead. The man cuts his own throat, blood slides down the mans chest as he breathes his last breath. The doctor smiles and starts to softly hum as he rubs his arms pleased. The mans death will not be in vein.

The woman opens her eyes in shock as life runs back through her veins only to see the face of her dead husband, sobbing in his arms as the doctor softly closes his door. The contract has been sealed.

Spirit Well’s Beginning at 2nd level, you’ve discovered the negative energies within the dead and found a way to put them into good use. As an action, you can turn a corpse you touch into a well of your choice known to you. Afterwards, the corpse will radiate negative energy in a 10 feet radius sphere for 1 minute. All creatures within the area of effect will be affected. When a well has been activated, the corpse can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the following well’s:

Well of Blood Prerequisite: 11th level

Every friendly creature that ends its turn within the well gains health at the end of their turn equal to your Charisma modifier (minimum one).

Well of Blindness Creatures of your choice within the range of the well are blinded as long as they stay inside of it.

Well of Darkness The darkness spell emanates from the corpse for the duration.

Well of Ruin Creatures of your choice within the range of the well get a decreased Armor Class, losing 2 AC as long as they stay inside the well’s range.

Well of Protection Friendly creatures within the range of the well get a increased Armor Class, gaining 2 AC as long as they stay inside the well’s range.

Well of Suffering Prerequisite: 5th level

Creatures of your choice within range of the well take damage at the end of their turn equal to your Charisma modifier (minimum one).

Well of Silence Prerequisite: 5th level

Sound is muted within range of the well, with no sound being allowed to enter or exit the well. Spells with vocal components can not be cast while within range of this well.

Well of Profane The first time a creature within range of this well takes damage, they take an extra 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Well of Misfortune Prerequisite: 11th level

Creatures of your choice within range of the well have disadvantage on saving throws from magic.

Well of Fortitude Prerequisite: 11th level

Friendly creatures within range of the well have advantage on saving throws from magic.

You learn how to create additional wells as you level up in this class, increasing at 5th level (4), 11th level (6), and 17th level (8). A level prerequisite for a well refers to your level in this class. You may use this feature a number of times equal to your Charisma modifier (minimum one) and you regain all uses of this feature at the end of a long rest.

Bloodbag Army At 6th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action, you kill an undead under your control, absorbing their life essence and soul and transferring that energy to another. As long as the undead and a ally are within 30 feet of you, your ally regains hit points equal to the amount of hit points the undead had, and your ally has advantage on their next saving throw, attack roll, or skill check until the end of your ally’s next turn.

Life Leech At 10th level, you blur the barrier between draining the dead and draining the living. As a bonus action, you may emit a life leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All other creatures that start their turn in this aura must make a Constitution saving throw against your necromancer spell save DC. On a failed save, the creature takes 1d4 necrotic damage and you regain hit points equal to the damage taken. Once you use this feature, you can not use it again until you finish a short or long rest.

Walking Wells By 10th level, you have also learned how to turn even animated undead into wells. You can turn undead under your control into walking well’s, with the undead stay alive as they radiate energy. A undead turned into a well this way can’t be turned into a well again.

Necrotic Pulse At 14th level, whenever you damage a creature with a spell, as a bonus action, you can deal 1d6 + half of your necromancer level additional necrotic damage to the target. You may use this feature 3 times and you regain all uses of this feature after you finish a short or long rest.

Paladin

Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

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

(a) a martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon (a) a priest’s pack or (b) an explorer’s pack Chain mail and a holy symbol Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense While you are wearing armor, you gain a +1 bonus to AC.

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

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements At 18th level, the range of your auras increase to 30 feet.

Paladin Oaths

Oath of the Betrayed

Be it a trusted friend stabbing you in the back or being looked over for your accomplishments, the Paladin of the betrayed stands for those who were never allowed to reach their full potential. The dedication to making the world a better place is greater in a betrayed paladin than any other. Knowing the cruelty the world can throw at people gives them the righteous indignation to always soldier on to ensure all beings are given their fair shake at life and opportunities are present to all

Tenets of the betrayed Empowering You must do everything in your power to ensure others are reaching their full potential. Uphold the spirit The meaning of the law is far more important than the letter, loopholes are for snakes and little more. Truth is Law Lying is for people afraid of conviction and commitment and has no place in the mind of one who knows what it’s like to be misled. Unknown, not overlooked Make your voice heard, all will know your message, if not your name. Oath spells Starting at third level you gain an expanded spell list that grows with more levels in this class.

Paladin Level Spells 3rd bless, guiding bolt 5th warding bond, zone of truth 9th haste, remove curse 13th freedom of movement, death ward 17th circle of power, telepathic bond

Channel Divinity At 3rd level when you take this oath you gain the following two channel divinity options.

Fair Deal. You can use your Channel Divinity as a bonus action to ensure fairness in all deals and negotiations. For the next 10 minutes, you have advantage on all your Wisdom (Insight) checks to detect lies, and on Charisma (Persuasion) checks to help both parties in a negotiation to reach a compromise. In addition, any creature that attempts to lie to you or to any creature that is part of a negotiation in which you are moderating must succeed on a Charisma saving throw, or it is unable to lie. Even succeeding, the creature has disadvantage on the Charisma (Deception) check. Festering Unfairness. As an action you can use your Channel Divinity to remember the pain of your betrayal and lash out to implant this feeling on others. Creatures you choose within 10 feet make a Wisdom saving throw. On a failure, they are pitiful of themselves and have disadvantage on their attack rolls for the next minute. A creature can make another saving throw at the start of each of its turns to end this effect. Creatures immune to the charmed condition can’t be affected. Aura of opportunity at 7th level you project the ideals of opportunity 10 feet around you. You and friendly creatures in this aura have advantage on opportunity attacks.

The aura increases to 30 feet at 18th level.

Truth is Law At 15th level, you can cast zone of truth, centering the effect on yourself, at will, without spending spell slots. In addition, you gain a bonus to your Wisdom (Insight) checks made against any creature inside the area of effect of a zone of truth spell.

Balance the Fates at 20th level you gain the ability to turn the tides of battle more effectively than ever before to ensure you and yours victory. For 1 minute, all friendly creatures within 30 feet of you (except you) gain the following benefits:

When falling to 0 hit points but not killed outright, a creature is reduced to 1 hit point instead. A creature can benefit from this effect again for the next 24 hours. Creatures benefiting from the aura gain a bonus of +1 to all their ability checks, attack rolls and saving throws. Creatures benefiting from the aura gain 20 temporary hit points, that last for the duration. Creatures benefiting from the aura gain a bonus equal to your Charisma modifier to their damage rolls and rolls for spells and effects that restore their hit points for the duration. You cannot use this feature again until you finish a long rest

Oath of the Eternal Flame

This is a Sacred Oath that can be taken by paladins.

The Oath of the Eternal Flame binds paladins to the ideals of neutrality, balance, power, and strength. The Oath values true neutrality, as its paladins, also called cleansers, balancers, red knights, and flamehands, strive to keep good and evil in perfect balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Eternal Flame to defeat the powerful forces of good or evil that threaten it.

Tenets of the Eternal Flame The exact Tenets vary from Paladin to Paladin, but they all revolve around maintaining balance and gaining power.

Keep the Balance. Seek out and destroy strong forces of good and evil that threaten to overthrow the sacred balance and extinguish the Eternal Flame.

Initiative. Followers of the Eternal Flame must be proactive, and take charge of situations as the principle means of maintaining balance.

Respect the Fire. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled or burn too brightly. Bring fire to places of primitive cultures and teach them to harness it; light the darkness and bring warmth.

Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). On great personal failure – or physical or emotional wounds – take ownership, change, and arise like a phoenix.

Bonus Cantrip At third level when you take this Oath, you learn the Sacred Flames cantrip if you don’t already have it from another source. As with your other spells, Charisma is your casting modifier for it.

Oath Spells You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells 3rd burning hands, armor of othrys 5th continual flame, flaming sphere 9th fireball, revivify 13th fire shield, wall of fire 17th flame strike, dispel good and evil Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d8 at 9th level and 3d8 at 17th level.

Turn the Outsiders. Creatures from the outer planes are epitomes of extreme alignment, so you have special power over them. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of aberrations, undead, fiends and celestials. Each aberration, undead, fiend or celestial that can see the holy symbol must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Red Knight’s Blessing Starting at 7th level, your divine power aids your companions to strike down their enemies. You can use the help action as a bonus action on any ally within 10 feet of you. If this ally then hits on the attack that you are helping them with, they do additional fire damage on the attack equal to your Charisma modifier.

At 18th level, the radius of this effect increases to 30 ft. Additionally, if a friendly creature hits on an attack with which it had advantage due to your Red Knight’s Blessing, you can use your reaction to make one melee attack against the same target, dealing additional fire damage equal to twice your Charisma modifier on a hit.

Out of the Ashes Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier, regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from prone as a bonus action. Along with this, you resist fire damage.

Phoenix Knight At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is sunlight. You and all allies within 30 feet of you are under the effects of a protection from evil and good spell. You emanate an aura of the Eternal Flame in a 30-foot radius. Aberrations, celestials, fey, fiends and undead in the aura have vulnerability to fire and radiant damage. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Sultansworn The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities.

Today, paladins who take the oath of the Sultansworn make this oath to protect someone of great importance, being provided with a wide selection of tools to ensure the safety of their charges.

Tenets of the Sultansworn

The ideals of the Sultansworn change alongside the person who they are sworn to protect. These tenets have guided them through this ever changing path.

Shield. Your leader is a beacon who will guide the land to prosperity. Protect them at all costs.

Sword. You are the sword which will protect and enforce their ideals.

Armor. You are the armor that will protect their interests.

Oath Spells

You gain oath spells at the listed paladin levels.

Oath of the Sultansworn Spells
Paladin Level Spells
3rd Detect Poison and Disease, Heroism
5th Calm Emotions, Find Traps
9th Haste, Clairvoyance
13th Fire Shield, Locate Creature
17th Mass Cure Wounds, Legend Lore

Channel Divinity

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

Cover. As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken.

Ultimatum. As an action your body releases threatening energy in a 30ft. radius. All hostile creatures make a Wisdom saving throw. On a failed save, the creature is provoked by you, having disadvantage on any battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. On a successful saving throw, creatures are provoked for half as long, rounded down.

Aura of the Divine Veil

Beginning at the 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you may choose to redirect half the damage an ally would receive to yourself.

At the 18th level, the range of this aura is increased to 30 ft.

Shield Oath

Beginning at the 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce the attack roll by the result of the roll.

Hallowed Ground

Beginning at the 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You must then finish a long rest to use Hallowed Ground again.

 

 

Reaper

As a honed blade cuts through the air, the satisfying shearing of wind echoes through the night, interrupted only by the sound of rending flesh. Those who’d harm the realm further are cut down one by one in a flurry of steel by a figure draped in black.

Two black figures surround a ferocious beast, one wielding a blade like a talon, the other rending the beast with claws, working together to take down the formidable foe in tandem.

Cloaked in shadows, a figure receits ancient spells, raining destruction on the battle field as a haunting specter keeps the legion of invaders busy. Those who survive the ordeal will have nightmares for the rest of their days.

The Reaper is an avenger whose goals are achieved through the assistance of the void, leaving a trail of destruction in their wake. Just as a wicked force destroyed their lands, they’ve taken up arms to bring destructive balance to the world.

In the Wake of Destruction

When disaster strikes and countless lives are lost, voidsent are attracted to intense scent of death and the residual aether of the corpses. Seeking to sate their endless hunger for magical energy they appear in these death laden lands. Sometimes unlikely alliances are born from these disasters as those who would seek the power to take revenge for the loss of life promise these scavenging voidsent further nourishment, if they’d only only lend their power to them. Together they set off on a path of destruction to hold those in power accountable at any cost.

Dark Vows

Reapers draw their power from their contract with their special voidsent ally, the Void Avatar. Using the gift of some kind of macabe momento to channel dark magics, Reapers mix martial prowess with magic pulled from the void itself to bring destruction to evil doers.

Creating a Reaper

When creating a reaper, you must consider how they came upon the voidsent that they would form their alliance with. Did they survive a grave disaster? Were they a traveller who was too late to protect the razed location? Perhaps they merely stumbled upon the scene and wanted to stop it from happening again. Whatever their reason, the Reaper has tossed away sentiments of right and wrong and seek only to take retribution for those who have suffered greatly.

You must also consider where they’ve learned to balance their martial prowess with dark magics. Has the voidsent imparted more than just arcane arts to the warrior? Did they have a mentor who helped them harness their rage and focus it on the single minded quest for vengeance? The reaper has many talents and combines new found power with them to become the deadly avenger they wish to be.

 

 

Reaper

| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 | Dark Alliance | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — | | 3rd | +2 | Reaper Archetype, Veil of Shadows | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 2 | — | — | — | | 6th | +3 | Sixth Sense | 4 | 2 | — | — | — | | 7th | +3 | Archetype Feature | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — | | 9th | +4 | Reaper Art: Reaping Rondo | 4 | 3 | 2 | — | — | | 10th | +4 | Reaper Art: Momento Mori | 4 | 3 | 2 | — | — | | 11th | +4 | Archetype Feature | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | | 13th | +5 | Shadow Walk | 4 | 3 | 3 | 1 | — | | 14th | +5 | Void Gaze | 4 | 3 | 3 | 1 | — | | 15th | +5 | Archetype Feature | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | | 17th | +6 | Dark Martyr | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Gate of Tartarus | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Vessel of Death | 4 | 3 | 3 | 3 | 2 |

Quick Build

You can make a Reaper quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Folk Hero background.

Class Features

As a Reaper, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Reaper level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Reaper level after 1st

Proficiencies


  • Armor: Light Armour, Medium Armour
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception and Religion.
  • Languages: Abyssal
Battle Scythe

Reapers make use of a specialized scythe which has the following properties. Two-Handed, Finesse, deals 2d4 slashing damage. Cost 20gp.

Equipment

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

  • (a) Battle Scythe or (b) one martial melee weapon
  • (a) two Handaxes or (b) a Light Crossbow and 20 bolts
  • (a) scale mail or (b) leather armor
  • (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
  • A Momento bestowed to the reaper by the voidsent

 

 

Dark Alliance

At 1st level, you form a contract with a voidsent known as a Void Avatar. Drawn to your location due to massive loss of life, you’ve formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. You can review their stats in the statblock below.

In combat, the voidsent acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidsent to take the Attack action. If you are incapacitated, the voidsent can take any action of its choice, not just Dodge.

When the voidsent is killed, its essence returns to your momento. You can use your action to touch your momento and expaned a spell slot of 1st level or higher. The voidsent regains its form after 1 minute with all its hit points restored.

When you finish a long rest, you may resummon your voidsent from its momento. If it is still active it regains all its hit points.


Void Avatar

Medium Fiend (Voidsent)


  • Armor Class 13 + PB
  • Hit Points 5 + four times your class level (the Avatar has a number of Hit Dice [d6s] equal to your Reaper level)
  • Speed 30ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11(0)

  • Senses darkvision 60ft., passive Perception 12
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Void Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) slashing damage

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this document for the Reaper spell list.

Preparing and Casting Spells

The Reaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Reaper spells that are available for you to cast, choosing from the Reaper spell list. When you do so, choose a number of Reaper spells equal to your Intelligence modifier + your Reaper level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Reaper, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare teh 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Reaper spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Reaper spells. The power of your spells comes from your bond with your void avatar. You use your Wisdom whenever a Reaper spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Reaper spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Reaper spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your momento from the voidsent as a spell casting focus for your Reaper spells.

 

 

Fighting Style

Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

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

Reaper Archetype

At 3rd level, you choose your focus as a Reaper: Death’s Blade, Grim Keeper or Doomsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Veil of Shadows

Also, beginning at 3rd level, while your voidsent is active you may use your bonus action to act as a host for your void avatar. The Void Avatar becomes one with you, cloaking you in its dark magic. When you do so, you may spend a number of hit die up to your proficiency bonus and gain temporary hit points equal to the result.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sixth Sense

Beginning at 6th level, you may cast the See Invisibility or Speak with Dead spell without expending a spell slot once per day.

Reaper Art: Reaping Rondo

Beginning at 9th level, as an action, you unleash a large sweeping attack imbued in necrotic energy. All creatures in a 10ft. centered on you make a Dexterity saving throw against your Reaper spell save DC, taking damage equal to your weapon damage + 1d12 necrotic on a failure, and half as much on a success.

If you are hosting your void avatar, this attack deals bonus necrotic damage equal to your wisdom modifier.

Reaper Art: Momento Mori

Beginning at 10th level, you when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to empower your swing, filling your target with dark energies. The creature must make a Charisma saving throw against your Reaper spell save DC. On a failure a creature takes 3d8 necrotic damage and becomes frightened. On a success, the creature takes half as much damage and does not become frightened. This damage increases by 1d8 for each spell above 1st.

A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight and the creature can’t willingly move closer to the source of its fear.

Shadow Walk

Beginning at 13th level, while you are hosting the Void Avatar, as a bonus action you can become incorporeal until the end of your turn. You can move through other creatures and Objects as if they were Difficult Terrain.

You take 5 (1d10) force damage and are ejected to the nearest unoccupied space if you end your turn inside an object.

You may do so a number of times equal to your Wisdom ability modifier. Uses of this feature are recovered when you complete a long rest.

Void Gaze

Beginning at 14th level, when you are hosting the Void Avatar, you gain 30ft. of True Sight.

 

 

Dark Martyr

Beginning at 17th level, when you are reduced to 0 hit points and not outright killed, as a reaction, you may dismiss your void avatar to recover 4d8 + your Wisdom modifier hit points before falling prone. You may not summon your void avatar again until you complete a long rest.

Gate of Tartarus

Beginning at the 18th level, you may cast the Plane Shift spell without requiring the material components. You may not use the spell to banish an unwilling an unwilling creature. You may cast Plane Shift in this way once without experiencing detrimental effects, additional uses of the spell before completing a long rest cause a level of exhaustion to all creatures affected.

Vessel of Death

Starting at 20th level, you always have the benefit of hosting the void avatar.

The Grim Harvester

The reaper travels the work seeking retribution for the wrongs inflicted on the world. Often found wielding a large scythe and wielding the powers of the void, Reapers bring devestation to their foes to punish their misdeeds. Death’s Blades focus on becoming peerless fighters, using their void powers to improve their martial prowess. Grim Keepers focus on a two pronged approach to battle, coordinating with their Avatar to take their foes on. Finally, Doomsingers seek to use forbidden dark magics to dismantle their foes alongside their scythe.

Death’s Blade

Reapers who decide to focus on their skill with the scythe come to be known as Death’s Blades. These specialized fighters spend most of their time focused on their procifiency in martial combat, using their voidsent partner to augment their natural fighting abilities.

Reaper Art: Wicked Strike

Beginning at the 3rd level, when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to deal empower your swing, striking all creatures within 5ft. of the original target. All affected creatures must make a Dexterity saving throw aginst your Reaper spell save DC. On a failure a creature takes 2d6 necrotic damage and half as much on a success. This damage increases by 1d6 for each spell above 1st.

While you are acting as a host for your Void Avatar, instead of all creatures within 5ft. of the original target, the range is increased to a 15ft. cone originating from the original target creature.


Wraith Walk

Beginning at the 7th level, you may spend a spell slot of 1st level or higher to gain the effects of hovering and increase your base speed by 5ft. for 1 minute. For each spell slot above 1st, your movement speed increases by an additional 5ft.

Reaper’s Rend

Beginning at the 11th, while you are hosting your void avatar, as a bonus action you may order the avatar to make an attack.

Hands of Death

Beginning at the 15th level, while you are hosting your void avatar, necrotic energies swirl around your weapon, increasing the range of your melee weapon attacks by 5ft. Additionally, other creatures provoke an opportunity attack from you when they enter the reach you have with your weapon.

Grim Keeper

Reapers who work in tandem with their voidsent ally are known as Grim Keepers. Acting as partners in crime, the Grim Keeper guides the voidsent through the world of the living and directing their wrath to the proper targets.

Shared Presence

Beginning at the 3rd level, when you cast a spell you may cast the spell as if you were standing where your avatar is. Spells which use you as their point of origin may instead use your avatar as the point of origin. These spells do not cause damage to your avatar. You can use this feature three times. You regain expended uses of this feature when you finish a long rest.

Death Perception

Beginning at the 7th level, while your void avatar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your avatar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the avatar has. During this time, you are deaf and blind with regard to your own Senses.

Ravenous Rending

Beginning at the 11th, your void avatar can make two attacks when you command it to use the Attack action.

Reaper Art: Void Guardian

Beginning at the 15th level, as an action, you imbue the void avatar with immense necrotic energy. Any creature hostile to you that moves to a space within 10 feet of the Avatar for the first time on a turn must succeeed on a Dexterity saving throw against your Reaper spell save DC. The creature takes 20 necrotic damage on a failed save, or half as much damage on a successful one. The energy fades when it has dealt a total of 60 damage.

You may do this a number of times equal to half your proficiency bonus, rounded down. Uses of this feature recover when you complete a long rest.

 

 

Doomsinger

Speaking in long forgotten tongues accessing forbidden techniques, Doomsingers use the souls of the recently deceased to fuel their spells and continue the mayhem they sought to create. Doomsingers have leaned more heavily into the magical arts, defending themselves with powerful spells instead of brutish weapons.

Reaper Art: Sonnet of Souls

Beginning at the 3rd level, when a hostile creature dies within 30ft. of you, you capture its life essence in your momento. You are able to hold a number of souls in your momento equal to your proficiency bonus. When you complete a long rest, the souls in your momento dissipate. You may cast a Reaper spell by spending a number of souls equal to twice the level of the spell you are casting.

While you are hosting your void avatar, the range of soul capture is increased to 60ft.

Bonus Cantrip

Also beginning at the 3rd level, you know the Toll the Dead cantrip.

Keeper of Shadowy Secrets

Beginning at the 7th level, choose a skill from the following: Arcana, History, Insight, Medicine or Religion. You gain proficiency in that skill. If you are already proficient, you gain expertise in that skill.

Twisting Fate

Beginning at the 11th level, while you are hosting your avatar, as a bonus action you may spend 2 souls to attempt to curse a creature within 30ft. of you. The target creature makes a Charisma saving throw against your Reaper spell save DC. On a failure, the next saving throw that creature makes has a penalty equal to your proficiency bonus.

Reaper Art: Elusive Death

Beginning at the 15th level, when you are hit with a melee weapon attack, as a reaction, you may spend 1 soul and become briefly surrounded in a shadowy mist and teleport up to 30 feet to an unoccupied space that you can see.

While you are hosting your void avatar, you do not need to spend a soul to use this feature.

 

 

Red Mage

Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.

A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.

As though a flower amongst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they’ll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.

Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.

Crimson Mage

Some fairy tales of Gyr Abania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.

Its Not About Fame

Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk.

Creating a Red Mage

When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.

One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.


Quick Build

You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.

 

 

Red Mage
Level Proficiency Bonus Features Flair Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2
2nd +2 Red Mage Style, Style Feature 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 Extra Attack 4 5 6 4 3 2
6th +3 Style Feature 4 5 7 4 3 3
7th +3 4 5 8 4 3 3 1
8th +3 Ability Score Improvement 4 5 9 4 3 3 2
9th +4 4 5 10 4 3 3 3 1
10th +4 Style Feature 5 6 11 4 3 3 3 2
11th +4 5 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 2
13th +5 6 6 13 4 3 3 3 2 2 1
14th +5 Style Feature 7 6 13 4 3 3 3 2 2 1
15th +5 7 6 14 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 3 2 1 1
17th +6 8 6 15 4 3 3 3 3 2 1 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 3 2 1 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 3 2 1 1

Class Features

As a Red Mage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium Armor
  • Weapons: Simple weapons, Short Swords, Rapiers
  • Tools: Two sets of Artisan’s Tools.

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion.

Equipment

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

  • (a) leather or (b) hide
  • (a) a rapier
  • (a) a spellcasting focus
  • (a) an explorer’s pack or (b) a dungeoneer’s pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Red Mage spell list.

 

 

Cantrips

At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Red Mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player’s handbook) for your Red Mage spells.

Ritual Casting

You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.

Flair Points

At 1st level, You have a number of points for your Red Mage level in the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a short or long rest.

Dual Cast

At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.


Bonus Action Casting

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

Combat Style

At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Flourish

At 18th level, when you roll initiative, you recover 1d4 flair points.

Acceleration

At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You must then finish a long rest to use Acceleration again.

Battle with Style

To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.

Sword Dancer

You’ve taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.

Corps-a-corps

At 2nd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As a bonus action, you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You make a weapon attack against the target, dealing a bonus 1d8 piercing damage if your attack lands.

 

 

Heroic Charm

At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.

Displacement

At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing up to 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.

Enchanted Blade

At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you make an attack with this weapon. You must declare you are doing so prior to your attack roll.

Spell Slinger

You’ve decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.

Manafication

At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.

Charmed I’m Sure

At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma ability check.

Quicksilver Casting

At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.

Liquification

At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.


Battle Rose

You’ve focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.

Dazzling Diversion

At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.

In Good Company

At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once. You must then finish a short rest to use In Good Company again.

Embolden

At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.

Follow My Lead

At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may only do this once. You must then finish a short rest to use Follow My Lead again.

 

 

Rogue

As a rogue, you have the following class features.

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

Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

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

(a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and thieves’ tools Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source.

Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Rogue Archetypes:

Backstabber Traveling through space and time. Backstabbers use portals both small and large to transport and deceive opponents making them miss attacks or even hit themselves. They practice all their lives using these mystical portals some use them for good to deal with otherworldly beings. Or for evil to easily slip in and out of crimes.

Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Dimensional Jump Starting at 3rd Level, you can open a small portal that allows you to hop through dimensions. At a cost of 15 feet of movement, you can use your bonus action to teleport to a place you can see within 15 feet.

Instant Portals At 3rd level, you can use your bonus action to open temporary portals, only big enough to let your arms pass through them. This portal ends on the end of your turn, and you can perform the following actions through them:

You can make a melee attack against a creature you can see within 30 feet. You can also make ranged attacks having their source a place you can see at 30 feet. You can take the Help action, take object interactions or make a check that only requires your hands and that can be completed on this turn. You don’t need advantage on attack rolls to get your sneak attack bonus when using the instant portals.

Portal Maker Starting at 9th level, you can use your Cunning Action to open a small circular portal as a bonus action, on a surface you can see within 30 feet of you. You can have two of these portals open at any time. Creating another one makes the two portals disappear.

The pair of portals are interconnected, and a creature of medium size or an object that fits a 5-foot cube can pass through it. When you open a portal, you must designate one of them as being the portal of entrance and another as the portal of leaving.

Any creature who passes through the portal of entrance exits by the portal of leaving, at a cost of 5 feet of movement. You can try to block the passage of a creature, dismissing the entrance portal as a reaction.

While you are within 5 feet of the portal of entrance, you can interact with objects and creatures as though you were in the place occupied by the portal of leaving. A hostile creature that leaves the space within 5 feet of the exit portal while you are within 5 feet of the entrance portal provokes an opportunity attack from you.

If you make an attack through the portals, or if you move through the portal and make a melee attack against a creature within 5 feet of the exit portal, you don’t need advantage on the attack roll to make a sneak attack.

Keeping the portals open requires concentration as if you were concentrating on a spell. The portals disappear if you are knocked unconscious, lose concentration, if you dismiss them as a bonus action. They can also be destroyed by a dispel magic, an antimagic field, or a similar effect.

Planar Escape At 13th level, you can use your portals to allow you to evade attacks. You can use your Uncanny Dodge feature against effects that would require you to make a Dexterity saving throw to avoid damage.

In addition, when you use Uncanny Dodge, you can teleport to a place you can see within 10 feet.

Portal Master Starting at 17th level, you can cast arcane gate. Intelligence is your spellcasting ability for this spell. When you do so, you can’t cast this spell or use your Portal Maker feature again until you complete a Long Rest.

Ninja You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power from the world around them, the heavens, the earth and the hearts of man through the use of mudras or hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.

Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.

Ninjutsu

Beginning at the 3rd level, as an action, you may cast ninjutsu by combining mudra together. Beginning at 3rd level you gain access to the mudra ‘Ten’. At 9th level you gain access to the mudra ‘Chi’, and at 13th level you gain access to the mudra ‘Jin’. You may use each mudra a number of times equal to half your rogue level rounded down. You may not use two of the same mudra to cast ninjutsu which require a specific mudra. you regain all of your expended mudra when you finish a long rest.

Ninjutsu
Ninjutsu Combination
Fuma Any single mudra
Meiton Any single mudra
Katon Any mudra and Ten
Raiton Any mudra and Chi
Hyoton Any mudra and Jin
Huton One of each of the mudras
Doton One of each of the mudras
Suiton One of each of the mudras

Shukuchi

Also beginning at the 3rd level, when you use the hide action, you may spend one use of your Ten mudra to transform it into Shukuchi. You instantaneously travel a maximum distance of 5ft. per rogue level. You may travel over gaps in the ground, but cannot scale walls or travel through creatures or objects using shukuchi. At the 13th level you leave behind an optional 15ft. cube of smoke which persists for a number of rounds equal to your Intelligence modifier.

Infiltrator

Beginning at the 9th level, you’ve honed your skills in breaking into and out of buildings. As long as you are not engaged in combat, you have advantage on stealth and acrobatics checks in areas with dim or no light.

Trick Attack

Beginning at the 13th level you are able to perform a trick attack. When you attack an enemy with a sneak attack, you may expend one use of each mudra to perform a trick attack. On a successful attack roll, the target becomes vulnerable causing all attack rolls to have advantage against that creature for one round, beginning after your action.

Kassatsu

Beginning at the 17th level, as a bonus action, after using a ninjutsu you may use a second ninjutsu which requires one fewer mudra. You may use Kassatsu once. You must then finish a long rest to use Kassatsu again.

Ninjutsu Spell List

Intelligence is the spell modifier for the following abilities. The spell casting focus for these spells is the caster’s hands forming the required mudras. Spells cast through ninjutsu are cast at their base level. To cast ninjutsu at a higher spell level, you may spend the required mudra for the ninjutsu again to increase the spell level by one. You may spend mudra to increase the casting level to a maximum of the 9th level.

Fuma

Performing the Fuma ninjutsu allows you to cast the Ice Knife spell.

Meiton

Performing the Meiton ninjutsu allows you to cast the Darkness spell.

Katon

Performing the Katon ninjutsu allows you to cast the Fireball spell at half the maximum range.

Raiton

Performing the Raiton ninjutsu allows you to cast the Lightning Bolt spell at half the maximum range.

Hyoton

Performing the Hyoton ninjutsu allows you to cast the Ice Storm spell at half the maximum range.

Huton

Performing the Huton ninjutsu allows you to cast the Haste spell on yourself.

Doton

Performing the Doton ninjutsu allows you to cast the Doton spell.

Suiton

Performing the Suiton ninjutsu allows you to cast the Suiton spell.

Doton and Suiton

These two spells are located in the created spells section of this document.

Gambler

Taking risks is like an adrenaline shot for a gambler. You’ve learned by studying a master gambler and now, you’re ready. The Gambler’s techniques are as unpredictable as the Gambler himself, as liable to bowl over a legion of foes as strike the party dead on the spot. But for every time those powers fizzle at a crucial moment, there’s that moment when the Gambler’s luck pays off big, pulling the party out of the fire when they need it most. Which way will Lady Luck turn with you? rool the dice, spin the reels, and find out.

You gain proficeny with a set of dice and one gaming set of your choice from 5e.

Features.

3rd level

Luck Pool: Upon becoming a gambler, you gain a resevoir of luck points equal to you level + Cha mod. The points are regained after a long rest. The Gambler gains one luck point every 2 levels after 3rd.

Luck of the Draw: You gain a deck of steel cards that you can use to throw at opponents dealing 1d6 slashing damage. The cards have a chance to return to you. Per long rest, you will regain all the cards you’ve lost.

Free Spin: Gamblers just can’t get enough of the slot machines. The Gambler can use their luck points to gain free bonus actions to spin the slot machines again.

First Spin: When you choose the Gambler, you also gain your first slot machine. Don’t worry, these slot machines are let’s call it a gift from Lady Luck, herself. Your first slot machine is the Elemental Spin. Roll 1d10 and see your result from the table below.

Elemental Spin A Gambler once remarked that she believed her fortune ebbed and flowed with the elements. Places too steeped in the forces of Ice, Wind, or Water would ‘cool’ any winning streak regardless of the Gambler’s skill; the only way out, she reasoned, was to arrange the elements in one’s favor. While she never quite succeeded in finding a method that satisfied her, her beliefs are captured within these reels.

Table 4-14: Elemental SpinEffects Roll Result Element 1 Black Necrotic 2–3 Red Fire 4–5 Blue Water 6–7 Gold Lightning 8–9 Silver Ice 10 White Radiant

Note: The effects are 1d8 added bonus to weapon attacks (whether melee attacks or ranged attacks)

7th level

Double or Nothing: After a weapon attack, choose between odds or evens. The damage result of the weapon attack is either doubled or halved. Doubled if you win, halved if you lose.

Gil Rain: Spend 2 luck points, when the battle is over, a shower of gil rains. You’ll automatically gain the gil. This ability splits the amount divided by the number of people in your party. Roll 4d100 and 2d20 + your Cha mod.

Improved Evasion: If you would pass a reflex save, instead of taking half-damage… you take no damage and half-damage on a failed save.

Phantom Dice The Gambler tosses 2d6 dice that are translucent into the air, counting under his breath until pairs begin tumbling down in front of his allies. When every dies has finally rolled to a stop, their dots glow ominously; a second later, they simply vanish. Phantom Dice allows the Gambler to bestow beneficial effects on himself and his immediate allies. Roll 2d6 for every active combatant in the Gambler’s party, then consult the table below to see which benefit the Phantom Dice confer.

Table 4-13: Phantom Dice Effects Roll Effect 2 Character gains +3 to their AC (4). 3 Character gains the +3 to their attack rolls (4). 4 Character gains the +3 to their Initiative (4). 5 Character gains Bless. 6 Characters gain Healing Word. 7 Character gains Invisibility. 8 Character gains the Status Condition Haste (4). 9 Character gains the Status Condition Absorb Elements (4). 10 Weapon equipped in character’s Weapon Slot gains Piercing (4). 11 Character’s final Gil share for this battle increases by +25. 12 Character’s final XP share for this battle increases by +25.

Please note that the effects of Gambler’s Dice cannot be active on each party member at any one time.

Mog Rounds: At 8th level, Lady Luck has opened up a new slot machine for you to try out. This set commemorates an eccentric figure popularly known as “The Mog Gambler”. Such was his fondness for Moogles that when he finally struck it rich, said Gambler opened a casino entirely staffed by the diminutive creatures, mingling among his employees in a Moogle suit of his own design. Though the casino is closed and the Mog Gambler long gone, a small part of him still remains in these reels. Roll a 1d10 to see your result.

Roll Result Condition 1–3 Star Mog Dance 4–5 Crown Toy Soldiers 6–7 Heart Lucky Gal 8 Moogle Combine 9 Bar Summon 10 Cat Face All Over

Star: A Moogle appears in front of the party and dances a happy jig, revitalizing the Gambler and his friends 3d8 hit points. This affects all allies the Gambler can see.

Crown: A platoon of toy soldier marches onto the battlefield, leveling their rifles and opening fire on the Gambler’s foes dealing 3d8 piercing damage. This affects targets in a 10-foot radius 15-ft from the Gambler.

Heart: An illusion appears before the Gambler’s opponents taking the form of a seductive woman or man in a bunny suit, the illusion blows the opponents a kiss before disappearing. Roll a 1d20 for each opponent. Should the illusion succeed, the target(s) can no longer fight as they are in an illusionary paradise.

Combine: A portly Moogle suit materializes around the Gambler and wastes no time zipping up, trapping the Gambler in its smothering confines. The suit gives the Gambler +3 to their AC and removes both positive and negative status conditions.

Bar: The slot machine opens up and spits out a summoned creature. Roll another 1d10 to find out what was summoned from the table below.

Table 4-16: Summon Results Roll Call 1–2 Ifrit—Inferno 3–4 Ramuh—Thunder Spark 5–6 Shiva—Snowstorm 7 Sylph—Whispering Wind 8 Titan—Earthen Fury 9 Kirin—Life Guard 10 Cait Sith—Cat Rain

Cat Face: Three Cat Faces line up on the slot machines, but be careful. When the eyes start glowing yellow for a brief moment, anything caught staring into the cat’s eyes will lose 2d20 health. The slot machine will disappear when you hear a cat’s meow.

Hades Playtime, Level 12: The origins of this reel set are lost in mystery, but some rumor that Hades himself had a hand in their creation. Their role is primarily a cautionary one, ever reminding Gamblers of the misery that games of chance can bring. Roll a 1d10 to give it a hand. The (4) next to the result is the number of rounds.

Roll Symbol Status Condition 1 Shades Blind (4) 2 Droplet Poison (4) 3 Stars Deafened(4) 4 Broken Leg Prone (4) 5 Broken Arm Paralyzed(4) 6 Clock Stunned (4) 7 XXX Charmed (4) 8 … Petrified (4) 9 ZZZ Unconscious (4) 10 Red Cloud Grappled (4)

Cheat At Level 15, the gambler is able to cheat their way into a successful stealth attack as a premptive strike if it’s his first melee strike. If the gambler is using a ranged attack, the gambler cheats in an extra attack. This ability activates with a successful sleight of hand check.

Chocobo Wheel, Level 15 These reels remember a successful Gambler who believed that Chocobo birds were particularly lucky, and endeavored to have them around wherever he gambled. He eventually vanished, having sunk most of his winnings into searching for the elusive Gold Chocobo he was certain would assure his fortune for life. Let’s see if the Gambler’s Spirit runs through your veins. Roll 1d10 and see your result.

Roll Result 1–3 Chocobo Stampede 4–5 Airship Dive Bomb 6–7 Diamond Prismatic Flash 8 Dragon Megaflare 9 Bar Summon 10 7 All Over

Chocobo: Chocobo heads appear on the slot machine. A sudden stampede of Chocobos shaes the battlefield, flattening any combatants unfortunate enough to be left in their path. Chocobo stampede deals 5d8 bludgeoning damage. Targets in the 30 x 25 foot line, 30 feet from the caster must make a Dexterity-saving throw to not take any damage.

Airship: The steady thrum of engines fills the air, accompanied by a sinister, high-pitched whistling. Suddenly, an airship swoops overhead, disgorging a single bomb before peeling away again. Dive Bomb deals 5d8 fire damage to all targets in a 40-foot radius, 40 feet away from the caster.

Diamond: Man-sized cards of multicolored light rise from the ground, shearing through anything in their way. Prismatic Flash inflicts 4d10 radiant damage to two targets 30 feet away from the Gambler. The two targets are able to dodge to take no damage.

Dragon: Wyrmking Bahamut, lord of the dragons, descends from above and bathes the enemy in searing magical fire, dealing 4d10 fire damage to enemies in a 50 x 45 foot line.

Bar: The slot machine opens spitting out a modestly powerful summon to the battlefield. Roll 1d10 and see your result.

Roll Call 1 Midgarsormr—Earth Aura 2 Carbuncle—Ruby Light 3 Golem—Earth Wall 4 Seraphim—Reviver 5 Ark—Propeller Wind 6 Doomtrain—Runaway Train 7 Kujata—Tetra-Disaster 8 Alexander—Divine Judgment 9 Anima—Torment 10 Cerberus—Counter Rockets

7: The words “ALL OVER” appear in glowing, large-than-life letter, hiding the enemy from sight. When the words finally vanish, the Gambler’s foes are nowhere to be found. All Over has a 1d20 chance of taking a single target’s life. Success must be 18+.

Failure: Upon failing 7, a small pink rabbit in a floppy straw hat materializes in front of the Gambler, showering the party with healing magic before vanishing again. Lagomorph restore 3d8 Hit Points to all active allies.

 

 

Sage

An escaping mercenary taking cover behind a toppled wagon holds his crossbow steady waiting for his pursuer to come around the corner. To their surprise a crystalline device appears and lets loose a blast of aether, subduing them. A young sage smiles as she knows this was another successful mission.

A young man in crisp white robes watches as his allies brawl on the front line. Whenever danger looms over his friends, with a snap of his fingers a barrier appears, protecting them from harm.

Carefully, an experienced mage begins to weave their spell, but the aether of their work suddenly travels to a nearby shard of crystal, a lightning bolt loosing itself from an unexpected place.

Sages are highly skilled mages who’ve found a way to fuse magic and technology to bring forth the future of spell casting. Through use of their Nouliths, they push the boundaries of what is possible.

Aetherology Experts

Hailing from scholarly lands such as Sharlayan and Thavnair, Sages are scholars who have spent much of their lives in the world of academia, researching aether in all its forms. Its through this methodical life style that they were able to create cutting edge magitek, the Nouliths, tools which could change the magical world.

Shards of Power

The Noulith is a handcrafted combination of crystal and machinery, fueled by the aether of the user’s body. A Sage shares the magic that fills their body with these wing like blades of crystal to allow them to fly around, launch bolts of aether, cast spells and a variety of other effects.

Creating a Sage

Most sages find their beginning in academia, be it an official education, mentorship or independent research. When creating a sage one might consider how they gained entry into the world of education? Was your character incredibly bright and earned a scholarship via their raw talents? Perhaps they come from a well off noble family and their path was laid out before them by their parents. No matter their reasons for entering the academic world, you’ll need to decide what drives their ambition to further their education and push the limits of spell casting and aetherology. They may do this out of a sense of pride and self interest, or for goals as lofty as bettering the world for everyone that lives in it. A sage’s reasons for study are as numerous as there are sages out in the world, and it is up to you to decide why your character chose this life. Beyond how they entered the world of academics, you’ll also need to decide why they would risk their lives and perhaps even expulsion from the world of education. Reasons ranging from the realization that not all lessons can come from books and testing, trialling their hard work, or going on an adventure to improve their own standing in life. Sages are likely to have pragmatic reasons for hitting the road, but each person will have their own true purpose for adventuring.

 

 

Sage

| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 | Nouliths, Aether Shot, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Sagely Specialization | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | ─ | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | ─ | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Specialization Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Specialization Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Specialization Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Wings of Aether | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Noulithic God | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |

Quick Build

You can make a Sage quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the sage background. Third, take the Mage Hand, Mending and Prestidigitation cantrips and the first level spells Healing Word, Mage Armor and Magic Missile.

Class Features

As a Sage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Sage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sage level after 1st

Proficiencies


  • Armor: no armour
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a Component pouch or (b) an arcane focus
  • (a) a Scholar’s Pack or (b) an Explorer’s Pack
  • A Noulith

Spellcasting

As an aspiring mage, you can cast sage spells, See the spell list included at the end of this document for the sage spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the sage spell list. You learn additional sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table.

 

 

Preparing and Casting Spells

The Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of sage spells that are available for you to cast, choosing from the sage spell list. When you do so, choose a number of sage spells equal to your Intelligence modifier + your Sage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level sage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare teh 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of sage spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your sage spells. The power of your spells comes from your thorough research and preparation into aetherology. You use your Intelligence whenever a sage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a sage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your Nouliths as a spell casting focus for your sage spells.

Nouliths

Beginning at 1st level, you have achieved mastery over operating your first Noulith. These devices which combine magic and technology feed off the aether of your body to act and can be used to create a variety of different effects. At 5th level, you learn to operate a second Noulith simultaneously. At 10th level, you gain the ability to control a third Noulith, a fourth at the 15th level and a fifth at 20th level. When additional Nouliths become available to you, you are able to build them at no cost.

Nouliths have are tiny constructs with an AC of 15, Hit Points equal to 15 + 5 time your Sage level, and a flying speed of 30ft. Creatures may exist in the same space as your nouliths, and are not blocked by them. Your nouliths must remain within a 60ft. radius of you, losing their aetheric link with you if they travel any further away. If this occurs, they become inoperable and fall to the ground. As an action, you may reactivate them by touching them and re-establishing their aetheric link with your body.

If a Noulith is reduced to 0 hit points, it becomes in operable and falls to the ground. It may be repaired during a long rest at the cost of 10 gold in materials. You are able to restore your Nouliths hit points at no cost during a long rest as long as it is still operable. If they are totally destroyed, you must spend 100 gold and one day of time to rebuild.

As a bonus action you may maneuver your Nouliths, moving them a distance up to their flying speed.

Aether Shot

Also beginning at 1st level, you have learned how to use the aether fueling your Nouliths offensively. As an action, you order your Noulith to make a ranged spell attack, using your ranged spell attack bonus, on a creature within 30ft. of them. On hit, the Aether Shot deals 1d8 force damage.

If you are operating more than one Noulith, each Noulith may make a ranged spell attack. Each Noulith may target a different creature. If a Noulith is equipped to someone they may still be used with Aether Shot.

Sagely Specialization

At 2nd level, you choose your focus as a sage, pushing the limits of your Nouliths in new and exciting directions. As a Savant, you choose to continue to augment your Nouliths for combat. As an Erudite, you have chosen to develop the defensive capabilities of the Nouliths, and as a Philosopher, you’ve focused on integrating your own spell casting with your Nouliths.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Wings of Aether

Beginning at the 18th level, if a Noulith is not deployed, it is considered equipped to you, granting you a flying speed. For each Noulith equipped to you, you gain a flying speed of 10ft.

Noulithic God

Starting at 20th level, you have mastered combat with Nouliths. As a bonus action you refresh your Overcharge feature. You can do this once. You must complete a long rest before you can use Noulithic God again.

 

 

Innovation and Tradition

Sages look to take the tradition of spellcasting and mix it with advancements in technology and the study of aether to push their craft to new heights. The creation of the Nouliths are a major game changer for these purposes, and various sages take advantage of them in new and exciting ways. Savants focus on the offensive capabilities of the Nouliths, advancing the field of aether based weaponry. Erudites opt for a more protective role, providing barriers and defenses for their allies, taking control of dangerous situations. Finally Philosophers seek to hold onto their approach of traditional spell casting and use Nouliths as a way to augment their art, rather than the reverse.

Savant

The best defense is a good offense is the tactical approach of savants. Making use of their Nouliths, the savant provides remote controlled artillery support for their allies, able to safely blast foes with aether from afar. Be it raining aether from above in a magical hell fire, or precisely chasing down targets that are taking cover, once a Savant sets their eyes on a target there is little to be done to escape their magical wrath.

Prismatic Destruction

Beginning at the 2nd level, you have developed a new offensive technique with your Noulith. As an action you may order each Noulith to release a 15ft. cone of raw magical energy. All creatures in the affected area make a Dexterity save against your spell save DC, taking 2d8 force damage on a failure and half as much on a success. Each cone is calculated separately.

You may do this a number of times equal to your proficiency bonus. You must complete a long rest before you can use Prismatic Destruction again.

Aetheric Intensity

Beginning at the 6th level, when you use the Aether Shot feature, you add your Intelligence modifier to damage rolls.

Sundering Shots

Beginning at the 10th, your Aether Shots destabilize target’s defenses. When you hit a creature with Aether Shot, your next Aether shot scores a crit on a 19 or 20, each subsequent hit lowering the critical hit threshold, until the end of your turn. This critical hit range change reverts if you land a critical hit.

Overcharge: Indignation

Beginning at the 14th level, as a bonus action you may use the Aether Shot. You may only use Aether Shot once in this way. You must complete a long rest before you can use Overcharge: Indignation again.


Erudite

Erudites have focused on how to defend their homes and allies via aetheric barriers and healing to provide much needed solace during the heat of battle. They approach battle as a game of chess, minimizing loss and damage so that their allies can work as efficiently. Having an Erudite at your back is to know true safety in the face of danger.

Guardian Shard

Beginning at the 2nd level, as a bonus action you can order any number of your Nouliths to guard an allies within its flight range. As a bonus action you may remove any number of Nouliths from allies.

While equipped to an ally, you may cast touch spells through the Noulith, as though you were standing beside the creature.

Additionally, as a reaction to the equipped creature being targeted by an attack, you may use your reaction to create a temporary barrier, increasing the creature’s AC by a number equal to your Intelligence modifier. You may do this a number of times equal to your proficiency bonus. You must complete a long rest before you can use Guardian Shard again.

Aether Wall

Beginning at the 6th level, as an action, you can link two Nouliths within a 10ft. radius of each other. This link creates a wall of force between them that is 10ft. wide and 10ft. tall. A creature that attempts to push through the wall must make a Strength (Athletics) check contested by your spell save DC. This wall is translucent allowing creatures to see through it without difficulty. The aether wall provides three-quarters cover when calculating ranged attacks and spells that pass through the wall.

It is possible to link multiple nouliths together to enclose a creature. When you use your action to create a wall between two nouliths, if there is a third noulith within a 10ft. radius circle of either end of the wall, you may connect them in the same way. The additional wall may not pass through the creature. A creature who is enclosed within an Aether Wall has disadvantage on their Strength (Athletics) check to push through the barrier.

These walls are strong enough to support the weight of someone standing on them, and may provide footholds made of aether when aligned horizontally.

As a bonus action, you may disassemble any number of Aether Walls created by you.

Aetheric Armour

Beginning at the 10th level, when you protect a creature with your Guardian Shard feature, they gain temporary hit points equal to your Intelligence modifier.

 

 

Overcharge: Impenetrable

Beginning at the 14th level, as an action, you can amplify your protective ward for a creature equipped with a Noulith within 30ft. of you. You supercharge the Noulith, coating the creature in an aetheric shell. For a number of rounds equal to your Intelligence modifier, the creature gains a damage threshold equal to 5 + your Intelligence modifier + your proficiency bonus.

When the creature is damaged, if the damage does not meet or exceed the damage threshold they do not take any damage from the attack.

You can hyper focus a creature’s armour once. You must complete a long rest before you can use Impenetrable again.

Philosopher

While others focus on their new developments and their various applications, the Philosopher sees nouliths for what they are, tools to assist spell casting. As this is the case to them, philosophers prefer to stick to traditional methods of spell casting to do much of their heavy lifting, making use of nouliths to draw aether from their foes and fueling their own spell casting with it. Their focus on spell casting has provided them with the ability to manipulate their spells, setting them heads and shoulders above their fellow sages in this field.

Aetheric Siphon

Beginning at the 2nd level, when you use the Aether Shot feature and hit a target creature, your Noulith draws aether from the target for your use as a Noulith charge. These charges remain available to you for 1 hour, dissipating after 1 hour.

As a bonus action, you can transform Noulith charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of Creating a Spell slot of a given level. You can create Spell Slots no higher in level than 3rd.

Any spell slot you create with this feature vanishes when you finish a Long Rest. You are able to create a number of spells whose cumulative spell level is equal to your Sage level). You must complete a Long Rest before you can create spell slots again.

Creating Spell Slots
Spell Slot Level Noulith Charges Cost
1 3
2 5
3 7
4 9
5 11

Aetheric Adaptation

Beginning at the 6th level, you’ve learned to modify your spells using the aether you gather from your Nouliths.

You gain two of the following Aetheric Adaptation Options of your choice. You gain another one at 10th and 14th level.

You can use only one Aetheric Adaptation option on a spell when you cast it, unless otherwise noted.

You can only use a number of Aetheric Adaptations equal to your proficiency modifier. You must complete a short rest before you can use Aetheric Adaptation again.

Careful Spell

When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Noulith charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell

When you roll damage for a spell, you can spend 1 Noulith charge to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Aetheric Adaptation option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 Noulith charge to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 Noulith charges to give one target of the spell disadvantage on its first saving throw made against the spell.

Noulithic Casting

When you Cast a Spell, you spend 1 Noulith charge to cast the spell as though you were standing at the location of one of your Nouliths.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 Noulith charges to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 Noulith charge to cast it without any somatic or verbal Components.

Twinned Spell

When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of Noulith charges equal to the spell’s level to target a second creature in range with the same spell (1 Noulith charge if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Efficient Absorption

Beginning at the 10th level, you siphon aether far more efficiently. You gain 2 Noulith charges when you use the Aether Shot feature.

 

 

Overcharge: Aetherial Drain

Beginning at the 14th level, as a bonus action, you forcefully draw Noulith charges from the aether of the world itself. You gain 3 Noulith charges for each active Noulith you control.

You may only do this once. You must complete a long rest before you can use Overcharge: Aetherial Drain again.

 

 

Samurai

The young man stands before a ferocious beast, his blade still sheathed the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls with a thud.

The experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after vicious blow, punishing each of their failed attempts on his life.

A young woman wanders into the city, her identity hidden beneath her shade. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived at yet another town which would be better off without a master.

Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honour or death was a common ideal for these disciplined soldiers.

Swordsmen of Legend

The Samurai are legendary swordsmen who lived by a code of honour. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day.

The Power Within

The Samurai draw on inner energies and an unshakable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own, though not every samurai has been known to wield the blade for a master, some choosing to follow their own code and travel the world.

Creating a Samurai

When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self taught style which they continually hone through their travels.

On top of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master’s lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.

Quick Build

You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.

 

 

The Samurai

| Level | Proficiency Bonus | Features | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 |Artful Combat, Unarmoured Defense | | 2nd | +2 |Sen, Higanbana, Code of Honour | | 3rd | +2 |Samurai Archetype, Archetype Feature, Third Eye| | 4th | +2 |Ability Score Improvement | | 5th | +3 |Extra Attack | | 6th | +3 |Samurai Archetype | | 7th | +3 |Evasion | | 8th | +3 |Ability Score Improvement | | 9th | +4 |Studied Disciple | | 10th | +4 |Samurai Archetype Feature | | 11th | +4 |Hissatsu: Kyuten | | 12th | +4 |Ability Score Improvement | | 13th | +5 |Whispers of the Kami | | 14th | +5 |Samurai Archetype Feature | | 15th | +5 |Effective Meditation | | 16th | +5 |Ability Score Improvement | | 17th | +6 |Artisan of Combat | | 18th | +6 |Midare Setsugekka | | 19th | +6 |Ability Score Improvement | | 20th | +6 |Meikyo Shisui |

Class Features

As a Samurai, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Samurai level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Samurai level after 1st

Proficiencies


  • Armor: Light, Medium Armour
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.

Equipment

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

  • (a) a katana
  • (a) a short bow and 20 arrows
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • a decorative scabard for your katana.
Katanas in Dungeons & Dragons

Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player’s Handbook. As stated in the Dungeon Master’s Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master’s Guide.

 

 

Artful Combat

Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmoured Defense

Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.

Sen

Beginning at the 2nd level, you have learned to gather Sen charges inside your body. You may spend these charges to use a variety of samurai features. Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.

Sword Art DC = 8 + your proficiency modifier + your Wisdom modifier.

You gain the bonus action Focus. When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge.

You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat.

Higanbana

Also beginning at the 2nd level, you have learned to perform the sword art Higanbana. As an action, you spend one Sen charge to use Higanbana. You make a melee weapon attack against a creature, if you hit, the target creature makes a Constitution saving throw against your Sword Art DC.

On a failure, the creature is grieviously wounded by your attack and at the start of each of their turns for the next minute, they take 1d4 slashing damage. As an action they may attempt to stop the bleeding by attempting the Constitution saving throw again.

At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace the second attack with Higanbana.

Code of Honour

At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check.

Samurai Archetype

At 3rd level, you select a way of the blade. The Iaijatsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battle field, dancing through the fray.


Third Eye

Also beginning at 3rd level, as a bonus action you may spend a number of Sen to enter a state of fierce focus. For the next minute, your weapon damage rolls gain a bonus equal

to the number of Sen charges expended to activate Third Eye.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Studied Disciple

At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.

Hissatsu: Kyuten

At 11th level, as an action you may spend 1 Sen charge to perform a wide sweeping attack around yourself. Each creature within 5ft. of you makes a Dexterity saving throw. On a failure, they take damage equal to your weapon damage + your Wisdom modifier, and half as much on a success.

Whispers of the Kami

At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast either spell once. You must then finish a long rest to use Whispers of the Kami again.

Effective Meditation

At 15th level, if you spend hit die during a short rest, the next time you roll initiative you gain 1 Sen charge.

Artisan of Combat

Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.

 

 

Midare Setsugekka

At 18th level, as an action, you may spend any number of Sen you have saved to a maximum number equal to your Wisdom modifier. You may make a melee weapon attack for each Sen charge you spent. You may not have moved prior to using this feature and may not move afterwards.

Meikyo Shisui

At 20th level, as a bonus action you turn your body into a conductor for Sen energy. You gain Sen charges equal to your Proficiency Bonus. You may only do this once. You must finish a long rest to use Meikyo Shisui again.

Way of the Blade

A Samurai is renown for their code of honour, their skill with a blade and the effort they put into their training. As a Samurai you must choose a way in which you will master the way of the blade, be it traditional mastery in the Iaijatsu style, or a more defense oriented approach as a Blade Master. Perhaps you have turned from tradition all together and became your own master, a Ronin. No matter the path you’ve chosen, the way of your blade will lead you to great power.

Iaijatsu Style

You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.

Enpi

Beginning at 3rd level, as an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.

Beginning at 5th level, you may make two ranged melee weapon attacks when you use Enpi.

Body of Steel

Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tenka Goken

At 10th level, as an action you may spend 2 sen to deliver a series of attacks with incredible speed and focus. You take melee weapon attack against all creatures in a 15ft. cone in front of you.

Hissatsu: Kaiten

At the 14th level, as a bonus action you may spend one Sen charge. Until the start of your next turn you add your Wisdom modifier to all weapon damage rolls you make.


The Blademaster

A skillful offense may bring awe to a crowd, but it is a flawless defense which will keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, preferring to dodge and counterattack their foes, rather than rush them down.

Hissatsu: Chiten

Beginning at 3rd level, when a creature makes a melee weapon attack against you, you may use your reaction to make an attack of opportunity against the creature.

Nothing Ventured

At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making Wisdom (perception) and Intelligence (Investigation) checks while looking for traps and hidden passages.

Mind’s Eye

At 10th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of sen charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.

The Worm Turns

At the 14th level, you may take two reactions in each round of combat. Additionally, while you are under the effect of Third Eye, non magical weapon damage you take is reduced by a number equal to your Wisdom ability modifier and creatures you hit with an Attack of Opportunity have their remaining movement reduced by 10ft.

Ronin

You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man’s control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.

Hissatsu: Gyoten

At 3rd level, as an action you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage.

You must travel at least 10ft. to gain advantage on the attack.

Rascally Vagrant

At 6th level, you have picked up some tricks of a thief in your travels. You gain proficiency in two of the following skills or tool set: Deception, Sleight of Hand, Stealth, or Theives’ Tools.

 

 

Hissatsu: Yaten

At 10th level, as an action you may spend one Sen charge to deliver a parting blow on a creature. You make a melee weapon attack with advantage. After making your attack you move straight backwards 10ft. without provoking an attack of opportunity.

Yukikaze

14th level, you’ve learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add your Wisdom modifier to your weapon attack rolls until the start of your next turn.

 

 

Shaman

Before the gods took notice of mortals and bestowed power upon clerics and paladins, shamans served as protectors and guides. Using supernatural techniques, shamans were able to bind spirits to Totems, small objects of spiritual significance, and channel that power for good of their people. Passed from elder to elder in a continuous chain, those who learn the arts of shamanism are part of a truly ancient spiritual tradition.

Spiritual Existence

Shamans spend their lives maintaining the delicate balance between the physical mortal world, and the ethereal spiritual world. They are trained to recognize the spirits that dwell in every living thing and use this spiritual sight to protect those they love from sinister spirits who seek to destroy all life.

Sometimes, shamans will seek out spirits of love and life that willingly bind themselves to Totems so that they may aid the shaman in their spiritual warfare. Other malevolent and vile spirits are bound to Totems against their will and used by shamans to help defeat other powerful spirits of destruction.

Creating Your Shaman

When creating your shaman, consider how you first learned to wield the power of spirits. Were you trained from birth to become the next elder of your people, destined to inherit the power of your ancestors? Were you raised by a vile hag, and taught to manipulate spirits of darkness and death to curse and hex your foes? Or did you study under an ancient hermit, learning to draw upon the spiritual power within in all living things in order to heal the spiritually and physically broken?

No matter your origin, you should decide how your shaman views the spiritual world. Have they dedicated themselves to maintaining a balance between the physical and ethereal? Or, do they view spirits as tools to be bound and used, a source of power that shamans can wield in whatever ways they choose?

[Insert Class Chart]

Class Features

Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st Proficiencies Armor: Light armor, shields Weapons: Simple weapons, blow guns, nets. Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion Equipment You start with the following equipment:

(a) a quarterstaff or (b) any simple weapon (a) a shortbow and 20 arrows or (b) 5 javelins (a) a priest’s pack or (b) an explorer’s pack Leather armor and a Shamanistic Fetish.

Quick Build You can make a shaman quickly by using these suggestions. First, make Wisdom your highest ability score followed by your Constitution. Second, choose the hermit background. Third, choose the Body as your Sacred Focus and Totem of the Bear and Totem of the Mountain as your Totems.

Sacred Focus To channel the overwhelming power of spirits without being consumed, shamans must draw this power through an aspect of themselves. At 1st level, you choose your Sacred Focus, each of which grants you certain benefits as detailed below:

Body You channel spiritual power through your body, bending the spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.

Heart You channel spiritual power into your heart and overwhelm spirits with powerful emotions. Whenever you make a saving throw, you can expend one Hit Die to roll with advantage.

Mind You channel spiritual power through your mind, manipulating the spirits with your wit. When you make an ability check or saving throw that uses your Intelligence, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Soul You channel spiritual power through your soul, your inner serenity soothes wild spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Totems

At 1st level, you learn to bind primal nature spirits into sacred Totems so that you may safely channel their mystical abilities. Any Tiny object of your choice can be a Totem, but most often they are objects reminiscent of the spirit within.

At 1st level, you know two Totems of your choice from the list at the end of the class. If a Totem has any prerequisites, you must meet them in order to learn that Totem.

You learn additional Totems as you gain shaman levels, as shown in the Bound Totems column of the Shaman Table on the page above.

Saving Throws. If a Totem requires a creature to make a saving throw, the DC is calculated as follows:

Totemic save DC = 8 + your proficiency bonus

  • your Wisdom modifier

Totemic Assault You can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage.

At certain shaman levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).

Primal Magic

You have learned to channel the primal spirits present in all things. Beginning at 2nd level, this spiritual power allows you to produce spells. See the Player’s Handbook for the rules of Spellcasting, and the shaman spell list at the end of the class.

Cantrips At 2nd level, you learn two cantrips of your choice from the shaman spell list. You learn an additional shaman cantrip of your choice when you reach 4th level and again at 10th level.

Spell Slots The Shaman table above shows the number of spell slots you have to cast your shaman spells of 1st through 5th-level. The Shaman table also shows what the level of those slots is; all of your spell slots are the same level. To cast a shaman spell of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must expend one of your 3rd-level spell slots, and cast cure wounds at 3rd-level.

Spells Known of 1st-Level and Higher At 2nd level, you learn three 1st-level spells of your choice from the shaman spell list at the end of this class description. The Spells Known column of the Shaman table shows when you learn additional shaman spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. For example, when you reach 6th level, you learn a new shaman spell, which can be 1st, 2nd, or 3rd-level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell of your choice from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability As you draw your magic from your understanding of primal spirits, Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a shaman spell, and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus

  • your Wisdom modifier

Spell attack modifier = your proficiency bonus

  • your Wisdom modifier

Ritual Casting You use your spiritual knowledge to cast the ritual version of any shaman spell you know so long as it has the ritual tag.

Spellcasting Focus You use a shamanistic fetish as a spellcasting focus for your shaman spells. Shamanistic fetishes are mundane items of personal significance to the shaman worth at least 1 gold.

Examples include the skull of an ancestor, the feather of a guardian beast, or an ancient stone engraved with runes.

Spirituality

At 3rd level, you choose the Spirituality, that best represents the discipline you use to channel spirits: Curse Binder, Spirit Warrior, Wild Heart, or Witch Doctor, each of which is detailed at the end of this class.

Your Spirituality grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.

Spirituality Spells Each Spirituality has a list of spells that you learn at the shaman levels noted in the Spirituality description. These Spirituality Spells count as shaman spells for you, but they don’t count against your total number of Spells Known.

Spiritual Ascension

You have transcended the need for a corporeal form. At 20th level, your physical body no longer ages, and you are immune to all disease, the poisoned condition, and poison damage.

When you finish a long rest, you can choose to reduce your number of Bound Totems by one and create a special Totem that is attuned to your soul. Should you die, that Totem grows into an exact replica of your body, though it lacks a soul.

When you die, you become an incorporeal creature, unable to interact with the world around you. If you can return to the replica of your body, you return to life at the following dawn. If you do not return to the replica of your body, you die at the following dawn

 

 

Warrior

A Roegadyn woman stands locked in combat with a hobgoblin. With each swing of his blade, she meets with ferocity and powerful blows. The battle rages on, the woman feeding off the ecstasy of battle, receiving succor with each blow she lands.

A man dashes into the heat of battle, his battleax swinging wildly around him. He lets out an earth shaking battle cry as he crushes the ground and all those around him with explosive force.

A lightly armored figure stands at his ally’s sides. His powerful voice echoes out across the field, empowering his allies as he leads his comrades into battle, axe drawn and swinging like a tempest of steel and iron.

Like a symbol crash in an orchestra, a warrior is an explosive force which stands out in any situation. Their booming voice, raw strength and powerful strikes are their tools for victory.

Indomitable Forces

The warrior finds their roots in ancient tribes akin to barbarians. These fearless fighters are peerless in their control of a force which they call the inner beast. Warriors often come from tribal backgrounds in which they learn to nurture and control this inner animal, which in turn grants them beast like strength and ferocity. Warrior bands once roamed unsettled lands as nomads, enjoying the boons which nature offers and defending the weak from those who would do them harm.

Unending Rage

Not unlike nature itself, a Warrior has the potential to become a relentless force of destruction. Like a raging forest fire, or an all consuming tidal wave, a warrior can unleash their inner beast to harness its rage. This state of being is known as berserking. While berserking, Warriors continually chase foes and defend allies, using their bloodlust to keep themselves in the battle as a threat.

Creating a Warrior

When creating a Warrior, one must consider their origins as a warrior. Are you a descendant of the ancient tribes from which warriors are able to draw their lineage? Perhaps you were a fledgling adventurer who found a mentor in the form of a former warrior who passed on the secrets of the inner beast. Perhaps you had a natural attunement to the ways of the warrior and have developed your skills without guidance.

You must also consider why you have set out on your life of adventuring? As a warrior, have you decided to seek out dangerous challenges to sharpen your skills or sate the appetite of the hungry beast inside you? Perhaps you have taken up arms in defense of your tribe, a village or a loved one? Warriors set out for any number of reasons.


Quick Build

You can make a Warrior quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the Outlander background.

 

 

The Warrior
Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Fighting Style, Berserk 2 +2
2nd +2 Reckless Attack, Beastly Demeanor 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Archetype Feature 4 +2
7th +3 Raw Intuition, Bellow of the Beast 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Onslaught 4 +3
10th +4 Archetype Feature 4 +3
11th +4 Revenge 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Shake It Off 5 +3
14th +5 Archetype Feature 5 +3
15th +5 Upheaval 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Beastly Reflexes 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Infuriate 6 +4

Class Features

As a Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Warrior level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per Warrior level after 1st

Proficiencies


  • Armor: All armor, Shields
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, History, Intimidation, Insight, Survival.

Equipment

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

  • (a) a martial weapon
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • chain mail and a carved wooden idol related to your heritage.

Fighting Style

Beginning at the 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 

 

Two-Weapon Fighting

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

Berserk

Beginning at the 1st level, on your turn, you can enter a Berserk state of mind, letting your inner beast act freely. While under the effect of Berserk you gain the following benefits:

  • you have advantage on Strength checks and saving throws
  • when you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage column of the Warrior table.
  • When you take slashing, piercing or bludgeoning damage, you reduce the damage by half your Constitution modifier rounded up.

If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.

Some warrior class features require target creatures to make saving throws. This is contested by your Berserk DC, calculated below.

Berserk DC = 8 + your proficiency modifier + your Strength modifier.

Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action. For a number of rounds equal to 5 minus your Constitution modifier after your berserk state ends, you may not use the extra attack ability and your base movement speed is halved due to fatigue.

Once you have gone berserk the number of times shown in for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can go Berserk again.

Reckless Attack

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Beastly Demeanor

Beginning at the 2nd level you gain a passive Intimidation score which you may use to replace rolls when making Intimidation ability checks. This passive Intimidation score is equal to 10 + your Strength modifier.

Warrior Archetype

At 3rd level, you select the tradition under which your warrior has trained. The Beast of Defiance tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed.

The Beast of Deliverance tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. The Marauder has turned from harnessing their inner beast to become fierce fighters on their own power.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Raw Intuition

Also beginning at 7th level, when you are struck by a melee weapon attack, as a reaction you may move directly back 5ft. from the creature and reduce the damage you have taken by 1d6. This damage reduction is increased to 2d6 at the 13th level and 3d6 at the 18th level. You can do this once. You must then finish a long rest to use Raw Intuition again.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Bellow of the Beast

Beginning at the 7th level, you are able to attempt to dominate a conversation with the assistance of your inner beast. You may expend one use of Berserk to intimidate a creature with advantage and doubling all of your bonuses to the intimidate skill.

Onslaught

Beginning at the 9th level, when you use the dash action, you may make a melee weapon attack as a bonus action. You deal bonus damage on the attack equal to your Constitution modifier.

Revenge

Beginning at the 11th level, when a creature resolves an melee weapon attack action against you, as a reaction you may make one weapon attack against that creature.

Shake it Off

Beginning at the 13th level, while under the effects of Berserk, when you make a saving throw to resist a condition (excluding: Exhaustion, Grappled, Incapacitated, Prone, Restrained, Stunned and Unconscious) you may choose to end your Berserk state to automatically succeed on the saving throw. You may do this after your roll but before the outcome of the resist has been declared.

 

 

Upheaval

Beginning at the 15th level, while you are under the effects of Berserk, you are able to unleash a powerful blow fueled by your vigor. You make an unarmed strike, if you hit, you may declare you are using Upheaval. The creature makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure your unarmed strike deals #d12 force damage, where # is equal to your Constitution modifier with a minimum of 1d12 force damage and half as much damage on a success. Your Berserk state immediately ends after delivering the blow.

Beastly Reflexes

Beginning at the 17th level, while you are under the effects of Berserk you are able to make two reactions per round.

Holmgang

Beginning at the 18th level, while under the effects of Berserk, as a bonus action you are able to enter an indomitable state known as Holmgang. For a number of rounds equal to half your Constitution modifier, rounded down, your hit points can not fall below 1. Additionally, you may attempt to link yourself to a creature within 10ft. of you. If the creature is Large sized or smaller the target creature must make a Strength saving throw against your Berserk DC or be dragged to a space within 5 ft. of you. The creature cannot leave the 5ft. radius around you and your movement speed becomes 0ft. for the duration of Holmgang. You may only do this once. You must then finish a long rest to use Holmgang again.

Infuriate

Beginning at the 20th level, if you have no uses of Berserk left when you roll for initiative, you recover 2 uses of Berserk instantly.

The Beast Within

Warriors believe there is a beast within all the hearts of man. It is from this beastial force that they derive their power. There are two traditional approaches to working alongside one’s inner beast. The Defiant tradition has the warrior stand in opposition to the destructive forces of the inner beast, while The Reckless tradition sees the warrior allow this beast to run wild, directing the destructive forces unmitigated.

The Beast of Defiance

A warrior who has cut their teeth under this tradition has tamed the beast within their heart, and gained great control over it. They channel the strength from this force only when it is needed, and are able to fight defensively with the help of such forces. Finding succor in the destruction of their foes and defense of their friends sees a defiant warrior become a powerful ally.


Disruption

Beginning at the 3rd level, while you are under the effects of Berserk, 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.

Storm’s Path

Beginning at the 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you may declare you are using Storm’s Path. The target creature makes a Strength saving throw against your Berserk DC, on a failed save the creature deals 1d6 less damage on their damage rolls for a number of rounds equal to your Strength modifier. This damage reduction increases to 2d6 at the 14th level. You may only use Storm’s Path once during each use of Berserk.

Voice of the Beast

Beginning at the 10th level, you learn the Charm Monster and Beast Sense spells, and may cast each one once. Strength is your spellcasting ability for these spells. You may only cast Charm Monster on beasts. You can do this once. You must then finish a long rest to use Voice of the Beast again.

Inner Beast

Beginning at the 14th level, as an action you can use Inner Beast. Make a melee weapon attack against a target creature. On a successful attack roll you deal your normal weapon as well as recover hit points equal to 2d8+6 hit points and deal equal bonus damage. The effects of Berserk ends immediately after you use Inner Beast.

The Beast of Deliverance

A warrior of the Reckless Tradition has grown alongside their inner beast. They allow this force to take over and push their bodies to incredible feats of strength. They fight without care for their own safety, allowing bloodlust to take over. A reckless warrior’s inner beast is hungry, and they allow this overwhelming force to feed without a thought of reserve.

Inner Release

Beginning at the 3rd level, while you are under the effects of Berserk, your weapon attacks score a critical hit on a roll of 19 or 20. At the 14th level, your weapon attacks score a critical hit on a roll of 18-20.

Storm’s Eye

Beginning at the 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you may declare you are using Storm’s Eye. The target creature makes a Constitution saving throw against your Berserk DC, on a failed save the creature receives 1d6 bonus damage from weapon attacks against it for a number of rounds equal to your Strength ability modifier. This bonus damage is increased to 2d6 at the 14th level. You may only use Storm’s Eye once during each use of Berserk.

 

 

Wild Expertise

Beginning at the 10th level, you allow your inner beast to empower your physical abilities. You choose one skill from Acrobatics, Athletics, Stealth or Survival and gain proficiency in that skill. If you are already proficient in that ability, double your proficiency bonus when you make ability checks using that skill.

Fell Cleave

Beginning at the 14th level, while you are under the effects of Berserk you may use Fell Cleave as an action. Make an attack roll against a single creature within melee weapon range. This attack has a critical range of 15-20. On a successful attack, you deal the regular damage of the attack and a bonus 5d10 damage. Your Berserk ends immediately after the attack is resolved.

The Marauder

Some warriors choose to walk away from their inner beast, or try as they may, never make contact with this ferocious being within their hearts. Despite the abandonment or loss of their inner beast, a Marauder has trained extensively to compensate for these losses. Marauders fight with the same ferocity as those with their beasts intact, but only look to themselves as the source of power.

Blood Bath

Beginning at the 3rd level, while you are under the effects of Berserk, when you land a successful melee weapon attack, you recover 1d4 hit points. You may only recover hit points once per round in this way. You recover 2d4 hit points starting at the 14th level.

Maim

Beginning at the 6th level, when you use the Reckless Attack ability under the effects of Berserk, you can declare that you are using Maim. Enemy attacks do not gain advantage against you on their attack rolls for this round. You may use Maim once during each use of Berserk.

Ruffian Diplomacy

Beginning at the 10th level, you gain proficiency in the persuasion skill. After interacting with a creature for 1 minute, you gain insight into how the creature will react to boasts of might or intimidation.

Your DM reveals if these tactics would be especially effective against the creature and you gain advantage on the appropriate Persuasion or Intimidation check if applicable.

Overpower

Beginning at the 14th level, you may cast the spell Destructive Wave at the 5th level, using your Berserk DC for the spell effect. Your Berserk state ends immediately after the spell resolves.

Raging Fortress

Most Warriors go into battle not wearing armor or only wearing but the heaviest of armor, finding Heavy Armor bulky, unnecessary, and getting in the way of their Rage. You though are not most Barbarians, as you have come to find the idea of being able to unleash your Rage while being an armored fortress being one of the best ideas you’ve ever had. While other Barbarians may laugh or jeer at your methods, you’ll be the last one laughing as they’ll find themselves being unable to get you under your armor, much less even hurt you.

Angry Pillbox At 3rd level, you have come to learn how to combine the fury of your Rage and the heavy weight of Heavy Armor.

You are now proficient in Heavy Armor. You still gain the full benefits of Rage whilst wearing Heavy Armor. While wearing Heavy Armor, you can now Shove as a Bonus action. Seething Bunker At 6th level, you are now accustomed to the weight of Heavy Armor, allowing you to use it’s full weight to your advantage.

While Raging and wearing Heavy Armor, you can double your Strength modifier in Shove actions. You still gain the full benefits of Fast Movement while wearing Heavy Armor. Furious Castle At 10th level, you are now very experienced in the use of Heavy Armor, combine it with your Rage and nothing can knock you down.

While Raging and wearing Heavy Armor, you can never be knocked Prone. While wearing Heavy Armor, you now have a bonus +1 AC. Raging Fortress At 14th level, your Rage and your Heavy Armor has now combined fully, turning you into an unstoppable tank, of which many find difficult to bring down.

While wearing Heavy Armor, you now have a bonus +2 AC. Whilst Raging and wearing Heavy Armor, you substract -5 Damage to all Damage types except Psychic. This comes after Resistances.

 

 

White Mage

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it’s power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.

A gentle young woman rushes to their ally’s side. Through prayer and reverence for the land, it’s power is shared with her, allowing her to close the wounds of her dying friend.

A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.

Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one’s bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

One with the land

White Mage’s strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.

Patrons of Light

White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.

Creating a White Mage

When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage’s role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.

 

 

The White Mage

| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:—:|:—:|:—|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:|:—:| | 1st | +2 |Spellcasting, Confession, Reach of the Unseen | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 |Conjury Discipline, Afflatus Solace | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 |Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 |Discipline Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 |Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 |Discipline Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 |Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 |Discipline Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 |Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 |Conservation of Life | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 |Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 |Graceful Healer | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |

Quick Build

You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second select the Healer discipline. Third take the Acolyte background. Fourth, take the Guidance, Light Sacred Flame, and Spare the Dying cantrips and the first level spells Cure Wounds and Heroism.

Class Features

As a White Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per White Mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per White Mage level after 1st

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Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.

Equipment

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

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer’s pack or (b) a scholar’s pack

 

 

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the White Mage spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

Spells Known of 1st Level and Higher

The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of white mage spells that are available for you to cast, choosing from the white mage spell list. When you do so, choose a number of white mage spells equal to your Wisdom modifier + your white mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level white mage, you have four 1st-levei and two 2nd-levei spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of white mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your White Mage spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player’s handbook) for your White Mage spells.

Ritual Casting

You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.


Confession

Beginning at 1st level, you gain the bonus action Prayer. When you use Prayer you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 charge.

You may hold a number of confession charges equal to your proficiency bonus. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat.

Reach of the Unseen

Also beginning at 1st level, when you cast a spell, you may spend 1 charge of confession to commission the elementals of the world to carry your spell. If your spell is a touch spell, you may cast it as a ranged spell up to a distance of 30ft.

Conjury Discipline

At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

Afflatus Solace

Beginning at the 2nd level, as an action you may spend any number of your confession charges. You heal a creature within 30ft. of you for #d4 + your proficiency bonus, where # is equal to the charges of confession spent.

Your Prayer bonus action cannot have been used before or after using Afflatus Solace on your turn. The target creature must have more than 0 hit points.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Conservation of Life

Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once. You must then finish a long rest to use Conservation of Life again.

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.

 

 

The Protectors of the Future

The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.

Elementalist

White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.

Expanded Spell List

Your specialization as an elementalist lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian’s Earthen Grasp
3rd Erupting Earth, Melf’s Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Elemental Blessing

Beginning at the 2nd level, as an action you may expend Confession charges to bless a weapon within 30ft. of you that you can see with elemental power for a number of rounds equal to your Wisdom modifier. The number of charges you spend increase the effectiveness of your blessing.

Elemental Blessing Effect
Charges Spent Effect
1 The damage type of the weapon changes to cold, radiant or thunder.
2 The weapon gains a +1 bonus on attack rolls.
3 The weapon’s damage rolls deal bonus damage equal to your proficiency bonus.

Eyes of the Elementals

Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.

Also, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Elemental Armour

Beginning at the 10th level, as an action, you may spend 1 Confession charge to grant a creature you touch the elementals’ protection. The creature gains resistance to one of the following elements: cold, radiant or thunder for a number of rounds equal to your Wisdom modifier.

Aetherial Conjuration

Beginning at the 14th level, as a bonus action you may spend a number of Confession charges to borrow power from the elementals to cast a spell. You may cast a spell whose level is equal to half the number of Confession charges spent (rounded up).

Spirit Master

A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash incredibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.

Expanded Spell List

Your specialization as a spirit master lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Heroism, Sanctuary
2nd Enhance Ability, Protection from Poison
3rd Beacon of Hope, Revivify
4th Regen, Tetragrammaton
5th Assize, Asylum

Soothe Sayer

Also beginning at the 2nd level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell’s level.

 

 

Medicine Master

Beginning at the 6th level, you gain proficiency in the Medicine skill. You have advantage on Wisdom (Medicine) checks to stabilize creatures and when diagnosing diseases.

Clerical Smite

Beginning at the 10th level, when you cast a healing spell you may spend a Confession charge to weaponize the spell, dealing radiant damage instead of healing. The spell must require a die role to be used in this way. The bonus healing that would be applied from Soothe Sayer is applied as bonus damage.

Targeted creatures make a Wisdom saving throw against your Spell Save DC, taking the spell’s healing as damage on a failure and half as much on a success.

Touch of the Padjal

Beginning at the 14th level, as a bonus action you may spend a Confession charge. When you cast your next spell which restores hit points, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example,

instead of restoring 2d6 hit points to a creature, you restore 12.

Ampdapori

Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.

Expanded Spell List

Your specialization as an ampdapori lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Banish, Bless
2nd Moonbeam, Sleep
3rd Daylight, Spirit Guardians
4th Banishment, Wall of Fire
5th Holy, Hallow

Afflatus Misery

Beginning at the 2nd level, as an action you may spend any number of confession charges to make a ranged spell attack against a creature within 60ft. of you. Your attack deals #d6 + your proficiency bonus radiant damage, where # is equal to the number of confession charges spent.


Inquisitor’s Report

Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest.

Aura of Ampdapor

Beginning at the 10th level, while you hold a Confession charge in your body, you emit an aura in a 10ft. radius that protects you and friendly creatures. While within your aura, creatures have resistance to necrotic damage and when they are the target of a spell which restores hit points, they recover additional hit points equal to your Wisdom modifier.

Void Bane

Beginning at the 14th level, as a bonus action you may spend 1 Confession charge to empower your next spell. If the target of your spell is an undead or fiend creature, it become far more effective. If your spell requires you to make a spell attack roll, you gain advantage on your attack roll. If your spell requires the target creature to make a saving throw, they do so with disadvantage.

Additionally, your spell deals bonus damage on hit equal to your proficiency bonus.

Chapter 3: Divinity

This chapter is for the clerics, paladins, or anyone in general who believes in the divine. Below is a list separated by the greater gods to the astral gods. Please Note that for the domains listed, think of these as tenets or what you embody in your practice.

Greater Gods: Greater gods have been around for almost all of creation, with only Kefka being the newest addition to the fold due to his power. Minerva counts as a greater god due to her creation by the greater ones, along with the power instilled within her, though her station is much lower than that of the other greater gods.

Althena Neutral Good goddess of song, serenity, and protection.

As the main counterpart to Bahamut, Althena helps in the creation of new life as well as the oversight of anything within her or Bahamut’s domain. Along with life, Althena gifted onto all sentient beings the innate ability to use magic, along with magic being passed onto animals. She aims to have everyone use magic to better their life and to heal the sick, though due to the influence of other deities this is a fruitless endeavor. With a power on par with Bahamut, Althena doesn’t believe in war or fighting, instead leading any waylaid subjects from conflict to prosperity.

She is depicted as a woman with flowing blue hair, sometimes wavy in shape, while wearing a white, red and purple dress. She is often shown in a non-intimidating pose, normally giving aid to the wounded.

Althena’s churches mostly follow her teachings of healing and correct control of magical powers, generally trying to tame the crazier Black Mages within the world who use their magic for destruction rather than helping others.

Titles: Goddess of Love and Beauty, Goddess of Creation, Goddess of Light, Luna Noa, Lucia Collins Home Plane: Astral Power Level: Greater Alignment: Neutral Good Allied Deities: Bahamut, Nymeia the Spinner. Portfolio: Beauty, Creation, Healing, Light, Love, Magic, Wisdom. Domains: Community, Good, Healing, Knowledge, Magic, Protection. Favored Weapon: Longsword Relic: Althena’s Sword

Bahamut Lawful Good god of justice, protection, nobility and honor.

The most well-known dragon in all of existence, as well as the most prominent of deities, Bahamut is known by all either in fear or admiration. Many dragons worship Bahamut as the first dragon, or as their creator, while most Astrals, Eidolons and Avatars refer to him as their Father and/or King. Royalty who are within the religion of Bahamut are normally crowned in his name, with Kings and Queens holding his name within theirs. Bahamut’s power is so great that his visage is even within planes that are not under his domain, alongside alternate universes, taking on variations of his name and design.

In the form of a massive Platinum Dragon, Bahamut is the fiercest and strongest Dragon. Besides his normal Dragon form, he has been known to take on the forms of Red, Black and Blue Dragons as well as smaller variations. Less commonly seen is his humanoid form, in that of a massive metallic being of intimidating physical might, formed in Knights Armour and Sword.

Bahamut has several religions under his name, with differing Clerical duties. The main form of worshipers are Lawful Good Knights who spread the good word of Bahamut and protect the weaker beings on any planet within Bahamut’s domain.

Titles: The Dragon King, Leader of the Astrals, The Hallowed Father, The First Sire, The Draconian Home Plane: Astral Power Level: Greater Alignment: Lawful Good Allied Deities: Althena, Asura. Portfolio: Creation, Destruction, Dragons, Kings, Planets, Power, Space. Domains: Destruction, Good, Knowledge, Law, Nobility, Scalykind. Favored Weapon: Knight Sword

Chaos Chaotic Evil god of discord and monsters

Ever since the Universe was created, Harmony and Discord were always there. Representing the primordial Discord of the worlds, was Chaos.

Some would say that Chaos is just a myth made to pin all the evils of the world onto just one entity. But Chaos is very much real, and from his Throne of Doom at the Edge of Madness, has been the cause of much discord in the worlds. Whether it be the greed of a technologically superior empire, a scourge that would bring a world to ruin, or the simple prevalence of hostile monsters, Chaos has had some hand in everything.

Most who worship Chaos tend to not know that they do so at first. But as the discord grows in their heart, these individuals will come to accept their role as a Warrior of Chaos. Even the Kefkanites pay homage to Chaos, for it was he who helped ascend their Mad God. No one knows the full extent of the influence of Chaos…

Titles: The Chaosbringer, Father of Monsters, Master of the Four Fiends, Darkness Manifest Home Plane: Outer Power Level: Greater Alignment: Chaotic Evil Allied Deities: Kefka Enemy Deities: Althena, Bahamut Portfolio: Chaos, Destruction, Discord, Monsters, War, Time Loops. Domains: Chaos, Destruction, Evil, Time, War. Favored Weapon: Greatsword

Hydaelyn Neutral Good goddess of life, light, and dreams.

In an age forgotten by time, there was once a perfect world. This world was a utopia of knowledge and magic. One day, a great scourge came. It ravaged through this perfect world, manifesting the nightmares of the creatures that lived there into reality. A dark god was born of desperate pleas for survival, Zodiark. However, some of the inhabitants would not trust this new, hungry god. They decided to bring into life a new god to counterbalance him. The light to match his darkness: Hydaelyn. When she was birthed into existence, the devout followers of the dark god would not permit her continued existence. A great war erupted, the light standing victorious in the end. To keep Zodiark weakened, the Goddess Hydaelyn, split his essence into 13 planets and realities. Exhausted, she now watches her mortal children from within their world. She too, recycles life and births new ones into being. However, the dark god’s followers, monikered as the Ascians, seek to bring back their god through great calamities. Hydaelyn has now chosen her Champions, the Warrior(s) of Light and a few chosen mortal blessed with the Echo, to combat this threat.

Hydaelyn, despite her weakened state, was a powerful goddess of Life, Light, Magic, and Dreams. The greater Gods would have added her to their number if not for her need to rest after her great battle. From her chosen, she often appears as an echoing voice residing in a great, radiant crystal.

Titles: The Mother Crystal, The Life of All, Steward of the Lifestream Home Plane: Unknown – Currently drifting in the Astral Sea. Power Level: Greater Alignment: Neutral Good Rival Deities: Zodiark Portfolio: Light, Destruction, Life, Creation, Balance. Domains: Magic, Good, Healing, Repose, Sun. Favored Weapon: Power Rod

Kefka Chaotic Evil god of magic, destruction and madness

A relatively new Greater God among the pantheon, with his first creation happening within the previous planet of Terra, where he had gained so much power from the Astrals of that world that Kefka himself gained godhood. He was finally killed by Warriors of Light, but he had completed his goal of ascending. With the amount of power he had accumulated, his death meant he transcended his mortal coil and survived the eventual destruction of his world. Entering into the pantheon, Kefka’s overwhelming power gave him a seat among the greater gods, who gave him the position of the Chaotic side for humanity. Seeking to one day overthrow the gods, he accepted the role, gaining new power as time went on, influencing the new planet of Aeon Gaia to be even more chaotic than the last.

Kefka’s form is that of a huge Jester, whose form can shift between comedic and angelic. Wearing garish color combinations of red, blue and yellow, Kefka can transform himself into a huge angel-like creation, almost depicting the old paintings of god and his creation.

While his followers are mostly insane, Kefka holds plenty of religions under him, or individuals he influences with powerful knowledge.

Titles: The Jester, The Mad God, Magitek Knight Lord, Warrior of Chaos Home Plane: Astral Power Level: Greater Alignment: Chaotic Evil Allied Deities: Rhalgr the Destroyer Portfolio: Chaos, Destruction, Insanity, Knights, Magic, Magitek. Domains: Chaos, Destruction, Evil, Magic, Trickery. Favored Weapon: Power Flail

Minerva True Neutral goddess of life, rebirth and mana.

Minerva is what some may refer to as a lesser god, being created by all the other gods to look after and essentially represent a planet. This Goddess was created in 1,000,000 BC and planted within the core of Aeon Gaia. She has within her all the life force of the planet’s beings, both plant and animal, which she moves around the planet to give birth to new life, take life from those that are dead and reincarnate the life force into new beings. Minerva keeps the balance of life force and beings on the planet, making sure no Mana leaves the surface.

In the form of a colossal woman, Minerva is crafted after all the other gods, hence she takes some design from each of them. She is a woman with golden hair, blue eyes and coated within golden and silver armor. She is typically depicted holding a chalice or container with flowing blue liquid. She is both guardian of the planet and recycler of life.

Minerva is mostly an unknown Goddess, as she is the one closest to the material plane, but one that is wholly detached due to her rest within the core. She does not communicate with beings. It is rare for someone to worship Minerva, but those who do are generally not questioned or looked down upon.

Titles: The Mother, Aeon’s Guardian, Mana Goddess Home Plane: Material (Core of the planet) Power Level: Greater Alignment: True Neutral Allied Deities: N/A Portfolio: Death, Healing, Life, Mana, Rebirth Domains: Animal, Earth, Healing, Magic, Repose. Favored Weapon: Power Staff

Zodiark True Neutral god of darkness, death, and creation.

In an age forgotten by time, there was once a perfect world. This world was a utopia of knowledge and magic. One day a great scourge came. It ravaged through this perfect world, manifesting the nightmares of the creatures that lived there into reality. In a desperate bid to survive, the inhabitants sacrificed much of their number to bring into existence a being that could stabilize their world. From the darkness of that age came Zodiark, the manifestation of the will of the Star. When he came into existence, his very presence enthralled his summoners. He performed his purpose in stabilizing their reality, ridding it of the manifested nightmares. His followers, enthralled by his power and majesty, believed that, through him, they could bring back the lives lost with further sacrifice.

A rogue faction among Zodiark’s followers thought that further sacrifices was a step too far: bringing back old lives lost that would eradicate or stifle the new life taking place on their scarred world. To match this Zodiark, the rogue faction birthed into existence another god to counterbalance him and his dark following: A goddess made from the light within, Hydaelyn. A Great battle came about from the two gods. Hydaelyn defeated Zodiark and to keep him weakened, split his essence among 13 planets and 13 realities. His devout followers, known as the Ascians aspire to bring back their dark god.

Although Zodiark’s physical presence was brief in the universe, it made an impression. His power over darkness, death, and creation rivaled the Greater Gods. Although his essence is split, his darkness can be felt in every inch of creation.

Titles: Keeper of Precepts, Scion of Darkness, The Dark One, The One True God. Home Plane: Unknown – Currently split amongst 13 realities. Power Level: Greater Alignment: True Neutral Rival Deities: Hydaelyn Portfolio: Chaos, Destruction, Darkness, Magic, Creation. Domains: Darkness, Chaos, Destruction, Death, Void. Favored Weapon: Power Staff

Zomala Lawful Neutral god of time, space, and dimensions.

Zomala is the one who controls Time, determines how long a creation will last, be it sentient or planet. Zomala is hardly ever apart of one timeline, shifting between all dimensions and times to monitor them all. If there is a discrepancy or error within the timeline he works to correct it, or to annihilate those who are creating the disturbance. He answers to no other deities, and sometimes even works against them to settle the balance of time. Zomala is the being who Time Mages must deal with if they time travel irresponsibly, or fail to kill their other self.

In the form of a huge man, Zomala wears a black robe that swirls around his body, with his upper half often on full show, showing arcane time symbols grafted into his body. He is always barefoot, has red glowing eyes and flowing blonde hair, some depictions even show him with angelic wings. He is often depicted with several clocks around him, chains flying from his robe, 2 bronze gloves and a deadly scythe.

Titles: God of Time, Bane of Time Mages Home Plane: Layered – Time (Shifting between all material planes) Power Level: Greater Alignment: Lawful Neutral Allied Deities: Althyk the Keeper, Nymeia the Spinner. Portfolio: Balance, Planes, Teleportation, Time. Domains: Death, Destruction, Law, Time, Void. Favored Weapon: Scythe

Old Gods: Old gods are deities that have moved between different planets along with the greater gods to aid in their creation and management of such. They are some of the more well-known gods due to being around for so long, with larger religions surrounding them than newer gods.

Alexander Lawful Good god of healing and law.

Setting solid rules and protection over creation, Alexander is the least living looking god of all, mostly seen as a construct or weapon by most sentient beings. Alexander enters into the material plane more often than the other gods due to his position, often finding it upon himself to protect and uphold the laws of the world. He has often implanted himself within the worlds he has a hand in creating, forming his body into that of castles or entire cities for his subjects to live around and for him to ultimately protect from evil.

Alexander takes on the visage of a giant machine for most of his appearances, with 2 large limb-like structures in the front he uses to tilt himself to aim his weapons at enemies. Using both magic and machine to destroy any who would threaten whomever summons him, or any beings he feels deserve his protection.

Those who follow Alexander often worship him for protection, and to uphold the laws of whatever kingdom they reside within. Often knocking out any wrongdoers to have them undergo proper trial procedure.

Titles: The Iron Colossus, Divine Judge, Kingdom Protector Home Plane: Astral Power Level: Lesser Alignment: Lawful Good Allied Deities: N/A Portfolio: Cities, Divinity, Judgment, Law, Protection, Trials. Domains: Artifice, Good, Law, Protection. Favored Weapon: Knight Sword

Eden Neutral old god of paradise and pleasure.

One of the oldest gods in existence, Eden is somewhat a mystery for both sentient being and deity alike. Countless legends surround this garden, both from its gender due to the feminine lower body to what the god actually is. The most common story surrounding this god is that it is the place where all beings will find paradise and bountiful resources. However, if any beings have found their way onto the surface of Eden none know of it, as no one has ever returned from that place, nor do many survive the journey towards it.

Eden is a colossal structure, in a similar design to the Gardens of SeeD, with wings adorning its sides that allow it flight across both skies and space. Towards the bottom of the structure, aside from the feminine design, some can make out that a woman resides within the purple oval.

Monks, traders and haven-seekers all worship Eden, though their ideas differ largely from one another. While they never receive much in the way of divination or commandments from the deity, there are those who feel some form of pull towards the ever-moving sanctuary and thus gain higher power in their pursuit.

Titles: Garden of Eden Home Plane: Astral Power Level: Lesser Alignment: Neutral Allied Deities: N/A Portfolio: Bounty, Evil, Gardens, Good, Knowledge, Men, Paradise, Pleasure, Women. Domains: Community, Knowledge, Protection, Trickery. Favored Weapon: Gunblade (Standard)

Etro Chaotic Good goddess of death, time, and chaos.

Born of a now-dead universe, Etro is one of three surviving deities who withstood the ordeal of the death of their home dimension and the birth of the current one. She, alongside her elder brother Pulse and younger sister Lindzei, has wandered the- relatively speaking, of course- infantile cosmos in search of a new place to call home; though they were all truly mighty divinities before, they have found that this latest universe does not suit their powers well, and so have been found wanting when attempting to create a new world from scratch. Thusly, they look for another world unto which they will offer their blessings in return for sanctuary and solace, and currently find themselves drawn to the world of Aeon Gaia. Etro’s role between the three of them is to regulate the cycle of birth, death, and rebirth that all mortals follow, stem the flow of the primordial chaos as it attempts to seep into the current world, and repair the damage that the chaos inflicts upon the fabric of space-time.

Like her siblings, Etro’s form is largely humanoid, but otherwise quite alien, appearing to be some kind of massive god-machine in the general shape of a woman. Though she is hardly ever seen in person, it is said that her clergy, the Seeresses, all bear some resemblance to her. Her highest-ranking cleric is the Oracle of Etro, Paddra Nsu-Yeul, who supposedly looks exactly like the death goddess, were she to be born of mortal flesh.

Etro loves all mortals, whether they worship her, scorn her, or are largely ignorant of her, and does her best to care for them. Her own following is somewhat small, but incredibly devoted: an entire holy city that follows the guidance of Seeress Yeul, who leads the people through visions granted to her by what of Etro’s power courses in her veins.

Titles: Mistress of Chaos, Lady of Death, Queen of Nothing (said only by those who see her position as a death goddess in a negative light) Home Plane: Astral (currently) Power Level: Lesser Alignment: Chaotic Good Allied Deities: N/A Portfolio: Balance, Birth, Death, Primordial Chaos, Rebirth, Time. Domains: Chaos, Good, Repose, Time. Favored Weapon: Greatbows

Hades Neutral Evil god of death and sickness.

While plenty of the pantheon are suited to healing and protecting their creations, Hades’ aim is much different in the fact that he spreads sickness, decay and death to any plane he has control over. With a direct domain over the underworld, or where souls go to when they are particularly evil without proper entrance into their preferred planes on death, Hades can both kill a creature and continue to torment it within hell. This sickness and death helps to turn the cycle of life on any planet, and is sometimes seen as a necessary evil by the other gods.

Hades is often seen as a huge skeletal man, wearing black robes and mixing several ingredients within a large cauldron. He takes on several colors, of either a sickly-yellow skeleton or cloaked entirely in darkness. In rare occurrences he may hide his visage under his cloak to go onto the material plane to push his influence on to intelligent beings, to spread disease to places he could not normally reach.

Being a god of death and sickness, worshiping Hades is often thought of as taboo or illegal, with those who do follow him spreading disease wherever they go.

Titles: The Pantheon’s Disease, Lord of Hell, Satan. Home Plane: Outer – Underworld Power Level: Lesser Alignment: Neutral Evil Allied Deities: Cerberus, Nald’thal the Trader. Portfolio: Corrupt Souls, Death, Decay, Disease, Illness, Sickness. Domains: Artifice, Death, Evil, Repose. Favored Weapon: Scythe

Ifrit Neutral god of fire and war.

The infernal being of fire and war is often seen as an evil god due to his aesthetic and disposition to war, though Ifrit holds a mostly neutral stance within his duties. Controlling the creation and use of fire, Ifrit is the god who creates as well as activates volcanoes within worlds in his domain, alongside fire he also oversees war, even inciting war when worlds have grown too peaceful to allow for proper evolution or progress. He has a distinct dislike for Shiva, often fighting her whenever he is close or even destroying her works.

Shown as a huge hulking humanoid, Ifrit takes on many forms that show him to be similar to that of a Demon, with large horns, elongated arms and fangs. Able to change his form like many other gods, Ifrit has been both man and beast in his visits to sentient kind, often showing an intimidating display of power and ferocity.

Followers of Ifrit generally follow him in hopes that he does not punish them for a lack of faith, or to utilize his mastery of fire to aid in their life.

Titles: Efreet, The Infernal, Lord of Flames, Fire Djinn, The Infernian, God of Fire Home Plane: Fire Power Level: Lesser Alignment: True Neutral Allied Deities: N/A Enemy Deities: Shiva Portfolio: Fire, Heat, War, Volcanoes Domains: Destruction, Fire, Strength, War. Favored Weapon: Scimitar Artifact: Ifrit’s Blade

Leviathan Neutral god of water and serpents.

Seen as the guardian of the sea and destroyer of those who would defile his plane, Leviathan has a shaky stance within his neutral disposition. When planets are being created, Leviathan will fly across the surface, carving out paths for seas, oceans, rivers and lakes to form until he finally fills them with the water necessary to create such bodies. If beings get close to over-fishing, or pollute his waters enough Leviathan will start a fit of rage, making it nigh impossible to travel the open sea. Leviathan will sometimes also work alongside the Astral Siren, with her waylaying, helping to keep his waters clear of belligerent sailors.

A colossal serpent, Leviathan can cover huge distances of water with his incredible swimming speed that is almost as if he is flying through the waters. Leviathan is depicted as a long blue serpent, with no limbs but several fins, wings and tails that aid him in both swimming and flight. Leviathan will also very rarely take on the visage of an elderly man in a blue robe to speak with the most devout worshipers, or chosen warriors of light.

Travelers on the sea follow Leviathan in the hopes the god does not overturn their ships, or work to clean up his creations of pollution.

Titles: The World Serpent, The Sea King, Lord of All Waters, Hydraean, God of the Sea Home Plane: Water Power Level: Lesser Alignment: True Neutral Allied Deities: Bismarck, Llymlaen the Navigator, Siren, Thaliak the Scholar. Portfolio: Environment, Oceans, Sea-Life, Water. Domains: Glory, Protection, Water, Weather. Favored Weapon: Trident

Phoenix Neutral Good god of fire and rebirth.

As guardian over rebirth, Phoenix is the one who instilled knowledge of revival magic into all beings, giving them the ability to bring back those most dear. Besides gifting the ability of magic, Phoenix will also rarely bring back those who have passed if their quest was just enough and the world under his domain needed their help. Due to the harvesting of Phoenix Downs and Pinions on previous worlds, the deity does not travel to the material plane often, instead allowing the races to craft these items through magical means rather than from his own self or that of his kin. Phoenix also caters to the power of the sun and the fire it has within the sky, sharing duties with Azeyma to keep the star healthy and proper.

Depicted as a giant fiery bird, Phoenix has several pinions and feathers covering his body, which contain the power of flame and revival. Early conceptions of the bird were also that it was made entirely of fire.

Worshipers of Phoenix are devout casters of revival magic, bringing back the recently dead if their souls are deemed to be pure. Cleansing fire is also sought after when following this deity.

Titles: Phenix, Rebirthing Flame Home Plane: Ethereal Power Level: Lesser Alignment: Neutral Good Allied Deities: Azeyma the Warden Portfolio: Air, Animals, Birds, Fire, Rebirth, Sky, Sun. Domains: Fire, Good, Healing, Sun. Favored Weapon: Katana. Relic: Tenzen’s Great Katana.

Ramuh Chaotic Good god of lightning and knowledge.

One of the most in tune with sentient beings is Ramuh, the god of lightning and bestower of arcane knowledge. Gifting several magics to the world, Ramuh is seen as the top of the chain for magical teaching from divine beings. Ramuh often feels a tight connection with his creation, so much so that he even breaks divine law to aid sentient beings in times of need, or destroying potentially dangerous creations. Alongside Shiva, Ramuh makes trips to his followers to give them divine guidance, as well as finding troublesome beings to deal with them personally.

Ramuh takes on forms from a medium-sized creature, to a gargantuan one, almost always being seen as an elderly man with pointed features. His mustache and beard are severely long, even carrying the current of electricity within it. His long white robe and gnarled staff are very distinctive, along with his purple lightning. He is sometimes shown with a black or purple robe in replacement of his white attire.

Followers of Ramuh are often very magical inclined, with Dwarves and residents of Rikunla holding high faith within the bearded god.

Titles: God of Storms, Father of Magic, Indra, The Elder Justicar, The Fulgurian Home Plane: Lightning Power Level: Lesser Alignment: Chaotic Good Allied Deities: Fenrir, Ixion, Quetzalcoatl. Enemy Deities: Rhalgr the Destroyer. Portfolio: Elderly, Knowledge, Lightning, Magic, Storms. Domains: Chaos, Good, Knowledge, Lightning. Favored Weapon: Power Staff.

Shiva Neutral goddess of ice and beauty.

Caretaker of sentient beings and created in their image, Shiva is the closest to a Hume that gods get, besides Althena, as Shiva’s design is mostly of a blue-skinned woman. She often makes trips to her followers, giving them guidance and assistance, even aiding within needless wars against her worshipers. Alongside Ifrit and Ramuh, Shiva is one of the first to intervene when great threats approach their creations, holding a sort of truce among the deities to sort out the issues plaguing their lands. As a being of ice, she is directly opposed to Ifrit, if a bit more lenient than her fiery brother.

Showing herself within a medium to huge woman of blue skin, Shiva is mostly covered in, or created by, ice. She normally forms out of nearby ice, or freezes nearby bodies of water in which she emerges. She also has the ability to shapeshift into a hume form to converse with sentient beings in secret.

Followers of Shiva are normally residents of colder locales, like Shiva Hollow, she is also followed by creatures who wish to attain higher beauty.

Titles: The Empress of Ice, Ice Queen, Nix and Stiria, Child of Man and God, The Glacian, Goddess of Ice Home Plane: Ice Power Level: Lesser Alignment: True Neutral Allied Deities: Menphina the Lover Enemy Deities: Ifrit. Portfolio: Beauty, Children, Cold, Compassion, Ice, Love, Protection. Domains: Charm, Community, Ice, Protection. Favored Weapon: Longsword

Titan Lawful Neutral god of earth and magma.

Being born of the earth, Titan rose from a planet that was created long ago as a by-product of the planets creation, unbeknownst to the higher deities. His savage power kept people from cutting into the natural earth, as he overturned landscapes to cover settlements and force all to not touch his planet. Seeing the destruction and halt to progress that Titan was creating, the deities called on him to talk. After a long discussion, Titan’s rage was quelled, with a new station given to him, to look after the earth in times of dire need, but to allow for the natural progression of the inhabitants and planet. Several planets, and eons taught Titan quiet resolve and peace, taking to his role more and more, alongside Golem who had station over rock and minerals.

Titan is a hulking man in the guise of a Hume, standing at a large stature with muscles bigger than most creatures heads. He is slightly tribal and archaic in design, with a bone necklace and loincloth.

Followers of Titan are often close to the earth and natural forces, along with tribes following him in hopes he protects their kin.

Titles: Lord of the Land, The Archaean, Lord of Crags Home Plane: Earth Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Fenrir, Golem, Nophica the Matron, Oschon the Wanderer. Rival Deities: Asura Portfolio: Earth, Natural Land, Strength Domains: Destruction, Earth, Protection, Strength. Subdomains: Caves, Defense, Ferocity, Fist, Rage. Favored Weapon: Earth Breaker

New Gods: New gods are deities that have been recently created within the current planet, or planets. They take over very specific fields, with tasks assigned to them based on their expertise. New gods tend to have help from other gods as well as Astrals. New gods are also attached to the calendar of the planet, often giving this knowledge to the sentient beings that live there.

Old and New gods share a similarity in the fact that they are all of lesser power, answering to the greater gods as well as asking them for help when the lesser beings cannot handle issues.

Althyk the Keeper Neutral god of space and time.

As the surveyor of change and space, Althyk commands the general element of Earth and is set at the end of the calendar as the twelfth month. He is the father of Azeyma and Menphina, as well as the the older brother of Nymeia. As his role is over time, he has a smaller station than that of Zomala, working on a lesser amount of timelines with the same planet.

Althyk takes on the image of an austere emperor wielding a mythril greataxe, with his symbol being that of an hourglass.

Followers of Althyk are historians and diviners, as well as people who have a closer connection to earth magic.

Titles: The Keeper, Surveyor of change and space Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Azeyma the Warden, Menphina the Lover, Nymeia the Spinner, Zomala. Portfolio: 12th Month, Earth, Future, History, Space, Surveying, Time. Domains: Earth, Nobility, Time. Favored Weapon: Greataxe

Azeyma the Warden Neutral god of the sun and inquiry.

As keeper of the sun and goddess of inquiry, Azeyma works closely with Phoenix, with command over the general element of Fire and is set as the 9th month on the calendar. She is the daughter of Althyk and the elder sister of Menphina.

Azeyma takes on the image of a noble lady holding a golden fan, with her symbol being that of a radiant sun. She is often regarded as the truth in beings, being cited when courts ask for the whole truth and to confess to crimes.

Judges and noble ladies often follow Azeyma due to her domain, along with those who feel a close connection with the sun and fire magic.

Titles: The Warden, Keeper of the Sun Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Althyk the Keeper, Menphina the Lover, Phoenix. Portfolio: 9th Month, Fire, Inquiry, Judges, Sun, Truth. Domains: Fire, Nobility, Sun. Favored Weapon: Fighting Fan

Byregot the Builder Neutral Good god of architecture and the arts.

As the purveyor of architecture and the arts Byregot has a somewhat distant relation with other deities and Astrals in that regard of his role. He commands the general element of Lightning, aiding in the work of Ramuh and the animalistic Astrals of lightning and is set as the 7th month on the calendar. He is the elder brother of Halone and pupil of Thaliak.

Byregot takes on the image of an ardent smith with a two-headed hammer, with his symbol being a hand.

Due to his closeness to building, worshipers are often craftsmen and builders themselves, those with close relation to lighting and lightning-based magic also follow him.

Titles: The Builder, Purveyor of architecture and industry Home Plane: Astral Power Level: Lesser Alignment: Neutral Good Allied Deities: Fenrir, Halone the Fury, Ixion, Quetzalcoatl, Ramuh, Thaliak the Scholar. Portfolio: 7th Month, Architecture, Arts, Industry, Lightning, Smiths, Study. Domains: Artifice, Good, Lightning. Favored Weapon: Warhammer

Halone the Fury Chaotic Neutral goddess of war and ice.

As move of glaciers and goddess of war, Halone has a close relation to both Shiva and Asura. She commands the general element of Ice and is set at the 1st month on the calendar. She is the daughter of Rhalgr and rival to Nophica.

Halone takes on the image of a relentless female warrior armed with a bronze greatshield with her symbol being that of three spears.

Followers of Halone are often warriors and those who wish to fight, along with anyone with an affinity for cold areas and ice magic.

Titles: The Fury, Mover of glaciers. Home Plane: Astral Power Level: Lesser Alignment: Chaotic Neutral Allied Deities: Asura, Rhalgr the Destroyer, Shiva. Rival Deities: Nophica the Matron. Portfolio: 1st Month, Fury, Ice, War, Warriors Domains: Chaos, Ice, War. Favored Weapon: Shortspear

Llymlaen the Navigator Neutral goddess of the seas and navigation.

As watcher of the seas and goddess of navigation, Llymlaen has a close relation to Leviathan and Siren. She commands the general element of Wind and is set as the 5th month of the Calendar. She is the daughter of Thaliak and elder sister to Nophica.

Llymlaen takes on the image of a strong fisher-woman wielding a long-bladed harpoon with her symbol being that of a wave.

Sailors and fishermen often follow Llymlaen, as well as those with a relation to the wind and air magic.

Titles: The Navigator, Watcher of the Seas. Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Leviathan, Nophica the Matron, Siren, Thaliak the Scholar. Portfolio: 5th Month, Fishing, Navigation, Seas, Waves, Wind. Domains: Air, Travel, Water. Favored Weapon: Trident

Menphina the Lover Chaotic Good goddess of love and the twin moons.

As keeper of the twin moons and the goddess of love, Menphina doesn’t work with many other deities in that regard. She commands the general element of Ice, aiding with Shiva’s duties and is set as the 2nd month on the calendar. She is the sister of Azeyma and lover of Oschon.

Menphina takes on the image of a maid carrying a round skillet with her symbol being that of a full moon.

Housewives and romantics often follow Menphina, along with those with relation to cold areas and ice magic. Varg and were-kin also sometimes follow Menphina due to her relation to the moon.

Titles: The Lover, Keeper of the Twin Moons Home Plane: Astral Power Level: Lesser Alignment: Chaotic Good Allied Deities: Azeyma the Warden, Oschon the Wanderer, Shiva. Portfolio: 2nd Month, Ice, Love, Romance, Moons, Night. Domains: Chaos, Charm, Ice. Favored Weapon: Combat Wok

Nald’thal the Trader Neutral god of commerce and transactions.

As overseer of transactions and the underworld, Nald’thal has a close relationship with Hades. He commands the general element of Fire and is set as the 10th month of the calendar. He is the single manifestation of the deific twins, Nald and Thai.

Nald’thal takes on the image of a discerning merchant holding a balance with his symbol being that of the cowry, an ancient shell currency.

With such a close relation to money and bartering, merchants often follow Nald’thal, along with beings close to hot climates and fire magic.

Titles: The Trader, Overseer of transactions and the underworld. Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Hades. Portfolio: 10th Month, Commerce, Fire, Merchants, Trade, Underworld. Domains: Fire, Travel, Trickery. Favored Weapon: Dire Flail

Nophica the Matron Neutral Good goddess of abundance and harvests.

As tender of soils and harvests, as well as the god of abundance, Nophica has only some minor work with Titan. She commands the general element of Earth and is set as the 11th month on the calendar. She is the daughter of Azeyma and the younger sister of Llymlaen.

Nophica takes on the image of a jubilant farmer holding a scythe made of steel, with her symbol being that of a spring leaf.

Followers of Nophica are typically farmers and landowners, with those close to the earth and earth magic also follow her.

Titles: The Matron, Tender of souls and harvests. Home Plane: Astral Power Level: Lesser Alignment: Neutral Good Allied Deities: Azeyma the Warden, Llymlaen the Navigator, Titan. Portfolio: 11th Month, Earth, Farmers, Farming, Harvests. Domains: Earth, Good, Plant. Favored Weapon: Scythe

Nymeia the Spinner Neutral goddess of fate and celestial bodies.

As the watcher of celestial bodies and goddess of fate, Nymeia works closely with Althena and Zomala. She commands the general element of Water and is set as the 4th month on the Calendar. She is the younger sister of Althyk and master of Rhalgr.

Nymeia takes on the image of a weaver donning a white, silken veil, with her symbol being that of a spinning wheel.

Followers of Nymeia are often soothsayers, diviners and weavers, along with those who use gravity and space magic.

Titles: The Spinner, Watcher of celestial bodies. Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Althena, Althyk the Keeper, Rhalgr the Destroyer, Zomala. Portfolio: 4th Month, Divination, Fate, Planets, Space, Water. Domains: Time, Void, Water. Favored Weapon: Rapier

Oschon the Wanderer Neutral god of vagrants and mountains.

As ruler of the mountains and god of vagrants, Oschon has some dealings with Titan and Golem. He commands the general element of Wind and is set as the 6th month on the calendar. He is the brother of Nald’thal and close companion of Halone, with being the lover of Menphina. He has a common kinship with Odin, though their relation is of question.

Oschon takes on the image of a carefree ranger wielding a bow of yew, with his symbol being that of a walking stick.

Followers of Oschon are often wanderers of the world, as well as hunters and those closely connected to the winds and air magic.

Titles: The Wanderer, Ruler of the mountains Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Golem, Halone the Fury, Menphina the Lover, Nald’thal the Trader, Titan. Portfolio: 6th Month, Archery, Travelers, Vagrants, Wanderers, Wind. Domains: Air, Community, Travel. Favored Weapon: Longbow

Rhalgr the Destroyer Lawful Evil god of death and destruction.

As breaker of worlds and god of destruction, Rhalgr has a close relation to Kefka in the joy of destruction. He commands the general element of Lightning and is set as the 8th month on the calendar. He is the father of Byregot and Halone and is an attendant to Nymeria. Ramuh is often at odds with Rhalgr over his use of lightning to destroy.

Rhalgr takes on the image of a magi carrying a staff of bronze, with his symbol being that of a streaking meteor.

Black mages and destructive mages often follow Rhalgr, along with other fierce fighters who flourish within destruction. Those close to lightning and similar magics also follow Rhalgr.

Titles: The Destroyer, Breaker of Worlds. Home Plane: Astral Power Level: Lesser Alignment: Lawful Evil Allied Deities: Byregot the Builder, Halone the Fury, Kefka, Nymeia the Spinner. Enemy Deities: Ramuh. Portfolio: 8th Month, Destruction, Lightning, Magic, War. Domains: Destruction, Lightning, Rune. Favored Weapon: Power Staff

Thaliak the Scholar Lawful Neutral god of wisdom and knowledge.

As ruler of rivers and wisdom, god of knowledge, Thaliak normally deals with Leviathan. He commands the general element of Water and is set as the 3rd month on the calendar. He is the father of Llymlaen and teacher of Byregot.

Thaliak takes on the image of a reserved scholar holding an ashen staff, with his symbol being that of a scroll.

Followers of Thaliak are often scholars, teachers of magic and those close to rivers and water magic.

Titles: The Scholar, Ruler of rivers and wisdom Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Byregot the Builder, Leviathan, Llymlaen the Navigator. Portfolio: 3rd Month, Libraries, Magic, Research, Rivers, Scholars, Teachers, Water, Wisdom. Domains: Knowledge, Law, Water. Favored Weapon: Power Staff

Astrals

Ark Lawful Neutral astral of the skies and preservation.

The first of all Airship kind, Ark instills the knowledge of air travel onto any creation he has a hand in. Be it through magic, combustion, or some other means, Airships will soar the skies in the name and design of Ark. Ark is also known to have allowed several planets to migrate to close ones in times of dire need, summoned by the inhabitants to ferry across breed-able participants of all races and species.

Ark takes on the visage of a colossal ship that can fly through the sky with ease. Often using magic to fly, Ark can remain airborne almost indefinitely. Many airships are designed after Ark, with worshipers inscribing his name and symbols onto any aircraft they build. When Ark wishes to attack, or defend, it can morph and rotate its body into that of a giant Mech, with appropriate weapons to fire at enemies.

Engineers, Sky pirates and anyone who dreams of reaching the clouds worship Ark in the hopes their dreams come true and without error.

Titles: Lord of Airships, Savior of Races, The Cruise Chaser Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Valefor. Portfolio: Air, Airships, Preservation, Transport. Domains: Air, Artifice, Liberation, Travel. Subdomains: Construct, Exploration, Freedom Favored Weapon: Halberd

Asura Lawful Neutral astral of physical might.

As Queen of the Astrals, Asura is consulted by many of her kind on matters of dispute, guiding them along the right path as dictated by their role. Bahamut and Asura were once married within the positions of power over divine beings, but with Bahamut’s rise in power and influence they had a giant gap of power, though feelings are still felt on both sides. Bahamut is too busy to spend time with Asura, where Asura keeps herself busy aiding the lower deities. While her position is over physical might, Titan would challenge this role on several occasions, where an arm wrestle would solidly dictate Asura as the stronger of the two.

Asura looks like a very strong female dressed within a yellow robe with stylish blonde hair and golden crown, often depicted with up to 6 arms and 3 faces.

Queens often worship Asura due to her position, as well as martial warriors following her in hopes that their own physical skills could match hers.

Titles: Queen of Astrals, Eidolons and Avatars. Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Bahamut. Rival Deities: Titan. Portfolio: Astrals, Benevolence, Fists, Joy, Queen, Sire. Domains: Glory, Law, Strength, War. Favored Weapon: Katana

Bismarck Neutral astral of fish and fishing.

A whale of gargantuan size, Bismarck’s fierce protection over aquatic life as well as the preservation of the waters themselves granted this being divine power. Swimming through the ocean or floating through the skies, Bismarck makes sure that no harm comes to this fish on worlds within his domain, though isn’t opposed to the practice of fishing, even going so far to reward diligent and kind fishermen with better catches. Working alongside Leviathan, Bismarck protects sea-life whereas Leviathan carves out the waters they reside in. Where Leviathan can be quite conversational, Bismarck gives out very few words, some believing the being to be incapable of natural speech.

On the few times that Bismarck has been seen he is shown to be a gargantuan whale of differing colors, though he tends to be mostly blue or golden. The astral is also depicted as having wings in some cultures, due to his ability to float amongst the clouds.

Fish-like creatures, fishermen and the Vanu Vanu worship Bismarck, due to his connection to their areas of existence as well as he dedicated protection.

Titles: Bismark, God of Fishing, Ruler of the Clouds, The White Home Plane: Material Power Level: Lesser Alignment: Neutral Allied Deities: Leviathan Portfolio: Bounty, Devouring, Fish, Fishing, Vanu Vanu, Water, Wishes. Domains: Air, Animals, Protection, Water. Favored Weapon: Rifle

Carbuncle Neutral Good astral of protection.

The smallest of all divine beings, Carbuncle is one of the few that helps the sentient beings in such a direct manner, visiting them constantly to make sure they are safe and sound. Instilling magics of protection, Carbuncle wants only to protect those that he has helped create, as well as those he has no domain over. He offers even more aid to those who spend their lives helping others. His Eidolon and Avatar forms tend to set themselves up as pets in households of particularly good families to watch over them.

He is often seen as a medium to tiny creature of emerald fur, along with a gem encrusted on his forehead, which he concentrates his spells through. While he does not speak, he can communicate through magic, telepathy and technology in all languages.

Children and protectors follow Carbuncle, both due to his docile and friendly nature as well as the protection he brings. Moogles also sometimes find familiarity with the small creature, noting similarities between the two.

Titles: Protector of sentient kind. Home Plane: Astral Power Level: Lesser Alignment: Neutral Good Allied Deities: N/A Portfolio: Animals, Humanity, Protection. Shield. Domains: Animal, Community, Good, Protection. Favored Weapon: Shortsword

Cerberus Lawful Evil astral of gatekeeping.

Placed in front of the gate to the Underworld, Cerberus is the first bastion of defense from would be invaders into the dark realm. Created by Hades, Cerberus serves his master without questions, killing all who would oppose the god. Cerberus does not have many duties besides keeping the gates of hell safe, but is sometimes requested to guard other areas of importance.

Cerberus is a gargantuan 3-headed dog with a spiked collar and chain. It is often depicted with fire emanating from this three heads and shadow energy radiating from its black fur.

Not many people follow Cerberus, besides guards and those who feel a connection to animals guarding areas.

Titles: Hound of Hades. Home Plane: Outer – Underworld Power Level: Lesser Alignment: Lawful Evil Allied Deities: Hades Portfolio: Animals, Dogs, Flame, Gates, Hell. Domains: Animal, Evil, Law, Protection. Favored Weapon: Spiked Chain

Chocobo and Fat Chocobo Neutral Good astral of chocobos.

Holding an office together, the Choco and Fat Chocobo are the astrals of all chocobo kind. Due to the weight of the Fat Chocobo he is often stuck within the material world, either within a deep forest or a sanctuary to Chocobos in the sky. These two Astrals instill knowledge of Chocobos, proper treatment and care into sentient beings. While Choco cannot speak, the Fat Chocobo can speak a few languages, even aiding beings when they come to him with questions.

Choco takes on the visage of a normal Chocobo, whereas Fat Chocobo is a Huge and overweight Chocobo that sits at all times. Both are of the Yellow variety.

Chocobo’s generally follow these 2 Astrals, with Chocobo Knights doing the same due to their close work with the animals.

Titles: Guide of Humanity, Carrier of Sentient Beings Home Plane: Material Power Level: Lesser Alignment: Neutral Good Allied Deities: N/A Portfolio: Chocobos, Gysahl Greens, Transportation Domains: Animal, Community, Good, Travel. Favored Weapon: Feral Claw Gauntlets

Diablos Chaotic Evil astral of gravity and planar travel.

As almost twin Astral to Hades, Diablos controls travel between the planes, insuring the walls are secure to stop any invasion as well as keep away power from those he doesn’t have a liking towards. Diablos will often open up portals for Demons to invade other planes at his whimsy, or even attack material beings himself. He instills gravitational knowledge and gravity-based magic onto sentient beings, along with planar travel spells. He was once trapped by a material being into a lamp, accusing Diablos of being an escaped Djinn. Diablos spent 100 years within the lamp until he was set free, as such he has a distaste for anyone who trades in containers.

Diablos looks like a black devil, with red underlining, with a forked tail and demonic wings, his thin body tricks onlookers into thinking he is weaker than he really is. Diablos is often depicted with smaller imps around him in a dark abyss.

Dark casters generally follow Diablos in the hopes they might be able to recreate his powerful magic, whereas tricksters hope that they can deal out evil deeds under his name.

Titles: Diabolos, Lord of Planes, The Devil, Plane Gatekeeper Home Plane: Shadow Power Level: Lesser Alignment: Chaotic Evil Allied Deities: N/A Portfolio: Demons, Devils, Gravity, Planes, Shadows, Void. Domains: Chaos, Darkness, Evil, Travel. Favored Weapon: Scythe

Doomtrain Chaotic Neutral astral of trains and ferrier of the dead.

Another Astral who takes on a form unlike any creature, Doomtrain is one who follows in Alexander’s footsteps of being made of metal. Doomtrain ferries the recently deceased to their next location, be it their plane of faith or the underworld. He does not generally take bodies or possession, only souls, but unlucky passerbys may find themselves on the Ghost Train to the underworld with little to no hope of getting off. Doomtrain makes no stops, except when to pick up souls, so when you’re on his cars you either have to jump and risk death, or allow him to take you to the great beyond. He is also the one to instill the knowledge of trains into sentient beings in his image. Doomtrain also has a huge dislike for monks due to being suplexed on a previous world.

Doomtrain is a gargantuan connection of train cars, going on for an uncountable amount of cars. His skull-like face is often demonic, with a devilish mouth and flesh, its eyes are often white with red pupils.

It is rare for someone to follow Doomtrain, as his worship does not help with much in the real world besides trains. Though there are people who appreciate his service in helping souls pass on.

Titles: The One Who Never Stops, The Ghost Train Home Plane: Ethereal Power Level: Lesser Alignment: Chaotic Neutral Allied Deities: N/A Portfolio: Ascendance, Ghosts, Traversal, Undead. Domains: Artifice, Chaos, Death, Travel. Favored Weapon: Glaive.

Fenrir Neutral astral of electricity and travel.

Fenrir was once a normal wolf who howled at the moon, protecting his canine brethren. However, as its power and intelligence grew, so did its ability to transcend into a higher being, working its way from a material being to an Astral. He is often an Ally of Titan, Ramuh and Bomb type creatures, as well as inhabiting a motorcycle in a previous life cycle, Fenrir bridges the gap between Astrals much more frequently than others. Fenrir gives the gift of electrical current and motorcycle technology onto his creations.

Looking like an esteemed wolf, Fenrir can be mistaken for a monster, or rarely a pet, by some material beings. His forms change between a silver wolf and a multitude of colors in other canine visages, sometimes with spikes or horns. His control over electrical current means his horns are often used as an anchor for his electric spells.

Engineers, canine lovers and fans of electricity often follow Fenrir. Motorcycle enthusiasts are also attuned with Fenrir due to most motorcycles resembling his previous form.

Titles: The Silver Alpha, the Wandering Wolf, Lightning Steed. Home Plane: Lightning Power Level: Lesser Alignment: True Neutral Allied Deities: Ramuh, Titan Portfolio: Canines, Electrical Current, Motorcycles, Speed. Domains: Animal, Artifice, Lightning, Travel. Favored Weapon: Feral Claw Gauntlets

Garuda Chaotic Evil astral of protective winds and the Ixal.

Once a kind-hearted being, whose dedication to sentient beings brought about her transformation into an astral, Garuda suffered greatly for her devotion. Her good nature was tainted by millennia of battle and feasting on the energies of the fallen that were required to heal herself. While some remember her nicer state, most now know her for her destructive and unstable behavior which is often wrought onto unsuspecting prey.

Garuda takes on the visage of a green-tinted bird-like creature with claws, talons and wings. She has often taken on the form of other bird-type creatures like the Zu.

The Ixal follow Garuda closely due to her ties to their people, as her past actions have saved them countless times. Bird-like races, those who fly as well as those who wish to wreak their wrath onto others also follow Garuda.

Titles: Empress of Birds, Messenger of the Winds, Queen of Storms Home Plane: Air Power Level: Lesser Alignment: Chaotic Evil Allied Deities: N/A Portfolio: Air, Birds, Devotion, Ixal, Loyalty, Speed. Domains: Air, Animal, Chaos, Evil. Favored Weapon: Quarterstaff.

Golem Lawful Neutral astral of minerals and rock.

Similar to Fenrir, Golem was once a normal creature within the material plane as a Construct made of rock. Through diligent defense and evolution, Golem evolved to the point where he ascended to Astral status. Though due to its lower intellect and drive, Golem merely acts as a guardian for rock and minerals on the land, aside from Titan who protects the natural world and earth. Golem instills knowledge of constructs of both Rock and Metal onto sentient beings.

Golem looks like a medium to huge humanoid made of rock, though he can take on forms of sand and metal depending on the area and timeline. Generally he holds a precious gem within his frame that holds his true self, rather than that of the materials he is formed of.

Golem is worshiped by constructor and environmentalists due to his close connection with minerals. Construct creators also follow him for his wisdom in their creation.

Titles: Shifter of Rock, Father of Constructs Home Plane: Earth Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Titan, Oschon the Wanderer. Portfolio: Minerals, Natural Formations, Rock, Stone. Domains: Artifice, Earth, Law, Protection. Favored Weapon: Warhammer

Good King Moggle Mog XII Lawful Good astral of all moogles.

Moogles were once loyal servants of divinity, but due to countless wars between the pantheon and from their creation, the Moogle race escaped and sought sanctuary among their planets. However, due to the distance between the divine plane and that of the material one was too far for the moogles to fly to, as such Moogles would hold onto a rope to allow them to climb into the material plane. Moggle Mog helped countless to the surface, but lost the strength to follow them. He was left behind, until his power returned, though it was too late as the planet the moogles had escaped to had been destroyed.

Moggle Mog continues to reincarnate his race of moogles on every planet he has a hand in creation, as well as leading them to a brighter future. However, due to the taint of divinity and war, Moggle Mog can no longer travel to the Material plane, lest he goes on a berserking rampage to soak up all the Mana, whereas some claim he would turn all life into Moogles.

Moggle Mog XII, the only of his name, is a large Moogle with a royal crown and scepter, with the uncommon trait of a mustache.

Followers of Moggle are majorly Moogles who wish to follow in the divinity of the Moogle God who gave his life for theirs.

Titles: The Benevolent Moogle, King Mog, The Twelfth Miracle Home Plane: Astral Power Level: Lesser Alignment: Lawful Good Allied Deities: N/A Portfolio: Courage, Knights, Moogles, Peace, Royalty. Domains: Good, Law, Liberation, Nobility. Favored Weapon: Planson

Ixion Neutral astral of lightning and horse kind.

While not transcending like Fenrir or Golem, Ixion earned his place amongst Astrals when Ramuh required aid in his work. Ramuh found the dominant and eager Unicorn, granting him power over lightning and storms, akin to Ramuh’s own powers. Ixion accepted the power and role with gratitude, going to work almost immediately. When Ramuh requires aid in combat, Ixion will transform himself into a colossal staff that flies towards Ramuh’s hand, increasing his power in battle. Not forgetting his race, Ixion often protects horse and unicorn alike.

Ixion is a large horse with gray skin, a white mane and a curved horn on his head. There are a few depictions where his hooves have claws and his mane is more purple in hue.

If people do not follow Ramuh, they often follow Ixion in his stead. Praises and dances are done in offering to Ixion to ask for storms or clearer weather.

Titles: Stormcaller, Lightning Unicorn, Ramuh’s Staff Home Plane: Astral Power Level: Lesser Alignment: True Neutral Allied Deities: Ramuh Portfolio: Horses, Lightning, Storms. Domains: Animal, Community, Lightning, Weather. Favored Weapon: Lance Relic: Spirit Lance

Kirin Lawful Good astral of renewal and passing.

A sacred animal, Kirin bestows upon his creations and those within his domain the powers to regenerate others as well as to aid in the mourning of passed loved ones. Kirin’s teaching expands to spells like Cure, Cura, Regen and Panacea.

Kirin is often seen as a colorful horse-like creature with 2 golden crooked horns. Ranging from deep greens to fluorescent blues and purples, Kirin can also be seen accompanied by holy rings and light. There was a time where Kirin represented 3 separate light-elemental beings, a blue horse, a yellow horse, and a winged bipedal beast.

Healers, carers and those who have recently lost someone close to them worship Kirin in the hopes of guidance as well as comfort.

Titles: Qilin, Equine of Succor, The Chromatic Horse Home Plane: Astral Power Level: Lesser Alignment: Lawful Good Allied Deities: Ramuh Portfolio: Elderly, Healing, Horses, Passing, Regeneration. Domains: Good, Healing, Law, Repose. Favored Weapon: Hooves

Kujata Chaotic Neutral astral of destruction and elements.

As the destructive force that protects certain domains and areas, Kujata is one of the lesser-known astrals. He has kept watch over entrances to sacred forests, old ruins or even atop the back of Bahamut.

Kujata’s main form is that of a massive bull with multiple horns and eyes. His fur is often black or dark brown, set against the dark purple of his horns, red eyes and mane. He is often seen with a large purple nose ring with charms at the end.

Those favoring destruction or elemental magic worship the great bull Kujata.

Titles: The Cosmic Bull, The Mountain, The Tetra-Disaster Home Plane: Astral Power Level: Lesser Alignment: Chaotic Neutral Allied Deities: Bahamut Portfolio: Bulls, Destruction, Disaster, Earth, Fire, Gravity, Ice, Lightning. Domains: Chaos, Fire, Ice, Lightning. Favored Weapon: Gore

Lakshmi Neutral Good astral of light and fortune.

This goddess of luck has had a somewhat unlucky existence, due to being imprisoned several times within paintings during her lifetime. When not being trapped by demons, Lakshmi hands out good fortunes to her worshipers, healing to those under her domains as well as embracing those who are on death’s door. She directly opposes Chadarnook and aids any who would fight against demons or tricksters.

Lakshmi appears in the form of a beautiful woman, draped in a single blue cloth that covers little of her body, though sometimes adorns a more modest blue dress. Aside from her normal form she often changes her dress to varying colors, though is mostly seen in a reclined position. There have been rare occasions where she is seen with several arms.

Gamblers, travelers and small villages often follow Lakshmi, that she would bless them with an easy life devoid of strife.

Titles: Goddess of Fortune, Starlet, The Lady of Bliss Home Plane: Astral Power Level: Lesser Alignment: Neutral Good Allied Deities: N/A Portfolio: Ananta, Beauty, Courage, Embrace, Fertility, Fortune, Light, Luck, Mercy, Shelter, Wealth, Wisdom. Domains: Good, Healing, Luck, Sun. Favored Weapon: Light Flail

Maduin Lawful Neutral astral of elements and acceptance.

Often consulted when it comes to astral-mortal relations, Maduin is a pseudo leader of the lesser deities. He harbors the least amount of suspicion and fear of mortals, even go so far as falling in love with a mortal long ago and marrying a hume woman.

Maduin has died once in the past, due to the rise of Kefka to becoming a greater deity, which drained Maduin’s world of magic and astrals. Due to his work and attitude, Maduin was gifted another chance at life by Althena.

Maduin is a humanoid astral with a muscular figure. He wears a pendant around his neck, has a greyish-tangelo skin tone, flowing sea-greenish-grey hair in a ponytail, and indigo eyes.

Those seeking acceptance in the world, of half-breed lineage, or have aspirations for elemental prowess worship Maduin.

Titles: – Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Most other Astrals. Enemy Deities: Kefka Portfolio: Astrals, Co-Existence, Elements, Patience, Wisdom. Domains: Fire, Ice, Law, Lightning. Favored Weapon: Power Staff Relic: Maduin’s Horn

Occuria Lawful Neutral Astral of History and Kings.

The Occuria are counted among the most enigmatic powers of the world. These immortal, cryptic beings watch the affairs of mortals with a gimlet eye, seeking to subtly direct history under their enlightened tyranny. Despite their ambitions to control the fates of all beings, the Occuria themselves keep to the shadows, often acting through intermediaries and phantom images.

The Occuria, when visible to the naked eye, appear to be floating specters with glowing yellow eyes and are shrouded in Mist. Though their numbers are unknown, each of their members has a unique appearance. Occurian activities on the material plane are usually limited, but they are capable of possessing mortals and granting them great strength. Still, they prefer to exercise control by enticing would-be rulers with arcane knowledge and by feeding one’s ambition to unravel the secrets of magic–and then to turn that learning into fuel for the engine of empire.

Those who seek power over nations may find themselves drawn to the Occurian agenda, and those who delve deep into magical mysteries may likewise find themselves caught up in their machinations.

New Gods: Occuria Titles: Weavers of History, Patrons of the Dynast King Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: N/A Portfolio: History, Humanity, Magic, War Domains: Glory, Law, Nobility, War Favored Weapon: Knight Sword

Odin Lawful Evil astral of glory and challenges.Odin

Finding glory in battle, Odin was once a man, though none remember that time. He transcended the material plane into his new position as an Astral, taking his weapon and faithful horse with him. Odin has known defeat but twice, once to a lightning strike hitting his blade, another to a SeeD who was empowered by a mighty sorceress. Odin lends his power to those he finds worthy, often from their deeds or through a duel. His purpose among the deities is to instill glory in sentient kind and have them challenge one another to grow. Odin has but one equal he acknowledges, aside from the deities above him, Gilgamesh, who struck down the SeeD who defeated him aeons ago.

Odin is a demonic-looking knight with curved horns, often depicted with a masterwork Lance, Knight Sword or Scimitar which he uses to cleave his enemies in two. He also wears a dark cape. While he will appear on foot, Odin is generally found astride his faithful horse Sleipnir, a 6-legged horse with a red mane and white skin.

Duelists, Samurai and beings who wish to challenge others to prove their strength follow Odin, in the hopes they may duel and possibly match the Astral.

Titles: Zantetsuken Lord, Rider of Sleipnir, The Reaver Home Plane: Astral Power Level: Lesser Alignment: Lawful Evil Allied Deities: N/A Portfolio: Darkness, Duels, Horses, Scythes, Swords, Teleportation Domains: Evil, Law, War. Favored Weapon: Scimitar or Lance or Knight Sword. Artifact: Gungnir

Pandemona Chaotic Neutral astral of tornadoes.

A somewhat boisterous and anarchic astral who brings order by bringing down blasts of wind and rules. Pandemona was once employed by the sentient races to enforce laws onto others but has been shaped in such a way by his caretakers that the astral uses somewhat chaotic means to bring laws into place. It now has a warped sense of justice, formed by both real laws and its own interpretations of them.

Pandemona takes on the form of a large humanoid with claws and weird hoof-like feet. He is often seen with an attached sack and vacuum on his shoulder, which he uses to inhale air as well as exhale it at extreme speeds.

Storm chasers often follow Pandemona as he has direct control over tornadoes and disasters of wind.

Titles: Eolo, Pandemon, Pandemonium, Zephyr Home Plane: Air Power Level: Lesser Alignment: Chaotic Neutral Allied Deities: N/A Portfolio: Air, Gas, Speed, Tornadoes, Vacuums. Domains: Air, Chaos, Destruction, Madness. Favored Weapon: Chakram

Quetzalcoatl Lawful Neutral astral of static and pulse.

As the gods moved from world to world, creating new life, they came across another creature whose aptitude for becoming an Astral was high enough to add them into the fold. A soaring bird who flew so fast, creating static among the clouds within its own coat, Quetzalcoatl had a natural connection to static electricity. Upon being gifted the power of an Astral, Quetzalcoatl continued his experimentation into static and pulse energies. With his knowledge, he bestowed static and pulse onto his creations, allowing for explosive devices and those that could counter mechanical beings. He shares duties with Ixion and Ramuh, while having a much more focused field, similar to Fenrir.

Quetzalcoatl is a gargantuan yellow bird with blue swirling designs across his smooth coat of fur. His head is smooth and sloped up to his beak, where he channels the static electricity through his body to shoot it at enemies.

Followers of Quetzalcoatl often follow him for his insight into explosive devices and static electricity, where Robots often fear his power.

Titles: Lightning Incarnate. Home Plane: Lightning Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Ramuh Portfolio: Birds, Explosions, Pulse, Squalls, Static Electricity. Domains: Air, Destruction, Law, Lightning. Favored Weapon: Grenade Launcher

Ravana Lawful Evil astral of warriors and strength.

Fourfold master of the blade, savior of the insect-like Gnath tribe. A warrior and conqueror, Ravana respects strength and abhors weakness. He revels in battle with worthy opponents, and is known to wield the legendary Chandrahas blades.

Ravana is summoned into being when the Gnath’s lust for war against the Dravanians reaches a fever pitch as a consequence of a dragon wounded by the Ishgardians crashing into their nest. Ravana is the cause of the Gnath belligerently attacking the inhabitants of the Dravanian Forelands. The adventurer and Ysayle, needing to see Hraesvelgr, challenge Ravana to a duel with the primal vowing to quell the Gnaths’ bellicosity if defeated while having his opponents promise to become his servants should he be victorious. After a hard battle, Ysayle having been defeated in her Shiva form, the adventurer is victorious and Ravana honors his promise to have the Gnath cease their campaign.

Titles: Fourfold Master of the Blade, The Blademaster, Swordlord Home Plane: Astral Power Level: Lesser Alignment: Lawful Evil Allied Deities: N/A Portfolio: Battle, Duels, Strength, Swords, War Domains: Evil, Strength, War. Favored Weapon: Scimitar or Two-Bladed Sword

Siren Chaotic Neutral astral of song and deception.

Starting off as a normal woman, Siren was once a lover of a sailor turned pirate, traveling with him on his ship across the world. Through their travels, Siren saw the deceptiveness of man, but was blinded to it for too long as a lover of a pirate. When her lover died, the blind was pulled from her eyes and she saw the men for what they really were. Using her music and allure she shipwrecked the men, continuing to do so for any passing pirate. Seeing the work the woman had done without any request for payment, Leviathan saw a use for Siren who kept pirates from polluting his ocean. Leviathan bestowed power onto Siren, who continued to shipwreck would-be defilers, but now under Leviathan’s name.

Siren is a fish-like Hume woman, with scales and fins. She can change between a legged female and that of a mermaid depending on the situation. She has flowing blonde hair, often with blue fins intertwined with her hair. She is often depicted using a harp, with Leviathan in the background. Some people also romanticize Siren and Leviathan, though there is no concrete evidence they share any feelings.

Sailors follow Siren in the hopes that she blesses their craft, Wives follow her to give safe passage to their husbands on the ocean, along with bards who wish to be as captivating as her.

Titles: Waylayer of Sailors, Leviathan’s Songstress. Home Plane: Water Power Level: Lesser Alignment: Chaotic Neutral Allied Deities: Leviathan, Llymlaen the Navigator. Portfolio: Drowning, Rain, Sailors, Sea, Sleep. Domains: Chaos, Charm, Trickery, Water. Favored Weapon: Shortbow.

Valefor Lawful Neutral astral of the wind and flight.

As a companion to Ark, Valefor took to the skies to aid in their creation and management, filling them with clouds, natural drafts and flight paths, which allow Ark easier flight along with other flying creatures. Seeing the creatures down below without a means to reach the skies, Valefor bestowed the gift of natural flight to a select few races, giving them wings or strengthening their bodies to allow flight. Besides the knowledge she bestows, Valefor continues to dictate wind speeds and flying conditions for the planets she helps create. Due to her similarity, she is often close with the Astral Quetzalcoatl.

Valefor is a very unique bird, with some aspects of harpy and parrot within her design. She has two large wings which are also her two arms, along with red plumes of fur over her chest that barely gives her modesty.

Due to the gift of flight, Valefor is often followed by winged races in the hopes that their flight might compare to the Astral, or as thanks for the ability to fly.

Titles: Sky Soarer. Home Plane: Air Power Level: Lesser Alignment: Lawful Neutral Allied Deities: Ark, Quetzalcoatl. Portfolio: Flying, Freedom, Wind. Domains: Air, Animal, Glory, Liberation. Favored Weapon: Whip

Yojimbo Lawful Neutral astral of mercenaries and duty.

A somewhat mysterious being, Yojimbo travels far and wide for those who offer to pay for his highly-priced services. He mostly deals in the protection of his employers or assassination attempts on his client’s adversaries. While not following strictly to the law he does keep close to his own personal opinion of his worth, only working until he has fulfilled his job up to the amount he has been paid, often requiring hundreds of thousands of gil to kill a single target. If a job takes too long, or the opponents are stronger than his client had told him he would only do work until he felt he had done enough to warrant his pay, if underpaid he will sometimes not even attempt a job or just let his dog attack instead.

Yojimbo is almost always seen as a uniquely dressed samurai, with yellow and orange clothing, straw hat with his dog by his side. There have been times where he is seen in a completely different garb of a lesser samurai, in a mere kimono but almost always has his Zanmato on him.

Not many people worship Yojimbo, as he is mostly a hired hand to do the bidding of sentient beings. Mercenaries and Samurai will sometimes follow the astral in hopes he will guide them to higher power and proficiency within their fields of work.

Titles: Bodyguard, Blade of Vengeance, Retainer Home Plane: Astral Power Level: Lesser Alignment: Lawful Neutral Allied Deities: N/A Portfolio: Bargaining, Dogs, Fire, Gil, Mercenaries. Domains: Law, Strength, Travel. Favored Weapon: Katana, Wakizashi, or Nodachi

Chapter 4: Backgrounds

Acolyte Adopted Adventurer Alchemist Alcohol Anthropologist Apothecary Archeologist Arranged Marriage Artist Athlete Banker Barmaid Bartender Biologist Botanist Carpenter Celebrity Adventurer’s Scion Charlatan City Watch/Investigator Clan Crafter Cloistered Scholar Combat Medic Cook Courtier Criminal/Spy Demonologist Denizen Detective Diplomat Doctor Engineer Entertainer Explorer Faceless Faction Agent Fallen Noble Farmer Far Traveler Fisher Folk Hero Fortune Teller Gambler Gladiator Grinner Guild Artisan/Guild Merchant Haunted One Hermit Hunter Inheritor Innkeeper Inventor Isekai Knight Knight of the Order Librarian Lumberjack Marshal Mercenary Veteran Metal Worker Miner Monastic Monstrozoologist Noble Nomad Occultist Oracle Outlander Pirate Plantiff Researcher Rider Rival Intern Runaway Sage Sailor Shipwright Smuggler Soldier Survivor Tailor Urban Bounty Hunter Urchin Wandering Mercenary Witch Witch Doctor Woodcutter Writer Wronged Hero

 

 

Chapter 4: Feats

Aberrant Dragonmark Actor Alert Athlete Bountiful Luck Charger Chef Crossbow Expert Crusher Defensive Duelist Dragon Fear Dragon Hide Dual Wielder Dungeon Delver Durable Eldritch Adept Elemental Adept Fade Away Fey Teleportation Fey Touched Fighting Initiate Firearm Specialist Flames of Phlegethos Grappler Great Weapon Master Gunner Healer Heavily Armored Heavy Armor Master Infernal Constitution Inspiring Leader Keen Mind Lightly Armored Linguist Lucky Mage Slayer Magic Initiate Martial Adept Medium Armor Master Metamagic Adept Mobile Moderately Armored Mounted Combatant Observant Piercer Poisoner Polearm Master Prodigy Resilient Revenant Blade Ritual Caster Savage Attacker Second Chance Sentinel Shadow Touched Sharpshooter Shield Master Skill Expert Skilled Skulker Slasher Spell Sniper Squat Nimbleness Tavern Brawler Telekinetic Telepathic Tough War Caster

Chapter 5: Limit Breaks In this chapter, players will discover their limit breaks. Limit Breaks activate at level 10. Each job has two limit breaks. One limit break that is shared among the different job roles (tank, healer, and dps) and one limit break that is unique to the job. The limit breaks can only be used once per day, use them wisely. Furthermore, there are limit breaks that buff the party, if another limit break is activated and is a buff limit break, the two buffs cannot stack with each other. Player(s) who are affected by the two must choose one buff to keep for the duration of the limit break. Also, should a player multiclass, they MUST have one shared limit break and one job unique limit break. Shared limit breaks just means a job role has the same effects. Unique limit breaks are special limit breaks that can only be used by one specific job.

Shared Limit Breaks

Tank Last Bastion (Paladins Only): In a 50 feet radius, all party members recieve a damage reduction for 1d8 rounds. Allies in the radius recieve a +8 AC bonus and advantage roll on Constitution saves.

Land Waker (Warriors Only): In a 50 feet radius, all party members recieve a damage reduction for 1d8 rounds. Allies in the radius recieve a +8 AC bonus and advantage roll on Constitution saves.

Dark Force (Dark Knights Only): In a 50 feet radius, all party members recieve a damage reduction for 1d8 rounds. Allies in the radius recieve a +8 AC bonus and advantage roll on Constitution saves.

Gunmetal Soul (Gunbreakers Only): In a 50 feet radius, all party members recieve a damage reduction for 1d8 rounds. Allies in the radius recieve a +8 AC bonus and advantage roll on Constitution saves.

Sanctioned Ground (Knights Only): In a 50 feet radius, all party members recieve a damage reduction for 1d8 rounds. Allies in the radius recieve a +8 AC bonus and advantage roll on Constitution saves.

Healers

Angel Feathers (White Mages Only): Fully restore all party members back to full health. Revives fallen allies and friendly companions. All status effects are nullified, spell slots are restored, and any abilities that require a point pool gets restored.

Astral Stasis (Astrologians Only): Fully restore all party members back to full health. Revives fallen allies and friendly companions. All status effects are nullified, spell slots are restored, and any abilities that require a point pool gets restored.

Techne Makre (Sages Only): Fully restore all party members back to full health. Revives fallen allies and friendly companions. All status effects are nullified, spell slots are restored, and any abilities that require a point pool gets restored.

Grove’s Mercy (Druid’s Only): Fully restore all party members back to full health. Revives fallen allies and friendly companions. All status effects are nullified, spell slots are restored, and any abilities that require a point pool gets restored.

Melee DPS

Final Heaven (Monks Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Ocean’s One (Corsairs Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Dragonsong Dive (Dragoons Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Chimatsuri (Ninjas Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Fight Club (Fighter’s Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Doom of the Living (Samurai Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

The End (Reapers Only): Delivers an attack to a single target, dealing 3+5d10 damage. Any equip or passive abilities that have a damage type (fire, cold, thunder, acid, etc.) is also added to the damage roll.

Ranged DPS

Sagittarius Arrow (Bards Only): Delivers an attack to all enemies in a line, dealing 3+3d10 damage in a 30 ft. by 15 ft. line. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Satellite Beam (Machinists Only): Delivers an attack to all enemies in a line, dealing 3+3d10 damage in a 30 ft. by 15 ft. line. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Crimson Lotus (Dancers Only): Delivers an attack to all enemies in a line, dealing 3+3d10 damage in a 30 ft. by 15 ft. line. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Magic Ranged DPS

Meteor (Black Mages Only): Delivers an attack to all enemies in the target area, dealing 2+2d10 damage 25-ft from the caster in a 15-ft radius. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Teraflare (Summoners Only): Delivers an attack to all enemies in the target area, dealing 2+2d10 damage 25-ft from the caster in a 15-ft radius. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Vermillion Scourge (Red/Blue Mages Only): Delivers an attack to all enemies in the target area, dealing 2+2d10 damage 25-ft from the caster in a 15-ft radius. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Angel of Death (Necromancers Only): Delivers an attack to all enemies in the target area, dealing 2+2d10 damage 25-ft from the caster in a 15-ft radius. Any equipped or passive abilities that have a damage type (fire, cold, lightning, poison, etc…) are added to the damage roll.

Individual Limit Breaks:

Tanks: Brightest Day (Paladin’s Only): This Limit Break causes a bright light to erupt around the Paladin and her allies within 30 feet for a duration of 1 round + 1 round per four Paladin levels after 10th. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break, a Fortitude save (DC 10 + half of the Paladin’s level + her Charisma modifier) to negate this effect. Undead opponents receive double damage as the Paladin and her allies’ weapons are treated as holy weapons.

Living Dead (Dark Knight): This Limit Break allows the dark knight’s darkness to consume him and become one with him, not allowing his death to pass. The dark knight may not be dropped below 0 HP unless subject to a critical hit, and is immune to the effects of nonlethal damage and being staggered. When the effect ends and if the dark knight isn’t dead, the dark knight is considered unconsious. Any damage the dark knight put out is then turned into healing hit dice of 4d10. Any excess HP dissipates. This limit break requires a swift action to activate and has a duration of 1 round + 1 round for every four dark knight levels after 1st. During this Limit Break, only damage by enemies is prevented, not by an ability or spell that would drop him to 0 or below 0 hit points.

 

 

Chapter : Spells

This chapter describes the spell lists of the classes available in this partner guide to the Dungeons & Dragons Player’s Handbook. Please consult the player’s handbook for spell descriptions. Spells custom created for the classes will be detailed at the end of the chapter and are marked in italics within the document.

Note: Spells from Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything and the Explorer’s Guide to Wildemount are bolded, and spells created for this document are italicized.

Arcanist Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Light
  • Infestation
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Sapping Sting
  • Spare the Dying
  • True Strike
1st Level
  • Alarm
  • Bane
  • Catapult
  • Comprehend Language
  • Charm Person
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Grease
  • Healing Word
  • Hex
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Tasha’s Caustic Brew
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Healing Spirit
  • Hold Person
  • Immovable Object
  • Invisibility
  • Knock
  • Levitate
  • Melf’s Acid Arrow
  • Misty Step
  • Pass Without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Tasha’s Mind Whip
  • Web
  • Wristpocket
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Catnap
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Intellect Fortress
  • Leomund’s Tiny Hut
  • Life Transference
  • Magic Circle
  • Major Image
  • Melf’s Minute Meteors
  • Remove Curse
  • Pulse Wave
  • Sending
  • Slow
  • Spirit Shroud
  • Stinking Cloud
  • Summon Fey
  • Summon Elemental
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Dimension Door
  • Fabricate
  • Giant Insect
  • Greater Invisibility
  • Locate Creature
  • Otiluke’s Resilient Orb
  • Polymorph
  • Sickening Radiance
  • Vitriolic Sphere
5th Level
  • Animate Objects

  • Bigby’s Hand

  • Contact Other Plane

  • Contagion

  • Destructive Wave

  • Enervation

  • Hold Monster

  • Insect Plague

  • Legend Lore

  • Passwall

  • Raise Dead

  • Rary’s Telepathic Bond

  • Scrying

  • Seeming

  • Skill Empowerment

  • Telekinesis

  • Teleportation Circle

  • Wall of Force

6th Level
  • Arcane Gate
  • Create Humunculus
  • Drawmij’s Instant Summons
  • Eyebite
  • Guards and Wards
  • Harm
  • Heal
  • Mental Prison
  • Primordial Ward
  • Programmed Illusion
  • Scatter
  • Tasha’s Otherworldly Guide
  • True Seeing
7th Level
  • Crown of Stars
  • Dream of the Blue Veil
  • Etherealness
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Resurrection
  • Symbol
  • Teleport
  • Tether Essence
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Feeblemind
  • Maddening Darkness
  • Mighty Fortress
  • Telepathy

 

 

9th Level
  • Blade of Disaster
  • Gate
  • Mass Heal
  • Prismatic Wall
  • True Resurrection
  • Weird
  • Wish

Astrologian Spells

Cantrips (0 Level)
  • Bladeward
  • Dancing Lights
  • Friends
  • Guidance
  • Light
  • Magic Stone
  • Mind Sliver
  • Message
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • True Strike
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Ceremony
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Faerie Fire
  • False Life
  • Gift of Alacrity
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Hex
  • Identify
  • Illsory Script
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Sactuary
  • Shield of Faith
  • Sleep
  • Unseen Servant
  • Witch Bold

\columnbreak

2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Fortune’s Favor
  • Find Traps
  • Gentle Repose
  • Healing Spirit
  • Invisibility
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind Spike
  • Moonbeam
  • Silence
  • Skywrite
  • Snilloc’s Snowball Storm
  • Tasha’s Mind Whip
  • Wristpocket
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Blink
  • Catnap
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Fly
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Mass Healing Word
  • Melf’s Minute Meteors
  • Remove Curse
  • Revivify
  • Pulse Wave
  • Sending
  • Slow
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Blight

\columnbreak

  • Confusion
  • Death Ward
  • Dimension Door
  • Divination
  • Grater Invisibility
  • Gravity Sinkhole
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Sickening Radiance
5th Level
  • Collective Unconscious
  • Commune
  • Cone of Cold
  • Dawn
  • Dispel Evil and Good
  • Dream
  • Far Step
  • Geas
  • Gravity
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Rary’s Telepathic Bond
  • Scrying
  • Summon Celestial
  • Teleportation Circle (Ritual)
  • Temporal Shunt
  • Wall of Light
6th Level
  • Eyebite
  • Find the Path
  • Gravity Fissure
  • Heal
  • Mass Suggestions
  • Mental Prison
  • Programmed Illusion
  • Scatter
  • Sunbeam
  • True Seeing
7th Level
  • Conjure Celestial
  • Crown of Stars
  • Dream of the Blue Veil
  • Mirage Arcane
  • Plane Shift
  • Regeneration
  • Resurrection
  • Reverse Gravity
  • Tether Essence

\columnbreak

8th Level
  • Antimagic Field
  • Celestial Opposition
  • Dark Star
  • Demiplane
  • Glibness
  • Illusory Dragon
  • Reality Break
  • Telepathy
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Mass Heal
  • Ravenous Void
  • Time Stop
  • Time Ravage
  • True Resurrection
  • Wish

Black Mage Spells

Cantrips
  • Blade Ward
  • Chill Touch
  • Fire Bolt
  • Frostbite
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Produce Flame
  • Ray of Frost
  • Sapping Sting
  • Shocking Grasp
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Absorb Elements
  • Burning Hands
  • Chaos Bolt
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Frost Fingers
  • Hex
  • Ice Knife
  • Illusory Script
  • Inflict Wounds

 

 

  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Shield
  • Sleep
2nd Level
  • Alter Self
  • Arcane Lock
  • Blur
  • Blindness/Deafness
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Dragon’s Breath
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Knock
  • Levitate
  • Misty Step
  • Pyrotechnics
  • Scorching Ray
  • Silence
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Blink
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Feign Death
  • Fireball
  • Fly
  • Intellect Fortress
  • Leomud’s Tiny Hut
  • Lightningbolt
  • Speak with Dead
  • Stinking Cloud
  • Summon Shadowspawn
  • Summon Undead
  • Tongues
  • Thunderstep
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Dimension Door

\columnbreak

  • Fire Shield
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Polymorph
  • Summon Aberration
  • Wall of Fire
5th Level
  • Animate Objects
  • Antilife Shell
  • Bigby’s Hand
  • Cloudkill
  • Contagion
  • Danse Macabre
  • Destructive Wave
  • Dream
  • Far Step
  • Flame Strike
  • Geas
  • Mislead
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Harm
  • Investiture of Flame
  • Investiture of Ice
  • Mass Suggestion
  • Otiluke’s Freezing Sphere
  • Soul Cage
  • Summon Fiend
  • Tasha’s Otherworldly Guise
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mordenkainen’s Magnificent Mansion

\columnbreak

  • Plane Shift
  • Power Word Pain
  • Regenerate
  • Simulacrum
  • Teleport
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Demiplane
  • Dominate Monster
  • Incendiary Cloud
  • Maddening Darkness
  • Reality Break
9th Level
  • Blade of Disaster
  • Flare
  • Gate
  • Meteor Swarm
  • Ravenous Void
  • Time Stop

Blue Mage Spells

Cantrips
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Gust
  • Infestation
  • Lightning Lure
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Thunder Clap
  • True Strike
1st Level
  • Animal Friendship
  • Armor of Agathys
  • Bane
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Detect Magic

\columnbreak

  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Grease
  • Guiding Bolt
  • Heroism
  • Hex
  • Ice Knife
  • Jump
  • Longstrider
  • Ray of Sickness
  • Shield
  • Sleep
  • Speak with Animals
  • Tasha’s Caustic Brew
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Dragon’s Breath
  • Dust Deveil
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Maximillian’s Earthen Grasp
  • Melf’s Acid Arrow
  • Misty Step
  • Pass without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibilty
  • Snilloc’s Snowball Swarm
  • Spider Climb
  • Spike Growth
  • Web

 

 

3rd Level

  • Catnap
  • Daylight
  • Erupting Earth
  • Fear
  • Feign Death
  • Fly
  • Haste
  • Hypnotic Pattern
  • Melf’s Minute Meteors
  • Plant Growth
  • Sleet Storm
  • Slow
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Wind Wall
4th Level
  • Blight
  • Confusion
  • Fire Shield
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cloudkill
  • Cone of Cold
  • Contagion
  • Control Winds
  • Enervation
  • Immolation
  • Insect Plague
  • Maelstrom
  • Skill Empowerment
  • Tree Stride
  • Wall of Stone
6th Level
  • Chain Lightning
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerbility

\columnbreak

  • Move Earth
  • Otiluke’s Freezing Sphere
  • True Seeing
  • Wall of Ice
  • Wind Walk
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Sequester
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Tsunami
9th Level
  • Meteor Swarm
  • Prismatic Wall
  • Storm of Vengeance
  • Weird

Dancer Spells

1st Level
  • Bane
  • Bless
  • Cause Fear
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Expeditious Retreat
  • Faerie Fire
  • Fog Cloud
  • Healing Word
  • Heroism
  • Hex
  • Mage Armor
  • Protection from Evil and Good
  • Shield of Faith
  • Silent Image
  • Tasha’s Caustic Brew
  • Witch Bolt
2nd Level
  • Barkskin
  • Blur
  • Calm Emotions
  • Charm Person

\columnbreak

  • Crown of Madness
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Maximilian’s Earthen Grasp
  • Skywrite
  • Spike Growth
  • Warding Wind
  • Web
3rd Level
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Fly
  • Gaesous Form
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Major Image
  • Mass Healing Word
  • Melf’s Minute Meteors
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Slow
  • Spirit Shroud
  • Wall of Sand
  • Wind Wall
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Dominate Beast
  • Greater Invisibility
  • Otiluke’s Resilient Sphere
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
5th Level
  • Animate Objects
  • Circle of Power
  • Control Winds

\columnbreak

  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Far Step
  • Greater Restoration
  • Hold Monster
  • Mislead
  • Skill Empowerment
  • Telekinesis
  • Tree Stride
  • Wall of Stone

Reaper Spells

1st Level
  • Arcane Weapon
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Cause Fear
  • Chaos Bolt
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Dark
  • Detect Evil and Good
  • Detect Magic
  • Drain
  • False Life
  • Find Steed
  • Fog Cloud
  • Gentle Repose
  • Hellish Rebuke
  • Hex
  • Hunter’s Mark
  • Ice Knight
  • Idenitfy
  • Inflict Wounds
  • Jump
  • Longstrider
  • Protection from Evil and good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Unseen Servant
  • Wrathful Smite
2nd Level
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Darkra
  • Darkvision

 

 

  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Silence
  • Spiritual Weapon
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Darkga
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life Transference
  • Phantom Steed
  • Remove Curse
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Summon Shadowspawn
  • Summon Undead
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Compulsion
  • Confusions
  • Death Ward
  • Dimension Door
  • Evard’s Black Tentacles
  • Find Greater Steed
  • Greater Invisibility
  • Phantasmal Killer
  • Shadow of Moil
  • Staggering Smite

\columnbreak

5th Level
  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Desctructive Wave
  • Enervation
  • Hold Monster
  • Negative Energy Flood
  • Raise Dead
  • Scrying
  • Steel Wind Strike
  • Teleportation Circle

Red Mage Spells

Cantrips (Level 0)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade
  • Gust
  • Jolt
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mold Earth
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
  • Word of Radiance
1st Level
  • Absorb Elements
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Feather Fall
  • Frost Fingers
  • Healing Word
  • Hellish Rebuke
  • Jump
  • Mage Armor
  • Magic Missile
  • Shield

\columnbreak

  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar’s Scorcher
  • Calm Emotions
  • Cloud of Daggers
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Lesser Restoration
  • Levitate
  • Magic Mouth
  • Magic Weapon
  • Maximillian’s Earthen Grasp
  • Misty Step
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Spike Growth
  • Warding Wind
  • Zone of Truth
3rd Level
  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Fly
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Melf’s Minute Meteors
  • Revivify
  • Thunder Step
  • Wall of Sand
  • Wind Wall
4th Level
  • Charm Monster
  • Confusion
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Ice Storm
  • Sickening Radiance
  • Stoneshape

\columnbreak

  • Stoneskin
  • Storm Sphere
  • Wall of Fire
5th Level
  • Circle of Power
  • Control Winds
  • Dawn
  • Dominate Person
  • Flame Strike
  • Geas
  • Holy
  • Immolation
  • Mass Cure Wounds
  • Steel Wind Strike
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of the Earth
  • Blade Barrier
  • Chain Lightning
  • Eyebite
  • Flesh to Stone
  • Heal
  • Move Earth
  • Tasha’s Otherworldly Guide
  • Tenser’s Transformation
  • Wind Walk
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Plane Shift
  • Resurrection
  • Whirlwind
8th Level
  • Antimagic Field
  • Dominate Monster
  • Earthquake
  • Glibness
  • Incendiary Cloud
9th Level
  • Blade of Disaster
  • Flare
  • Mass Heal
  • Meteor Swarm
  • Power Word Heal
  • True Resurrection

 

 

Sage Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Spare the Dying
  • Thunderclap
  • True Strike
  • Word of Radiance
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Catapult
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Healing Word
  • Heroism
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Tenser’s Floating Disk
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aid
  • Arcane Lock
  • Blur
  • Crown of Madness

\columnbreak

  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Zone of Truth
3rd Level
  • Blink
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fly
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Dimension Door
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Otiluke’s Resilient Sphere

\columnbreak

  • Phantasmal Killer
  • Sickening Radiance
  • Summon Construct
5th Level
  • Antilife Shell
  • Awaken
  • Bigby’s Hand
  • Circle of Power
  • Contact Other Plane
  • Creation
  • Dream
  • Far Step
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Passwall
  • Raise Dead
  • Rary’s Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Globe of Invulnerbility
  • Guards and Wards
  • Heal
  • Heroes’ Feast
  • Mental Prison
  • Programmed Illusion
  • Scatter
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Sword
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Sequester

\columnbreak

  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Mind Blank
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Gate
  • Invulnerbility
  • Mass Heal
  • Power Word Heal
  • Prismatic Wall
  • Time Stop
  • True Resurrection

White Mage Spells

Cantrips (0 Level)
  • Create Bonfire
  • Druidcraft
  • Friends
  • Guidance
  • Gust
  • Infestation
  • Light
  • Mending
  • Mold Earth
  • Resistance
  • Sacred Flame
  • Shape Water
  • Spare the Dying
  • Thunderclap
  • Word of Radiance
1st level
  • Bane
  • Ceremony
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Gift of Alacrity
  • Goodberry

 

 

  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Mage Armour
  • Protection from Evil and Good
  • Purify Food and Drink
  • Shield of Faith
  • Snare
2nd level
  • Aid
  • Augury
  • Barksin
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Dust Devil
  • Find Traps
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Silence
  • Spike Growth
  • Spiritual Weapon
  • Summon Beast
  • Warding Bond
  • Warding Wind
  • Zone of Truth
3rd level
  • Animate Dead
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Feign Death
  • Glyph of Wardning
  • Life Transference
  • Magic Circle
  • Mass Healing Ward
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th level
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Grasping Vine
  • Guardians of Faith
  • Guardian of Nature
  • Locate Creature
  • Sickening Radiance
  • Summon Construct
  • Summon Elemental
  • Stone Shape
5th level
  • Commune with Nature
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature
6th level
  • Blade Barrier
  • Bones of the Earth
  • Create Undead
  • Druid Grove
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Heroes’ Feast
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Wall of Thorns
  • Word of Recall
7th level
  • Conjure Celestial
  • Crown of Stars
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
  • Tether Essence
  • Whirlwind
8th level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Mighty Fortress
  • Sunburst
  • Tsunami
9th level
  • Astral Projection
  • Gate
  • Mass Heal
  • Storm of Vengeance
  • True Resurrection

 

 

Created Spells

Assize

5th-level evocation


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

An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a wisdom saving throw. They take 4d4 radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th.

Asylum

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: concentration, 1 minute

You create a protective field which provides healing to friendly creatures. You create a globe of holy energy with a radius of 10ft. within range. All allies within the affected area recover 1d8 hit points at the start of their turn. Additionally, allied creatures within the affected creatures gain resistance to nonmagical slashing, piercing, and bludgeoning damage and necrotic damage.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, increase the heal by 1d8 for each slot level above 5th.

Banish

1st-level evocation


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

Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 2nd.

\columnbreak


Celestial Opposition

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: concentration, 1 minute

You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned for 1d4 rounds on a failed saved, and half the damage is taken and they resist becoming stunned on a success.

Collective Unconscious

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: concentration, 1 minute

You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10ft. of you are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6 hit points.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the heal increases by 1d6 for each slot level above 5th.

Dark

1st-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instaneous

You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes 3d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

 

Darkra

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instaneous

You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out towards in a con. All creatures in a 30ft. cone originating on you make a Dexterity saving throw against your spell save DC. On a failure they take 3d8 necrotic damage and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.

Darkga

3rd-level Evocation


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

You concentrate necrotic energy in the earth beneath a target creature in range you can see. All creatures within a 20ft. radius of the creature must make a Dexterity saving throw against your spell save DC, taking 8d6 necrotic damage on a failure and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Doton

4th-level evocation


  • Casting Time: 1 action
  • Range: 30ft.
  • Components: V, S
  • Duration: 1 minute

You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take 4d4 necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking 4d4 necrotic damage and half as much on a successful save. You are unaffected by this damage.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.

\columnbreak

Drain

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instaneous

Forcefully draw the life force from a creature within range. The target creature makes a Charisma saving throw against your spell save DC, taking 1d8 necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Flare

9th-level Evocation


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

You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.

Gravity

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

 

 

Holy

5th-level evocation


  • Casting Time: 1 action
  • Range: self (10ft. radius, caster immune)
  • Components: V, S
  • Duration: Instantaneous

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Jolt

evocation cantrip


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

A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Lustrate

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as an action or as a reaction. This spell cannot be used in tandem with Adloqiuem (Nymian Scholar feature). A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 5d8.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

Regen

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: 1 minute

The target’s body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.

\columnbreak

Sacred Soil

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage reduction increases by 1d6 for each slot level above 4th.

Suiton

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius, caster immune).
  • Components: V, S
  • Duration: Instantaneous

You draw out the energies of Jin to cause a powerful geyser of water to explode from the ground beneath around you in a 10 ft. radius circle. Each creatures inside the geyser must make a dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d6 cold damage, and half as much on a successful save. Additionally, you and any items you are wearing or carrying become invisible for 1 minute. The invisibility ends when you attack or cast a spell.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 bludgeoning damage for each slot level above 4th.

Tetragammaton

4th-level evocation


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

You may cast this spell as an action or a reaction. A creature within range you can see is healed for 3d8 hit points instantaneously.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

 

 

Appendix A: Machinist Item Costs

Below you will find a chart laying out the cost to replace lost or broken Machinist equipment. Additionally you’ll find the cost of various fire arms and their ammunition.

Firearms

| Item | Cost | Damage | Weight | Properties | |:—-:|:—————-|:——–|:————-|:—-|:————————————————————| | Martial Ranged Weapon| | | | | | Pistol | 250gp | 1d10 piercing|3lb. |Ammunition (range 30ft./90ft.), loading | | Revolver | - | 2d8 piercing |3lb. |Ammunition (range 40ft./120ft.), reload (6 shots) | | Musket | 500gp | 1d12 piercing|10lb.|Ammunition (range 40ft./120ft.), loading, two-handed | | Rifle, hunting | - | 2d10 piercing|8lb. |Ammunition (range 80ft./240ft.), reload (5 shots), two-handed| | Bullets (10) | 3gp | |2lb. | | |Equipment | | | | | | Sounding Sentry | 50gp | |1lb. | | | Emergency Rescue | 150gp | |1lb. | | | Cloaking Device | 500gp | |1lb. | | | Gauss Barrel | 50gp | |1lb. | | | Hawkeye Goggles | 50gp | |1lb. | | | Sensory Input Headpiece| 50gp | |1lb. | |

The Machinist doesn’t have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.

 

 

Appendix B: Spoiler Races

There are some races which appear deep in the story of FFXIV and by virtue of their existence open new players up to story spoilers. Races which are reflective of this issue appear here.

Lalafell Subrace: Dwarf

In the land of Norvrandt, the Lalafells came to be known as Dwarves. These diminutive folk took to mining and crafts work, developing a distinct set of cultural customs, from giving proper boisterous welcomes by calling out “Lali Ho!” to never revealing their true faces outside of the village, hiding them beneath helmets and large fake beards, they became eccentric by any world’s standards.

Ability Score Increase. Your Constitution score increases by 1.

Dwarven Resilience. You have advantage on Saving Throws against poison, and you have resistance against poison damage.

\columnbreak



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.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice from the following: smith’s tools, brewer’s supplies, or mason’s tools.

 

 

Appendix C: Naming Info

Miqo’te Tribes

There are 26 tribes within the Seeker’s of the Sun, here is a list to help you decide what tribe your Miqo’te came from.

Seekers of the Sun Tribes
Tribe Letter Associated Creature
A’ Antelope
B’ Boar
C’ Coeurl
D’ Dodo
E’ Eft
F’ Bear
G’ Gryphon
H’ Gigantoad
I’ Buffalo
J’ Jackal
K’ Hipparion
L’ Viper
M’ Marmot
N’ Aldgoat
O’ Mole
P’ Basilisk
Q’ Puk
R’ Raptor
S’ Zu
T’ Condor
U’ Drake
V’ Vulture
W’ Wolf
X’ Lynx
Y’ Jaguar
Z’ Ziz

\columnbreak

Roegadyn Words

The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.

Roegadyn Translations
Roegadyn Common
Abar Lone/Alone
Abyl Rage
Aent Duck
Aerg Ambitious
Aerm Poor
Aerst First
Agat Amber
Agynn Beginning
Ahct River
Ahl Eel
Ahld Old
Ahr Eagle
Ahrm Arm
Aht Eight
Ahtyn Judge
Ahtza Eighty
Ais Ice
Alyr Alder
Anka Anchor
Ansa Scythe
Aren Harvest
Ask Ash
Awyr Absent
Baen Bone
Bara Bare/Naked
Benn Leg
Bera Berry
Berk Mountain
Bhald Bold/Brave
Bhaln Plague
Bhar Bear
Bhir Ale
Bhrat Meat
Blaet Blood
Blan Darkness/Dark

 

 

Roegadyn Translations
Roegadyn Common
Blau Lead
Blei Pale
Bloe Blue
Bluom Flower
Blyn Blind
Blyss Blossom
Borg Castle
Born Boar
Braen Break
Brem Bramble
Broda Brother
Broen Brown
Broes Chest
Brot Bread
Bryda Bride
Bryn Spring
Brytt Bridle
Byld Make
Bylda Maker
Byrg (Byrgin) Protect
Bylg Fertile
Byrm Tree
Byrt Axe
Caepf Slate
Caer (Careig) Sad
Ceig Sail
Ceil Rope
Cwaen Pine
Cwin Wine
Daeg Soldier
Dani Narrow
Denkyr Thinking
Denn Thin
Dhem Dusk
Doen Thunder
Doer Dry
Does Two
Dornn Thorn
Dorpf Village
Draeg Carry

Roegadyn Translations
Roegadyn Common
Draga Carrier
Drys Three
Dyn People
Dyrf Farm
Dyrst Thirsty/Thirst
Eidin Oath
Eifa Bitter
Elak Elk
Elil Exiled/Foreign
Ent End
Erna Earnest
Ewan Even
Eyha Oak
Eyhil Acorn
Eyn One
Eynli Eleven
Eyri Wandering
Edz Eat
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Fhet Fight
Fhil Yellow
Fhis (Fhisk) Fish
Fhruh Early
Fian Enemy
Firk Explore
Flaz Flat
Flekk Spotted
Floeg Fly
Floer Lead
Floh Flea
Foer Four
Foet Foot
Fohc Fox
Folg Bird
Frae Free

 

 

Roegadyn Translations
Roegadyn Common
Froe(a) Lady
Frusk Frog
Frut Fruit
Fryd Peace/ful
Fryn Friend
Fyr Fire
Fyril Lost
Fyst Fist
Gaez Goat
Ganz Perfect
Gara Skin
Garr Choir
Geim Jewel
Geiss (Geyss) Ghost
Germa Conjurer
Gheb Give
Ghim Modest
Glac Bell
Glaz Glass
Goht God
Gohta Goddess
Graeb Grave
Greh Calm
Grein Bronze
Grina Howl
Grym Cruel
Gryne Green
Guht Good
Guld Gold
Guol Glorious
Gybal Skull
Gybet Prayer
Gyft Sell
Hael Healthy
Haemr Hammer
Haer Grand
Haerz Heart
Hald Kind
Halp Side
Hana Hemp/Hempen

Roegadyn Translations
Roegadyn Common
Hanth Hand
Harr Hair
Hart Hard
Hast (Hastal) Hazel
Helb Half
Herl Elder
Hezz Hot
Himal Sky
Hint Behind
Hirsk Agile
Holas Bald
Holl Hollow
Holsk Fast
Horsk (Horsam) Obedient
Hort Treasure
Hund (Hundr) Dog
Hwab Hawk
Hwyz Know
Hyll Hell
Hylt Forest
Hym Heaven
Hyr Army
Hyrt Autumn
Ingil (Inghil) Angel
Isil Island
Itar Knight
Iyrn Iron
Jaeg Hunt
Jarr Year
Jho And
Jungh Young
Keim Violet/Purple
Kelt Cold
Kest Chestnut
Keten Chain(ed)
Khan Laugh
Khezl Kettle
Khra Crane
Khus Chaste
Kilb Calf

 

 

Roegadyn Translations
Roegadyn Common
Kirz Candle
Klet Burdock
Klin (Klind) Child
Klyn Small
Klyng Brook
Kneh Near
Knod Knot/Knotty
Koel Coeurl
Koen King
Koena (Koenyb) Queen
Krepf Claw
Kroem Bent
Kryd Chalk
Kryst Crystal
Kupf Copper
Kympf Champion
Kynd Virgin
Kyrss Cherry
Laent Land
Lago Lament
Lahz Salmon
Lamm Lame/Injured
Leita Bringer
Liht Light
Lleid Pain
Loef Leaf
Loet Loud
Loetr Pure
Loez Short
Loh Cloth/Clothes
Lon(a) Gatherer
Lora Laurel
Lorh Rabbit
Loug Leech
Lubb (Lubd) Poison
Lydir Leather
Lyna Linen
Lyng Long
Maeti Mighty
Maga Stomach

Roegadyn Translations
Roegadyn Common
Mann Man
Marm Marble
Merl Sea
Mhar Horse
Mhas Scar
Mhol Salamander/Eft
Mhus Mouse
Moeg Able
Moen Moon
Moer Kill
Moht Mind
Murl Wall
Myna Love
Mynd Mouth
Myrgan Morning
Myst Mistletoe
Myte Middle
Nagl Nail
Nahct Night
Nazz Damp/Wet
Nebb Fog
Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy

 

 

Roegadyn Translations
Roegadyn Common
Pfrym Plum
Pfym Five
Pfyn Finger
Phati Late
Rael Doe
Raen (Raeng) Circle
Raet Chariot
Ramm Ram
Rhen Clean
Rhet Law
Rheti Straight/Lawful
Rhit Right
Rhot Red
Rhyl Plentiful
Roegan (Roega) Rain
Roeh Rough
Ronth Run
Ronn Current
Rostn Rusty
Ruht Smoke
Ryhhe Empire
Rymm Frost
Ryss Giant
Saelb (Sylbei) Sage
Saelz Salt
Saem Seed
Saes Six
Sald Luck
Sath Knife
Satz Dance
Seik Lake
Sfeik Lake
Skaen Beautiful
Skaet Shadow
Skal Servant
Skapf Sheep
Skarn Horrible
Skoef Poetry(Poet)
Skoen Shining
Skrat Goblin

Roegadyn Translations
Roegadyn Common
Skrib Write
Skyf Ship
Skylt Shield
Slae Dull
Slaf Sleeping
Slett Plain
Smyd Smith
Snoe Snow
Some (Soemr) Summer
Solk Blessed
Spaer Sparrow
Spyr Spear
Stael Still
Sterr Strong
Sthal Steel
Sthan Stand
Stral Arrow
Stymm Voice
Styr (Styrn) Star
Styrm Storm
Sund South
Sundyr Southern
Sunn Sun
Swaen Mushroom
Swar Black
Sweig Herd
Swerd Sword
Swoz Sweet
Swyg Silent
Swyn Round
Swyr Big
Swys (Swysta) Sister
Sygg Victory
Syhr Fearless
Syk Sick
Sylb Silver
Syn Son
Syng Song
Syngi Singing
Synt Sand

 

 

Roegadyn Translations
Roegadyn Common
Syvin Seven
Syz Sit
Syzn Sitting
Thor Torn
Thosin Grey
Thota Daughter
Thuba Mage
Thubyr Magic
Thuv Dove
Toeg Secret
Toff Deep
Toum Dream
Trach Dragon
Trachyn Dragon
Tragg Slow
Trahg Lazy
Troe (Troeb) Confused
Troeg Monster
Tu Dew
Twyr Dwarf
Tyl Valley
Tymb Dumb
Tyrb (Terbin) Cyclone
Tyrn Tower
Ubyl Evil
Ulm Elm
Und Wave
Unsyn Innocent
Unta Other
Urs Auroch
Usyn Ashen
Uwil Owl
Waeb Weave
Waek Battle
Waem Warm
Waen (Waent) Wind
Waht Guard
Wakk Awake/Woken
Wall Boil
Wann Empty

Roegadyn Translations
Roegadyn Common
Ward Watch
Warg Truth
Wast Sharp
Webb Silk
Wein Woad
Weitz Wheat
Whas Wax
Whei Soft
Wilf Wolf
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zahr Tear
Zant Tooth
Zedyr Cedar
Zent Send
Zirn Fury/Furious
Zoer Sour
Zwelf Twelve
Zwyn Twin

 

 

Xaela Tribes of the Azim Steppe

A Xaela’s last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is an amazing large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.

Xaela Tribes
Tribe Distinguishing Information
Adarkim The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
Angura A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe’s skin color a deep rusty tone.
Arulaq A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
Avagnar Though defeated and absorbed by the Adarkim, several of the proud tribe’s members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
Bairon A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
Bayaqud A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe’s founding matron 2000 years ago.
Bolir A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
Buduga An all-male tribe which only increases its ranks through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
Iriq A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.

Xaela Tribes
Tribe Distinguishing Information
Jhungid The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu–the winner gaining control over a large part of the eastern coastlands.
Kharlu The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid–the winner gaining control over a large part of the eastern coastlands.
Khatayin A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
Malqir A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq–a chess-like game played on a circular board divided into three rings.
Mankhad A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
Mierqid A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
Noykin Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
Olkund Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
Dazkar Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family’s yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
Oronir All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe’s god of the sun.
Oroq The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.

 

 

Xaela Tribes
Tribe Distinguishing Information
Qerel The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
Torgud This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.
Tumet The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
Ugund When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
Uyagir One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.
Dhoro An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
Orben A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
Ejinn A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
Dotharl An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.

Xaela Tribes
Tribe Distinguishing Information
Hotgo A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood.
Sagahl A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
Kahkol A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
Kha Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.
Mol A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
Gesi The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
Kagon The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
Goro The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
Gharl Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
Dataq The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.

 

 

Xaela Tribes
Tribe Distinguishing Information
Haragin The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
Ura This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
Moks A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
Geneq In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
Horo To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.
Himaa For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe’s members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
Malaguld One of the only tribes that accepts people of the Raen–those that have been exiled, or those who have fled persecution–into their circle.
Urumet This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
Qalli Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
Qestir This tribe refuses to speak, believing that all words are lies, and that a man’s actions are the purest form of communication.

Garlean Hierarchy

The society of Garlemand is one of strict order where one’s position is worn as a badge within their name. Below is listed the known Titles and their position’s role within the Empire from the Emperor down to their slaves.

| Title | Function | |:—:|:———–:|:———–:| | Zos | Supreme leader of the Garlean Empire| | Yae | Any member of the royal family in line for the throne | | Wir | Any member of the royal family not in line for the throne | | Van | Commander of one or many legions | | Tol | Secondary Command within a legion | | Sas | Commander of a fort or base of operations | | Rem | Commander of one of a legion’s cohorts | | Quo | Commander of a mid-sized unit of at least 100 soldiers | | Pyr | Watch Commander or Veteran soldier | | Oen | Regular Infantry | | Nan | Head of Magitek Research or an engineer specializing in Magitek | | Mal | High Commander of Field Engineers or Field Medics | | Lux | Commander of a unit of Medics or Field Engineers | | Kir | Veteran field medic or engineer | | Jen | Field Medic or Engineer | | Iyl | Leader of the senate | | Het | Various Magistrates of High Standing | | Goe | Local Ruler of Imperial Territory or Commander of operatives | | Fae | Senators who work to elect Magistrates | | Eir | High level civil servants | | Dus | Low level civil servants | | Cen | Artisans and manufacturers | | Bas | Merchants and workers who gather raw materials | | Aan | Slaves and the people of annexed territory |