War of The Burning Sky 5E Player's Guide

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Prepare for War

In War of the Burning Sky, you will have the


chance to fight in a war of mythic proportions,
and determine the fate of many nations in its
aftermath. Ever-escalating conflicts, powered by
mighty magic and fervent faith, threaten your
freedom and lives, and even the world itself.
Prepare for war with the mini-gazetteer
and rules material in the War of
the Burning Sky Player’s Guide.
War is coming: are you ready?
C ONTENTS
F OR THE P LAYERS ............................... 2 C HARACTER C LASS O PTIONS .................. 18
Introduction ......................................................... 2 Barbarian: Path of the Blitzer ............................... 18
Content ................................................................ 2 Bard: College of Cirquelistes................................. 18
Cleric: Inquisitor .................................................. 19
G ATE P ASS ........................................ 3 Druid: Circle of Nature ......................................... 20
Traditions and Culture ......................................... 3 Fighter: Commander ............................................ 21
Districts, Walls, and Gates .................................... 4 Monk: Way of the East Wind................................. 23
City History and Myths ......................................... 5 Monk: Way of the West Wind ................................ 24
Orcs and Half-Orcs ............................................... 5 Paladin: Oath of Healing....................................... 25
Connections to Gate Pass ..................................... 6 Ranger: Nature’s Guardian................................... 27
Rogue: Shadowdancer .......................................... 28
R AGESIA AND THE S URROUNDING L ANDS .. 10 Sorcerer: Manifested Dream ................................. 29
Ragesia................................................................. 10 Warlock: The Primordial ....................................... 30
Shahalesti ............................................................ 12 Wizard: School of Biomancy ................................. 31
Dassen ................................................................. 13
Seaquen ............................................................... 14 E QUIPMENT ....................................... 34
Sindaire................................................................ 14
Ostalin ................................................................. 14
S PELLS ............................................. 36
Character Races in the Lands ............................... 16 F EATS .............................................. 39
Recent History ...................................................... 17
The Burning Sky................................................... 17 L EGAL I NFORMATION ............................ 40

C REDITS
From the Pen of
Ryan Nock

With Updates by
Brian Criswell, Steve Muchow

Conversion to 5e and Layout by


Brian Criswell

Interior Art by
Tim Divar, Cris Griffin, J. L. Jones, Brandon Leach,
Leo Lingas, Claudio Pozas, Joe Slucher, Shannon
White, with colors on selected NPCs by Brian Criswell

Cartography by
Sean Macdonald

Special Thanks
Thank you to Julia Behle and Josh Carden for
reviewing and providing their insightful feedback.

On the Cover
Claudio Pozas depicts the Torch of the Burning Sky
moments before transporting an army.

© 2018 EN Publishing, 7 Rutland Court, Balaclava Road, Southampton, SO18 6RX, UK. EN Publishing is an imprint of EN World.
https://wotbsadventurepath.com/ has high-resolution maps, art, and other resources to further enhance your adventure.
Please visit the EN Publishing forums at http://www.enworld.org to ask questions or discuss the adventure! v2

War of the Burning Sky 1 Player’s Guide


F OR THE P LAYERS
While once news reached the Free City-state of Gate
Pass by weekly teleporting courier, that channel has
gone silent, and now news travels by the old routes of
rumor—travelers from the outside world. You might be
one of those travelers, or a concerned native of the
city, but you have heard the rumors.
Emperor Drakus Coaltongue, ruler of the mighty
Ragesian Empire which lies to the west of Gate Pass,
has been slain in a distant nation, or so the rumors
say. Of course, the rumors once said that Coaltongue
was immortal. However, no one doubts the tales of
armies mustering in Ragesia, with orders to secure the
borders of the empire at this time of weakness and
uncertainty. And from Shahalesti, the elvish nation
east of Gate Pass, the rumors say its ruler seeks to
claim the vulnerable Ragesia for his people.
Gate Pass sits alone in its mountain pass, one of the
few safe routes between these two nations—Ragesia
and Shahalesti. For weeks people have been saying
war would come to Gate Pass, and now the rumors
are true. . .

I NTRODUCTION
Welcome to the War of the Burning Sky campaign
saga. While the Campaign Guide is intended for the
game master and has materials players should not
read, this document has nothing that will spoil the
game and is available for all to see.
In War of the Burning Sky, you will have the
chance to fight in a war of mythic proportions, and
determine the fate of many nations in its aftermath.
Ever-escalating conflicts, powered by mighty magic
and fervent faith, threaten your freedom and lives,
and even the world itself.
Driven by the dogs of war, you will head for a
distant safe haven, a magic academy named Lyceum, that tie more closely to the campaign setting. The
which has sent up a rallying cry for those who wish Equipment, Spells, and Feats chapters provide
to resist the warmongers. You will have a chance to additional options tied to the setting that will be of
form alliances, to build an army, and to uncover the interest to some players.
strange secrets that underlie the conflict. As the war Of course, your game master gets the final word
reaches a climax, powerful magic will threaten to with regards to the information in this Player’s
scorch nations, or sunder them into nothing but Guide, so check with them to see if they are going to
nightmares. It will be up to you to bring the war to change anything.
an end before only embers and ruins remain.

C ONTENT
Gate Pass briefly details the city of Gate Pass and
provides ideas on creating character that are
connected to the city where the campaign begins.
Ragesia and the Surround Lands provides an
overview of the rest of the region—its nations,
politics, and history—and describes where
characters might have originated. Character Class
Options provides options for each character class

War of the Burning Sky 2 Player’s Guide


G ATE P ASS
The Free City-state of Gate Pass lies in a rocky
mountain pass that runs east to west between T RADITIONS AND
Ragesia and Shahalesti. Sheer cliffs mark its
northern and southern borders, and fortifications C ULTURE
built up over centuries have made the city highly The city’s architecture tends to multistory buildings
defensible, allowing it to avoid being annexed by with bridges between roofs, creating thousands of
either of the nations that surround it. These same “gateways” along roads and alleys. Even in poorer
fortifications, unfortunately, make it difficult for districts, buildings are usually at least two stories
anyone to sneak out of the city without going tall. Many merchants, made wealthy from the traffic
through any of the numerous gates that give the city that passes through the city, own vast ranges of
its name. adjacent buildings, all of them connected with high
Though the city’s borders to north and south are bridges. An expression of the city—“a coin for every
tightly limited—less than a mile wide at the widest gate”—both refers to the wealth of the city, and
point—the mountain pass is nearly twenty miles serves as a warning to visitors to avoid poorer areas
long, giving the city a lot of room to grow eastward where buildings lie unconnected.
and westward. The older districts of the city lie in A broad, twenty-foot-wide thoroughfare called the
the center of the pass, with different eras of Emelk Way runs the length of the city, interrupted
development sprawling out gradually in both only by the district walls every half mile or so. The
directions. Additionally, various small farms and city’s natural landscape rises in the center to a
ranches dot the mountains around the city proper, broad hill called Summer’s Bluff. In addition to
though these people are generally hostile to being home to dozens of gated estates for the city’s
foreigners and relatively well-armed. Gate Pass has politicians and rich merchants, Summer’s Bluff is
only been conquered once, and its citizens managed the site of the city’s grand square, where various
to drive out the invaders and regain their freedom, annual holidays are celebrated. The grand square
so many of the farmers and ranchers view can easily hold several thousand people, and it is
themselves as the first line of defense for their city. dotted with dozens of small groves, statues, and
ornamental gate arches, with staircases people can
climb to get a better view. In the center of the grand
The Free City-State of Gate Pass
square is a high stone dais, its surface carved in a
A large city built within a rocky mountain pass, Gate Pass is the massive relief that depicts several local legends.
bridge of trade and travel between the Ragesian Empire and The rest of the city consists of various districts of
Shahalesti.
skilled workers, common housing, warehouses and
Population. 17,000; another 2,000 or so live on the countryside
and upper mountain slopes within a few miles of the main gates. businesses, and slums. Each district has
The citizens of Gate Pass are mostly human. A sizeable orc and representation in the city government. By city
half-orc population represents about 20% of the city. A small ordinance, every fourth district must contain a park
elven refugee population is the only other significant group, with at least a quarter mile to a side, though entrance to
half-elves, dwarves, and gnomes filling out the rest.
Government. A half-orc named Merrick Hurt is the city’s
these typically requires payment of a few coppers.
governor. He presides over a city council represented by The city grew outward from its central districts,
individuals from each ward and district in the city. The council is with a new district and new outer wall springing up
responsible for managing the military, commerce, and public every few decades or so. Because of this, it is
projects. According to most of the populace, the council is largely possible to see the changing styles of construction
ineffectual and is easily swayed by citizen groups, wealthy
merchants, religious concerns, and military groups. and defense over the centuries of the city’s existence,
Defense. Numbering close to two thousand, the guards also act like reading the rings of a tree. In older districts,
as constables. Most guards are responsible for watching the gates built before the development of the city’s
and kill zones around the city. A small unit of twenty griffon riders underground sewer system, countless reservoirs and
patrols the farms in the outlying area and represents the only
aqueducts rise above the rooftops, designed to catch
cavalry.
Inns. Inns are most often found at the outermost districts of the rainwater and direct sewage to dumps outside the
city with the exception of a few around the grand square. The city. The current sewers flow into an underground
quality of accommodations lessens the farther away the inn is river before being swept into endless, uncharted
from the Emelk Way. Famous locations: Dassen Arms (5 stars, the caves.
best); Griffon Suites (4 stars); Mannish Inn (2-star); Harrigan’s Inn (1
star). In the past century, clerics have blessed the gates
Taverns. Some well-known taverns are Flaming Forest Alehouse of new districts in expensive rituals, and a tradition
(5 stars); Seaquen’s Spirits (3 stars); Poison Apple Pub (2-star); One- has developed for respected citizens to be buried in
to-Go tavern (1 star). the sanctified ground near the gate of their district.
Supplies. Two-Winds Trading; Menash’s Provisions; Adventurer’s Most graveyards, however, lie outside the city, either
Trove.
fenced in atop hills, or in gated crypts.

War of the Burning Sky 3 Player’s Guide


Gate Pass — Districts, Walls, and Gates

D ISTRICTS , WALLS , AND Passing between districts is relatively easy if one


takes the main thoroughfare during the day, though
guards are known to perform random inspections.
G ATES The High District, in the center of the city, is much
more heavily guarded: typically twice the usual
The city is segmented into fourteen districts, each
number of guards is on hand, and those guards have
slightly more than a half-mile in length. They are
orders to randomly inspect someone every few
separated by 30-foot-high, 6-foot-thick walls that
minutes (especially those who look like outsiders).
stretch from north to south, which require a DC 15
Strength (Athletics) check to climb. The tops of the The northern and southern borders of the city
walls sport metal grates sticking out sideways 5 feet typically have walls built from the natural cliffs,
in each direction, requiring an additional DC 19 averaging 40 feet tall. Each district on the edge of
Strength (Athletics) check to make it over them. City the city usually has a gate either to the north or
ordinance forbids any rooftop within 10 feet of a wall, south, and a wide swath of clear land on the outer
though the city has a few stories about industrious side of the wall makes the approach easy to see.
thieves using massive ladders to traverse the city for These walls are only a token defense, since a devoted
twilight heists carried out in the wealthier districts. military press could easily overwhelm them, but
normally the city relies on the fact that approaching
Each district wall has a gate, a pair of reinforced the city through the mountains is slow and
wooden doors (AC 15; HP 54; Damage Threshold 8; treacherous.
DC 26 Strength check to break) each 20 feet high
and 8 feet wide, which remain open during the day Only a handful of districts have gates that lead to
but close at sunset. A small steel access door can be actual roads, and most of these are used for
opened to allow individuals to pass through at night, deliveries by farmers and miners. Each day groups
but vehicles and beasts of burden are almost never of Gate Pass soldiers patrol the northern and
allowed through between sunset and dawn. A small southern borders, looking for signs of illegal passage
guardhouse, large enough to comfortably hold eight and occasionally apprehending criminals who try to
soldiers, overlooks the gate with arrow slits and hide in the craggy hills.
murder holes. More guards typically watch the Most traffic passes through the easternmost and
ground level by day. westernmost districts, which have major gates that

War of the Burning Sky 4 Player’s Guide


Gate Pass — City History and Myths

lead out of the city to Shahalesti and Ragesia agreed, the city celebrated its victory, and trade
respectively. These gates are much more heavily between the two nations began to flow.
guarded: the exits have two sets of doors with a wide The city still sports numerous indications of the
kill zone between them, and city taxes pay for a occupation, and many citizens purchase busts or
variety of magical defenses on the gates. paintings of the aged emperor, as if both to mock the
In a few districts are found smaller walled areas Ragesians for their failure and to respect
populated predominantly by a single race. Most Coaltongue’s wisdom in deciding to leave their city
common of these ghettos are those of the elves, who alone. Even the emperor’s statue remains; it is
tend to shun outsiders. Elvish ghettos are renowned decorated and painted gaudily on various holidays.
for having no visible entrances through their walls— Because of his name, Drakus Coaltongue is often
all the doors are secret, which elves can intuitively associated with a myth that is native to Gate Pass
notice. and Ragesia, that of the Dragon and the Eagle. A
series of myths tell of an ancient time when the
lands that are now Ragesia and its neighbors were
C ITY H ISTORY AND the domain of four elemental spirits—the Tidereaver
Kraken, the Worldshaper Worm, the Flamebringer
M YTHS Dragon, and the Stormchaser Eagle, and these four
Gate Pass has the distinction of being the only city to beings are common motifs in the art and
successfully drive out occupation by the Ragesian architecture of Gate Pass (as well as in Ragesia).
Empire. Forty years ago, Emperor Coaltongue
defeated the city’s army, set up a military
government, and erected a 90-foot-tall statue of O RCS AND H ALF -O RCS
himself in the grand square on Summer’s Bluff Gate Pass freely accepts orcs as citizens, in stark
before moving on to his next conquest. For two contrast to most other human settlements, and
years, citizens waged an insurgency against the many have adapted well to the civilized life that is so
occupying army, until finally Coaltongue decided the different from their tribal culture.
city wasn’t worth the loss of men. Gate Pass is also widely known as a haven for
Shahalesti and Ragesia, once allies, were half-orcs, and many come to the city to find their
approaching open war, and Coaltongue declared that identity. In the formative years of the city, the
he would withdraw from Gate Pass if Shaaladel, Lord half-orcs’ origins were hotly debated and both orcs
of the Shahalesti, agreed to leave the city as a and humans questioned their standing. For humans,
neutral buffer between their two nations. The elves half-orc signaled a lesser breed, and became a
Famous Myths
The Wavering Maiden. The Tidereaver Kraken explored the land hearts of both the Dragon and the Eagle. To avoid its treachery
by making a human body for itself out of seawater. In the form of a being discovered, the Dragon tore out the Eagle’s still-beating heart
beautiful young woman with rolling black hair, the Kraken explored and hid it some place where it would never be tempted to try to get
the world. However, because the tide is inconstant, at times this it again. This explains how dragons became the strongest creatures
form would ebb, and the Kraken would spend an evening in a lake in the world, and teaches that those with too much power risk being
or river in its true form. The myth is a series of comic events based turned upon by those around them.
around numerous suitors who fall in love with the Kraken in its
woman form, and who often seek to destroy it in its Kraken form.
The Trilling Stone. The Worldshaper Worm sought to prove
its superiority to the Stormchaser Eagle by creating a song more
powerful than the Eagle’s thunder. The myth explains the various
monsters who live in the depths of the world, saying that they
were lured by the Worm’s eerie, whistling song, only to be trapped
when the arrogant Worm decided to sing even louder, causing an
earthquake. This, it is said, is why the bodies of the dead are filled
with worms when they are found in the ground.
The Aquiline Heart. This story is a morality tale about
the dangers of both pride and power. Never able to catch the
Stormchaser Eagle after many years of chase, the Flamebringer
Dragon preyed instead on the Eagle’s pride, saying the Eagle was
too weak and cowardly ever to chase the Dragon. The angered
Eagle pursued the Dragon, not realizing until too late that it had
been tricked into flying down a tunnel into the depths of the world,
where it did not have enough room to maneuver.
The Dragon bit the Eagle’s throat and began to drink its blood for
its power, when the Worldshaper Worm came upon the scene. The
Worm was blind, but the Dragon knew that it could feel the beating

War of the Burning Sky 5 Player’s Guide


Gate Pass — Connections to Gate Pass

pejorative phrase. The orcs, however, saw an war. This large cluster of squat towers connected by
increase in their influence and power and elevated covered bridges and surrounded by a moat and fence
the odd race. The divisions between all three races is jokingly known as The Castle. Gabal’s students—
were wide, but in the earlier battles for Gate Pass, easily identifiable by their red robes—are generally
the half-orcs fought and bled like the rest and the viewed as arrogant and hot-tempered, but their
walls of prejudice fell quickly. Today, there is little mentor forces them to sell their services for low
prejudice and the half-orc population enjoys an prices, particularly in matters of defense and
equal stand amongst the humans and orcs. construction, and a handful of wizards serve in the
city military.
C ONNECTIONS TO G ATE Gabal is said to scorn magic-users who do not
study spellbooks for their powers, and has a
P ASS particular dislike for bards, paladins, sorcerers, and
warlocks, commonly saying he doesn’t trust people
Gate Pass is a rich and diverse city with a variety of who have that much charisma. Charm is a
organizations and affiliations. While your character personality flaw Gabal proudly lacks.
might have come from a location far from Gate Pass, Gabal has announced that he intends to make a
you likely have spent enough time to form stand against Ragesia, ignoring the public stance of
connections in the city and be noticed by the the city council. As the Ragesian
Resistance as a good candidate for the mission at
hand. Feature: Student of War
You may choose one of the features connected to a
You have studied the art of war at Gabal’s wizard’s
group. They are a special game option to reward
school, and have practiced battling many foes at
players who create characters that are invested in
once. When you cast a spell that can cause damage
the campaign’s conflict from the beginning.
with a casting time of one action, you can instead
use the Ready action to concentrate on the spell and
City Council release it using your reaction immediately before the
The government of Gate Pass is a council of start of your next turn. The spell must be cast using
representatives from each of the districts, with a city a spell slot from 1st to 8th level. The spell’s damage
governor chosen every ten years. Many different is calculated as if it was cast with a slot 1 higher
groups hold sway with the government, ranging from than the one you used.
citizen groups to wealthy merchants to religious and
Once you successfully use this feature, you must
military groups.
finish a long rest before you can use it again.
One of the more colorful characters in the council
is Erdan Menash, a former merchant and tailor who
used to sell well-crafted but horribly unfashionable The Military
gear to adventurers, with the goal of making sure While the Gate Pass military answers to the city
everyone knew he was the one sponsoring their council, their opinion carries great weight given how
heroism. His personal manor is painted vivid green, much attention the city pays to its defense. Unlike
yellow, and purple.
The current governor is Merrick Hurt, a half-orc
who has kept relationships with Ragesia warm in the
past, though many worry he will be too agreeable to
demands by the new ruler of Ragesia. Rumors say
that he bitterly loathes elves and has a vast lexicon
of insults for them, a vice that relatively few in the
city worry about.

Feature: Civic Minded


Helping others is second nature to you. You may use
the Help action as a bonus action to aid an ally with
an attack roll or any ability check using a skill or
tool when you have proficiency in the skill or tool.
Once you use this feature, you must finish a short
rest or long rest before you can use it again.

Gabal’s School
Gabal, a famed evoker who helped drive the
Ragesians out forty years ago, maintains a school of

War of the Burning Sky 6 Player’s Guide


Gate Pass — Connections to Gate Pass

most militaries, they are not trained for large open core of the community, and though each religion has
field combat, but rather for the defense of the city, its own interests, they share common ground
taking advantage of enclosed terrain. Commander through the annual Festival of Dreams, during
Harmand Fletcher, a veteran of the rebellion against which the temples all briefly work to provide for the
Ragesia, recently retired from leader of the armed greater good. Numerous temples of smaller religions
forces, replaced by Brant Sawman, who if anything dot the city, and though they lack the same sway as
is almost more gruff and brooding than his the major eight, they still put a lot of effort into New
predecessor. Year’s festivities.
In addition to natives of Gate Pass, the city
military has veterans of every army in the land as Feature: Blessed by Dreams
they work toward a better life for themselves and You are an associate of one of the temples and
their families. A small unit of twenty griffon riders helped organize the annual Festival of Dreams
serve to patrol the far reaches of Gate Pass’s domain, holiday parade. Last year you were promised good
but otherwise the city has little in the way of a fortune. You or any ally within 30 feet of you may
cavalry tradition. reroll a single saving throw, using the better of the
two results.
Feature: Cavalry Errant Once you use this feature, you must finish a long
You excel in horsemanship and have the ability to rest before you can use it again.
help your mounted allies. You can use your reaction
to help an ally within 30 feet of you with an ability The Saraswatin
check related to riding a horse or other mount. Make Library of the God of Knowledge
a Wisdom (Animal Handling) check and use your Located in Summer’s Bluff, this four-story building
check in place of the ally’s if yours is higher. is the central repository of knowledge for the city.
Along with stacks and cubbyholes full of tomes and
The Resistance scrolls, the building has an art gallery and a
Devoted to keeping the city of Gate Pass free from five-hundred-seat theater.
the rule of both Ragesia and Shahalesti, the Researchers using the library are expected to offer
resistance includes a huge variety of people from the 1 gp to the god of knowledge, as well as give
many nations that have a vested interest in keeping generous tips to the many librarians who keep
the current balance of power. Mostly they work to things organized and easy to find.
bolster pride among the citizens of Gate Pass,
though occasionally a spy is turned over to the Mercineum
authorities by unknown persons, and the resistance Temple of the Healing God
is credited with the capture. This temple is a small, forty-foot circular building of
Many farmers and ranchers who live in the ancient design. Once there were multiple temples
mountains surrounding the city claim to have across the city, many quite large that served as
spoken to members of the resistance, who hospitals and clinics for the citizens, but this simple
encouraged them to be prepared to fight to defend building was considered the holiest of all those. Its
their lands. veneration is related to the miracle of Tench Marber,
an event that took place forty years ago during the
Feature: Blade of the Resistance Ragesian occupation.
You are a member of a small group of Gate Pass Coaltongue declared the predominant Mercinea
natives who are taking up arms to defend their home Church a heretical cult and attempted to replace the
against both Ragesia and Shahalesti. You select an sect with the Ragesian Hospitalers. Within a month
intelligent creature who has dealt damage to you or of the invasion, all the temples were converted to the
your allies as your preferred foe. That creature need Hospitalers, with the exception of the small
not have dealt damage to your or your allies during Mercineum.
the current encounter; any previous damage will The head priest of the Mercineum, Tench Marber,
suffice. You have advantage on attack rolls against was unwilling to relinquish control to the Ragesian
your preferred foe until the end of your turn.
Once you use this feature, you must finish a short The Names of the Gods
or long rest before you can use it again.
While War of the Burning Sky describes several gods and their
temples, it generally does not name them. Your GM may
The Temples incorporate a pantheon from history or another campaign setting,
The religious community of Gate Pass is diverse, or players of characters of faith might work with their GM to
create the name and domain (and possibly even history) of their
owing to the interaction of cultures flowing through character’s deity.
the city. Eight major temples represent the religious

War of the Burning Sky 7 Player’s Guide


Gate Pass — Connections to Gate Pass

The Festival of Dreams tried to rush inside the building and attack, but they
were mysteriously blocked at the door. No magic or
any other power could gain entrance, so the invading
priests decided to wait until Tench either left or died
before they took possession of the temple. Seizing an
opportunity, the besieged priest made a proposal: if,
after a year and a day, Tench was still alive within
the temple, the Ragesians would acknowledge the
god’s blessing on the Mercinea Church. They agreed,
and the bargain was struck.
For a full year, Tench sat, neither eating nor
sleeping, but he lived, and on the last day, the
frantic Hospitalers waited until the sun set, which
would mark the end of the agreed-upon time period.
As the last rays of light slipped beyond the horizon,
Tench stood up and walked to the exit, the bargain
won.
From that day on, the Ragesians grudgingly
recognized the church, and acknowledged the god’s
blessing. It is suggested by historians that the
downfall of Coaltongue’s control of the city started
with this miracle. A few living resistance fighters
agree, noting that the Mercineum provided a safe
haven for the resistance to gather and plan, free
from the probing eyes of the Ragesian priests.
Today, there are no priests of the Mercinea Church
in Gate Pass. A new order, the Aquiline Cross, has
been around for a decade and uses all the facilities
Gate Pass has its share of holidays; the most prominent is the of the old religion. There are differences between the
Festival of Dreams, a holy day observed by all of the city’s major old church and the new order, but most folk don’t
temples on New Year’s Day. Parades march from either end of the notice.
city, stopping at the grand square on Summer’s Bluff just before
sunset for a ceremony in which the high priests of each of eight
different temples “offer up the dreams of the people.” Stronghold
Each citizen is encouraged to write a prayer or hope on a slip of Temple of the Strength Goddess
paper and place it in a small clay urn, which the city produces by
the thousands every year. People deliver their urns to Summer’s This medium-sized temple is located one district in
Bluff in the days leading up to the festival. During the festival, each from the western gate. Helda Claearcall, the
high priest chooses one urn, breaks it open, and reads the prayer priestess, also serves on the City Council. She
held within. If deemed a worthy wish, the priest pledges to fulfill preaches that “Strength is Saintly” and that people
that dream if possible during the next year. Selfish requests are
frowned upon, and often the city takes great glee in perverting the must choose their own way in life. Once a rallying
words of selfish prayers, fulfilling the adage “be careful what you cry for the occupied city, the phrase is now sneered
wish for.” at, as Gate Pass’s cultural attitude leans towards
The rest of the urns are left in the center of the square, and government direction of individual lives.
citizens are encouraged to pick one up and try to fulfill someone’s
wish. The morning after the festival, those left unopened are
carted en masse to the countless small caves that dot the cliffs The Bacchanal
around the city, where they are buried. Many folk tales involve Inn of the God of Revelry
stories of these buried dreams coming to life and bringing good
fortune, though most adults of the city view these as merely This is one of the fastest-growing cults within Gate
superstition. However, because the festival takes place in winter, it Pass. The temple is styled like a huge beer hall and
is considered bad luck if none of the eight wishes read aloud
worship is a rowdy affair with dancing, drinking and
wishes for spring to come.
song. Once a week, the building opens and for a few
coppers tithe, adherents can enjoy limitless food and
clergy and simply sat on the center altar as the drink. Many tavern-keepers have seen their profits
Hospitalers demanded he leave. Tench declared that drop as a result and have voiced their opinions to
he would not leave; instead, he would stay on as a the city council.
reminder to all that the Hospitalers were not truly Shakur Biggs, the head priest, is currently the
blessed by the gods. master of ceremonies for this year’s festival. He was
The Ragesian healers, outraged at his insolence, apparently planning to head a large musical

War of the Burning Sky 8 Player’s Guide


Gate Pass — Connections to Gate Pass

performance, but his plans have been dampened by


the threat of a hostile Ragesia.

Dassen Stone
Temple to the Dwarf God of Ancestors and Temple to
the God of Battle
Second only to the Saraswatin in size, this temple
serves as two temples now that the dwarf population
is almost completely gone from the city. The large
edifice also houses the public works offices. Lessons
in fighting and leadership are regularly offered and
the city guard is often seen training there. Rumors
that the dwarves keep treasures mined from the
deep during the construction of Gate Pass abound.

The Arcanum
Shrine to the God of Sorcery
Located across the street from Gabal’s School, this
shrine is a holdover from the Ragesian occupation.
Its existence is a sore point with Gabal, who hates
the sorcerer philosophy, so it is frequently the target
of “stray” spells. It is uncertain how many sorcerers
live in Gate Pass, but they have considerable
influence on the City Council, largely through the
actions of Gratanus Helicomb, the Shrine’s President
(no one is sure what that term means within the
council).

Fertile Fields
Temple to the Goddess of Hearth and Home
Simply constructed, this building is a favorite
meeting place of the farmers and ranchers of the
outlying area. The city council almost always bows
to the wisdom of the temple elders, especially after attacked by a trio of common thugs who intended to
the food riots of twenty years ago, when a gate tax have their way with the woman. Rantle fought them
was imposed on all people and animals (even dead off, then stayed around to protect her while the city
ones) entering the city. The farmers revolted and guard arrived, even though he knew he would be
stopped delivering goods and supplies. A week later, recognized and arrested. Public support for his
the situation within Gate Pass was so desperate that heroism got him pardoned, and many people have
the townsfolk rushed the council and deposed them. begun calling for him to join the city council.
The tax was instantly repealed. Since then, a temple Of course, the merchants of the city still don’t like
elder has always been assigned to the council to being victimized. It is said the clientele of One-to-Go,
represent the population outside the walls. a tavern in one of Gate Pass’s slums, is composed
entirely of former thieves who have lost a hand as
Thieves’ Guild punishment for stealing.
Everyone knows that thieves operate in the city,
often with the aid of bribed councilmen who turn Feature: Guild Sympathizer
blind eyes. The thieves tend to prey on wealthy Your experience with being a lookout grants you the
merchants, especially foreigners, and so many ability to alert your allies just before danger strikes.
commoners view them favorably. The guild is If you are not surprised at the start of an encounter,
understandably nervous about the prospect of you may use your bonus action to warn your allies.
Ragesian martial law. Any surprised ally who has not yet taken a turn may
One particularly well-known rogue is a dashing reroll a failed ability check to avoid being surprised.
scoundrel named Rantle. He came to fame because On a success, they are no longer surprised.
of an elaborate confidence game to steal from a
female merchant. One night when his scam was near
fruition, he was with the merchant when she was

War of the Burning Sky 9 Player’s Guide


R AGESIA AND THE S URROUNDING L ANDS
Ragesia is the largest nation in the region, and nations before being conquered by sword and torch.
four other nations commonly interact with it. The
Every region has a large component of orcs in the
politics and history of the region are relatively
population, along with heavy military presence to
simple, though the recent power vacuum in Ragesia
ensure loyalty and peace. Though the people of
threatens to make things much more complicated.
Ragesia have been conquered, most are content that
The Ragesian Empire lies in the northwest of the
they live today in relative safety. Given the power of
region, spanning several hundred miles north to
the empire, rebellion just doesn’t seem worth it. The
south and east to west. To the east is the Shining
majority of the population is still human however, or
Land of Shahalesti, a tenuous ally with whom
half-orc, and different ethnic groups remain mostly
relations have frayed of late. To the south lie the
concentrated in their old homelands, which are often
Exarchate of Sindaire, the Kingdom of Dassen, and
separated by low, long mountain ranges.
the Khaganhold of Ostalin, three nations which so
far have managed to avoid being conquered by Ragesia is conventional in its political organization;
Ragesia. mayors and town councils are found in nearly every
community. The focus of their governance though, is
power and subjugation. Evil hearts are encouraged
R AGESIA to define and execute the letter of the law with scant
The Ragesian Empire is based in the capital city of regard for compassion or quarter, though it is
Ragos, located on central lowlands dominated by occasionally given, if only to underscore the power of
many lakes. While the core of the empire is the empire. Like the tribal beginnings of the orcs
populated heavily by orcs and half-orcs, the outer who now rule, strength and position is gained
regions have wildly diverse cultures and populations, through depravity and guile. The populace has
the result of having once been many separate grown used to the occasional suspicious death or

War of the Burning Sky 10 Player’s Guide


Ragesia and the Surrounding Lands — Ragesia

Emperor Drakus Coaltongue and the Torch of the Burning Sky


Decades ago, a warlord arose among the orc tribes of what Coaltongue was content with his new homeland, and did not want
is now Ragesia. Drakus Coaltongue, half-orc son of a human to jeopardize it by reaching too far and falling before the might of
noblewoman, brought a level of patience and political cunning rarely many nations, as Morrus had fallen before him.
seen among the savage orcs. He united many tribes, slew a gold But slowly, Ragesia expanded its borders. It took years for events
dragon and took its child as a prize, and prepared his people for to play out, and always in a way that Ragesia’s imperialism was
glory. justified, either in response to enemy attacks, or to aid another
And then, to everyone’s surprise, he did not sweep into human nation that was being threatened. With the benefit of hindsight,
lands for a bloody but ultimately short-lived rampage. Instead, many suspect that somehow Coaltongue provoked these conflicts.
Coaltongue allied with various poor human nations, helping them Finally, when Coaltongue was far older than any half-orc had right to
drive back the predations of the strongest country in the region, be, all the lands that had once belonged to his allies were his.
Morrus. Coaltongue even gained the aid of the insular elves of
Shahalesti, until finally he was ready to lead a coalition army against Recently, after nearly a decade of inactivity, Coaltongue offered
Morrus. For this great assault, Coaltongue revealed a devastatingly to help the Exarchate of Sindaire put down a rebellion within
powerful artifact that would lead him to victory, the Torch of the its borders, and the nation nervously accepted, fearful of being
Burning Sky. swallowed up by another trick. What Coaltongue was planning may
The power of the Torch was to call down fire from the sky, and never be known, because a few weeks into his military campaign,
to carry Coaltongue’s army hundreds of miles in an instant, plucking something went wrong. Ragesia has not heard from its emperor in
them up with one pillar of flame, and depositing them with another. over two months, or if they have, they have hidden the news.
Coaltongue and his allies easily defeated Morrus, and from the The Old Dragon, some called him, since he seemed immortal,
nation’s burning remains, Coaltongue created a new kingdom for and he only grew more cunning and powerful with age. Some dread
himself and his orcish followers, Ragesia. it, and some cautiously hope for it, but it seems the Old Dragon has
For a time Coaltongue and his allies coexisted in relative peace. been slain.

mysterious fire or robbery. survive. Now, sixty years after it bowed to


The northern reaches are home to people known Coaltongue, modern Ragos combines a history of
as the Kelaquois, who live in frigid lands that are military might, an extravagant beauty grown through
frozen for most of the year, where they coexist with centuries of wealth, and endless forms of decadence
frost giants, mastodons, and vast herds of bison. from the aristocracy old and new.
The western plains were once the nation of Latia, its Ragos looms imposingly on the shores of Lake
renowned ship-building now benefiting Ragesia and Bashar. Regal buildings, decorated in expensive
its navy. The southern lands are craggy, with cold black marble, rise high along the city’s broad streets,
rocky deserts dominating what was once Chathus, a down which patrol the proud warriors of the elite
land of nomads and traders who nevertheless Seventh Ragesian army. Pleasure barges float among
defended their lands with great vigor, using cavalry the small, rocky islands of the lake, where the most
and mobility to wage a protracted war, allowing their prominent of the city’s noble families, many of which
home to be the last conquered by Ragesia. The descend from before Coaltongue’s armies conquered
central heartlands once belonged to the powerful the city, make their homes. The rough hills
fortified nation of Morrus, and numerous old castles, surrounding Lake Bashar lead to clear delineations
forts, and walls dot the landscape, defenses which of status, with the middle class living on the gentler
were easily bypassed with Emperor Coaltongue’s flatlands, while the poor cram into slums on the
Torch. steep sides of the hills. Numerous walls divide city
An ocean borders Ragesia to the west, with rocky sections and defend against outward attacks, but at
mountains marking Ragesia’s borders with the its current size, Ragos is almost too large to
nations to the south—Sindaire and Dassen. The effectively attack or besiege.
northern border is a high, frigid mountain range,
separating Ragesia from most of the rest of the world. Garrisons of thousands defend the walls around
The same mountains curve down to form the eastern these high quarters, and wyverns prowl the skies
border, rising high enough that Ragesia never saw near the palace, but aside from a sprawling district
much value in trying to conquer beyond them. known as The Hundreds to the south of the city
center, no other city quarters are allowed to extend
closer than a half mile from the walls of the high
Ragos districts. In the fields surrounding the high quarters,
Before Drakus Coaltongue’s rise to power, Ragos the army performs daily training exercises, more to
served as the capital of Morrus, then the mightiest display the empire’s power to the populace than to
nation within a thousand miles. When Coaltongue actually hone their skills. Beyond these training
conquered the city, he made it his seat of power and fields, to the north and west of the central city,
named his new empire after it, but left the heart of dozens of smaller towns, scores of slums, and
old Ragos intact. In this way he won the loyalty and hundreds of farms and small holdings lie
trust of many powerful families who expected to be interspersed with small defensive forts and
slaughtered, though certainly some dynastic grudges watchtowers.

War of the Burning Sky 11 Player’s Guide


Ragesia and the Surrounding Lands — Shahalesti

Shahalesti, ruled by Lord Shaaladel, a middle-aged


elf who rose from being a military commander to the
nation’s ruler during the ascension of the Ragesian
Empire. Shahalesti was in danger of being
conquered like Ragesia’s other neighbors, and
Shaaladel’s aggressive displays of force—including
the conquest and destruction of nearby elvish lands
that were hostile to him—are credited as major
reasons why Ragesia has so far not looked east for
conquest.
During Ragesia’s annexation of its neighbors, Lord
Shaaladel lent military aid, and he and his trusted
aides participated personally in several battles at
Coaltongue’s side. A canny, wise, and charismatic
commander, Shaaladel is respected even by the
Ragesian army, and many expected him to succeed
as Emperor after Coaltongue’s death. Rumors say
that the elvish lord was quite displeased that the old
half-orc was refusing to die of old age.
Shahalesti is not an entirely elvish nation. The
majority of its population is human, but they live as
commoners with little real power. The aristocracy is
almost exclusively elvish, as well as the higher ranks
among the military. Despite a grudging alliance with
Ragesia, orcs and half-orcs are despised and
persecuted, unable to hold any public positions, and
often horribly exploited as nearly slave labor. A few
Though the rest of Ragesia experiences harsh
blizzards, Lake Bashar normally keeps the winters
mild, and the wind off its surface keeps away
mosquitos during the summer.

The Inquisitors
Dressed in bear skins, their faces concealed by
bear-skull masks, inquisitors are the feared blade of
Ragesia, expert in cutting out those who resist its
rule. They fervently serve Ragesia’s supreme
inquisitor, an aged witch named Leska, who until
recently was a loyal servant of the emperor. Now
Leska has assumed the throne, and the inquisitors
are her greatest weapon.
Mages tell stories of inquisitors—sent to hunt
down disloyal mages—completely ignoring powerful
spells, or even turning spells against their casters.
The few who have been captured by inquisitors and
have lived to tell the tale recount being tortured,
their wrists slashed by an inquisitor’s clawed
gauntlets, then being left to a slow, cold death
unless they betrayed their allies. Some rumor that
inquisitors can even devour the souls of magic-users,
taking their powers for themselves before raising the
slain mage as an undead follower.

S HAHALESTI
On the far side of the mountains that mark Ragesia’s
eastern border spreads the Shining Land of

War of the Burning Sky 12 Player’s Guide


Ragesia and the Surrounding Lands — Dassen

outposts of wealthy orcs with ties to Ragesia have warfare, but since the unification of the nation, a
tried to start their own communities; this is a steady sect of the cave goddess Donhofreya has devoted
source of strife. itself to healing the nation. Donhofreyan prelates
have earned great respect; many serve in the army,
Calanis showing an eager mixture of militarism and
The capital of Shahalesti, Calanis, is a large city medicine. The Order of the Aquiline Cross is on good
built over a crescent rift carved by a waterfall. The terms with the Donhofreya prelacy.
city is forbidden to new non-elves except by
invitation from one of the royal family which, as of Bresk
now, consists only of Shaaladel and his daughter The walled city of Bresk rises above the hills around
Shalosha. Its population consists primarily of elves it, with the castle perched on a rocky protrusion
and humans with a few half-elves and other races. called the Great Hill. It overlooks the wide river and
the Toraest Steppes to the east. Much of the castle is
The Solei Palancis said to be underground, as are many parts of the
city, which is home to several thousand dwarves.
The Shahalesti military, including its navy, focuses
The city itself is generally unfriendly to outsiders,
on quality rather than quantity. Most soldiers are
equipped with at least minor magic items, and
arcane magic in general is key to most of the
nation’s tactics. Their most famed soldiers are the
Solei Palancis, the shining legion, whose swords
shed light as bright as the sun.

D ASSEN
The Kingdom of Dassen lies to the south of Ragesia,
and the southwest of Shahalesti, its borders defined
by craggy mountains defended by hundreds of small
dwarven strongholds. Dassen’s people, a swarthy
assortment of humans and dwarves, cherish their
land, to the point that superstitious cavalrymen even
put dirt in their boots so never have to stop touching
the soil of their homeland.
Originally known as the Eight Lands, when Dassen
was unified fifteen years ago a ninth region was
carved out, which became the holding of King
Steppengard. Today Dassen is divided into nine
regions, forming a loose ring around the central
mountain range, the Toraest Steppes. King
Steppengard rules over the eight feudal lords and
ladies, as well as dozens of minor dwarven nobles
who govern their own small holdings in the
mountains.
There are no mighty cities in Dassen, only
thousands of farms and towns growing out from the
nine castles of the king and his dukes. The largest
city, Bresk, lies on a major river beside
Steppengard’s castle, and is a hilly community built
both above and below ground. Its population is
two-thirds human, a quarter dwarf, and a small
number of orcs and other races.
Dasseni architecture tends toward the stout and
broad, and is typically adorned with various great
cats, gem-patterns, and sphinx statues. People dress
in multiple layers of drab clothes, clearly
unaccustomed to such chill weather, though the
tunnels underground are much warmer. Traditional
Dasseni religion was mostly devoted to strength and

War of the Burning Sky 13 Player’s Guide


Ragesia and the Surrounding Lands — Seaquen

and most of the real culture of Bresk lies are both master acrobats and skilled mages, prone
underground in tunnels excavated by dwarves over to dress in elaborate and eclectic costumes with
the centuries. Most foreigners never delve below the elements cobbled together from dozens of lands.
surface to see the bustling markets and solemn
temples, illuminated by clever skylights and mighty
braziers. S INDAIRE
The national government of the Exarchate of
S EAQUEN Sindaire is officially run by a representative from
Ragesia, but in practice the Exarch has limited
At the end of a swampy isthmus on Dassen’s power. The people of Sindaire—mostly humans with
southern tip, the town of Seaquen has managed to some caravans of nomadic gnomes—pay some taxes
maintain its independence from its northern to Ragesia, but maintain their own armies and laws.
neighbor, a fact which has provided some of the They take mild comfort in knowing that, should
Dasseni nobles with much consternation. It is home Ostalin, their neighbors to the south, ever attempt to
to a school called Lyceum, devoted to teaching magic claim more land, Ragesia will come to their defense.
of all kinds, and the Wayfarer Theater is currently Recently a vocal group of city mayors in the center
moored in the harbor. of the nation began to protest paying taxes to
Ragesia, and refused to pay. Unlike the coastal cities,
they benefited little from trade with Ragesian ships,
and they called for the removal of the Exarch, a
half-orc woman named Horstea. Despite protests
from the government ministers, the Exarch sent a
plea to Ragesia, and Coaltongue’s army responded,
traveling by Torch to the central prairies to put down
the rebellion.
Sindaire has a long-established druidic tradition,
coming from a time when a group of refugees fleeing
a catastrophe in what is now Shahalesti settled in
Sindaire’s warm forests, converting many of the
locals through their generosity and their disciplined
devotion to nobler ideals. Because lions are revered
in these foreigner’s culture, lions now fill the role of
pets to the aristocracy, and guard dogs for the
common folk.

Turinn
The large capital city of Turinn lies on two sides of a
long rock spur. The western side has ports on the
sea, while the bulk of the city lies safe on the east.

Knights of the Aquiline Cross


Lyceum The Order of the Aquiline Cross is an old order
Students of Lyceum are encouraged to learn a remembered by students of history as zealous and
variety of magical styles, and are trained in brutal knights of the nation of Morrus. It was
spelldueling techniques similar to Gabal’s school in mysteriously destroyed 70 years ago, about 10 years
Gate Pass. They were relatively unknown in the before Coaltongue started his rise to power. The
region until recently, when Simeon, headmaster of order was reborn in Sindaire a decade ago. Since
the school, sent out a call to all the people in and then, small chapels that teach the order’s original
around Ragesia, asking for them to stand up against doctrine of mercy, sacrifice, and a fierce defense of
the threat posed by the Ragesians and their new life have sprung up throughout the lands of Ragesia
leader Leska. and its neighbors.

The Wayfarers
Every port in the region has at one time or another O STALIN
been host to the Wayfarer Theater, a For many years, the small island people of Ostalin
beautifully-decorated ship that is both home and battled among themselves, before finally a warlord
base of operations for the Wayfarers. The Wayfarers conquered his foes and proclaimed himself Khagan.

War of the Burning Sky 14 Player’s Guide


Ragesia and the Surrounding Lands — Ostalin

sympathetic to the many tieflings chased out of other


countries. The Khagan is also intent on finding his
remaining three half-brothers; he is obsessed with
securing his throne through a program of
elimination. Additionally, Sindaire is looking for
opportunities to reclaim the diverse, beautiful
landscape they lost.

Kistan
The capital city of Kistan is relatively small, since the
city that used to occupy the land was burned down
only a few decades ago by the original Khagan. This
cosmopolitan city offers charms and temptations
that make it enticing to those who struggle between
good and evil and, though small, the merchant
house is growing, both in legitimate trade and in
their less noble underworld dealings.

The Monastery of Two Winds


The Monastery of Two Winds lies in the mountains
that form the main border between Ostalin and
Dassen, near to the large town of Eresh. The
monastery teaches two different approaches to
harnessing the power of air magic, the gentle West
Wind style, and the fierce East Wind style. Some
monks of the two winds feel compelled to travel the
world, letting the wind guide their journeys.

He then led his people to the mainland, conquering


lands from Sindaire with the aid of hippogriff aerial
archers until he reached a mountain range and met
resistance from a clan of dragonborn. Impressed
with the honor the dragonborn exhibited on the
battlefield, the Khagan decided to learn from this
strange race and sued for peace. The dragonborn
accepted and the Khagan became a disciple of the
dragonborn culture, even changing his name to
Barazar.
During this time, Barazar had many children with
many wives, but ultimately he left his nation to his
half-elf son Onamdammin, in whom he saw the
same fire of obsession that led him to conquer. The
Khagan hoped his son would be the one to topple
Coaltongue and rule Ragesia, but he did not see that
the young ruler had no honor underneath his veneer
of respectability. With deep regret, he denounced
Onamdammin and fled along with his family to the
mountains, vowing to correct his mistake. He died
from an assassin’s arrow before he could carry out
his coup. His remaining sons are now seeking help
from other nations to depose their half-brother.
The Khaganhold of Ostalin is a violent state, ruled
poorly by Khagan Onamdammin, whose passions
and desires far outstrip his talents. He has broken
relations with the dragonborn because they refuse to
relinquish his siblings. In response, he has become

War of the Burning Sky 15 Player’s Guide


Ragesia and the Surrounding Lands — Character Races in the Lands

C HARACTER R ACES IN ghetto in Gate Pass. Meanwhile, the Shahalesti


declared the Taranesti of Phorros Irrendra to be a
threat and launched a full-scale military campaign
THE L ANDS against them. No contact has been made with the
Within the lands, the great races have special elves of Phorros Irrendra as it now lies within
histories and regional strongholds. If you create a Shahalesti borders. The remaining Taranesti
new character, you may wonder where others of your diaspora generally live in small forest communes or
race may be found. The following section identifies ghettoes of larger cities. A Taranesti adventurer
the areas where each race is concentrated and some might be looking to rise above their meager existence
likely motivations for adventuring. Those races not or unite the disparate people into a nation of their
mentioned exist in the lands, but are exceptional to own.
see and require a more customized treatment by the The Droalesti are dark-skinned elves who live in
GM and player. small communities in cave complexes underground.
Dwarves. Most dwarves live in one of the hundreds Droalesti are not necessarily evil, but they are rare to
of dwarven strongholds in Dassen or in its cities and see in society and thus stand out. The Droalesti
towns. The adventurous dwarves venture out to harbor a general bitterness toward the Shahalesti
build an inspiring legacy, win glory for their family who have successfully carved out their own nation
name, or restore faith in the ancient gods that seem but do not open citizenship to other elves. A
to be forgotten in this modern day. Droalesti adventurer might be looking for new
Elves. The most prevalent of elves are the opportunities outside the confines of their
Shahalesti who primarily reside in the Shining Lands community.
of the Shahalesti. The Shahalesti military is second Halflings. Found mostly along the rivers and
only to the Ragesians, and they jealously guard their byways of Ostalin and Sindaire, the halflings of the
fey-touched lands from all, even other elves. Sorcery, lands sometimes leave the west in search of
spying, and military / mercenary prowess are all adventure and treasure. Though once halflings were
reasons for a Shahalesti to adventure in the lands. generally quite well traveled, the unrest in Ostalin
The Taranesti are elves of the woods, or they used has concentrated the population in that country
to be. Forty years ago, the two largest Taranesti because it presents the best hope for them to start a
populations were wiped out. The Ragesians set the nation of their own. As the country continues in
forest of Innenotdar, just south of Gate Pass, to the strife, the halflings work with some factions in
torch, and it still burns to this day. The few Sindaire to destabilize the kingdom even further.
Taranesti who escaped the flames mostly settled in a Humans. As the greatest population in the lands,
human characters can come from anywhere and
Accents of the Lands their motivations for adventure are limitless. Those
Accents are not required for great roleplaying, but some people originating from the Gate Pass area have access to
find them to be a fun way to get in character. The following some ready-made regional benefits, and the city is
suggestions are based on where a character grew up and draw diverse enough for almost any character type to be
analogies between the elements of the lands and our world, but made.
feel free to use whatever accent you want, including your regular
voice. Dragonborn. A few small clans of dragonborn
Ragesia. The Ragesian Empire has taken over many smaller inhabit the mountains between the Ostalin and
nations, resulting in a patchwork of local dialects. An accent from Ragesian border. Loosely in communication with
anywhere in North America or South America would work here. each other, the predominant goal is to solidify the
Shahalesti. The Shahalesti are trying to form their own empire
and fit well with the Received Pronunciation accent of British creation of a new republic of dragonborn within the
English. mountains. Those who adventure often do so to lay
Taranesti. Building off of the relationship with the Shahalesti, foundations for future diplomacy, learn and improve
Taranesti from the north of Shahalesti or the Ragesian Empire, on the latest technologies of war and combat, or seek
such as from the forest of Ycengled Phuurst, could speak with a
riches and glory to advance the dragonborn legacy
Scottish accent. Taranesti south of that area, such as refugees
from the forest of Innenotdar, might employ an Irish accent. and become the future leaders of the new empire.
Droalesti. Rounding out the elves and continuing the Gnomes. If history is any indicator of the future,
relationship with the Shahalesti, Droalesti might use a French the gnomes continue to seek being ignored as a
accent.
Dassen. The lands of Dassen have German influences. The threat. Seeing the success of Coaltongue in using
most obvious of these is the name of Königsmarschall Malkan. magic to secure his throne, the gnomes of the lands
Sindaire. Certain parts of Sindaire’s decor incorporate bears. A strive to gather all manner of history and magic in
Russian or Eastern European Accent might work well. order to avoid becoming slaves to the might and
Ostalin. You can draw certain parallels between Khagan power of Ragesia. . . or Shahalesti. To the gnomes,
Barazar and Ghengis Khan. An East Asian accent would fit for
someone hailing from Ostalin. knowing how one could capture and enslave another
allows the knowledgeable to avoid the possibility

War of the Burning Sky 16 Player’s Guide


Ragesia and the Surrounding Lands — Recent History

altogether. Their quick wit and seeming mockery of trouble. Ragesian forces withdraw after Coaltongue
the Ragesians and the Shahalesti is vexing to orcs and Shaaladel agree that the city is neutral territory.
and elves alike. Most gnomes come from Sindaire, 15 Years Ago. Steppengard unites the 8 lands of
but some small groups can be found in almost any Dassen, carving out a 9th land for his holdings.
land. If a gnome character encounters other gnomes, 9 Years Ago. Ragesia’s expansion abates.
they will strive to spend at least a few hours with November. Emperor Coaltongue is rumored to have
their brethren before continuing to adventure. died while putting down a rebellion in Sindaire.
Half-Elves. More fully integrated with their human December. Ragesia, now under control of Supreme
side, most half-elves come from the great cities: from Inquisitor Leska, announces its intention to retaliate
Gate Pass and Seaquen to the many cities of Ostalin, against the nations of Sindaire and Shahalesti for
Dassen, and Sindaire. The motivation for adventure their involvement in the assassination of Emperor
is as varied in a half-elf as it is in a human. Some do Coaltongue. In response to the announcement,
see the latest bellicose attitude of the Ragesians Shahalesti sends out diplomatic envoys to nearby
troubling and seek to help fend them off in the nations, seeking allies.
impending conflict. Rumors spread about Ragesian inquisitors
Half-Orcs. No matter what their racial origin may rounding up spellcasters and taking them away, not
be, the half-orcs of the lands enjoy a unique position; to be heard from again. Now Ragesia once again has
fully realized citizens in Ragesia, Gate Pass and Gate Pass in its sights, and its army is approaching.
Dassen. The other kingdoms are less cordial, and so The Festival of Dreams, which marks the new year,
most half-orc adventurers are found from the middle has been cancelled as the city prepares for war.
part of the lands. Always struggling with their
heritage, the adventuring life is often a way to throw
off subtle, lingering prejudices or find a place in a T HE B URNING S KY
group of allies and equals. Since Coaltongue’s rumored assassination,
Tieflings. Ostalin is a haven for tieflings. The something has gone wrong with teleportation:
designs of Ostalin’s ambitious ruler, Khagan teleporting couriers appear ablaze and die fiery
Onamdammin, have created a sort of demand for the deaths. Spellcasters at the Lyceum Academy in
skills of those who struggle with their darker nature, Seaquen and at Gabal’s School of War are
while the unstable government makes it hard for assiduously researching the mysterious cause of this
anyone to act against the tieflings as they strive to problem, which they have dubbed the “Burning Sky.”
survive in a world that doesn’t trust them. In recent The effects of the Burning Sky have become common
decades, the gregarious nature of Gate Pass knowledge for all characters who can teleport.
merchants traveling the lands has impressed some The researchers believe that the Burning Sky is
tieflings, and a few have set up a small merchant related to the unusual weather, which has taken a
house within the fifth district of the capital, the sudden and worrisome chill turn. Divinations
mountain city of Kistan. regarding the weather seem to indicate that no
spring is in sight for the lands of the Burning Sky.
Even without divinations, druids and others
R ECENT H ISTORY connected to the natural world sense something
Much has happened leading up to the point where amiss with the coming winter, and the sky is filled
your character becomes embroiled in the coming war. with flocks of confused birds trying to flee a cold
The following events are generally available snap that is more severe than usual.
knowledge to anyone who listens to stories and news All creatures and objects that travel using a form
of the world around them. of teleportation such as misty step, dimension door,
60 Years Ago. Coaltongue and Shaaladel form an or teleport take 1d6 fire damage for every 100 feet of
alliance. Together they succeed in toppling the teleportation or portion thereof to a maximum of
empire of Morrus. Coaltongue takes over its capital 40d6 fire damage. Arcane scholars suggest various
of Ragos and the Shahalesti forge a nation of their methods for avoiding this damage, including
own to the east of Ragesia. transforming into a creature immune to fire damage
50 Years Ago. Coaltongue first sweeps through the or using a spell to grant resistance to fire damage.
lands of Sindaire and Ostalin to apocalyptic omens.
40 Years Ago. Emperor Coaltongue defeats the
army of Gate Pass, sets up a military government,
and erects a 90-foot-tall statue of himself in the
grand square on Summer’s Bluff before moving on to
his next conquest.
38 Years Ago. The Gate Pass insurgency finally
makes Coaltongue decide the city isn’t worth the

War of the Burning Sky 17 Player’s Guide


C HARACTER C LASS O PTIONS
The following class options are inspired by the rich
history of the lands and the diverse cast of
characters who you will meet on your travels.

B ARBARIAN : P ATH OF THE


B LITZER
Many warriors remember when they first fought a
raging barbarian, but those that had to face a blitzer
still tremble at the memory. A barbarian who follows
this path couples their primal rage with extensive
training in armored and unarmed combat. They are
equally adept at spearheading an army’s charge or
brawling in the ring.
Prerequisite. You must have a Strength score of at
least 13 to choose this primal path.

Path of the Blitzer Features


Barbarian Level Feature
3rd Armored Juggernaut, Brawler (1d4)
6th Charge, Brawler (1d6)
10th Unexpected Blitz, Brawler (1d8)
14th Preemptive Strike, Brawler (1d10)

Armored Juggernaut
Starting when you choose this path at 3rd level, your
training grants you proficiency with heavy armor.
When you gain Fast Movement at level 5, you still
benefit from the increase to your speed while
Preemptive Strike
Starting at 14th level, your training allows you to
wearing heavy armor.
disrupt an enemy’s attack. When a creature within
your reach prepares to make an attack, you may use
Brawler your reaction to attack it before it makes its attack
Beginning at 3rd level, your training in unarmed roll. If you hit the creature, it has disadvantage on
combat means that you hit harder than almost its attack.
anyone else and can use your environment to your
advantage. You gain proficiency in improvised
weapons, and your unarmed strikes and improvised B ARD : C OLLEGE OF
weapons use a d4 for damage. The damage die
increases at later levels: a d6 at 5th level, a d8 at C IRQUELISTES
11th level, and a d10 at 17th level. While anyone having a penchant for performance
can audition to join the Wayfarers, the most
Charge respected members are the highly-trained
Starting at 6th level, you learn to harness your cirquelistes. These agile, typically flamboyant
explosive speed to overwhelm your opponent. When performers are masters of teleportation magic. An
you move at least 10 feet in a straight line to a point aspiring Wayfarer must complete an audition, and
within 5 feet of a creature, you may may shove the any character accepted into the Wayfarers must
creature as a bonus action. swear an oath.
Those who need to get somewhere quickly know
Unexpected Blitz they can trust the Wayfarers to provide teleportation
Beginning at 10th level, you have learned to use services. Wayfarer cirquelistes are required to pay
your Feral Instinct to overwhelm your enemies. monthly fees to the guild for each teleportation spell
During the first round of combat, you have they provide except when their lives or the lives of
advantage on attack rolls against any creature that their allies are at stake. The fee is 20 gp per use of
hasn’t taken a turn in the combat yet. dimension door and 300 gp per use of teleport or

War of the Burning Sky 18 Player’s Guide


Character Class Options — Cleric: Inquisitor

other long distance spell. In exchange, the Cirque Cirquelistes Beyond the Burning Sky
offers its members protection and rescue in times of
trouble and can practically ensure business. This class is slightly overpowered in settings where you don’t take
fire damage when teleporting. In these settings, your GM may alter
the Wayfarer’s Step feature as follows:
College of Cirquelistes Features When you join the College of Cirquelistes at 3rd level, you begin
Bard Level Feature to learn the secrets of the Wayfarers. You know misty step, and it
3rd Wayfarer’s Step, Record of Travels does not count against your spells known. You can expend a use
6th Extra Passengers, Spellrunner of Bardic Inspiration to cast misty step without using a spell slot. If
14th Smooth Sailing, Abduct dimension door is one of your spells known, you can expend one
use of Bardic Inspiration to cast it as a bonus action. If teleport is
one of your spells known, you can expend one use of Bardic
Inspiration to cast it as a ritual.
Wayfarer’s Step
When you join the College of Cirquelistes at 3rd level,
you begin to learn the secrets of the Wayfarers. You
Extra Passengers
know misty step, and it does not count against your At 6th level, You can take additional creatures with
spells known. You can innately cast misty step you whenever you use misty step, dimension door, or
without using a spell slot. If dimension door is one of teleport. For each use of Bardic Inspiration you
your spells known, you can expend one use of Bardic expend, you can bring along one additional creature
Inspiration to cast it as a bonus action without using of your size or smaller.
a spell slot. If teleport is one of your spells known,
you can expend one use of Bardic Inspiration to cast Spellrunner
it as a ritual. Also at 6th level, whenever you cast a spell with a
casting time of one action and an instantaneous
Record of Travels duration, you may expend a use of Bardic
Also at 3rd level, you receive a quarterstaff from the Inspiration as a bonus action to teleport to any
Wayfarers. Cirquelistes record significant events in unoccupied space you can see within 500 feet that
their journeys by attaching mementos to the was within the spell’s area of effect or adjacent to
quarterstaff or inscribing on its surface. This one of its targets.
quarterstaff can be used as a spellcasting focus.
Smooth Sailing
Starting at 14th level, you and your passengers have
resistance to damage received during the course of a
teleportation spell you cast.

Abduct
Beginning at 14th level, your teleportation spells and
spell-like abilities can affect unwilling creatures as if
they were willing. Make a melee spell attack against
a creature within 5 feet of you as part of casting the
teleportation spell. On a hit, the creature must make
a Charisma saving throw. On a failed save, you may
spend a bardic inspiration to consider the creature
to be a willing creature for your teleportation spell.

C LERIC : I NQUISITOR
Ragesian inquisitors are clerics who specialize in
countering enemy spellcasters. They are typically
heretics of gods of fire, knowledge, or magic who now
revere their leader Leska almost as a god. Their
favored weapon is the hand claw, which leaves their
hand free to hold items and perform somatic
component of spells.
Talk to your game master if you would like to play
a low-ranking inquisitor who deserted the Ragesian
army when you had a change of heart. Your
character will be unaware of any Ragesian plans or

War of the Burning Sky 19 Player’s Guide


Character Class Options — Druid: Circle of Nature

strategy beyond your job to subdue spellcasters and able to simultaneously assume an additional aspect
turn them over to your superiors. when you reach 6th, 10th, and 14th level.
Agility. Your muscles shrink slightly. You have
D RUID : C IRCLE OF advantage on Dexterity ability checks and saving
throws and disadvantage on Strength ability checks
and saving throws.
N ATURE Antifreeze. Proteins in your blood bind to ice
An eagle soars in the air. Salmon swim upstream crystals, preventing you from freezing. You can
against the current. A badger burrows under the tolerate temperatures as low as -50 degrees
earth. A fly darts to avoid being swatted. Beasts Fahrenheit without any additional protection. If you
thrive as they use their strengths in the the right wear heavy clothes, you can tolerate temperatures as
environment. Druids of the Circle of Nature learn to low as -100 degrees Fahrenheit.
mimic this symbiosis and strive for a balance Amphibious. You sprout gills and grow webbing
between society and nature, but they can bring the between Your fingers. You gain a swim speed of 40
forces of nature to bear when it is threatened. feet and the ability to breathe both air and water.
Camouflage. The coloration of your skin adapts to
Circle of Nature Features your surroundings. You have advantage on Dexterity
Druid Level Feature (Stealth) checks.
2nd Aspect of Nature (1 Aspect) Constrictor. Your arm and grip strength increase
6th Friend of Nature, Aspect of Nature (2 Aspects) immensely. You have advantage on Strength
10th Avatar of Nature, Aspect of Nature (3 Aspects) (Athletics) checks to grapple or maintain a grapple
14th Defender of Nature, Aspect of Nature (4 Aspects) on another creature. If you use both hands, a
creature grappled by you is restrained. While
restraining a creature you cannot attack, but you
Aspect of Nature can use your action to constrict the creature,
When you choose this circle at 2nd level, you gain causing it to take bludgeoning damage equal to 1d8
the ability to use Wild Shape to assume one of the + your Strength modifier.
following aspects of creatures of the natural world. Endurance. Your skin hardens. You gain resistance
You revert when this use of Wild Shape ends or you to bludgeoning, piercing, and slashing damage and
use this feature to choose a different aspect. You are have advantage on Constitution saving throws.
Fossorial. Claws emerge from your fingers. You
gain a burrow speed of 10 feet and add 1d4 piercing
damage to your unarmed strikes with your hands.
Flight (Prerequisite: 8th Level). You grow bat-like
or feathered wings and gain a fly speed of 30 feet.
Scansorial. Your upper-body and grip strength
increase. You gain a climb speed of 30 feet.
Van der Waals. You sprout thousands of
microscopic hairs from your hands and feet. When
your hands and feet are uncovered and your hands
are free, you can move up, down, and across vertical
surfaces and upside down along ceilings without
making a Strength (Athletics) check. You fall if you
do not maintain contact with a surface with at least
three of your limbs or you attempt to carry weight
beyond your carrying capacity.
Vigor. Your muscles expand. You have advantage
on Strength ability checks and saving throws and
disadvantage on Dexterity ability checks and saving
throws.

Friend of Nature
Starting at 6th level, you can summon a fey spirit of
nature to aid you. You can expend a use of Wild
Shape to cast find familiar without material
components. This use of find familiar has the
following changes:

War of the Burning Sky 20 Player’s Guide


Character Class Options — Fighter: Commander

• The familiar is a fey spirit. of leading to victory, and know how to motivate
• The familiar assumes the shape of a beast of a people to fight well. Most commanders are members
type and challenge rating that you would be able of the military, but many tribal chieftains, rebel
to assume with your Wild Shape. leaders, and ship’s captains have the skills and
• It may attack with any actions in its stat block. talents of commanders.
• You cannot temporarily dismiss the familiar. In an adventuring party, the commander is not
You cannot recover this use of Wild Shape until necessarily the leader, though he is the person to
you have dismissed the familiar forever or it has listen to when large or complicated combat looms.
reached 0 hit points. Players of commander characters are encouraged to
research some classic military tactics, because no
amount of stat bonuses can balance out genuinely
Avatar of Nature poor planning. Some key tactics to bear in mind
When you reach 10th level, you gain the ability to include:
use Wild Shape to infuse your body with aspects of
Encirclement. A foe is best attacked from multiple
the natural world. You can expend two uses of Wild
sides. Likewise, you should maintain an awareness
Shape to assume the shape of an elemental of
of the battlefield so as not to be surrounded.
challenge rating 5 or lower.
Overwhelming Force. Strike where your foe is
weakest. Overwhelming a single target and
Defender of Nature destroying it prevents your enemy from regrouping
When you reach 14th level, your knowledge of the and recovering. Defend against your own
balance of nature in the world increases your weaknesses, and plan in case you are attacked
effectiveness in fighting creatures that are unnatural there.
or come from another plane of existence. You have Hit and Run. If you cannot field overwhelming
advantage on attack rolls against celestials, fiends, force, use your enemy’s size against him. Strike
and undead, and those creatures have disadvantage where not expected and retreat, then strike
on saving throws from your spells. elsewhere while your enemy is distracted. Know
when a small mobile force is more useful than a
F IGHTER : C OMMANDER large army.
Maneuver. Consider where to fight, bearing in mind
Commanders are at home on the battlefield, with a how to array your forces so they cannot be
group of allies or minions by their side. While bards surrounded, without spreading them so thin that
simply inspire the courage of their companions, they can be overwhelmed. Know the range at which
commanders know what tactics have the best chance your enemies are a threat, and take advantage of
mobility offered by mounts, vehicles, and magic.
Surprise. It is critical to take the initiative, to strike
before your opponents can, and to strike accurately.
Understand that your plans can unravel in an
instant, and have contingencies in place to handle
losing the initiative.
Different commanders have different styles, but a
commander should usually have Charisma as their
highest or second-highest ability score.

Commander Features
Fighter Level Feature
3rd Bonus Proficiency, Squad Leader (1 Tactic, 2
Allies)
7th Advanced Tactics, Squad Leader (2 Tactics, 2
Allies)
10th Inspire Sacrifice, Squad Leader (3 Tactics, 3 Allies)
15th Widen Command, Squad Leader (4 Tactics, 3
Allies)
18th Tactical Genius, Squad Leader (5 Tactics, 4 Allies)

Bonus Proficiency
When you choose this archetype at 3rd level, you
gain proficiency in the Performance skill. If you

War of the Burning Sky 21 Player’s Guide


Character Class Options — Fighter: Commander

already have proficiency in the Performance skill, complicated maneuvers. Up to 4 allies within 60 feet
you instead gain proficiency in the Deception, of you may use their reaction to move their speed
Persuasion, or Stealth skill (your choice). and take an action, and you can be one of these 4
allies. You cannot use this feature again until you
Squad Leader have finished a long rest.
At 3rd level, you learn Leader Tactics that allow your
allies to better coordinate as a unit. These tactics are Tactics
fueled through a series of orders or signals called a The tactics are presented in alphabetical order.
Leadership Performance. Iron-Willed Leader. On your turn, you can use a
Leader Tactics. You learn 1 tactic of your choice, bonus action and expend one leadership
from the list detailed under “Tactics” below. The performance to help allies break free of one
tactics affect 2 allies of your choice within 30 feet of mind-affecting effect. Make a Charisma
you who understand a language you speak, and you (Performance) check. If your check beats the DC of
can choose yourself as one of the allies. The number the saving throw, your chosen allies within 30 feet of
of chosen allies increases to 3 at 10th level and 4 at you break free of the effect as if they had succeeded
18th level. with their saving throw.
You gain an additional tactic of your choice at 7th, Maneuver Leader. On your turn, you can use a
10th, 15th, and 18th level. Each time you learn a bonus action and expend one leadership
new tactic, you can also replace one tactic you know performance to grant your chosen allies within 30
with a different one. feet of you the ability to use their reaction to move
Leadership Performance. You have a number of up to their speed while either taking the Disengage
leadership performances equal to your Charisma action, making a single weapon attack, or casting a
modifier. You regain one expended leadership cantrip with a casting time of one action.
performance when you finish a short rest, and you
Nimble Leader. On your turn, you can use a bonus
regain all of your expended leadership performances
action and expend one leadership performance to
when you finish a long rest.
help allies avoid attacks. Your chosen allies within
30 feet of you may take the Dodge action as a
Advanced Tactics reaction or as a bonus action on their next turn.
Beginning at 7th level, you are quick to action to set
Operations Leader. When you take this tactic, you
the stage for your allies. You have advantage on
devise a set of communication cues. Any allies who
initiative rolls.
have received this training—usually taking ten
minutes of discussion and practice—do not need to
Inspire Sacrifice share a language with you to benefit from one of
At 10th level, when you are targeted by an attack or your tactics.
by a spell or effect that requires a Dexterity Saving Additionally on your turn, you can use a bonus
throw, an ally within 5 feet of you may use their action and expend one leadership performance to
reaction to interpose their body between you and the make it easier for you and your allies to help each
attack or effect, granting you 3/4 cover and the other with certain skills. While this coordination is
following effects. This decision is made by the ally in place, your chosen allies can take the Help action
before the attack roll or saving throw is made. You as a bonus action to help each other. This
cannot use this feature again until you have finished coordination requires you to maintain concentration,
a short or long rest. and both chosen allies—the one with the skill
Attacks. You gain a +5 bonus to AC for the attack. proficiency and the one making the ability check—to
If the attack would hit your original AC but misses be within 30 feet of you at the time of the ability
your boosted AC, the attack hits your ally instead. check. You can use your bonus action to change
Saving Throws. You gain a +5 bonus to your which allies benefit from the coordination each turn.
Dexterity saving throw. Your ally must also make a You can concentrate on this coordination for up to
Dexterity saving throw against the same spell or 10 minutes. The skills that can benefit from this are
effect and has disadvantage on the roll. Acrobatics, Animal Handling, Athletics, Deception,
Insight, Intimidation, Investigation, Stealth, and
Widen Command Survival. This might be used to help the team
At 15th level, the range at which you can affect allies navigate difficult terrain, maintain a façade while
with your tactics increases from 30 feet to 60 feet. undercover, or perform an ambush.
If you have proficiency with the Stealth skill, this
Tactical Genius coordination can happen silently via surreptitious
At 18th level, you can use your action to direct allies signals. If you have proficiency in the Deception skill,
within range of your inspiration to perform swift and this coordination can happen as a serious of code

War of the Burning Sky 22 Player’s Guide


Character Class Options — Monk: Way of the East Wind

words interspersed with other conversation. An Bonus Lanugage


onlooker would need to succeed on a Wisdom
Starting when you choose this tradition at 3rd level,
(Insight) check contested by your ability check—
your training allows you to speak, read, and write
whether Dexterity (Stealth) or Charisma (Deception)—
Auran.
to realize the coordination is taking place.
Stalwart Leader. On your turn, you can use a
bonus action and expend one leadership Force of Will
performance to steel the resolve of your allies. Make At 3rd level, you learn to harness your emotions to
a Charisma (Performance) check. Your chosen allies focus and unleash your ki. You may use either your
within 30 feet of you can gain temporary hit points Wisdom or Charisma modifier, whichever is higher,
equal to the result. in the calculation of your Unarmored Defense, monk
Strike Leader. On your turn, you can use a bonus spellcasting ability, and the DC of your Stunning
action and expend one leadership performance to Strike.
coordinate the attacks of your chosen allies within
30 feet of you against a creature. Until the start of
your next turn, your chosen allies make attack rolls
Spellcasting
with advantage against the creature. When you reach 3rd level, you gain the ability to cast
spells through the unleashing of your ki.

M ONK : WAY OF THE E AST Way of the East Wind Spellcasting


W IND Monk
Level
Cantrips
Known
Spells
Known
Maximum
Spell Level
Monks of the Way of the East Wind have trained
3rd 3 4 1
under the sorcerer-monk Pilus to harness their 4th 3 4 1
emotions to focus and unleash their ki as magic 5th 3 5 2
spells. Their vicious, tempestuous fighting style 6th 3 5 2
makes them like a storm unleashed upon their foes. 7th 3 6 2
8th 3 6 2
Way of the East Wind Features 9th 3 7 3
Monk Level Feature 10th 4 7 3
3rd Bonus Language, Force of Will, Spellcasting 11th 4 8 3
6th Metamagic 12th 4 8 3
11th Lightning Affinity 13th 4 9 4
17th Lightning Strikes 14th 4 9 4
15th 4 10 4
16th 4 10 4
17th 4 11 5
18th 4 11 5
19th 4 12 5
20th 4 12 5

Cantrips. You learn three cantrips of your choice


from the sorcerer spell list. You learn an additional
sorcerer cantrip of your choice at 10th level.
Spells Known of 1st Level and Higher. You know
four 1st-level spells of your choice from the sorcerer
spell list. These spells are considered to be monk
spells for you.
The Spells Known column of the Way of the East
Wind Spellcasting table shows when you learn more
sorcerer spells of 1st-level or higher up to the
maximum spell level you can cast. For instance,
when you reach 9th 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 spells you know and
replace it with another spell from the sorcerer spell
list, which also must be of a level no higher than the
maximum spell level you can cast.

War of the Burning Sky 23 Player’s Guide


Character Class Options — Monk: Way of the West Wind

Ki-Powered Spells. To cast one of your spells, you an extra 1d10 lightning damage to a target you hit
must expend a number of ki points equal to the with a monk weapon or unarmed strike.
spell’s level + 1. You may cast a spell at a higher
level by expending an additional ki point for each
additional level, but you cannot cast a spell at a M ONK : WAY OF THE W EST
higher level than your maximum spell level.
For example, if you know the 1st-level spell W IND
burning hands and are at least 5th level, you can Monks of the Way of the West Wind have trained
cast burning hands at 1st or 2nd level, expending 2 under the cleric-monk Longinus to calm their
ki points for a 1st-level casting and 3 ki points for a emotions to focus and channel their ki into magic.
second-level casting. Their graceful, windy fighting style makes them a
Spellcasting Ability. As you can use your East bane to their foes and a boon to their allies.
Wind training or rely on more traditional monk
philosophies, you may choose Wisdom or Charisma Way of the West Wind Features
as your spellcasting ability for your ki-powered Monk Level Feature
spells. 3rd Bonus Language, Spellcasting
You use your chosen ability whenever a spell refers 6th Wings of the West Wind
to your spellcasting ability. In addition, you use your 11th Turn Undead
chosen ability modifier when setting the saving throw 17th Forceful Blows
DC for a monk spell you cast and when making an
attack roll with one.
Bonus Language
Spell save DC = 8 + your proficiency bonus + your Starting when you choose this tradition at 3rd level,
chosen ability modifier your training allows you to speak, read, and write
Spell attack modifier = your proficiency bonus + Auran.
your chosen ability modifier
Spellcasting Focus. You can use the ki that Spellcasting
powers your spells as a spellcasting focus for your When you reach 3rd level, you gain the ability to cast
ki-powered spells. spells through the channeling of your ki.
Multiclassing. If you have levels in another
spellcasting class, you can cast the spells from the Way of the West Wind Spellcasting
other class as ki-powered spells as long as you do Monk Cantrips Maximum
not cast the spell above your maximum spell level. Level Known Spell Level
You can also cast one of your known spells from 3rd 2 1
your monk class using an appropriate spell slot from 4th 2 1
another class. The monk class does not have spell 5th 2 2
slots of its own and does not contribute to total spell 6th 2 2
7th 2 2
slots under the multiclassing rules.
8th 2 2
9th 2 3
Metamagic 10th 3 3
At 6th level, you gain the ability to twist your spells 11th 3 3
to suit your needs. You gain one sorcerer Metamagic 12th 3 3
option of your choice. You gain another one at 11th 13th 3 4
and 17th level. 14th 3 4
15th 3 4
You can use only one Metamagic option on a spell
16th 3 4
when you cast it, unless otherwise noted. To use a
17th 3 5
metamagic option, you spend a number of ki points 18th 3 5
equal to the cost in sorcery points. 19th 3 5
20th 3 5
Lightning Affinity Cantrips. You learn two cantrips of your choice
At 11th level, whenever you roll lightning damage for from the cleric spell list. You learn an additional
a spell, you add your spellcasting ability modifier to cleric cantrip of your choice at 10th level.
the lightning damage. Preparing Spells. You prepare the list of spells
available for you to cast, choosing from the cleric
Lightning Strikes spell list. When you do so, choose a number of cleric
At 17th level, your strikes become so quick that you spells equal to your Wisdom modifier + half your
can generate lightning. Once per turn, you can deal monk level, rounded down (minimum of one spell.)

War of the Burning Sky 24 Player’s Guide


Character Class Options — Paladin: Oath of Healing

Spell attack modifier = your proficiency bonus +


your Wisdom modifier
Spellcasting Focus. You can use the ki that
powers your spells as a spellcasting focus for your
ki-powered spells.
Multiclassing. If you have levels in another
spellcasting class, you can cast the spells from the
other class as ki-powered spells as long as you do
not cast the spell above your maximum spell level.
You can also cast one of your prepared spells from
your monk class using an appropriate spell slot from
another class. The monk class does not have spell
slots of its own and does not contribute to total spell
slots under the multiclassing rules.

Wings of the Wind


At 6th level, you gain the ability to control the wind
around you, giving you or another creature limited
flight. As a bonus action, you can expend a ki point
to give yourself a fly speed of 60 feet until the end of
your next turn.
Additionally, as an action, you can touch a
creature and expend a ki point to give that creature
a fly speed of 60 feet until the end of your next turn.

Turn Undead
At 11th level, you gain the ability to chant and
The spells must be of a level equal or lower than the channel your ki into a wave of positive energy that is
maximum spell level you can cast. unpalatable to the undead. As an action, you can
For example, if you are a 5th-level monk with a spend 4 ki points to turn undead. Each undead that
Wisdom score of 16, your list of prepared spells can can see or hear you within 30 feet of you must make
include five spells of 1st or 2nd level, in any a Wisdom saving throw. If the creature fails its
combination. saving throw, it is turned for 1 minute or until it
You can change your list of prepared spells when takes any damage.
you finish a long rest. Preparing a new list of cleric A turned creature must spend its turns trying to
spells requires time spent in meditation: at least 1 move as far away from you as it can, and it can’t
minute per spell level for each spell on your list. willingly move to a space within 30 feet of you. It
Ki-Powered Spells. To cast one of your spells, you also can’t take reactions. For its action, it can use
must expend a number of ki points equal to the only the Dash action or try to escape from an effect
spell’s level + 1. You may cast a spell at a higher that prevents it from moving. If there’s nowhere to
level by expending an additional ki point for each move, the creature can use the Dodge action.
additional level, but you cannot cast a spell at a
higher level than your maximum spell level. Forceful Blows
For example, if you know the 1st-level spell cure At 17th level, your strikes become so quick that you
wounds and are at least 5th level, you can cast cure can generate concussive force from the compressed
wounds at 1st or 2nd level, expending 2 ki points for wind. Once per turn, you can deal an extra 1d10
a 1st-level casting and 3 ki points for a second-level force damage to a target you hit with a monk weapon
casting. or unarmed strike.
Spellcasting Ability. Wisdom is your spellcasting
ability for your ki-powered spells. You use your
Wisdom whenever a spell refers to your spellcasting P ALADIN : O ATH OF
ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a ki-powered H EALING
spell you cast and when making an attack roll with The Oath of Healing is taken by a paladin who
one. decides to heal the wounds caused by greed,
Spell save DC = 8 + your proficiency bonus + your injustice, and war. While a single paladin cannot
Wisdom modifier help everyone, they lead by example to tend to the

War of the Burning Sky 25 Player’s Guide


Character Class Options — Paladin: Oath of Healing

wounded, comfort the grieving, and heal the land. Mercy. Show mercy. Not everyone deserves it, but
When life in all its forms is threatened by evil or it is the first step to healing.
unnatural forces, they are among the first to come to Sacrifice. Give what you can. Whether magic or
its defense. coin, a gift to those in need gives hope that tomorrow
In the lands of War of the Burning Sky, the Order will be better.
of the Aquiline Cross lost its way as it became a Defend Life. When life in any form is threatened
military force of zealots under the nation of Morrus. by an oppressor, stand in the way. If the oppressor
The order was destroyed shortly before Drakus attacks, respond with nonlethal force, but fight with
Coaltonque came to power. Ten years ago, the order all your might if the threat is something unholy.
reappeared in Sindaire and has started to slowly Be a Light. Be an example of what healing lives can
spread through the lands. Returning to its original produce. When others follow your example, the land
purpose, the order’s adherents preach mercy, itself can be healed.
sacrifice, and a fierce defense of life. The holy symbol
of this order is a white background with a red cross Oath of Healing Features
surrounded by a halo of feathers. Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Healing (10 ft.)
Tenets of Healing 15th Sacrificial Healing
The tenets of the Oath of Healing hold a paladin to 18th Aura of Healing (30 ft.)
providing healing to life in all its forms. 20th Avatar of Healing

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Healing Spells


Paladin Level Feature
3rd healing word, sanctuary
5th calm emotions, warding bond
9th beacon of hope, mass healing word
13th freedom of movement, guardian of faith
17th greater restoration, mass cure wounds

Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Healing Surge. As an action, you can heal multiple
creatures with your Channel Divinity. You can use
your pool of healing power from Lay on Hands on
any creatures within 10 feet of you, choosing how
much healing to use on each creature and whether
to cure any of them of a disease. At 18th level, the
range increases to 30 feet.
Turn the Unholy. As an action, you present your
holy symbol and speak a prayer censuring fiends
and undead, using your Channel Divinity. Each
fiend or undead that can see or hear you within 30
feet of you must make a Wisdom 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 to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.

War of the Burning Sky 26 Player’s Guide


Character Class Options — Ranger: Nature’s Guardian

Aura of Healing strained as refugees of the Ragesia’s advancing


Starting at 7th level, you and friendly creatures Scourge flee for their lives. Even the sky itself burns
within 10 feet of you receive 1 extra die of healing those who try to teleport.
from spells. The size of the die is determined by the
spell. Nature’s Guardian Features
At 18th level, the range of this aura increases to Ranger Level Feature
30 feet. 3rd Nature’s Guardian Magic, Fey Companion
7th Magic Fang
Sacrificial Healing 11th Additional Attack
Beginning at 15th level, as an action, you can draw 15th Coordinated Attack
on your stamina to heal creatures. Touch a willing
creature and spend one or more of your Hit Dice. For
each Hit Die spent in this way, roll the die and add Nature’s Guardian Magic
your Charisma modifier to it. The creature regains Starting at 3rd level, you learn an additional spell
hit points equal to the total. when you reach certain levels in this class, as shown
in the Nature’s Guardian Spells table. The spell
Avatar of Healing counts as a ranger spell for you, but it doesn’t count
At 20th level, as an action, you become an avatar of against the number of ranger spells you know.
the phoenix, a legendary creature of healing and
rebirth. For 1 minute, you are wreathed in fire, and Nature’s Guardian Spells
fiery wings emerge from your back as you gain the
Ranger Level Feature
following benefits:
3rd find familiar
• You regain 10 hit points at the start of your turn. 5th enhance ability
• You gain a fly speed of 60 feet. 9th remove curse
• Bright light shines from you in a 30-foot radius, 13th banishment
and dim light shines for 30 feet beyond that. 17th creation
• You have resistance to cold damage.
• Whenever you are subjected to fire damage, you
take no damage and instead regain a number of
hit points equal to the fire damage dealt.
• Your melee weapon attacks do an additional 2d8
fire damage.
• Whenever a creature within 5 feet of you hits you
with a melee attack, the attacker takes 2d8 fire
damage.
When the benefits end, you take 100 necrotic
damage. If this reduces you to 0 hit points, you
stabilize.

R ANGER : N ATURE ’ S
G UARDIAN
Nature exists in a symphony of relationships with
the creatures that inhabit it. Some relationships are
harmonious while others are exploitative, but the
actions of some creatures are so destructive as to
sever their bonds with nature and leave destruction
and suffering in their wake. When the safety of the
natural world, its resources, and its creatures, are at
stake, nature chooses guardians to restore the
balance with its creatures, sending fey companions
to accompany them on their journeys.
In War of the Burning Sky, the land has suffered
greatly under the ravages of war. The forest of
Innenotdar has burned for decades. Resources are

War of the Burning Sky 27 Player’s Guide


Character Class Options — Rogue: Shadowdancer

Fey Companion but few embrace a life in the shadows as completely


At 3rd level, choose a beast of challenge rating 1 or as the shadowdancer. These rogues acquire the
less. When you use find familiar, you summon a fey magical techniques to master the shadows from a
spirit as nature’s emissary to accompany you on secretive mentor. Those in power know that one
your journey, and the fey spirit assumes the form of turns to a shadowdancer when a job must be
the beast you chose. This use of find familiar has the performed in absolute secrecy, and even more
following changes: traditional bands of adventurers find the
shadowdancer’s skills valuable when discretion is
• The familiar is a fey spirit. preferable to brute force.
• The familiar always assumes the same form.
• It may attack with any actions in its stat block. Shadowdancer Features
• You cannot dismiss the familiar.
Rogue Level Feature
• You cannot cast find familiar again until your
3rd Darkvision, Shadow Companion
current familiar disappears by reaching 0 hit
9th Shadow Magic
points. 13th Shadow Stride
As you gain strength in your travels, so too does 17th Shadow Stealth
your companion. At 4th level, and again at 8th, 12th,
16th, and 19th level, you increase one of your
companion’s ability scores of your choice by 2, or Darkvision
you can increase two of its ability scores of your When you choose this archetype at 3rd level, the
choice by 1. You can’t increase an ability score above shadows reveal to you what is hiding within them.
20 using this feature. You can see in dim light within 120 feet of you as if it
Your companion also gains Hit Dice equal to your were bright light, and in darkness as if it were dim
proficiency bonus in addition to the number already light. You can’t discern color in darkness, only
listed in its stat block. Each additional Hit Die shades of gray.
increases its maximum hit points by an amount
equal to half the hit die + the companion’s Shadow Companion
Constitution modifier + 1. It can spend and regain Starting at 3rd level, as an action, you can summon
hit dice according to the character rules for short a shadow of yourself. The shadow’s starting stat
and long rests. block is listed below. The shadow obeys your
commands and remains until its hit points are
Magic Fang reduced to 0, you dismiss it with an action, or you
At 7th level, the attacks of your companion count as summon a new shadow.
magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.

Additional Attack
At 11th level, your companion becomes more deadly
in combat. When it takes the Multiattack action or
attacks with one of its weapon attacks, it makes one
additional weapon attack listed in its stat block. If
your companion took the Multiattack action, the
additional attack must be one listed within the
Multiattack action’s text.

Coordinated Attack
At 15th level, you and your companion have learned
to fight as a cohesive unit, exposing enemies to the
other’s attacks. You have advantage on attack rolls
against creatures that your companion has attacked
since your last turn. Additionally, your companion
has advantage on attack rolls against creatures that
you have attacked since its last turn.

R OGUE : S HADOWDANCER
Many roguish individuals find that their actions that
might be misconstrued are best kept to the shadows,

War of the Burning Sky 28 Player’s Guide


Character Class Options — Sorcerer: Manifested Dream

As you gain strength in your travels, so too does Languages telepathy 60 ft. with its master
your shadow. At 4th level, and again at 8th, 10th, Challenge 1/2 (100 XP)
12th, 16th, and 19th level, you increase one of your
shadow’s ability scores of your choice by 2, or you Amorphous. The shadow can move through a space as narrow as 1
can increase two of its ability scores of your choice inch wide without squeezing.
by 1. You can’t increase an ability score above 20 Shadow Stealth. While in dim light or darkness, the shadow can take
using this feature. the Hide action as a bonus action.
Additionally, at 5th level, and again at 9th, 13, and Sunlight Weakness. While in sunlight, the shadow has disadvantage
17th level, your shadow also gains an additional Hit on attack rolls, ability checks, and saving throws.
Die. Each additional Hit Die increases its maximum
hit points by an amount equal to 5 + the shadow’s Actions
Constitution modifier. Your shadow cannot regain hit Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
points. target. Hit: 9 (2d6 + 2) necrotic damage.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

Shadow Magic S ORCERER : M ANIFESTED


Starting at 9th level, you learn to craft illusions from
the shadows. You can use the minor illusion cantrip
D REAM
to create images of objects. Additionally, you can You cannot explain your source of innate magic, but
cast silent image without using a spell slot. You you know when it started. You possess one character
must complete a long rest before you can cast silent trait that is more significant than all the others. One
image in this way again. If your illusion is in an area night, you had a vivid dream in which you
of bright light, a creature has advantage on its exemplified this character trait and enhanced it with
Intelligence (Investigation) check to determine that it magic. When you awoke, the magic was real.
is an illusion. Choose a character trait that your character
exemplifies. All of the features you choose should
Shadow Stride somehow point back to this character trait. It will be
By 13th level, you have learned to travel between easier to fit the features of this sorcerous origin to
shadows as if they were portals. While you are in some character traits than others. As an example,
dim light or darkness, you can use your bonus you might choose Sincerity for a truthful character,
action to teleport up to 60 feet to an empty space Zeal for someone who is fully devoted to a cause, or
you can see that is in dim light or darkness. Dauntless for a courageous character.
Partner With the Game Master. This sorcerous
Shadow Stealth origin provides more freedom than is usually
When you reach 17th level, you have learned to available to build the mechanics of a character
become one with the shadows. You can Hide while in around a concept, but it requires coordination with
dim light or darkness. If you successfully hide, you your game master as much of it is open to
become invisible until you make an attack, cast a interpretation. Make sure that you can find enough
spell, or are in an area of bright light. spells that match your chosen character trait. The
features you choose may also need to be adjusted if
S HADOWDANCER ’ S S HADOW your game master feels the combination of features
are too powerful or not powerful enough.
Medium undead, chaotic neutral

Armor Class 12 Manifested Dream Features


Hit Points 27 (5d8 + 5) Sorcerer Level Feature
Speed 40 ft. 1st Natural Skill, Manifested Spell (1st level)
6th Endowed Spell, Manifested Spell (2nd level)
STR DEX CON INT WIS CHA
14th Mastered Manifestation (1st level), Manifested
6 (–2) 14 (+2) 13 (+1) 6 (–2) 10 (+0) 8 (–1)
Spell (3rd level)
18th Mastered Manifestation (2nd level), Manifested
Skills Stealth +4 (+6 in dim light or darkness)
Spell (4th level)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison Natural Skill
Condition Immunities exhaustion, frightened, grappled, paralyzed, Some things come naturally to you. At 1st level,
petrified, poisoned, prone, restrained choose a skill proficiency or saving throw that most
Senses darkvision 60 ft., passive Perception 10 closely resembles or works with your character trait.

War of the Burning Sky 29 Player’s Guide


Character Class Options — Warlock: The Primordial

You have advantage on that saving throw or on vision of one of these creatures and formed a pact
ability checks that use that skill proficiency. with it.
For example, Sincerity might choose the In the lands of War of the Burning Sky, these
Persuasion skill proficiency. Dauntless could choose primordial creatures are the Stormchaser Eagle (air),
Wisdom saving throws, and Zeal could work with the Worldshaper Worm (earth), the Flamebringer
either of those. Dragon (fire), and the Tidereaver Kraken (water).

Manifested Spell The Primordial Features


Also at 1st level, the spells from your dream are Warlock Level Feature
1st Extended Spell List, Primordial Cantrip, Extra
more easy to cast. Choose a 1st-level spell that
Language
closely resembles or works with your character trait
6th Elemental Resistance
from any class’s spell list. The spell is a sorcerer 10th Elemental Conduit
spell for you and does not count against your 14th Elemental Emissary
number of spells known. You similarly choose
additional spells at later levels: a 2nd-level spell at
6th level, a 3rd-level spell at 14th level, and a Extended Spell List
4th-level spell at 18th level. The Primordial lets you choose from an expanded list
You can cast these spells at their lowest level by of spells when you learn a warlock spell or mystic
expending a number of sorcery points equal to the arcanum. You may choose a spell of an appropriate
spell level. If you want to cast these spells at a level from any class’s spell list as long as it deals
higher level, you must expend a spell slot as normal. with the element of your chosen Primordial. The
For example, at 1st level, Sincerity might choose spells you choose become warlock spells for you. For
charm person. Dauntless could choose heroism, and example, at 7th level, a warlock with a water patron
Zeal might choose shield of faith. could choose control water, a 4th-level spell from the
cleric spell list.
Endowed Spell
Starting at 6th level, you can grant another Primordial Cantrip
spellcaster the ability to cast one of your Manifested At 1st level, the Primordial grants you an extra
Spells. As an action, touch a willing creature. The cantrip according to its type, as shown below. When
creature gains the ability to cast that spell as if it an eldritch invocation uses or has a prerequisite for
was a spell for their class. They retain this ability the eldritch blast cantrip, you may use your
until you revoke the spell as an action or grant the Primordial Cantrip instead. If an eldritch invocation
spell to a different spellcaster. mentions an additional effect when eldritch blast hits
and your cantrip does damage when a creature fails
Mastered Manifestation a saving throw, the effect occurs when the creature
fails a saving throw.
At 14th level, a new dream brings mastery of a spell.
Choose a 1st-level spell that closely resembles or
works with your character trait from any class’s spell
The Primordial Cantrips
list. This spell is a sorcerer spell for you and does Primordial Cantrip
not count against your number of spells known. You Air sacred flame (radiant damage)
Earth acid splash
similarly choose a 2nd-level spell at 18th level. If you
Fire produce flame
choose the same spell you chose for Manifested Spell, Water ray of frost
you may choose a new spell of the same level for
Manifested Spell.
You can cast your Mastered Manifestation spells at Extra Language
their lowest level without expending a spell slot. If Also at 1st level, the Primordial grants you the
you want to cast these spells at a higher level, you knowledge to speak, read, and write a primordial
must expend a spell slot as normal. language associated with its type, as shown below.

WARLOCK : T HE The Primordial Languages


Primordial Cantrip
P RIMORDIAL Air
Earth
Auran
Aquan
While many people know the legends of the Fire Ignan
primordial creatures of air, earth, fire, and water, Water Terran
you believe they are more than myth. You had a

War of the Burning Sky 30 Player’s Guide


Character Class Options — Wizard: School of Biomancy

Elemental Resistance Transmutation Savant


Starting at 6th level, you gain resistance to a damage Biomancy leans heavily on the school of
type associated with your patron, as shown below. transmutation. Beginning when you select this
school at 2nd level, the gold and time you must
The Primordial Damage Resistance spend to copy a transmutation spell are halved.
Primordial Cantrip
Air Thunder damage Alchemical Supplies
Earth Bludgeoning damage At 2nd level, you have acquired a set of alchemical
Fire Fire damage
supplies and are proficient in their use.
Water Cold damage

Biomantic Alteration
Elemental Conduit At 2nd level, your experiments have yielded a
Starting at 10th level, when you deal damage with success. Choose a racial trait, creature trait, or a
your Primordial Cantrip, you may roll the damage feature from any character class or subclass. The
dice twice and use the larger result. benefit must be able to be explained with a physical
alteration to your body. Features that allow the
casting of spells or that require knowledge, such as
Elemental Emissary languages or proficiency in a tool, are not valid.
Starting at 14th level, the Primordial allows you to
Class and subclass features must be available to the
call upon an emissary of their power. You can cast
original class at a level less than or equal to your
conjure elemental once without using a spell slot to
wizard level. Creature traits must be available on a
summon an elemental of challenge rating 5 of a type
creature with a challenge rating less than or equal to
that matches your patron. You can’t do so again
your wizard level.
until you finish a long rest.
You gain additional features from successful
experiments at 6th level, 10th level, and 14th level.
W IZARD : S CHOOL OF
B IOMANCY
Biomancy is not really a formal school of magic, but
you hope to change that one day. You are a student
of magic who believes that creatures can be so much
more than the parts with which they were born.
While some might harvest parts from other creatures,
you believe the right alchemical agents and spells
can yield similar or better results. This is a new field
that is not readily accepted yet, so you have taken to
experimenting on yourself to further your knowledge.
Partner With the Game Master. This arcane
tradition provides more freedom than is usually
available to build the mechanics of a character
around a concept, but it requires coordination with
your game master as much of it is open to
interpretation. Additionally, the experiments might
have physical alterations that some of the general
public could find disturbing. In this case, your game
master might give your character disadvantage on
Charisma checks.

School of Biomancy Features


Wizard Level Feature
2nd Transmutation Savant, Alchemical Supplies,
Biomantic Alteration (1st)
6th Biomantic Alteration (2nd)
10th Biomantic Alteration (3rd)
14th Biomantic Alteration (4th)

War of the Burning Sky 31 Player’s Guide


Character Class Options — Wizard: School of Biomancy

The following alterations provide a starting place to This increases to two additional dice at 13th level
understand how the feature works, and the names of and three additional dice at 17th level.
many features should give you you an indication of
where they originally came from. You can choose a Cunning Action
feature here or work with your game master to You have increased your agility and ability to process
choose one listed elsewhere as this list is not a situation. You can take a bonus action on each of
exhaustive. your turns in combat to take the Dash, Disengage,
or Hide action.
Action Surge
You have learned how to create a surge of adrenaline Damage Resistance
and can push yourself beyond your normal limits for You have altered your body to have resistance to one
a moment. On your turn, you can take one type of damage. If you choose poison, you also have
additional action on top of your regular action and a advantage on saving throws against poison.
possible bonus action. You may take this feature more than once, gaining
Once you use this feature, you must finish a short resistance to an additional damage type each time.
or long rest before you can use it again. Starting at
17th level, you can use it twice before a rest, but Darkvision
only once on the same turn. You have altered your eyes, giving you superior
vision in dark and dim conditions. You can see in
Blindsense dim light within 60 feet of you as if it were bright
Prerequisite: 14th level light, and in darkness as if it were dim light. You
You have increased the tonal range and acuity of can’t discern color in darkness, only shades of gray.
your hearing. If you are able to hear, you are aware
of the location of any hidden or invisible creature Evasion
within 10 feet of you. Prerequisite: 10th level
You have altered your muscles to have a faster
Breath Weapon twitch response. You can dodge out of the way of
You have grown a gas gland in the back of your certain area effects, such as a blue dragon’s
throat. As an action, you can exhale destructive lightning breath or a fireball spell. When you are
energy. Choose a damage type from the table below subjected to an effect that allows you to make a
for the gas gland. The damage type determines the Dexterity saving throw to take only half damage, you
exhalation’s area and type of saving throw. instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Breath Weapon Types
Damage Type Area Saving Throw Danger Sense
Acid 5 by 30 ft. line Dexterity You have grown an eye in the back of your head. You
Cold 15 ft. cone Constitution have advantage on Dexterity saving throws against
Fire 15 ft. cone Dexterity effects that you can see, such as traps and spells. To
Lightning 5 by 30 ft. line Constitution
gain this benefit, you can’t be blinded, deafened, or
When you use your breath weapon, each creature incapacitated.
in the area of the exhalation must make a saving
throw. The DC for this saving throw equals 8 + your Fast Movement
Constitution modifier + your proficiency bonus. A Prerequisite: 6th level
creature takes 2d6 damage on a failed save, and half You have altered your muscles to move more quickly.
as much damage on a successful one. The damage Your speed increases by 10 feet while you aren’t
increases to 3d6 at 6th level, 4d6 at 11th level, and wearing heavy armor.
5d6 at 16th level.
After you use your breath weapon, you can’t use it Indomitable
again until you complete a short or long rest. Prerequisite: 10th level
You have modified your body and mind to push
Brutal Critical through adverse situations. You can reroll a saving
Prerequisite: 10th level throw that you fail. If you do so, you must use the
You have modified your body to increase the new roll, and you can’t use this feature again until
efficiency of your weapon attacks. You can roll one you finish a long rest.
additional weapon damage die when determining the You can use this feature twice between long rests
extra damage for a critical hit with a melee weapon starting at 13th level and three times between long
attack. rests starting at 17th level.

War of the Burning Sky 32 Player’s Guide


Character Class Options — Wizard: School of Biomancy

Intimidating Presence Slow Fall


Prerequisite: 10th level Prerequisite: 6th level
You have modified your voice and appearance to You have altered your frame to allow for softer
appear more intimidating. You can use your action landings. You can use your reaction when you fall to
to frighten someone with your menacing presence. reduce any falling damage you take by an amount
When you do so, choose one creature that you can equal to five times your wizard level.
see within 30 feet of you. If the creature can see or
hear you, it must succeed on a Wisdom saving throw Supreme Sneak
(DC equal to 8 + your proficiency bonus + your Prerequisite: 10th level
Charisma modifier) or be frightened of you until the You have altered your body to have a heightened
end of your next turn. On subsequent turns, you sense of danger and to step more softly. You have
can use your action to extend the duration of this advantage on a Dexterity (Stealth) check if you move
effect on the frightened creature until the end of no more than half your speed on the same turn.
your next turn. This effect ends if the creature ends
its turn out of line of sight or more than 60 feet away Uncanny Dodge
from you. Prerequisite: 6th level
If the creature succeeds on its saving throw, you
can’t use this feature on that creature again for 24 You have learned to trigger brief spikes of adrenaline
hours. to avoid the worst of enemy attacks. When an
attacker that you can see hits you with an attack,
Natural Armor you can use your reaction to halve the attack’s
You have altered your body to be more resistant to damage against you.
attacks. Choose one of the following benefits.
Vanish
• You have managed to harden your skin. While you
Prerequisite: 14th level
are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your You have replicated the features used by some
Constitution modifier. You can use a shield and creatures to hide. You can use the Hide action as a
still gain this benefit. bonus action on your turn. Also, you can’t be
• Your skin is covered by a thin sheen of scales. tracked by nonmagical means, unless you choose to
Your hit point maximum increases by your wizard leave a trail.
level and increases by 1 again whenever you gain a
level in this class. When you aren’t wearing armor, Wholeness of Body
your AC equals 13 + your Dexterity modifier. Prerequisite: 6th level
You have replicated the regenerative abilities
Purity of Body demonstrated in some creatures. As an action, you
Prerequisite: 10th level can regain hit points equal to three times your
You have managed to make yourself immune to wizard level. You must finish a long rest before you
disease and poison. can use this feature again.

Remarkable Athlete Wings


Prerequisite: 10th level Prerequisite: 14th level
You have increased the efficiency of your muscles You have grown wings from your back. They might
and overall fitness level. You can add half your resemble bat, eagle, or dragon wings. You gain a
proficiency bonus (round up) to any Strength, flying speed equal to your current speed. Your
Dexterity, or Constitution check you make that clothing and armor you use must be modified to
doesn’t already use your proficiency bonus. accommodate your wings.
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.

Second-Story Work
Prerequisite: 6th level
You have altered your frame to increase your
aptitude at climbing. Climbing no longer costs you
extra movement. In addition, when you make a
running jump, the distance you cover increases by a
number of feet equal to your Dexterity modifier.

War of the Burning Sky 33 Player’s Guide


E QUIPMENT
The campaign setting adds several pieces of skills you have proficiency in: Deception, Insight,
equipment that you might find during your travels. and Persuasion, with expertise yielding a +4 bonus
instead. Those who have a background in the
nobility or military gain another +2 bonus as do
S PECIAL W EAPONS those with the Commander martial archetype.
The following weapons have special rules. If your check is highest, you may have one
Bohemian earspoon. This fancifully named opponent suffer a “Loss,” or you can remove one of
weapon resembles something between a ranseur and your own Losses. For every 5 points you win by, you
a longspear—a “spear with a hilt.” A Bohemian can inflict one additional Loss, either to the same foe
earspoon is designed to inflict maximum damage or to another one, or you can remove one of your
against a charging foe. When you use your reaction own Losses. For each Loss a player has, they take a
to attack a creature that enters your reach, any hit –2 penalty on their Intelligence (History) checks.
is a critical hit. You have disadvantage when you use Once a player’s total modifier is 20 points or more
an earspoon to attack a target within 5 feet of you. below the next lowest player, that player loses. The
Hand claw. Worn on the back of the hand, the last player remaining is the victor, though players
hand claw is the signature weapon of Ragesian can choose to end the game in a draw.
inquisitors. This weapon leaves the wielder’s hand Instead of making the Intelligence (History) check,
free to grasp items and perform the somatic a player can choose to use the Help action,
components of spells, though they cannot use the representing an alliance, though, as in reality, an
claw as a weapon while holding anything else in the alliance provides no guarantee that your “ally” will
hand. not simply use their position to harm you, inflicting
Two-Bladed Sword. This spear has a blade on both a Loss on you. A player can also choose to attack
ends. You can engage in two-weapon fighting when recklessly, gaining advantage on their check, but
you use only this weapon on your turn. automatically taking a Loss at the end of the round.
Dragonbomb. This weapon is dropped by wyvern
riders, functioning as a grenade-like weapon.
A DVENTURING G EAR Because the weapon simply drops, the rider makes a
The campaign setting makes use of the following DC 10 Intelligence check (disadvantage over 20 feet
pieces of adventuring gear. of altitude), hitting the intended target on a success
Conquest Set. Conquest is a popular board game, and missing in a random direction by 1d10 feet per
played by many commanders, aspiring commanders, 10 feet of altitude on a failure.
and casual aficionados throughout the region. Any Alchemist’s fire coats everything within 10 feet of
number of players can participate in a game of the impact point dealing 3d4 fire damage at the start
Conquest. The rules of the actual game are of a creature’s turn (initiative count 0 for objects). A
complicated and detailed, but you can simulate a creature can end this damage by using its action to
game played by the heroes using the following rules. make a DC 10 Dexterity check to extinguish the
Each round, players make opposed Intelligence flames. The alchemist’s fire typically last long
(Conquest set or History) checks, representing their enough to set fire to flammable objects. It also
proficiency with the game or familiarity with creates a deafening boom, and all creatures in a
historical military tactics. The player with the 10-foot-radius are affected by the thunderstone.
smallest force has no bonus; a force twice as large A dragonbomb consists of little more than a
gains a +2 bonus, and a force four times as large compilation of existing alchemicals. It has 10 flasks
gains a +4 bonus, with an extra +2 for each doubling of oil, 4 flasks of alchemist’s fire, and a thunderstone
thereafter. in a clay shell that shatters on impact. A DC 15
If the game goes beyond two rounds, each round Intelligence (Alchemist’s Supplies) check can create
thereafter you have the ability to bolster your forces one if all the listed components above are available.
with economy, politics, and propaganda. This grants Shatterspell. This black compound infused with
you a +2 synergy bonus for each of the following antimagic is poured into sealable vials when

Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
Bohemian earspoon 10 gp 2d4 piercing 9 lb. Reach, two-handed, special
Hand claw 5 gp 1d4 slashing 1 lb. Special
Two-bladed sword 10 gp 1d8 slashing 10 lb. Two-handed, thrown (range 20/60), special

War of the Burning Sky 34 Player’s Guide


Equipment

extremely chilled. As it warms it turns gaseous, such as a contested Strength check, lifting or
forming wispy, black gas when released. As an pushing capacity, and wielding heavy weapons. The
action, you can throw this flask up to 20 feet, bracers can’t be used this way again until the next
shattering it on impact. Make a ranged attack dawn.
against a creature or object, treating the shatterspell
as an improvised weapon. On a hit, make a d20 roll Potion Bracer
for each spell on the target. The DC equals 10 + the Wondrous item, uncommon
spell’s level (10 + 0 for cantrips). The spell ends if the This bracer functions like a highly specialized handy
d20 roll meets or exceeds the DC, though haversack, allowing you to store up to 10 potions or
shatterspell has no effect on permanent magical similarly-sized items in an extradimensional space.
effects or magic items. No matter how many items are stored in the bracer,
If a vial of shatterspell takes any cold damage, the you can retrieve the one you want as an action. You
contents turn liquid again for one minute and can be can only wear one potion bracer at a time; wearing a
ingested like a potion. A character who drinks the second causes both to cease functioning. Most potion
magical black fluid has advantage on saving throws bracers are worn on the user’s weapon arm so the
against magic for one minute. user doesn’t have to drop a weapon to get out a
Thunderstone. You throw this stone at a point up potion. If both hands are full, you can drink directly
to 20 feet away. When it strikes a hard surface or is from the potion bracer as an action, but creatures
struck hard, it creates a deafening bang. Any have advantage on attack rolls against you until the
creatures within a 10-foot radius must make a DC start of your next turn.
15 Constitution saving throw or be deafened for 1 If it is overloaded, or if a sharp object pierces it or
minute. Anyone concentrating within the area tears it, the bracer ruptures and is destroyed. If the
affected must also make a DC 15 Concentration bracer is destroyed, its contents are lost forever,
saving throw, with disadvantage if they have been although an artifact always turns up again
deafened. Deafened creatures may repeat the saving somewhere. If the bracer is turned inside out, its
throw at the end of each of their turns, removing the contents spill forth, unharmed, and the bracer must
deafened condition on a successful save. be put right before it can be used again.
Tindertwig. The alchemical substance on the end While it is not being worn, placing the bracer
of this small, wooden stick ignites when struck inside an extradimensional space created by a bag of
against a rough surface. Creating a flame with a holding, portable hole, or similar item instantly
tindertwig is much faster than creating a flame with destroys both items and opens a gate to the Astral
a tinderbox. Using it to light a torch—or anything Plane. The gate originates where the one item was
else with abundant, exposed fuel—takes a bonus placed inside the other. Any creature within 10 feet
action. Lighting any other fire takes 30 seconds. The of the gate is sucked through it and deposited in a
alchemical substance is consumed on ignition, and random location on the Astral Plane. The gate then
the entire twig is consumed after burning for 1 closes. The gate is one-way only and can’t be
minute. reopened.

Adventuring Gear
Item Cost Weight
Dragonbomb 300 gp 20 lb.
Gaming set
Conquest set 2 gp 5 lb.
Shatterspell (vial) 100 gp 1/10 lb.
Thunderstone 50 gp 1 lb.
Tindertwig 1 gp —

M AGIC I TEMS
You may come across the following magic items in
your travels.

Hurling Bracers
Wondrous item, rare
These items can be activated as a bonus action or as
a reaction. For one round, you are considered to be
one size class larger for the purposes of Strength

War of the Burning Sky 35 Player’s Guide


S PELLS
War of the Burning Sky makes use of several new 2nd Level
and unique spells. Some have been created by Gabal Cancel
and are taught at his school of war, and others have Duelist’s Etiquette
been developed by the Ragesian inquisitors or others.
The spells listed here can be learned by player 4th Level
characters. Storm Shield
Telekinetic Thrust
S PELL L ISTS 5th Level
Bard Spells Like Lightning
1st Level 6th Level
Stand the Heat Gabal’s Viral Flame
2nd Level Warlock Spells
Cancel
2nd Level
Cleric Spells Cancel

1st Level 4th Level


Stand the Heat Telekinetic Thrust

2nd Level Wizard Spells


Cancel
Duelist’s Etiquette
1st Level
Gabal’s Superior Missile
Stand the Heat
Druid Spells
1st Level 2nd Level
Stand the Heat Cancel
Duelist’s Etiquette
2nd Level
Cancel 4th Level
Storm Shield
4th Level Telekinetic Thrust
Storm Shield
5th Level
Paladin Spells Like Lightning
1st Level 6th Level
Stand the Heat
Gabal’s Viral Flame
2nd Level
Cancel S PELL D ESCRIPTIONS
Cancel
Ranger Spells 2nd-level abjuration
1st Level Casting Time: 1 action
Stand the Heat Range: Self
Components: V,S
2nd Level Duration: Concentration, up to 1 minute
Cancel
You form a sphere of antimagic in your hand. As a
bonus action, you can throw the sphere at a
Sorcerer Spells creature within 60 feet of you that you think is
1st Level concentrating on a spell, or you can use your
Gabal’s Superior Missile reaction to throw it at a creature within 60 feet of
Stand the Heat you that you see casting a spell. Any spell of 2nd

War of the Burning Sky 36 Player’s Guide


Spells

level or lower that the creature is casting or on spell and release it using your reaction immediately
which it is concentrating ends. If the spell is of 3rd before the start of your next turn. You become aware
level or higher, make an ability check using your of every visible creature within range of the spell but
spellcasting ability. The DC equals 10 + the spell’s are not aware of their exact location. You can target
level. On a success, the creature’s spell fails and has creatures that have total cover or total concealment
no effect. with respect to you, as long as the darts can travel
At Higher Levels. When you cast this spell using a around any such concealment to their targets along
spell slot of 3rd level or higher, the spells that the a 60-foot path.
creature is casting or on which it is concentrating For example, you could target a creature inside a
automatically end if the spell’s level is less than or room even if there was a wall between you, as long
equal to the level of the spell slot you used. as a door or window was open. Likewise, you could
target a creature hiding behind a fog cloud, as long
Duelist’s Etiquette as there was a clear route around the fog. However,
2nd-level abjuration (ritual) you could not target a creature totally concealed
Casting Time: 1 minute within the fog cloud.
Range: Touch At Higher Levels. When you cast this spell using a
Components: V,S,M (a pair of padded sticks) spell slot of 2nd level or higher, the spell creates one
Duration: 1 hour more dart for each slot level above 1st.
You touch the ground, and a 30-foot radius of the
spell’s area is traced with a faintly glowing line of Gabal’s Viral Flame
energy. The spell creates a subtle defensive barrier 6th-level evocation
against magical attacks, causing all damage from
spells and summoned creatures that originate in the Casting Time: 1 action
area of effect to become nonlethal. A creature Range: 120 feet
brought to 0 hit points from nonlethal spell damage Components: V,S
is unconscious and stable. Duration: Instantaneous
Whenever a creature enters the warded area or is A bright streak flashes from your pointing finger to a
present when the spell is cast, it must consciously point you choose within range and then blossoms
choose to accept this restriction, or else the spell with a low roar into an explosion of hungry flames in
ends. If at any time a creature inside the area no a 20-foot-radius. The fire spreads around corners. It
longer wishes to abide by the wards, they can spend ignites flammable objects in the area that aren’t
an action to end the spell. being worn or carried.
This spell is primarily used to ensure that spell The flames consume magical protections. Any
duels are not fatal, without forcing mages to hold abjuration spell of 3rd level or lower in the area ends
back their strongest powers. as the spell is consumed. For each abjuration spell
of 4th level or higher on the target, make an ability
Gabal’s Superior Missile check using your spellcasting ability. The DC equals
1st-level evocation 10 + the spell’s level. On a successful check, the
Casting Time: Special spell ends as it is consumed. An abjuration spell
Range: 60 feet that affects multiple targets in the area can only be
Components: V,S consumed once. Each consumed spell adds 1d6 fire
Duration: Instantaneous damage to the flames.
The archmage Gabal proudly states that this spell is If someone attempts to interrupt the spell with
superior to the old standby magic missile in urban counterspell, the flames attempt to consume it as
settings. Though its range is shorter, it can be cast well. Make a spellcasting ability check contested by
even without line of sight to its targets. the other spellcaster’s spellcasting ability. If you win
You create three glowing darts of magical force. A the contest, the counterspell is consumed without
dart deals 1d4 + 1 force damage to its target. The interrupting this spell.
darts all strike simultaneously, and you can direct Each creature in the area of the flames must make
them to hit one creature or several. This spell has a Dexterity saving throw. A target takes 4d6 fire
two modes. damage plus 1d6 fire damage for each consumed
The first mode has a casting time of one action. spell on a failed save, or half as much damage on a
Each dart hits a creature of your choice that you can successful one.
see within range. At Higher Levels. When you cast this spell using a
In the second mode you take the Ready action to spell slot of 7th level or higher, the base damage
cast the spell as normal but then concentrate on the increases by 1d6 for each slot level above 6th.

War of the Burning Sky 37 Player’s Guide


Spells

Like Lightning feet of you hits you with a melee attack, the shield
5th-level conjuration erupts with lightning. The attacker takes 2d8
Casting Time: 1 action lightning damage.
Range: 100 feet
Components: V,S,M (a bit of fur and a rod of amber, Telekinetic Thrust
crystal, or glass) 4th-level transmutation
Duration: Instantaneous Casting Time: 1 action
Choose a point you can see within range. You Range: 60 feet
transform your body into a 5-foot-wide stroke of Components: V,S
lightning from your current position to that point Duration: Instantaneous
and transform back into your original form at the You gain the ability to shove a creature or object by
destination. Each creature in the line must make a thought. When you cast the spell, you can exert your
Dexterity saving throw. A creature takes 8d6 will on one creature or object that you can see within
lightning damage on a failed save, or half as much range causing the appropriate affect below.
damage on a successful one. A creature or object you successfully move travels
The lightning ignites flammable objects in its path 30 feet directly away from you. If it hits a solid object
that aren’t being worn or carried. such as a wall, it takes 1d6 bludgeoning damage for
At Higher Levels. When you cast this spell using a every 10 feet of movement or portion thereof. If it
spell slot of 6th level or higher, the damage increases would hit another creature or object the damage is
by 1d6 for each slot level above 5th. split between the shoved creature or object and the
hit creature or object. A creature in the path of the
Stand the Heat shoved creature or object must succeed on a
1st-level abjuration Dexterity saving throw, avoiding the shoved creature
Casting Time: 1 action or object on a success or being hit by the missile and
Range: Touch knocked prone.
Components: V,S,M (ten gold coins which have sat Creature. You can try to move a Large or smaller
in a fire for at least one hour) creature. Make an ability check with your
Duration: 24 hours spellcasting ability contested by the creature’s
Strength check. If you win the contest, you move the
You touch a willing creature, and the creature and creature up to 30 feet directly away from you and it
all equipment it carries suffer no harm from being in is knocked prone.
extreme heat. It can exist comfortably in Object. You can try to move an object that weights
temperatures as high as 500 degrees Fahrenheit. up to 500 pounds. If the object isn’t being worn or
This protection is sufficient to endure the oven-like carried, you automatically move it up to 30 feet
heat of a forest fire, though neither the creature nor directly away from you.
its equipment is protected against fire damage. If the object is worn or carried by a creature, you
If the affected creature catches fire, it can put the must make an ability check with your spellcasting
flames out with a bonus action. ability contested by that creature’s Strength check. If
At Higher Levels. When you cast this spell using a you succeed, you pull the object away from that
spell slot of 2nd level or higher, you can affect one creature and move it 30 feet directly away from you.
additional creature for each slot level above 1st. The At Higher Levels. When you cast this spell using
creatures must be touching you or another of the a spell slot of 5th level or higher, you can affect one
affected creatures. additional creature or object for each slot level above
4th. The creatures or objects must all be within 10
Storm Shield feet of each other.
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (a bit of fur and a rod of amber,
crystal, or glass)
Duration: 10 minutes
Thin crackles of lightning wreathe your body for the
duration, shedding bright light in a 10-foot radius
and dim light for an additional 10 feet. You can end
the spell early by using an action to dismiss it.
The lightning grants you resistance to lightning
damage. In addition, whenever a creature within 5

War of the Burning Sky 38 Player’s Guide


F EATS
The following feats are drawn from various power cast a spell and Intelligence (Arcana) checks to
groups and NPCs in War of the Burning Sky. identify a spell being cast.

Shining Warrior Third Hand


Prerequisite: The ability to cast the light cantrip You are an expert in combat with whips and can use
You possess the luminous power of the Solei it like an extension of your hand. You gain the
Palancis, the elite fighting force of the Shahalesti following benefits:
army. You cannot be blinded by bright light. While • You gain proficiency with whips.
in an area that is brightly illuminated, you have • You can grab an object within 10 feet of you as a
advantage on saving throws against fear and have bonus action with a successful DC 10 Dexterity
resistance to necrotic damage. check. The object must have an exposed portion
If you wield a weapon that sheds light, you can use that the whip can wrap around.
a bonus action to intensify that light, increasing it to • When you hit a creature with your whip, you can
a 60-foot-radius sphere of bright light. The sphere attempt to grapple the creature. The creature must
sheds dim light for another 60 feet. This effect lasts make a Dexterity saving throw. On a failed save,
for 10 minutes or until you dismiss it with a bonus the creature is grappled. The DC for both the
action. When you make a critical hit with a weapon saving throw and escaping the grapple is equal to
that is emitting intensified light, the creature must 8 + your Dexterity modifier + your proficiency
make a Constitution saving throw against your bonus. Until the grapple ends, you cannot use the
spellcasting DC or be blinded until the end of your whip on another target.
next turn. You may not intensify the light on a • You can pull a creature grappled with your whip to
weapon again until you finish a short or long rest. within 5 feet of you by using 10 feet of movement.

Spellduelist Vex the Inquisitor


Prerequisite: The ability to cast at least one spell Prerequisite: The ability to cast at least one spell
You have studied the art of spell dueling, perhaps The teachers of Gabal’s school and the Lyceum have
under the famed evoker Gabal in the small school he developed a technique to counter the inquisitor’s
maintains in Gate Pass, or at the Lyceum in powers to cancel magic by recovering some of the
Seaquen. Thanks to extensive practice with dueling dissipated magic. You gain the following benefits:
other spellcasters, you gain the following benefits: • Increase your spellcasting ability score by 1, to a
• Increase your spellcasting ability score by 1, to a maximum of 20.
maximum of 20. • If a spell you cast is countered by cancel or
• You know how to convince an onlooker that you’re counterspell, or if a spell you are concentrating on
casting a spell when you actually are not. You can is ended early by cancel or dispel magic, you can
pretend to cast a spell as a bonus action. The spell use your reaction to recover one expended spell
must be one you can prepare, and any onlooker slot of a level less than the interrupted spell.
who would use a reaction to you casting a spell—
such as by attempting to use counterspell or Energy Substitution
performing a readied action—must make a Prerequisite: The ability to cast at least one spell
Wisdom (Insight) check contested by your When you gain this feat, choose one of the following
Charisma (Deception) check to realize the damage types: acid, cold, fire, lightning, or thunder.
deception, or their reaction is used upon a failure Your extensive study of magic of that damage type
as if you had actually cast the spell. Opportunity yields the following benefits:
attacks and readied actions are taken, and the
• Increase your spellcasting ability score by 1, to a
reaction for counterspell is used but the spell slot
maximum of 20.
is not as there is not a valid target. You have
• When you cast a spell that deals acid, cold, fire,
advantage on the Charisma (Deception) check. You
lightning, or thunder damage, you can change the
cannot cast any other spell on this turn other than
damage to the chosen type. Your GM may decide
the spell you were pretending to cast or a cantrip
that some spell effects change when the damage
with a casting time of 1 action. If you actually cast
type changes. For example, a cold fireball would
a spell this turn, anyone who wants to use a
not set objects on fire, but it might extinguish
reaction must have decided to contest your
flames in the area.
deception and have succeeded.
• You have advantage on Wisdom (Insight) checks to You may select this feat multiple times. Each time
determine if another spellduelist is pretending to you do so, you must choose a different damage type.

War of the Burning Sky 39 Player’s Guide


L EGAL I NFORMATION
Product Identity. The following items are hereby identified as Product ownership of that Product Identity. The owner of any Product Identity
Identity as defined in the Open Game License version 1.0a, and are not used in Open Game Content shall retain all rights, title and interest in
Open Content: All trademarks, proper names, dialogue, plot, storylines, and to that Product Identity.
locations, characters, artwork, and trade dress.
Open Game Content. All game mechanic text (including the names, stats, 8. IDENTIFICATION: If you distribute Open Game Content You must clearly
and rules text of new character features and spells) is hereby designated as indicate which portions of the work that you are distributing are Open
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OPEN GAME LICENSE Version 1.0a 9. UPDATING THE LICENSE: Wizards or its designated Agents may publish
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logos, names, mark, sign, motto, designs that are used by a Contributor Chris Sims, and Steve Townshend, based on original material by E. Gary
to identify itself or its products or the associated products contributed to Gygax and Dave Arneson.
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otherwise create Derivative Material of Open Game Content; (h) “You” or Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on
“Your” means the licensee in terms of this agreement. original material by E. Gary Gygax and Dave Arneson
2. THE LICENSE: This License applies to any Open Game Content that War of the Burning Sky, The Complete Campaign, Copyright 2009, EN
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