Eorzea Companion Guidebook - GM Binder

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Contents
Preface.....................................3
Chapter 1: Races and Languages
Au Ra...................................................................................................5

Elezen..................................................................................................7

Hyur......................................................................................................9

Lalafell...............................................................................................11

Miqo'te...............................................................................................13

Roegadyn..........................................................................................15
Chapter 2: Classes
Arcanist.............................................................................................18

Astrologian.......................................................................................24

Bard (Archetype).............................................................................29

Black Mage......................................................................................30

Dark Knight.....................................................................................34

Dragoon............................................................................................40

Machinist..........................................................................................45

Monk (Archetype)............................................................................49

Ninja (Archetype)............................................................................50

Paladin (Archetype)........................................................................52

Red Mage..........................................................................................53

Samurai...........................................................................................57

Warrior.............................................................................................61

White Mage.....................................................................................66

Chapter 3: Spells
Spell Lists........................................................................................71

Created Spells.................................................................................76

3rd Party Spells..............................................................................78

Appendix A: Carbuncles.............80
Appendix B: Egis........................81
Appendix C: Nymian Fey..............83
Appendix D: Machinist Info........84
Appendix E: Naming Info............86
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Preface Changes made by me
This document was originally created by SilentSoren.
The current The following changes are deviations from Sorens original work,
iteration is simply a adaptation. You can find the contact data of the based on personal preference, perceived balance, fulfilment of
original creator and me in the "Contact us" section further down the fantasies and WotC's style guide. The following product may not be
page. to your liking, or could be just the right tool for your needs. It
primarily exists as a ressource for the players in my personal
The following are the original credits, as cited by the author: campaigns and while I appreciate input, it's primarily focused on
Starting with aknowledgements! Special Thanks to being a fun to use toolkit of classes and races.
/u/JamesMusicus for his class and race creation templates and
/u/Stolksdorf for their homebrewing tool at Races
naturalcrit.com/homebrew. Thank you to Square Enix for producing Rebalanced all races to bring them in line with the PHB races,
Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's using Detect Balance as a base for the rating of features.
done to create the art I am using. I have spent over two years
enjoying the world you all have created and have enjoyed it Classes
immensely!
A huge thank you to r/UnearthedArcana and r/ffxiv for their warm Numerous changes to Arcanist, Astrologian, the Bard Archetype,
reception and feedback along with countless reddit users who've Black Mage, Dark Knight, Dragoon, Machinist, Monk, the
contributed with edits, ideas and proofreading. With all of your help, Paladin Archetype, Red Mage and Warrior.
this project continues to drive forward. Spells
Additionally thanks to Goob, Phalian, Acat, Yorxi, Zeppy, Simon,
Emmy, James, Hypno and Sara for playtesting in our campaign. Added the cantrips "Misery's End", "Rain of Death", "Empyreal
Though these names are just appearing on a list at the preface, I Arrow", "Caustic Bite" and "Stormbite" to the Spells section.
can not highlight enough how important their suggestions and Reorganized Spells Section.
feedback was to the polishing of my work. Thank you so much all of Reworked Spell Lists for all classes.
you, I wouldn't have gotten this done without you. Added several Homebrew Spells and their sources to the
document, for personal use
Utility Links Misc
Get Updates Here: https://www.reddit.com/r/FFXIVxDnD/ Changed Document format to DIN A4, was US letter size.
PDF download of entire document: Changes to wording throughout the document, to bring it more
http://homebrewery.naturalcrit.com/print/B1HBWX5j? in line with the PHB and other WotC products - still in progress.
dialog=true
PDF download of document (Not browser based): Legal Disclaimer
Browser View link:
http://homebrewery.naturalcrit.com/share/B1HBWX5j I do not own the rights or permissions to neither the Dungeons
Past Versions are housed here: & Dragons franchise nor the Final Fantasy franchise. This is
https://1drv.ms/f/s!AjoQU3ivE3hUahbUhIZVOc99pXM simply intended as a fan project to bring both of these loved
properties together.
Contact Us
If you need to get in touch with Soren about whatever you need to
know about this document, you can message him via Reddit, Imgur
or email him at Silentsorengames@gmail.com.

If you want to tell me how bad I fucked this up contact me under


Hermelin#2553 on Discord.
3
Chapter 1: Races and Languages

T
he currently available races cover all playable races in
the FFXIV MMO along with the presumed race. Each Languages of the Realm
race is able to fit into most fantasy worlds without Your race indicates the languages your character can speak by
trouble, I will include a quick blurb for each here. default, and your background might give you access to one or more
additional language of your choice. Note these languages on your
character sheet.
Choose your languages from the Standard Languages table, or
Au Ra choose one that is common in your campaign.
With your DM's permission, you can instead choose a language
The Au Ra are a race of scaled people who vary greatly in size from the Exotic Languages table or a secret language, such as
between the males and females of the race. The males tend to be Thieves Cant or the tongue of druids. Some of these languages are
extremely tall while the females grow to be much shorter. The dark actually families of languages with many dialects. For example, the
scaled Xaela are nomadic, travelling around vast grasslands in Primordial language includes the Auran, Aquan, Ignan, and Terran
various tribes. The light scaled Raen live largely in secluded villages dialects, one for each of the four elemental planes. Creatures that
built in secret locations, keeping to themselves. Both the Xaela and speak different dialects of the same language can communicate
Raen have members of their respective groups leave to find with one another.
adventure.
Standard Languages
Elezen Language Typical Speakers Script
Final Fantasy XIV's answer to elves of fantasy settings, the Elezen Common Hyur Elezi
are split into two groups, the Wildwood whom are light skinned and
dextrous, skilled with a bow and live in either dense forests or their Auri Au Ra Auri
highly religious city-state homeland. Alternatively are the Elezi Elezen Elezi
Duskwights who live in a series of twisting tunnels and ruins
underground, coming up only to hunt for food before returning to Garlean Garleans Allag
their cavernous homes.
Imperial Citizens of the Garlean Empire Allag
Hyur Lalafellian Lalafell Magi
The Hyur can be equated to the every day humans of fantasy Roe Roegadyn Roe
settings. There are the average sized Midlanders, named for the
elevation in which their sub species lived for many years, and the
taller, more muscular highlanders, who lived in the high mountains Exotic Languages
for their declared homeland. Language Typical Speakers Script
Aetheral Spirits and Elementals Elezi
Lalafell
Allag Citizens of the Allagan Empire Allag
The Lalafell find themselves split into two sub races, the Planesfolk
and the Dunesfolk. The Planesfolk hail from flatlands and islands, Beastspeech Beastmen Elezi
coming from a heritage of farmers and merchants selling their Dravanian Dragons Dravanian
wares across the sea. Merchantry comes naturally to the Lalafell as
the Dunesfolk built their society around trade. Traditionally Jagdt Miqo'te Elezi
travelling on the backs of beasts of burden, they eventually settled
and built a merchant city in the desert. Magi Citizens of Nym, Mhach and Magi
Amdapor
Miqo'te Primal Primals ---
The Miqo'te people appear as cat folk who are expert hunters. The Voidspeech Voidsent Allag
Seekers of the Sun live in warmer climates and live in patriarchies
with a strict hierarchy, while the Keepers of the Moon live in dense
forests within a matriarchy.
Roegadyn
The Roegadyn are large, hulking people who hail from the
mountains and the sea. The Sea Wolves are known as famed pirates
and settled a coastal city-state formed by a union of pirates, while
the Hellsguard live in villages atop mountains and volcanoes, acting
as keepers of the land.
4

Au ra Divided By Blood
The Auri creation myth tells the tale of two beings, the dawn father
We Xaela are nomads who roam and live off the land. My tribe was and the dusk mother. The two kinds of Au Ra have beliefs about
no different. Yet though we did no harm to those whose lands we their connection to these beings. The dark scaled Xaela are a
traversed, they treated us as vermin. in their ignorance, they feared nomadic people who believe that the blood of the dusk mother
us, and that fear manifested as spite and violence. courses through their veins. The Xaela view themselves as free
My loved ones and I were cursed at, spat upon, beaten, and spirit folk, who roam the lands hunting, gathering, and battling
worse. It was out of the desire to protect them that I began my against other roaming tribes, in honor of their ancestors of the past.
research. The light scaled Raen on the other hand have moved on from the
-Alaqa the Witch nomadic lifestyle, building a great city beneath the waves of the
Ruby Sea to make their home. Here the Raen live a life of tranquility
The Au Ra are a misunderstood people due to their physical and solitude from the rest of the world.
appearance. Their scaled bodies and horns led many to fear them,
believing them to be descendants of dragons or demons. This fear Peaks, Valleys and Plains
led to hate, which gave way to violence, leaving these proud people
few in number across the world. These conditions have led the Au The Au Ra's homeland is known as Othard, a region to the far east.
Ra to value their families beyond all else. A majority of their homeland is covered by sprawling plains known
as the Azim Steppe which dominates their country. The Xaela clans
Variable Size travel across this sea of land in close knight tribes. The northern
and western reaches of Othard are shielded by high mountain peaks
Au Ra are characterized by their curved horns and intricate and deep valleys shrouded in mist. To the East extends the Ruby
patterning of scales across their bodies. Sleek and powerful tails Sea, beneath which the Raen have made their home, hidden from
extend out from behind the Au Ra. There is a striking difference in the world.
height between the males and females of the race, the men ranging
from just over 6 feet tall to 7 and a half feet tall, while the women For my family
are dwarfed, rarely coming close to 6 feet tall. Their faces contain
sharp features and piercing eyes, alluding to their normally serious An Au Ra may set off on an adventure for any number of reasons. A
and sullen demeanor. thirst for adventure may awaken in them and draw them from their
Au Ra tend to dress very modestly, wearing simple robes and isolated clan lives, or an act against their clan or tribe has forced
lengths of cloth draped over their bodies as cloaks, especially them to action.
This could go as far as searching for lost family
amongst the nomadic Xaela tribe. members, or seeking revenge for a slight against their family.
For
the Au Ra, family is extremely important to them, and may serve a
central purpose to drive them to explore the world.
5
Subrace. The Au Ra's bloodline has split into two distinct groups,
Au Ra Names the nomadic Xaela and the solitary Raen, divided by the divine
The Au Ra approach names in two starkly different ways. The Xaela blood of their creators the Dusk Mother and Dawn Father. Select
see many names shared across tribes, but there are as many one of the two subraces of Au Ra.
spellings for the same name as there are tribes. Xaela take the
name of their tribe as their surname. The Raen name themselves in
their tongue in a way that their name carries meaning. Only those
belonging to the ruling and warrior class of society legally have
surnames, while commoners may take a surname, it is not legally
recognized. Raen who are in power often take surnames related to
their feats in battle, while commoners take names related to their
profession.
Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu,
Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku, Chikamasa,
Rokuyari, Tanehiro, Yoshikore, Hidetake, Norishig
Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami,
Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki
Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur,
Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke,
Cirina, Narangerel, Ogul, Altan
Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar,
Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin,
Khorghosun, Yesun, Ariunbold, Bayar
Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir,
Khatayin, Ura, Goro, Oroq
Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari,
Godo, Tabito, Yumishi, Musa
Au Ra Traits
Your Au Ra character has a variety of natural abilities.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Despite their extraordinary physical features, the Au Ra live
about as long as any of the other races of Eorzea, reaching physical
maturity around the age of 16, and living to be around 80 years old.
Alignment. The Au Ra as a whole do not tend to neither good nor
evil, or towards law or chaos. The Xaela tend strongly towards the
chaotic lives of nomads outside of the laws of civilized city-states,
while the Raen enjoy the order provided by the law. Often times an
Au Ra finds themselves to be the product of their upbringing.
Size. There is a large size disparity between men and women of
the Au Ra. Males range anywhere from 6 and a half to 7 feet tall
with a lean build dwarfing the females who rarely grow taller than 5
feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
Cranial Horns. Your horns act as your means of perceiving
sound. You have improved hearing and spatial awareness compared
to other races because of this. You gain proficiency in the perception
skill.
Gift of Dawn and Dusk. Starting at 3rd level, you gain access to
the heavenly powers of your celestial parents. Xaela will call upon
the Dusk Mother, while the Raen will beckon the Dawn Father in
most cases.
As a action you can unleash the heavenly light of the
moon or sun from within yourself, causing your scales and eyes to
glow in bright orange or light blue. Your transformation lasts for 1
minute or until you end it as a bonus action. During it, you shed
bright light in a 10-foots radius and dim light for an additional 10
feet, and at the end of each of your turns, each creature within 10
feet of you takes radiant damage equal to half your level (rounded
up). In addition, once on each of your turns, you can deal extra
radiant damage to one target when you deal damage to it with an
attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a
long rest.
Languages. You can speak, read and write Common and Auri.
The Auri language does not include gender or numbered nouns or
verbs, causing an Au Ra to mislabel things sometimes when
speaking another language.
A Valuable Ally
6
Difference of Opinion
The Elezen race is divided due to their pride. The Wildwood and
Duskwights found they could not coexist and distanced themselves
from one another. The Wildwood believing they are the true rulers
of the forests in which they live and hold dominion. The largest
population of Wildwood Elezen live in Ishgard, a massive religious
city embroiled in a war against dragonkind, closed off from much of
the world. The Duskwights, who made their homes in the cavern
systems of the forests have since been driven to crime to survive
due to the Wildwood's clutch on the boundaries of the forest.
The Woods and the North
The forest which the Elezen live is the Black Shroud, a massive
forest brought to order by the Wildwood, who protect the forest
from poachers and other threats which would encroach on it.
Duskwights, who disregard the need to protect the forest and hunt
to their content. Looking to the Northern city of Ishgard, towering
spires, homes and a grand cathedral hide behind their giant gates.
Living conditions in Ishgard are rough, as the poor go hungry in the
Elezen lower levels of the city, while the wealth live in exuberance, looking
For centuries, our nation has been punished for the sins of our down on the less fortunate citizens, ruled by the religious teachings
forefathers. If our punishment is to end, I believe we must right the of the Holy See.
wrongs of antiquity and move forward as a nation united. Needless
to say, my father did not share this opinion. Honour and Vengeance
-Ser Aymeric de Borel, Lord Commander of the Holy See An Elezen may set out on an adventure for many different reasons.
An Ishgardian Wildwood hungry for revenge against the dragons
The Elezen are a race divided within themselves, and their often may set out to seek greater strength, while another may take up
arrogant attitudes keep the other races at an arm's reach. The arms to defend their forest home from an encroaching threat
Wildwood live off the lush forests, using their keen eyes to hunt and against the Black Shroud. Duskwights may set out to gain honour
gather in the dense forests or live in the religious oligarchy of and riches to support their family or to prove to the world they are
Ishgard, cut off from rest of the world. The Duskwights in contrast more than just a thief. Perhaps you seek glory in battle, and head
are notorious for thievery and pillaging. Spending much of their live out to find this fame.
in caves and caverns hidden in the forest.
Elegance and Pride
Long legs, slender bodies, pointed ears and sharp features are all
marks of an elezen. Only rivaling their otherworld appearance is the
poise with which they carry themselves. Their tall, thin frames only
differ within the race by the colour of their skin. All Elezen try to
clothe themselves whenever it is appropriate, valuing their
appearance.
7
Child of the Land You know the Druidcraft cantrip. Intelligence is
Elezen Names your spellcasting ability for it.
Both the Wildwood and Duskwight clans of Elezen spell their Languages. You can speak, read and write Common and one
names very similarly. Men's names are longer and always end in - extra language of your choice.
loix, -aux, -mont, or -eant. A female's name will always end in -ne, - Subrace. The Elezen come from two different clans. Select one
ette, -elle, or -ie. of the two subraces of Elezen.
Despite the similarity in their first names, the Elezen tribes over
time claimed surnames for either side. These surnames will never Wildwood
cross clans, but only those who live within the race will know the The Wildwood Elezen have become the protectors of the forest and
difference. mortal enemies of dragonkind depending on where they are living.
Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Despite this, the Wildwood keep a tight hold on their homes,
Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex, defending them aggressively. They have learned to live off land
Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, wherever they find themselves. Years of life in the forests of the
Etrene, Moriene, Peronne, Cummone, Phivonne, Paxeonne Black Shroud has imbued them with various abilities.
Elezen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Ability Score Increase. Your Dexterity score increases by 1.
Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane Hawk Sight. The normal range of your ranged weapons is
increased by 30 feet.
Elezen Traits Mask of the Wild You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist, and
Your Elezen character has a variety of natural abilities. other natural phenomena.
Ability Score Increase. Your Intelligence score increases by 2. Prying Eye. You have advantage when making a perception
Age. Though Elezen are one of the longest standing races, they check which involves sight.
do not live much longer than anyone else. They reach physical Remembrance. You have proficiency in the history skill.
maturity around age 18 and live into their nineties. Wildwood weapon training. You have proficiency with the
Alignment. Wildwood Elezen lean towards lawful alignments, be shortbow, shortsword, spear and dagger.
it their upbringing to protect the forest or life within the religious
walls of Ishgard. Duskwight's have embraced the wild way of living, Duskwight
leaning towards chaotic alignments, viewing laws as arbitrary Duskwights are Elezen who made their home in the cavernous
things. systems of the Black Shroud. Their light hair and dark skin sets
Size. Elezen are known for their tall slender bodies. Men can them apart from their surface dwelling counterparts. Duskwights
reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot are expert cave explorers after growing up in such systems. Though
3 inches. Women reach a maximum of 6 and a half feet and rarely the caves could not satisfy all of their needs, leading the Duskwights
shorter than 6 feet tall. Your size is medium. to build a reputation of banditry for themselves.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Constitution score increases by 1.
Darkvision. Due to life in the caverns your eyes have adapted to
help you see in the dark. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim light.
You can't discern colour in darkness, only shades of grey.
Duskwight Weapon Training. You have proficiency with the
shortbow, longbow, shortsword and javelins.
Poachers Escape. You can take the Disengage or Hide action as
a bonus action on each of your turns.
Superb Hearing. You have advantage when making a perception
check which involves hearing.

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

Au Ra. We Ishgardians have made a grave mistake. Despite their


heretical appearance, we should not have let fear guide out hands. I
hope we can make amends one day.

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

Miqo'te. "They are skilled hunters, perhaps too skilled. We share the
woods with these people in service to the forest. But the Keepers
who break off from the clans and become poachers are as deadly as
they come."
8

Hyur
Thal's Balls... I'd forgotten what it was like to feel so alive! Not since
leaving the bloodsands have I had the privilege. Not since the Bull of
Ala Mhigo hung up his swords. Back then, the outcome might have
been different. But I do not begrudge you your victory. I know how
far you have come, how much you have endured. Our fight only
confirmed it. We shall have to do this again one day, when time
allows.
-Raubahn Aldynn, The Bull of Ala Mhigo
Around 1000 years ago, the Hyur spread across the land in a great
migration from the north. They made their homes wherever they
could set their footing. Some took to the mountains, while others
found a foot hold in any city which would accept them. Today the
Hyur are one of the most populous races in the world.
Of Average Build
The Hyur are a race of average sized humanoids whom one may These tough living conditions lead to a heartier, more physically
view as an average group of people, lacking distinguishing features powerful people. The Midlanders lived at sea level and across the
such as pointed ears, immense size or horns. Over time Hyur have world, which minimized changes due to life in extreme conditions.
diverged into two distinct groups, the Midlanders and Highlanders.
Midlanders are widespread across the land and come in all shapes People of the World
and colours, becoming prevalent in all cities. Highlanders in
comparison are taller than their Midlander counterparts, boasting a Hyur as a whole make up a large percentage of the population in the
more powerful, muscular build. world. Over a thousand years ago the Hyur immigrated in massive
waves from their homelands and made their homes wherever their
A Matter of Location feet hit the ground. Highlanders are a special case within the Hyur,
famed for their mountainous city of Ala Mhigo. In recent years, the
The differences between the Midlanders and Highlanders was born Ala Mhighan's were forced from their homes to immigrate across
from their homes long ago. The Highlanders are named for living at the world, mixing into the cities across the world themselves.
a high elevation, mountains in particular.
9
Glory and Prosperity Hyur Traits
The Hyur are a hardworking and ambitious people, no matter what Your Hyur character has a variety of natural abilities tied to their
walk of life they come from. It is for this reason that for every Hyur heritage of being a diverse peoples.
in the world, there could be a different reason to seek adventure. Ability Score Increase. Your Strength score increases by 2.
Some may head out on the road for the value of the journey itself, Age. Hyur tend to live for approximately 75 years, reaching sexual
while others may do so in search of riches. Some Hyur may be maturity around age 16 and full maturity around 20 years old.
adventuring on another's behalf, perhaps their family sitting at Alignment. Overall the Hyur are a highly variable race, so it
home, or to defend their people from an imminent threat. In a world stands to reason that the Hyur tend to not lean towards neither
with so many possibilities, it does not take much convincing to bring good nor evil. The same could be stated about their impressions of
a Hyur to action. law and chaos. They comfortably fall in line with the culture in
which they are raised, but are generally good-hearted.
Hyur Names Size. Hyur tend to range in height from 5 feet to 6 and a half feet
The names of the Hyur are in the common tongue of the land. tall depending on their heritage. Midlanders struggle to pass 6 feet
Midlander may take names which are appropriate for the culture in while highlanders easily pass it. Your size is medium.
which they live while Highlanders take names which have a Speed. Your base walking speed is 30 feet.
harshness in their pronunciation. As a surname, Midlanders will Worldly Skill. You have proficiency with a set of artisan's tools of
often take a descriptive name for their physical traits or profession. your choice.
Highlanders prefer to earn their surnames in battle, using feats of Languages. You can speak, read and write Common and two
martial prowess or names with violent imagery. other languages of your choice.
Male Midlander Names. Odard, Redwald, Kenward, Herebert, Subrace. The Hyur have changed over time based on where they
Acwuld, Edward, Roderic, Eadwine lived over the past millennium. Select one of the two subraces of
Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Hyur.
Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild,
Rimilde Midlander
Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, As a Midlander, you are a child of possibility. The midlanders can
Hordr, Ogmundr, Hallgrim, Thordr, Raubahn live pretty well anywhere in the world and not seem out of place.
Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Due to their ability to find comfortable lifes anywhere, they have
Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla becoming highly adaptable and well educated.
Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, Ability Score Increase. Two different ability scores of your
River, Miller, Draper, Fletcher, Hill, Thatcher choice increase by 1.
Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Skill Versatility. You have proficiency in three skills of your
Blood, Furor, Shatterfist, Strongblade, Ironwill choice.

Highlander
The warlike Highlanders see battle as the reason for life. They are
Breadth of Bonds no strangers to violence living in the mountains, over time making
great conquests against various groups of people. Life in these
Hyur are prevalent throughout the world, and because of this most tough conditions has hardened the Highlanders as a people, leading
will welcome a Hyur into their lives without prejudice. Overall the to naturally powerful builds.
Hyur are met with courtesy wherever they wander.
Ability Score Increase. Your Constitution score increases by 1.
Elezen. "For a long time we didn't see eye to eye, but for the time Highland Endurance. You can focus yourself to occasionally
shrug off injury. When you take damage, you can use your reaction
being we are friends."
to roll a d12. Add your Constitution modifier to the number rolled,
Lalafell. "The Planesfolk are a wonderful people, so earnest in their and reduce the damage by that total. After you use this trait, you
lives. The Dunesfolk, will rob you blind with your thanks."
can't use it again until you finish a short or long rest.
Miqo'te. "They're a quiet folk who keep to themselves, but I can Naturally Honed Body. You have proficiency in the athletics skill.
respect their skill. I have no qualms with them." Powerful Build. You count as one size larger when determining
your carrying capacity and the weight you can push, drag, or lift.
Soldiers Attention. Highlanders are known for their resilience.
When you take a long rest you only need 4 hours of sleep. You may
spend the remainder of your rest doing light activity or standing
watch. After resting in this way, you gain the same benefit that a
character usually does from 8 hours of sleep.
10

Lalafell
But I will see them suffer no longer. The victory feast shall provide
the stage on which I declare the dissolution of the sultanate. 'Tis Products of the Land
mine intent that the ruling class of our golden city should take its The Lalafellin homelands produced two types of people, from which
place beside the common man in a fair and equitable republic. No they take their names. The Plainsfolk started off as agriculturalists
more shall this nation bow to the whims of a privileged few. living their lives on their farms, eventually trading their goods
-Nanamo Ul Namo, Sultana of Ul'Dah across the land, leading for lalafells to spread across the world. The
Dunesfolk began and remain as desert dwelling folk, their bodies
The Lalafell are generally a cheery race of people. Long ago the adapting to the harsh conditions.
Lalafells lived as masters of agriculture and spread across the land
along trade routes, selling their produce becoming one of the most Rolling Planes and Towering Dunes
widespread races there is. In time the Dunesfolk went as far as
establishing their own desert city-state known as Ul'Dah. These tiny The Lalafell can trace their ancestry back to two key area. The
folk are highly ambitious and are not afraid to take hold of Plainsfolk began as farmers on fertile islands in the south, farming
opportunity when it appears before them. the fertile lands of their namesake. The Dunesfolk were not so luck
to have farmable land and instead turned to animal husbandry.
Tiny Yet Mighty Traditionally Dunesfolk built their homes on the backs of beasts of
burden, travelling with their herds. Eventually the Dunesfolk
Lalafell anatomy sees these kindly people rarely growing to be 3 founded a great city of wealth, where nearly all Dunesfolk live today.
feet tall. Their short bodies are rotund, with short feeble looking
legs. But appearances can be deceiving as Lalafells bodies are Family and Fortune
highly efficient, allowing them to travel long distances on their short
legs. The Plainsfolk have larger, pointed ears which greatly Lalafells care deeply for their small families and would do anything
improved their hearing, while the Dunesfolk developed a film which for them. They may set out on an adventure to support their families
covers their eyes, protecting them from the sun and sand of the or in their defense. Not all Lalafells have such pure goals though as
desert. Additionally out of tradition, Dunesfolk will place gemstones many contain a great deal of ambition in their tiny bodies.
associated with their zodiacal sign on their foreheads. Merchants travel all over the land, researchers seeking knowledge
in secret places, sellswords bravely take on jobs to prove
themselves. Lalafells may be small, but they take on the world in a
big way.
11
Lalafell Names
Both the Plainsfolk and the Dunesfolk name themselves using set Good Relations All Around
rhyming schemes, ruled by rhythm and repetition. Syllables are Thanks to their charming demeanors and financial ties across the
combining in various combinations to form playful sounding names.
This means that Lalafells generally do not have surnames unless world, Lalafells are one of the few races who can say it is on good
they come from royalty, which adds their family name in the middle. terms with nearly everyone. Most Lalafells are kindly and outgoing,
Each gender and subrace of Lalafell have their own ruleset detailed allowing them to seem like the younger sibling of all the races.
below. Each letter indicates a syllable or pair of syllables.
Lalafell Naming Convention Subrace. The Lalafell come from two distinct groups of people.
Gender and Subrace Rhyming Scheme Select one of the two subraces of Lalafell.
Male Plainsfolk AB - CB Plainsfolk
Female Plainsfolk ABB - AB As a Plainsfolk, you have spent some time working in agriculture, or
have had information passed down to you from your family. Your
Male Dunesfolk AAB - CCB highly sensitive ears and knowledge of farming has led to the
Female Dunesfolk AAB - AB development that sets you apart from your fellow Lalafell, the
Dunesfolk.
Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Ability Score Increase. Your Wisdom score increases by 1.
Forelo, Elehul Pedulehul, Gusis Shisis Healing Herbs. As an action you can procure a variety of healing
Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, herbs and salves you keep handy. You can feed a creature and cause
Kikuku Kiku. it to regain a number of hit points equal to your level. Once you use
Male Dunesfolk Names. Wowokima Chichikima, Sheshehici this trait, you can't use it again until you replenish your stock during
Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba a long rest.
Susureba Sharp Senses. You gain proficiency with the perception skill.
Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Dunesfolk
Chochosha Chosha, Bobochu Bochu, Lelepu Lepu
As a Dunesfolk, you have an instinctual ability to work with animals
Lalafell Traits thanks to your ancestors. Additionally you have adapted to the harsh
desert environments and thrived.
Your Lalafell character has a variety of natural abilities derived from Ability Score Increase. Your Intelligence score increases by 1.
their ancestry. Dust Shield. Your eyes have developed a film to protect them
Ability Score Increase. Your Charisma score increases by 2. from desert conditions. You have advantage on saving throws
Age. These smallfolk are able to live just as long as the other against being blinded.
races. Lalafells reach physical maturity around the age of 18, and Poisonous Upbringing. You have advantage on saving throws
live until their mid eighties. against poison, and you have resistance against poison damage.
Alignment. Generally speaking, Lalafells lean towards a good
natured alignment, though some shrewd businessmen may push far
away from this approach to life. Neither the Plainsfolk or Dunesfolk
have a inclination to law or chaos, with individuals falling into all
categories.
Size. Lalafells are a diminutive people who see no difference in
height due to gender. Their heights on average range from 2 feet
and 8 inches to just over 3 feet. Your size is small.
Speed. Your base walking speed is 25 feet.
Lalafell Luck. When you roll a 1 on an attack roll, ability check,
or saving throw, you can reroll the die and must use the new roll.
Merchant's Intuition. You gain proficiency in the persuasion skill.
Naturally Stealthy. You can attempt to hide even when when you
are obscured only by a creature that is at least one size larger than
you.
Nimbleness. You can move through the space of any creature
that is of a size larger than yours.
Languages. You can speak, read and write Common and one
other language.
12
Miqo'te
The Nunh that I once fought also believed that his strrrength would
save him. He was wrong, and I am now Nunh. Many years ago I
joined the Company of Heroes to hone my skills instead of
challenging my predecessor before I was ready. Even when I was
young I understood that victorrrry goes to the patient, the cunning,
the pragmatic."
-U'odh Nunh, leader of the Drake Tribe
The Miqo'te are an aloof people who value their independence from
the world. Centuries ago the Miqo'te migrated, Seekers spreading
across the world in low numbers while Keepers finding dense
forests as a new home. Traditionally they avoid the other races, but
over time more and more Miqo'te have integrated into society with
pockets of die hard traditional Miqo'te tribes surviving out in the
world.
Lithe Hunters
The Miqo'te are a feline race with large catlike ears, fanged teeth
and long tails. They have a highly tuned sense of smell and powerful
legs, which have allowed them to become natural hunters. The
Seekers of the Sun's ears are wider with thicker fur, while the Arid Sands and Dense Woods
Keepers of the Moon's ears are longer and stylized, with shorter fur. The hot, arid deserts of Southern Thanalan are home to one of the
Furthermore, the eyes of the Seekers has developed such that the most famed tribes of the Seekers of the Sun. Seekers can be found
pupils are slit light, to help guard their eyes from the exposure of the anywhere across the world, barring cold regions with a harsh winter
sun, while the Keepers' pupils have become large and rounded. climate. Those who integrate into larger cities tend to discard their
Many more women are born into the tribes and clans of the Miqo'te tribal ties and take up the social norms of the city in which they live.
people. Keepers of the Moon have taken to the dense forests away from the
heat of the sun.
Of Suns and Moons
The Seekers or the Sun and Keepers of the Moon are two distinct Adventure Calls
ethnicities falling under the Miqo'te. Their cultures differ greatly The Miqo'te tend to differ on their approach to life depending on
down to the social structures of their groups. The Seekers live in their ethnicity. The Seekers of the Sun are bold individuals who are
male dominant societies centered around an alpha male known as quick to jump into action, but also become bored easily. This natural
the Nuhn, and worship the god Azeyma. In contrast the Keepers live need for excitement may call a Miqo'te to action, leading them out
in a matriarchal society and worship the goddess Menphina. into the world to explore. Those from traditional tribes may leave
their tribe seeking to start their own clan of Seekers, becoming the
alpha of their group.
13
Keepers are guarded and brooding, which may stall them from
setting out on a journey, but when the need arises to protect family,
friends or their home, a Keeper will stop at nothing to protect that Reserved Watchers
which they cherish. Miqo'te tend to keep to themselves, trying to avoid contact with

Miqo'te Names races outside their own, Even in highly populated cities, individual
Miqo'te lead isolated lives, preferring to stay aloof.
Seekers of the sun use a simple naming convention. Male names
are one or two syllables and preceded by a letter which is associated
with the tribe. The extra aitches (H) we see in names such as

represent a slight hissing/spitting sound that is made when the


name is pronounced by the cat-like Miqo’te. Many of the other races Predation. You have proficiency in the stealth skill.
in Eorzea cannot accurately reproduce this sound, so the aitches (H) Languages. You can speak, read and write Common and one
end up going silent when read. They do not take a family name, but language of your choice. When speaking Common, your
instead are given the name Tia at birth. A Tia may change their pronunciation of "r" sounds are sometimes extended with a purr.
surname to Nunh by challenging the tribes breeding male and Subrace. The Miqo'te are made up of two distinct clans. Select
defeating him in battle. If successful the two trade titles. Female one of the two subraces of Miqo'te.
seekers' first names are given in the same way with three or more
syllables, but the surname is the first name of the breeding male Seekers of the Sun
who sired her. As a Seeker of the sun, you come from a race of renowned hunters.
The tribal prefix often gets dropped in casual conversation and The Seekers live in a patriarchal society which worships the sun
with close friends and family. and Azeyma. This past has given you the tools to become a deadly
The female Keepers use one to two syllable first names without a hunter, capable of wounding their marks with great efficiency.
tribal prefix due to their small communities. Additionally in their Ability Score Increase. Your Wisdom score increases by 1.
culture the mother's surname is passed on to the children. The Catlike Reflexes. You have advantage on Strength and Dexterity
males born into the Keepers' communities take both of their saving throws against effects you can see such as traps or spells. To
mother's names, adding a suffix to the end of their first name to gain this effect you can't be blinded or incapacitated.
indicate their birth order counting the males. It is rare that more Graceful Speed. Your base walking speed is 35 feet.
than 3 suffixes are needed. Seekers weapon training. You have proficiency with the dagger,
Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, scimitar, net and shortbow.
B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.
Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, Keepers of the Moon
G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, As a Keeper of the Moon, you come from a highly spiritual
N'zhamroli matriarchy. Your people worship and moon and the goddess
Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Menphina. Many Keepers make use of war paint as they believe it
Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan. helps to channel the power of the moon into their bodies. Keepers
Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, are renown for their
Fafoh, Cehxi, Xarih, Ecih Ability Score Increase. Your Charisma score increases by 1.
Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Natural Tracker. You have proficiency in the Survival skill.
Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia. Tenacity. When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can't use this
feature again until you finish a long rest.
Seekers of the Sun Tribes
For a full list of the Seekers of the Sun's tribes, see appendix F.

Miqo'te Traits
Your Miqo'te character has a variety of natural abilities related to
their natural physical traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Miqo'te tend to live secluded, healthy lives reaching physical
maturity around the age of 16, and living to be around 80 years old.
Alignment. Miqo'te who live within a traditional tribal setting
lean towards a lawful alignment, adhering to the laws of their
people. Those who are born or live in more diverse settings tend to
lean in no particular direction.
Size. Miqo'te are a people people with powerful leg muscles.
Their slender builds distract from how powerful their bodies really
are. On average males tend to range in height from 5 feet to 5 and a
half feet tall, while females range from 4 feet 9 inches to 5 feet 3
inches Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your eyes have adapted to help you see in the dark.
You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't discern colour
in darkness, only shades of grey.
14

Roegadyn
They sought to secure a place to breed and multiply, that their kind
might survive. Self-preservation, as you say. But we have as much
right to live and thrive as they. If our own survival is threatened, are
we to lay down our arms and welcome oblivion? Nay.
-Admiral Merlwyb Bloefhiswyn
The Roegadyn are a physically powerful race of people with a thirst
for life which few can rival. They live loudly with boisterous voices,
larger than life goals and an unflinching approach to danger.
Roegadyns are fearless explorers who long ago were the greatest
pirates to sail the seas. Adventure is in their blood. Be it sailing, naval service or mercenary work, the Sea Wolves
continue to feel most at home when adventuring on board a ship.
Size Matters The Hellsguard in comparison live in land around the volcanic
Roegadyn are enormous humanoids with a hulking muscular build. mountains of abalathia. Here they guard the material plane from
Men and women alike grow to tower over the other races. Partly undead spirits trying to return home.
due to their size, Roegadyn as a whole love competitions of strength
and courage, challenging one another to push themselves and their The Great Seas and Abalathia
bravery. Their faces have fierce features and large flat noses. Due to The Roegadyn as an entire race hail from the Northern seas , their
their large size, Roegadyn tend to wear durable, flexible clothing name translating to people of the rain. These seafaring people can
which allows them to move easily. be found living in coastal cities the world over living as sailors,
mercenaries and pirates.
Maritime Reavers, Volcanic Hermits The Hellsguard live around the volcanoes of the Abalathia
The Sea Wolves live up to their names through a storied history on mountains, believing their home to be a sacred place related to the
the ocean. Most Sea Wolf communities can be found on the coast, afterlife. Those Hellsguard who choose to leave their mountain
as most make their living from the sea. homes can be found in large cities near these mountains, making a
living as sellswords or chasing deeper knowledge of magic.
15
Languages. You can speak, read and write Common and Roegadyn.
In Their Nature Subrace. The Roegadyn have settled into two distinct lifestyles.
The Roegadyn people are a boisterous race, seeking out challenges Select a subrace based on where you come from.
to test their power and bravery.
They rarely need much convincing to head into the heat of battle
for a cause they believe in, though coin may help speed them along. On Your Merit
Sea Wolves have a long history of pirating, looting and battle on Both the Sea Wolves and the Hellsguard do not carry preconceived
ships of all sorts, giving them a deep seeded thirst for adventure.
Hellsguard grow up in solitude away from society, having no city to notions about other races, but rather judge each person they meet by
call their own. They may decide to head off in search of a more their own standards. Sea Wolves may value people who show
engaging existence by heading down their mountain and seeing courage, while Hellsguard appreciate those who think before acting.
what else the world has to offer.
Roegadyn Names Seawolf
Sea Wolves and Hellsguard follow very different rules when it Fearless sailors of the sea. The Sea Wolves have a storied history of
comes to naming conventions. Sea Wolves all derive their names by being a great sailors. No coastal cities were safe in the past when
combining two words from their ancient Roegadyn Language. the Sea Wolves came to town. A history of sailing and pirating has
Women of the Sea Wolves also derive their names by combining left the Sea Wolves with inherent abilities.
two words, but the second word is always one of eight words. Sea Ability Score Increase. Your Strength score increases by 1.
Wolves form their surnames by taking their parent's name and Sailor's Swimming. You have advantage when making athletics
adding a third word; syn for males and wyn for females, indicating (swimming) checks.
they are a son or daughter respectively. Savage Attacks. When you score a critical hit with a melee
Hellsguard on the other hand avoid their ancient language and weapon attack, you can roll one of the weapon's damage dice one
use the common tongue. Their names are formed using two words additional time and add it to the extra damage of the critical hit.
as well, often drawing inspiration from nature. Women of the Sea Wolves weapon training. You have proficiency with the
Hellsguard tend to use plant imagery in their names as well, but are greataxe, battleaxe, greatclub and handaxe.
not restricted to do so. Nearly all Hellsguard abandon their family
names, refusing to be defined by their ancestors in the past. Hellsguard
Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, The elusive Hellsguard live around then volcanoes located within
Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr Abalathia's Spine. They have lived in solitude for hundreds of years
Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, guarding the volcano from spirits seeking passage from the world of
Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, the dead into their own world. A long history of practicing magic in
Rhotbryda, Trahggeim the mountains has left the Hellsguard with innate supernatural
Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, abilities.
Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Ability Score Increase. Your Charisma score increases by 1.
Fearless Oak, Dirt Snow, Stark Crow Magical Knowledge. You have proficiency with the arcana skill.
Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Volcanic Children. You know the Firebolt cantrip. At 3rd level
Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret you learn the Burning Hands spell and can cast it at the 1st level
Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil. once before requiring a long rest. Charisma is your spell casting
ability for these spells.
Roegadyn Language
Check Appendix F for a list of Roegadyn words.

Roegadyn Traits
Your Roegadyn character has a variety of natural abilities which all
members of their race have.
Ability Score Increase. Your Constitution score increases by 2.
Age. Though physically larger than the other races, the Roegadyn
do not live any longer; reaching full maturity around the age of 20
and living into their eighties.
Alignment. Roegadyn have no heavy leaning towards good or evil.
The Sea Wolves value the chaotic nature of adventuring and lean
towards this alignment, while the Hellsguard look to laws of their
ancestors to guard the sacred volcanoes they've lived near for ages.
Size. Roegadyns are a massive people who grow much taller than
their fellow races. Males grow as tall as 7 and a half feet tall, while
women can grow to be 7 foot 3 inches tall. Despite your powerful
builds and great height, your size is medium.
Speed. Your base walking speed is 30 feet.
Brave. You have advantage on saving throws against being
frightened.
Long-Limbed. When you make a melee attack on your turn, your
reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining
your carrying capacity and the weight you can push, drag, or lift.
16
Chapter 2: Classes

Classes
Saving
Hit Throw
Class Description Die Proficiencies Armor and Weapon Proficiencies
Arcanist A spellcaster who summons a familiar to assist d6 Intelligence Daggers, darts, slings, quarterstaffs,
them in battle. & Wisdom light crossbows
Astrologian A spellcasterpower
who uses tarot cards and draws d6
from the stars.
Wisdom & Daggers, Darts, Slings, Quarter Staffs,
Charisma Light Crossbows
Black Mage A mage who calls upon the power of the void to d6
empower their spells.
Intelligence Daggers, Darts, Slings, Quarter Staffs,
& Charisma Light Crossbows
Dark A knight who harnesses forbidden power to d10 Constitution All Armor, shields, Simple and Martial
Knight protect the weak. & Charisma Weapons
A fighter who harnesses the power of dragons
Dragoon to jump through the sky and dive upon their d10 Strength &
Dexterity
Light and Medium armor, simple
weapons and martial Weapons
foes.

Machinist A tinkerer who uses firearms and creates d8 Dexterity & LightHunting
armor, Simple weapons, Pistols,
Rifles, Revolvers and
clockwork companions to fight with them. Intelligence Muskets
A mage who draws from the schools of white d8
Red Mage and Dexterity & Light armor, Simple weapons, Short
black magic, weaving them with swordplay. Charisma Swords and Rapiers
Samurai A fighter specializing in an eastern approach to d10 Strength & Light, Medium Armour, simple
combat. Wisdom weapons, martial Weapons
Warrior A fighter who uses immense strength and bulk d12 Strength & All armor, simple weapons, and
to overpower opponents. Constitution martial weapons
White A mage who draws on the power of nature to d6 Wisdom & Daggers, Darts, Slings, Quarter Staffs,
Mage power their spells. Charisma Light Crossbows

Class Table and Archetypes Class Ability Score Minimum


The full classes provided in this document are listed in the table Arcanist 13 Intelligence
above. Astrologian 13 Wisdom
The following Final Fantasy XIV classes which are represented
by archetypes for use alongside the D&D 5th Edition Player's Black Mage 13 Intelligence
Handbook are the following: Bard, Monk, Ninja and Paladin. Dark Knight 13 Strength or Charisma
Multiclassing Dragoon 13 Strength or Dexterity
The table appearing below indicates the stat requirements for each Machinist 13 Dexterity or Intelligence
class if you intend to multiclass. Red Mage 13 Charisma
Samurai 13 Strength
Warrior 13 Strength
White Mage 13 Wisdom
17
Arcanist
A lightly armoured man maneuvers through the battlefield alongside
his carbuncle companion. The carbuncle dashes ahead and lets out
a burst of magical energy, dazing their foes, while their allies return
to formation, swaying the battle in their favour.
A quiet woman carefully scratches notes into her research tome.
After a long quiet hour passes, a shining avian figure bursts forth
from another plane, ready to heed her every command.
A carefully launched arrow catches the the elven woman's ally.
Invoking a few words and raising her grimoire to the sky, healing
magics close the wound, allowing their friend to fight on.
These skillful magic users take on many roles on the battlefield,
be it a commander of their allies, a medic or a destructive force.
Through careful planning and preparation an Arcanist becomes an
indomitable force to stand against.
Magic Through Research
Arcanists work hard to explore the secrets of magic, only through
deep understanding of formulas and geometrical figures can they
produce magical effects. Their tomes and grimoires are filled with
fascinating formulas and diagrams, which when fed magical energy
from the Arcanist's body burst forth into powerful spells. Ever
thirsty for greater knowledge, an Arcanist seeks knowledge and
then tests that knowledge.
Borrowed Power
One thing which sets the Arcanist apart from other spell casters is
their usage of summoning companions. Early in their studies an
Arcanist learns to summon forth a magical servant. This is the first
major task of an Arcanist and helps to sharpen their powers. The
companion borrows some of the Arcanist's power and in return
gives the caster an unwavering ally on the field of battle.
Creating an Arcanist
An Arcanist's path begins with a few formulas scrawled in a tome
and a large amount of time practicing their craft, researching to
unlock greater power to have at their disposal. You must consider
what was your Arcanist's call to action? Perhaps their thirst for
knowledge couldn't be satisfied at their desk, or they saw that their
abilities could help the world in another way. Perhaps they
uncovered some information that they must investigate or acted
upon.
Whatever the cause which brought the Arcanist out into the
world, they do so with their research in hand and companion by
their side.
18
The Arcanist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Aetherflow, Magi 3 2 — — — — — — — —
2nd +2 Area of Study, Summoning 3 3 — — — — — — — —
3rd +2 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 4 4 3 2 — — — — — —
6th +3 Study Feature 4 4 3 3 — — — — — —
7th +3 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 4 4 3 3 3 1 — — — —
10th +4 Study Feature 5 4 3 3 3 2 — — — —
11th +4 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 2 — — —
13th +5 5 4 3 3 3 2 2 1 — —
14th +5 Quick Summon 5 4 3 3 3 2 2 1 — —
15th +5 5 4 3 3 3 2 2 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 3 2 1 1 —
17th +6 5 4 3 3 3 3 2 1 1 1
18th +6 Study Feature 5 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 3 2 1 1
20th +6 Aetherial Sea 5 4 3 3 3 3 3 2 1 1

Quick Build Equipment


You can make a Arcanist quickly by following these suggestions. You start with the following equipment, in addition to the equipment
First make Intelligence your highest ability score, following with granted by your background
Wisdom. Second take the Sage background. (a) quarterstaff or (b) a dagger
(a) a grimoire spell casting focus
Class Features (a) a scholar's pack or (b) an explorer's pack
As an Arcanist, you gain the following class features Spell Casting
Hit Points Your avid research has allowed you to produce magic spells through
Hit Dice: 1d6 per Arcanist level the use of geometrical figures and formulae within your grimoire. As
Hit Points at 1st Level: 6 + your Constitution you gain experience, you are able to write more powerful formulas
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution leading to stronger spells. See chapter 10 of the PHB for the
modifier per Arcanist level after 1st general rules of spellcasting and the end of this document for the
Arcanist spell list.
Proficiencies
Armor: None Cantrips
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows At 1st level, you know 3 cantrips of your choice from the Arcanist
Tools: None spell list. You learn additional Arcanist cantrips of your choice at
Saving Throws: Intelligence, Wisdom higher levels, as shown in the Cantrips Known column of the
Skills: Choose two from Arcana, History, Insight, Investigation, Arcanist table.
Medicine, and Religion.
19
Preparing and Casting Spells Arcanist Archetype
The Arcanist table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must At 2nd level, you decide on your area of specialization and along
expend a slot of the spell's level or higher. You regain all expended with it, the type of companion you are able to summon. A Strategist
spell slots when you finish a long rest. focuses on using their magical abilities and carbuncle ally to dictate
You prepare the list of Arcanist spells that are available for you to the flow of battle, a Summoner harnesses the raw power of beings
cast, choosing from the Arcanist spell list. When you do so, choose a from another plane along with augmentations to their spells to rain
number of Arcanist spells equal to your Intelligence modifier + your havoc on their enemies, and a Nymian Scholar has decided to focus
Arcanist level (minimum of one spell). The spells must be of a level on the healing arts, seeking to expand the healing magic available in
for which you have spell slots. the world alongside their fey allies.
For example, if you are a 3rd-level Arcanist, you have four 1st-level Summoning
and two 2nd-level spell slots. With an Intelligence of 16, your list of
prepared spells can include six spells of 1st or 2nd level, in any Starting at 2nd level, you are able to perform a ritual to summon an
combination. If you prepare the 1st-level spell cure wounds, you can aetherial companion who is able to fight alongside you. If you select
cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't the Strategist archetype, you may summon a carbuncle, if you select
remove it from your list of prepared spells. the Summoner archetype you may summon an Egi, and if you select
You can change your list of prepared spells when you finish a long the Scholar archetype you may summon a Nymian Fey.
rest. Preparing a new list of Arcanist spells requires time spent To summon your companion you must spend one hour
rewriting your formulas in your grimoire: at least 10 minutes for performing a ritual for which your spell casting focus is required.
each spell you change. You can only summon a companion once in this way, before
requiring a long rest. When summoned your companion gains all
Spellcasting Ability benefits of your Summoning feature. You can only summon one
Intelligence is your spellcasting ability for your Arcanist spells. You companion at a time. If your companion strays farther than one mile
use your Intelligence whenever a spell refers to your spellcasting from you, their bond to you and the material plane are severed,
ability. In addition, you use your Intelligence modifier when setting causing them to disperse.
the saving throw DC for a Arcanist spell you cast and when making Your summoned companion gains a variety of benefits while it is
an attack roll with one. under your control.
Add your proficiency bonus to your summoned
Spell save DC = 8 + your proficiency bonus + your Intelligence companions AC, attack and damage rolls, as well as to any saving
modifier throws and skills it is proficient in. For each level you gain after 2nd,
Spell attack modifier = your proficiency bonus + your your summoned companion gains an additional hit die and
Intelligence modifier increases its hit point accordingly. Your companion gains
proficiency in Intelligence saving throws and the saving throw
Ritual Casting corresponding to its highest ability score (if it is already proficient in
You can cast any Arcanist spell you know as a ritual if that spell has one of those saves, use its second highest ability instead).
the ritual tag. You don't need to have the spell prepared. The companion obeys your commands as best it can. It takes it's
turn on your initiative, but you determine its actions and decisions.
Spellcasting Focus If you are incapacitated or absent, your companion acts on its own.
You can use a grimoire, tome, research notebook or other similar On your turn you can use a bonus action to cast a cantrip from the
equipment inlaid with magical energy as an arcane focus (found in position of your companion. The casting time of the cantrip still
chapter 5 of the player's handbook) for your Arcanist spells. applies as usual and doing so uses up the action of your
companions turn.
Aetherflow You can choose to let your companion spend Hit Dice from it's
own pool, determined by your Arcanist level, during a short rest to
You are able to temporarily gather and hold clusters of magical regain hit points. The companion makes death saving throws
energy in your body. You are able to hold a number of Aetherflow following the normal rules.
stacks equal to half your Intelligence modifier, rounded up, Whenever you gain the Ability Score Improvement class feature,
minimum of one stack. your companion's abilities also improve. Your companion can
You can expend one aetherflow stack to reroll a spell's damage or increase one ability score of your choice by 2, or it can increase two
healing die result, but must use the new number. All of your ability scores of your choice by 1. As normal, your companion can't
aetherflow stacks recharge upon completing a short rest. increase an ability score above 20 using this feature unless its
description specifies otherwise.
Magi
You know Magi, the language of magical theory. You can speak the Ability Score Improvement
language and can use it to decipher most magical texts or scrolls When you reach 4th level, and again at 8th, 12th, 16th, and 19th
and to hide messages in seemingly normal writing. Only another level, you can increase one ability score of your choice by 2, or you
creature that knows Magi can detect such messages. can increase two ability scores of your choice by 1. As normal, you
Additionally, you can transcribe a spell scroll to make it usable by can't increase an ability score above 20 using this feature.
everyone. To do so you can spend 2 hours and a number of gold,
equal to the spells level x200.
If a spell scroll you transcribed is used
by a creature without a spellcasting ability, it uses your spellcasting
ability instead.
20
False Fear When your carbuncle hits with a melee attack, you
Quick Summon can expend one aetherflow stack to attack a creature's mind as well.
Starting at 14th level, you have become an expert at summoning The target must make a Wisdom saving throw, being frightened on
your companion, forming incredible bonds with your summoned a failed save until the end of your next turn as their mind is infested
companions. As an action you can expend one aetherflow stack to with an illusion.
instantly summon your companion. Helping Hand When your carbuncle hits with a melee attack, you
can expend one aetherflow stack, causing your carbuncle to release
Aetherial Sea a pulse of positive energy. Allies within 10 feet of the carbuncle gain
the benefits of the Help action until the end of their next turn.
Starting at 20th level, gain two aetherflow stack when you roll for Spreading Strike. When your carbuncle hits with a melee attack,
initiative. you can expend one aetherflow stack, causing your carbuncle to
launch a second attack on a creature within 5 feet of the first target.
The Summoned Ally Switching Step. As a bonus action, you can expend one
aetherflow stack to instantly switch places with your carbuncle, if
The Arcanist's most prized companion is the one they bring forth the carbuncle is within 60 feet of you.
into the world. Through the use of grimoires and magical formulas,
Arcanists have learned how to bring forth a magical ally to fight Changing the Tide
alongside them. Depending on the area of study an Arcanist Also starting at 2nd level, when you make an attack or saving throw,
explores, they are able to summon different allies. A strategist has you can expend one aetherflow stack to reroll a die roll. You can
learned to bring forth a carbuncle, a summoner has learned to bring only choose to do so before the DM states the outcome of the die
forth elemental egis, and a nymian scholar has learned to summon a roll result.
special type of fey.
Eye of the Strategist
Strategist Starting at 10th level, if you spend at least 1 minute observing or
Most Arcanists go the route of the strategist, highly intelligent spell interacting with another creature outside combat, you can learn
casters who assist their allies by organizing their forces and certain information about its capabilities compared to your own.
swaying battle with tactical maneuvers. In the tradition of Arcanists, The DM tells you if the creature is your equal, superior, or inferior in
the strategist who brings forth a carbuncle, to help dictate the pace regard to two of the follow characteristics of your choice:
of battle. Strength score
Field Commander Dexterity score
Starting at 2nd level, you have opted to take up the blade alongside Constitution score
the book to protect yourself on the battlefield. You gain proficiency Armor Class
in light armor, medium armor, shields, simple and martial weapons. Current hit points
At 2nd level, your hit point maximum increases by 2 and increases Total class levels (if any)
by 1 again whenever you gain a level in this class. Carbuncle's Sacrifice
Starting at 18th level, you are able to sacrifice your carbuncle to
Tactical Maneuvers recall the magic energy which makes up its body. Your carbuncle is
Also starting at 2nd level you learn a tactical maneuver from the unsummoned and you gain the maximum number of aetherflow
following list. You learn additional maneuvers at 6th, 10th and 18th. stacks you can possess.
These are special combat skills used in collaboration with your
summoned carbuncle, allies or your own martial ability.
Saving Throws. Some of your maneuvers require your target to
make a saving throw to resist the maneuver's effect. The saving
throw DC equals your spell save DC.
Bombarding. When you take the attack action or cast a spell, you
can expend one aetherflow stack to direct one of your companions
to strike. When you do so, choose a friendly creature within 30 feet
who can see or hear you. That creature can immediately use its
reaction to make one weapon attack.
Carbuncle Bind. When your carbuncle hits with a melee attack,
you can expend one aetherflow stack to bind a creature to your
carbuncle. The target of your carbuncle's attack must make a
dexterity saving throw. On a failed save, a binding ethereal chain
bursts forth from the carbuncle, shackling the target. The creature
can not move more than 5 feet away from the carbuncle for 1d4
rounds.
Carbuncle Shine. When your carbuncle hits with a melee attack,
you can expend one aetherflow stack to cause your carbuncle to
shine brightly. All hostile creatures within 10 feet who can see the
carbuncle must make a constitution saving throw. On a failed save,
the targets are blinded for 1d4 rounds.
Deployment Tactics. As a bonus action, you can expend one
aetherflow stack to invigorate your allies making them more nimble.
Select two friendly creatures within 30 feet of you that can see you.
The targets can use their reaction to move up to half their
movement speed without provoking attacks of opportunity.
21
Summoner
A summoner has directed their studies towards harnessing the
powers of raging elementals of another plane, binding them to the
material plane and making them bend to their will. These harnessed
elementals are known as Egis, and act as servants to their
summoner.
Spur
Starting at 2nd level, when your Egi takes the attack action, you can
expend one aetherflow stack to grant advantage on their attack roll.
The additional damage from your proficiency bonus is doubled for
this attack.
Channeled Casting
Starting at 6th level, when you cast a spell you can expend one
aetherflow stack to cast the spell as if you were standing where your
egi is. Spells which use you as their point of origin can instead use
your Egi as the point of origin. These spells do not cause damage to
your egi.
Fester
Starting at 10th level, when you cast a spell which requires a target
creature to make a saving throw and it fails, you can expend one
aetherflow stack to inflict harm to up to 3 targets within 60 feet of
the creature. Each chosen creature must make a Constitution
saving throw and takes necrotic damage equal to 2d10 + your
arcanist level on a failed saving throw, and half as much damage on
a successful one.
Enkindle
Starting at 18th level, you are able to call on your Egi to release the
great power hidden within it, unleashing a devastating attack. Once
you have unleashed the power of your Egi, you can't do so again
until you finish a long rest. The power is described in the creature
description in appendix B.
22
Nymian Scholar
Some Arcanists decide to research the use of their magic in the
medical arts. These Arcanists come to be known as nymian
scholars, specializing in the lost healing magic of nym. They call on
the fey of this lost city, summoning them to assist them on the field
of battle.
Nymian Scholar Expanded Spells
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Ward, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Nymian Healer
Starting at 2nd level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit points
to a creature, the creature regains additional hit points equal to 2 +
the spell's level.
Fey's Embrace
Starting at 2nd level you have also learned to harness the bond
between you and your fairy.
As an action you can expend one of your
aetherflow stacks to let your companion cast a spell it knows
without expending a spell slot.
You can use this feature twice. You
regain all expended uses when you finish a long rest.
Critical Heal
Starting at 6th level, your healing spells have the potential to cause a
critical heal. When you roll healing for a spell and roll the highest
number possible on any of the dice, roll another dice of the same
value and add that number to the amount of hit points recovered.
You can use the feature only once per turn.
Adloquiem
Starting at 10th level, when you cast a spell of 1st level or higher to
restore hit points to a creature, you can expend one aetherflow
stack to empower the heal. Your healing spell creates a protective
ward on the creature, granting them temporary hit points equal to
half the hit points recovered for 10 minutes. If a critical heal
occurred, the temporary hit points is equal to the full amount of hit
points recovered.
Nymian Savior
Starting at 18th level, when you would normally roll one or more
dice to restore hit points with a spell, you instead use the highest
number possible for each die.
For example, instead of restoring 2d6
hit points to a creature, you restore 12. Additionally roll your spell as
you usually would to determine if it's a critical heal.
23
Astrologian
A slender woman draped in fine robes sits in a dark room across
from a man who feels he has lost his way. Smiling she releases her
Planisphere and a flurry of arcana cards into the air. From the
squall of cards she draws and divines the man’s fate, instilling in the
lost soul a sense of peace and hope for the future.
A man stands behind his allies on the battlefield. He raises his
Star Globe to the sky and begins to channel energy into this tool.
Using the power of the stars above, soothing energy radiates
outwards, enveloping his allies, turning the tide of battle from the
prior dire circumstance they fought against.
A well versed Astrologian stands before a congregation of people.
She has come to spread the word of her rare new art, offering
understanding of the future through the power of the stars. It has
become her sacred duty to bring the stars into view for the common
people.
Whether they stand behind their allies granting them the blessing
of the stars and moons of the universe, or standing alongside them
on the front line, Astrologians manipulate the

fates of both friends and foe to find success.


Wielders of Fate
The first task of all Astrologians is to gain a mastery over using the
deck of sixty. To them, fortune telling is a tool which allows them to
interpret the stars themselves. Their deck is based on the
constellations that they study. The Astrologians are gifted a divining
deck when they begin their study from their master. They act as a
conduit for the magic energy gathered by their star globes, passing
the empowering magic from the stars to their allies.
An Elegant Tool
The Star Globe is a tool used by Astrologians which allows them to
locate and draw in power from the stars. The globes are formed by
large rings of precious metal and lenses. The rings are marked
using a large spread of precise markings and which allows the user
to find and map the stars in order to draw power without a view of
the sky.
Creating an Astrologian
Astrologians hail from a faraway island where knowledge is viewed
as the greatest virtue. Astrologians are usually scholars by trade,
and specialized in the study of astromancy. Often they find
themselves born into the scholar’s life or into highborn families.
Sometimes low born apprentices find themselves working beneath
a master of astromancy and learn how to tap into the magic of the
stars. Astrologians are blessed with the ability to read the future.
Through the use of the deck of sixty and the stars they are capable
of tapping into the future, though the farther they look, the less clear
things become. Some Astrologians travel the land to share this gift
of foresight with everyone, while others seek out opportunities to
spread their young order of magic around the realm. Others track
down allies and adventure, as the stars had mandated that the
Astrologian set out on a quest for a task which they cannot see the
end of. Astrologians borrow power from the cosmos, and in return
seeks to see that the will of the stars is done.
24
The Astrologian
Proficiency Available Cantrips Spells
Level Bonus Features Draws Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Draw 3 4 2 2 — — — — — — — —
2nd +2 Sect Study Focus 3 4 3 3 — — — — — — — —
3rd +2 4 4 4 4 2 — — — — — — —
4th +2 Ability Score 4 5 5 4 3 — — — — — — —
Improvement
5th +3 Spread 5 5 6 4 3 2 — — — — — —
6th +3 Sect Study Feature 5 5 7 4 3 3 — — — — — —
7th +3 6 5 8 4 3 3 1 — — — — —
8th +3 Ability Score 6 6 9 4 3 3 2 — — — — —
Improvement
9th +4 7 6 10 4 3 3 3 1 — — — —
10th +4 Sect Study Feature 7 6 11 4 3 3 3 2 — — — —
11th +4 Royal Road 8 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score 8 6 12 4 3 3 3 2 1 — — —
Improvement
13th +5 9 6 13 4 3 3 3 2 1 1 — —
14th +5 Sect Study Feature 9 6 13 4 3 3 3 2 1 1 — —
15th +5 10 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score 10 6 14 4 3 3 3 2 1 1 1 —
Improvement
17th +6 11 6 15 4 3 3 3 2 1 1 1 1
18th +6 Shuffle 11 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score 12 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Time Dilation 12 6 15 4 3 3 3 3 2 2 1 1

Quick Build Equipment


You can make an Astrologian quickly by following these You start with the following equipment, in addition to the equipment
suggestions. First make Wisdom your highest ability score, granted by your background:
following with Charisma. Second take the sage background. Third, a dagger
take the Dancing Lights, Sacred Flame, Guidance and Truestrike a Star Globe, granted to you by your mentor
cantrips and the first level spells Cure Wounds and Divine Favor. a Divination Deck
(a) a explorer's pack or (b) a scholar's pack
Class Features Spell Casting
As a Astrologian, you gain the following class features
Your mastery over the deck of sixty enables you to use the power of
Hit Points the stars. As you gain experience, your understanding of the
Hit Dice: 1d6 per Astrologian level constellations allows you to wield more powerful astral powers.
See
Hit Points at 1st Level: 6 + your Constitution modifier chapter 10 of the PHB for the general rules of spellcasting and the
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution end of this document for the Astrologian spell list.
modifier per Astrologian level after 1st
Cantrips
Proficiencies At 1st level, you know 4 cantrips of your choice from the Astrologian
Armor: None spell list. You learn additional Astrologian cantrips of your choice at
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows higher levels, as shown in the Cantrips Known column of the
Tools: Divination Deck Astrologian table.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion,
History, Religion
25
Spell Slots Draw Effects
The Astrologian table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these spells, you Card Die
must expend a slot of the spell’s level or higher. You regain all Drawn Result Card Effect
expended spell slots when you finish a long rest. The Bonus 1d6 damage on all damage
Balance 1 effects
Preparing and Casting Spells
The Astrologian table shows how many spell slots you have to cast The 2 AC increased by 2
your spells of 1st level and higher. To cast one of these spells, you Bole
must expend a slot of the spell's level or higher. You regain all The You gain one extra attack when you
expended spell slots when you finish a long rest. Arrow 3 take the attack action.
You prepare the list of Astrologian spells that are available for you
to cast, choosing from the Astrologian spell list. When you do so, The 4 Your attack rolls crit on a 19 or 20 die
choose a number of Astrologian spells equal to your Wisdom Spear result.
modifier + your Astrologian level (minimum of one spell). The spells The Temporarily restores one level 1 or 2
must be of a level for which you have spell slots. Ewer 5 spell slot
For example, if you are a 3rd-level Astrologian, you have four 1st-
level and two 2nd-level spell slots. With an Wisdom of 16, your list of The 6 Temporarily restores 1, non-spell slot
prepared spells can include six spells of 1st or 2nd level, in any Spire resource to an ally*
combination. If you prepare the 1st-level spell cure wounds, you can
cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't
remove it from your list of prepared spells. *The resources included in this effect includes class resources like
You can change your list of prepared spells when you finish a long the Monk’s Ki Points and the Fighter’s maneuver dice. This does not
rest. Preparing a new list of Astrologian spells requires time spent include abilities which do not use a resource such as a Cleric's
rearranging your divination deck: at least 1 minute per spell level for Channel Divinity or a Fighter's Action Surge. There must be an
each spell on your list. expended resource. Ask your DM their consideration of what counts
as a resource.
Spellcasting Ability
Wisdom is your spellcasting ability for your Astrologian spells. You
use your Wisdom whenever a spell refers to your spellcasting ability. Astrologian Archetype
In addition, you use your Wisdom modifier when setting the saving
throw DC for a Astrologian spell you cast and when making an At 2nd level, you choose a sect to study as an Astrologian: Diurnal
attack roll with one. Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the
Spell save DC = 8 + your proficiency bonus + your Wisdom class description. Your archetype choice grants you features at the
modifier 2nd, 6th, 10th and 14th level.
Spell attack modifier = your proficiency bonus + your Wisdom
modifier Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
Spellcasting Focus level, you can increase one ability score of your choice by 2, or you
You can use a star globe, planisphere or other similar tools as an can increase two ability scores of your choice by 1. As normal, you
arcane focus (found in chapter 5 of the player's handbook) for your can't increase an ability score above 20 using this feature.
Astrologian spells.
Spread
Ritual Casting
You can cast any Astrologian spell you know as a ritual if that spell Starting at 5th level your studies into astromancy have led you to a
has the ritual tag. better understanding of reading fortunes. After using the Draw
feature you can use a bonus action to set a drawn card aside for
Draw later use. This card is added to your spread and can be activated as
a bonus action during your turn. The card sits in your spread until
As an Astrologian, you are able to use the Draw ability. You are used. You can hold up to three cards in your spread at a cost of one
capable of channeling the power of the stars into your deck of sixty, extra draw for a second and third card. The cards in your spread
and grant boons based on the card drawn. You are limited to the expire during a long rest.
number of draws indicated in the class summary table.
Using your action, roll 1d6, the number shown corresponds to the
drawn card. Once drawn, you can apply the empowering effect to
yourself or another creature within 60 feet that you can see. The
card burns up in your hand and the magic contained is transferred
to the selected creature.
The effect of the boon lasts for a number of rounds equal to half
your Wisdom ability modifier rounded down with a minimum of 1
round. Restored resources must be used within this number of
rounds or they are lost. Available draws refresh after a long rest.
26
Royal Road Shuffle
Starting at 12th level, your understanding of fortune telling has Starting at 18th level, you have mastered basic fortunetelling,
grown considerably, allowing you to augment your arcana cards allowing you to manipulate fate in your readings to a certain extent.
further. After you use the Draw feature, you can use a bonus action After using the Draw action, you can use a bonus action to redraw
to convert that card into an empowerment for a future reading. This from the deck. The drawn card is returned to the deck to be read
empowerment affects the next card that you use to empower an ally, another day, and you use the Draw action again. You can use this
from either your Draw action or Spread bonus action. feature thrice. You regain expended uses when you finish a short or
long rest.

Time Dilation
Royal Road Effects Starting at 20th level, you can expend an available draw to extend
the duration of Draw's effect by one round on a single creature.
Converted: The Balance or The Bole
Each subsequent extension requires one extra available draw to be
Effect: Potency of the next card is increased. Double spent. You make this decision at the beginning of your turn before
the value of the effect, see the Potency Increase making any movements or actions.
Effects table below for details.
Converted: The Arrow or The Spear

Effect: Double the duration of the effect


The Heavenly Paths
When an Astrologian is early on in their studies, they select a sect of
Converted: The Ewer or The Spire
stars from which they will draw their powers. The stars were
Effect: All allies within 20 feet of you receive the mapped using the positions of the sun and moon, and these two
effects of the card. sects are reflective of their reference points. The Diurnal Sect uses
the sun as their reference point, creating their star maps with the

sun being the key to navigation, while the Nocturnal Sect uses the
moon as the reference point. An Astrologian can choose to
Potency increase effects minimally study the stars and focus their efforts into their tarot
Card Effect deck, learning advanced techniques on how to manipulate fate.
Balance Bonus
effects
2d6 damage on all damage Diurnal Sect
Bole AC increased by 4 Succor of the Sun
Starting at 2nd level, your healing spells are more effective.
Arrow You gain two extra attacks when you Whenever you use a spell of 1st level or higher to restore hit points
take the attack action. to a creature, the creature regains additional hit points equal to 2 +
Spear Your attack rolls crit on a 18, 19 or 20. the spell's level.
Ewer Temporarily restores two level 1 or 2 Diurnal Benefic
spell slots, or 1 level 3 spell slot Starting at 6th level you are able to empower your healing spells
with the power of the sun. When you cast a spell of the 1st-level or
Spire Temporarily restores 2 non-spell slot
resources to an ally higher that restores the hit points of an ally, you can leave a
regenerative effect on your allies. After the spell is cast, your allies
recover 1d6 hit points at the start of their turn for a number of
*If you have an ability which increases your crit rounds equal to your Wisdom ability modifier. You can only
range prior to receiving the spear buff, simply add the empower your spells like this once before requiring a long rest.
next lowest number to your crit range. For example, if
I am a fighter with a crit range of 19 or 20. When the Lightspeed
spear buff is applied to you, your crit range becomes
18, 19 or 20.
Starting at 10th level, you can use your bonus action to cast an extra
1st or 2nd-level spell by spending a number of available draws equal
to the level of the spell you wish to cast.

Blessing of the Sun


Starting at 14th level when you would normally roll one or more
dice to restore hit points with a spell, you instead use the highest
number possible for each die. For example, instead of restoring 2d6
hit points to a creature, you restore 12.
27
Nocturnal Sect Rage of the Moon
Starting at 14th level, you are able to channel the power of the moon
Morningstar Mage into your arms. For 10 minutes you strike with the malefic powers
Starting at 2nd level, you have trained your body alongside your of the moon. Your spells and melee attacks channel the astral
mind, gaining prowess in the martial arts to survive on the energy of the nocturnal sect, dealing an additional 2d6 force
battlefield. You have proficiency with one handed simple and martial damage. Once you use this feature, you can't use it again until you
weapons, light and medium armor. At 2nd level, your hit point finish a long rest.
maximum increases by 2 and increases by 1 again whenever you
gain a level in this class. Your spell list is expanded with offensive Fortuneteller
magic from the list below, allowing you to learn the following spells.
Stacked Deck
Nocturnal Sect Expanded Spells Starting at 2nd level, you have learned how to stack your deck of
Spell Level Spell sixty. When you use your Draw action, you can roll 2d6 instead and
select the result of the Draw action from the two results. Discard
1st Hex, Witch Bolt the other result.
2nd Moonbeam, Snilloc's Snowball Storm
Expanded Deck
3rd Melf's Minute Meteors, Elemental Weapon Starting at 6th level, you have access to twice the number of
4th Dimension Door, Ice Storm available Draws per day than the listed number.
5th Cone of Cold, Far Step Double Draw
Starting at 10th level, you have learned how to read multiple arcana
Nocturnal Benefic cards at the same time. When you use the Draw action, you can roll
Starting at 6th level you can empower your spells with the magic of 2d6 and use both cards to grant boons to your allies. Doing so
the moon. When you cast a spell of the 1st-level or higher that prevents you from using the Stacked Deck feature.
restores the hit points of an ally, you can leave a shielding effect on
your allies. After the spell is cast, your allies gain temporary hit Twisted Fate
points equal to #d4 where # is equal to your Wisdom ability Starting at 14th level, you have mastered reading arcana cards and
modifier. You can only empower your spells like this once before twisting fate. You have learned to use all the tools at your disposal,
requiring a long rest. allowing you to freely use your fortune telling skills for 10 minutes,
refreshing after a long rest. For each Draw action, you can use
Malefic Attunement Royal Road, Shuffle, Spread, Stacked Deck and Double Draw. Each
Starting at 10th level, you have mastered the ability to weave card drawn still consumes an Available Draw point.
astromancy and martial combat seamlessly, allowing you to cast a
spell after landing a melee attack as a bonus action. The spell can
not be higher than 2nd level when cast in this manner.
28
College of the Wanderer - Bard
Archetype
The word "bard" ordinarily puts folk in mind of those itinerant
minstrels, fair of voice and nimble of finger, who earn their coin
performing in taverns and the halls of great lords.
Few know, however, that bards in fact trace their origins back to
the bowmen of old, who sang in the heat of battle to fortify the
spirits of their companions.
In time, their impassioned songs came
to hold sway over the hearts of men, inspiring their comrades to
great feats and granting peace unto those who lay upon the
precipice of death.
Troubadour
When you join the College of the Wanderer at 3rd level you learn to
weave together the art of archery with the power of aether. You gain
proficiency with longbows and the Arcana skill.

If you are proficient with a simple or martial weapon, you can use it
as a spellcasting focus for your bard spells.

Additionally, when your Spellcasting feature lets you learn or


replace a bard spell of 1st level or higher, you can choose the new
spell from the ranger spell list or the bard spell list. You must
otherwise obey all the restrictions for selecting the spell, and it
becomes a bard spell for you.

When you gain this feature choose two cantrips from Caustic
Bite, Empyreal Arrow, Misery's End, Rain of Death or Stormbite to
learn. They count as bard cantrips for you, but don't count against
your number of cantrips known. You learn another cantrip from this
list at 7th, 11th and 15th level.

Army's Paeon
Starting at 3rd level your songs and words enchant your comrades
strikes with the power of sound. A creature that has a Bardic
Inspiration die from you can roll that die to add an extra 2d6 to a
melee weapon damage roll it just made.
This damage increases when you reach certain levels in this
class, increasing to 3d6 at 5th level, 4d6 at 10th level, and 6d6 at
15th level.
Mage's Ballad
Starting at 6th you learn to weave the power of aether into the most
mundane of strikes. Once per turn when you hit a creature with a
weapon attack, you can expend one bard spell slot to deal thunder
damage to the target, in addition to the weapon’s damage. The extra
damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level
higher than 1st.
When you reduce a creature to 0 hit points using this feature, you
regain one use of your Bardic Inspiration.
Wanderer's Minuet
Starting at 14th you have learned to cloak yourself with the
wandering winds. You can use your bonus action to teleport to a
unoccupied space within 30 feet. When you reappear at your new
location, your body becomes covered in rapidly flowing aether until
the start of your next turn. The next time you hit a creature with a
weapon attack while under the effect of this feature, it takes an
extra 2d8 force damage.
Once you use this feature, you can't use it
again until you finish a long rest or have expended a use of your
Bardic Inspiration.
29
Black Mage
A Lalafell stands before a horde of kobolds, blood thirsty they dash
towards him. With a few skillful waves of his staff, a large fireball
erupts from the gem inlaid at the end of the staff, causing a massive
fiery explosion, leaving nothing but ash.
A woman wearing dark robes grins as she waves her wand before
a guard refusing her entry. With a few choice words and a spell, the
guard happily steps aside, unlocking the passage before falling
unconscious due to illness.
An Elezen laughs at his reflection as he inspects his body after
tapping into the powers of the void. His eyes glow red and his teeth
bare fangs, signs that his mastery of magic is growing.
A Black Mage is a powerful ally who wields forbidden magic
stolen from the void. This raw energy manifests itself into
devastating spells and effects. Their power is only rivaled by their
thirst to increase that power.
A Dark Past
In days long past, there existed an evil clan and arcane art known as
black magic—a potent magic of pure destructive force born forth by
a sorceress of unparalleled power. Those who learned to wield this
instrument of ruin came to be called black mages, out of both fear
and respect for their gift. Yet great power served to corrupt the
judgment of mortal man, and so he unknowingly set out upon the
path of ruin.
Adventurers who take the black will become agents of
devastation, capable of annihilating those who oppose them through
little more than the force of their will.
Ties to the Void
In order for a mage to don the black, they must extensively research
what they call the void. This is another plane of existence from
which Black Mages draw knowledge, in order to unlock power
within themselves. Most Black Mages are able to explore the
knowledge gained from the void through tomes and texts now, but
some who thirst for new power can attempt to tap into the void
directly. Black Mages continue to grow within their craft through
continuing their study of the dark arts.
Creating a Black Mage
Black Mages are earnest in their desires and reasons for taking the
black. More often than not it is in the pursuit of power or out of
sheer curiosity. You must know why you are pursuing this power, or
why you are curious about the dark arts. You must also decide
where you began to dip your toes into the world of black magic. Did
you join a cult of mages who studied the art? Perhaps a proper
school which provides the proper materials to explore black mage.
Maybe you were taken under the wing of a mentor who has
mastered the art.
30
The Black Mage
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Enochian 4 2 2 — — — — — — — —
2nd +2 Spell Augmentation, Discipline 4 3 3 — — — — — — — —
Feature
3rd +2 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 6 4 3 2 — — — — — —
6th +3 Discipline Feature 5 7 4 3 3 — — — — — —
7th +3 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 6 9 4 3 3 2 — — — — —
9th +4 6 10 4 3 3 3 1 — — — —
10th +4 Discipline Feature 6 11 4 3 3 3 2 — — — —
11th +4 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 6 13 4 3 3 3 2 1 1 — —
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1 — —
15th +5 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Surecaster 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Limitless Aether 6 15 4 3 3 3 3 2 2 1 1

Quick Build Saving Throws: Intelligence, Constitution


Skills: Choose two from Arcana, Deception, Insight, Persuasion,
You can make a Black Mage quickly by following these suggestions. History, Religion, Intimidation.
First make Intelligence your highest ability score, following with
Charisma. Second select the Destroyer discipline. Third take the Equipment
scholar background. Fourth, take the Firebolt, Ray of Frost, You start with the following equipment, in addition to the equipment
Prestidigitation and Thunderclap cantrips and the first level spells granted by your background:
Burning Hands and Witch Bolt.
a dagger
a spell casting focus (a cane, staff, wand or similar object)
Class Features (a) an explorer's pack or (b) a scholar's pack
As a Black Mage, you gain the following class features Spell Casting
Hit Points Your frequent dealings with the void allow you to channel
Hit Dice: 1d6 per Black Mage level destructive power from within yourself. As you gain experience, you
Hit Points at 1st Level: 6 + your Constitution modifier gain access to the eldritch secrets of the void.
See chapter 10 of the
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution PHB for the general rules of spellcasting and the end of this
modifier per Black Mage level after 1st document for the Black Mage spell list.
Proficiencies Cantrips
Armor: None At 1st level, you know 4 cantrips of your choice from the Black Mage
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows spell list. You learn additional Black Mage cantrips of your choice at
Tools: None higher levels, as shown in the Cantrips Known column of the Mage
table.
31
Spell Slots Surecaster
The Black Mage table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these spells, you Starting at 18th level, you have learned to magically increase your
must expend a slot of the spell’s level or higher. You regain all mental fortitude. Once per turn when you fail a Concentration
expended spell slots when you finish a long rest. Saving Throw you can expend two stacks of Enochian to reroll the
Save.
Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Black Mage spell Resonating Aether
list.
The Spells Known column of the Black Mage table shows when Beginning at 20th level, you gain 3 Enochian stacks when you roll
you learn more Black Mage spells of your choice. Each of these initiative.
spells must be of a level for which you have spell slots. For instance,
when you reach 5th level in this class, you can learn one new spell
of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this Bringers of the End
class, you can choose one of the Black Mage spells you know and Unabated use of black magic lead to the downfall of the society in
replace it with another spell from the Mage spell list, which also which black mages find their roots alongside the white mage's
must be of a level for which you have spell slots. overuse of white magic. Black Mages wield incredibly destructive
powers which set their world on a path to destruction once before,
Spellcasting Ability and careless use of this power could do so again. An Annihilator
The spellcasting ability for your Black Mage spells changes specializes in powerful, destructive magic, an Inflictor uses
depending upon the discipline you select. You use your Intelligence enchantments and poison to cripple their foes, and a Void Soul has
whenever a spell refers to your spellcasting ability. In addition, you offered their body to the voidsent, causing unforeseen change in
use your Intelligence modifier when setting the saving throw DC for their body in exchange for power.
a Black Mage spell you cast and when making an attack roll with
one. Annihilator
Spell save DC = 8 + your proficiency bonus + your Intelligence
modifier Annihilators are black mages who specialize in maximizing the
Spell attack modifier = your proficiency bonus + your effects of their magic. Fires which burn hotter and ice which freezes
Intelligence modifier more deeply. They are ever chasing more potent magics to show the
world.
Spellcasting Focus
You can use a rod, cane, wand or other similar equipment as an Expanded Spell List
arcane focus (found in chapter 5 of the player's handbook) for your Spell
Black Mage spells. Level Spell
1st Chromatic Orb, Witch Bolt
Ritual Casting
You can cast any Black Mage spell you know as a ritual if that
spell 2nd Aganazzar's Scorcher, Snilloc's Snowball
has the ritual tag. Swarm
3rd Fireball, Lightning Bolt
Enochian
4th Ice Storm, Storm Sphere
You have learned the secrets to Enochian. When you cast a spell of
1st level or higher you gain one stack of Enochian. Stacks of 5th Cone of Cold, Immolation
Enochian will remain in your body for up to 1 minute before
dissipating, refreshing when you gain a new stack. For each stack of Raging Aether
Enochian aether in your body, your damage dealing spells deal an Starting at 2nd level, your damaging spells increase in power. Add
additional point of damage. At 1st level you may hold one stack of the number of Enochian stacks you currently posses to your spell
Enochian in your body, this limit increasing by one stack at 3rd, 6th, attack rolls and your spell save DC for all spells that inflict damage.
10th, 14th and 18th levels.
Sharpcast
Magical Discipline Starting at 6th level, you have learned to fully unleash your
At 2nd level, you choose the discipline you belong to as a Black destructive power in one blast. When you cast a evocation spell of
Mage. Destroyer, Inflictor, or Void Soul, all detailed at the end of the 5th level or lower that deals damage, you can spend 3 Enochian
class description. Your archetype choice grants you features at 2nd, stacks to deal maximum damage with that spell. Once you use this
6th, 10th and 14th level. feature, you can't use it again until finish a long rest or cast a
evocation spell of 5th level or higher.
Ability Score Improvement
Leylines
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and Starting at 10th level, you have learned to connect naturally
19th level, you can increase one ability score of your choice by 2, or occurring lines of power to create a magical glyph on the ground
you can increase two ability scores of your choice by 1. As normal, briefly. As a bonus action you may create this magical field. While
you can't increase an ability score above 20 using this feature. you stand within this 5 foot radius circle, you may expend an
Enochian stack to cast a spell as a bonus actions instead of an
action. You do not gain another Enochian stack from this spell. The
glyph remains on the ground for a number of rounds equal to your
Intelligence modifier. You can create your leylines once before
requiring a short rest.
32
Devastating Force Void Soul
Starting at 14th level, when you cast a spell that deals damage you
can spend 2 Enochian stacks to reroll all dice which resulted in a 1. A void soul is a black mage who has gone to great lengths to
You must use the new roll even if the new roll is a 1. increase their knowledge of destructive magic. Not unlike a warlock,
a void soul has allowed energy from the void to pour into their body,
Inflictor rather than borrowing from a patron. This path allows their
strength to grow quickly and grant them powerful spells, but at the
Inflictors are experts at causing their foes a wide arrangement of same time suffer side effects few could anticipate.
negative effects and taking control of their foes. From charms to
curses, an Inflictor seeks to cause their foes great misery as Expanded Spell List
punishment for standing in their way. Spell
Level Spell
Expanded Spell List
Spell Level Spell 1st Armor of Agathys, Arms of Hadar
1st Cause Fear, Charm Person 2nd Ray of Enfeeblement, Shadow Blade
2nd Enlarge/Reduce, Suggestion 3rd Hunger of Hadar, Summon Lesser Demon
3rd Slow, Hypnotic Pattern 4th Banishment, Summon Greater Demon
4th Blight, Charm Monster 5th Contact Other Plane (Ritual), Negative Energy
Flood
5th Dominate Person, Geas
Abyssal Resistance
Deep Suggestion Starting at 2nd level your body has begun to accept the void. Your
Starting at 2nd level, you may spend 1 Enochian stack to inflict skin has lost its color, taking an ashy tone. Your hit point maximum
disadvantage on a targets saving throw against a enchantment increases by +2, and it increases by +2 every time you gain a level.
spells you cast. Additionally your skin becomes like thick hide. While unarmored
your AC becomes 13 + you dexterity modifier.
Mind Jack
Starting at 6th level, you gain proficiency in the Insight skill and may Fiendish Instincts
use it to identify specific enchantment and charm spells affecting Starting at 6th level, your eyes take on a gentle, permanent red glow
that creature. If a creature is under the effect of a enchantment spell and your finger nails become hard and black. Your unarmed strikes
you may spend the appropriate spell slot and one Enochian Stack to are under the permanent effect of the Primal Savagery cantrip.
transfer control of the enchantment to yourself and refresh the Additionally you can use a bonus action to spend 1 Enochian Stack
duration of the spell. to gain 60 feet of Darkvision for 1 hour.
Unshaken Will Magical Resistance
Starting at 10th level, when you must make a wisdom saving throw, At 10th level, if you do not have a tail, your body grows a dark, thin,
you may spend 1 Enochian stack to roll with advantage and add leathery tail. If you do your tail becomes warped with leathery skin.
your proficiency bonus to the roll. When you are damaged through magical effects, you may spend 1
Enochian stack to nullify one of the damage die rolled.
Mental Anguish
Starting at 14th level, you may spend 1 Enochian stack to empower Void Rebirth
enchantment spells you cast. A creature targeted by a enchantment Starting at 14th level, your race has changed due to the void energy
spell makes a Constitution saving throw against your spell save DC, held within your body. You become a half-fiend, where the other half
before being affected by the enchantment. On a failed save your is your original race. Additionally, small leathery wings grow from
spell causes their body to undergo decay, dealing 4d6 necrotic your body and your teeth grow jagged fangs. You may spend 4
damage on a failed save, and half as much on a successful save. If Enochian Stacks to unleash this void energy, activating the effects of
the creature is killed by this damage it is instead reduced to 1 HP Magical Resistance and Fiendish Instincts. Additionally your wings
and automatically fails the saving throw against the enchantment grow significantly larger, with a wingspan double your height. You
spell. gain a flying speed of 60 feet for 1 hour.
33
Dark Knight
A man clad in heavy armor cleaves his way through the battlefield .
An aura of darkness radiates out from him. His blows are swift and
sunder the foe's armor. His enemies turn and run, claiming he is no
man, but a demon.
Standing before a wounded citizen, a woman clad in ebony holds
out her hand towards the group of guards. She alone stands
between the corrupted enforcers and the innocent soul. She chants
in a lost tongue and a blast of dark energy launches from her palm,
striking a guard down.
Battered and bloodied, a man drags himself to his feet. Armor
dark as night, accented by his own blood, he feels energy bursting
forth from his body. Using his pain as a weapon he strikes down the
great beast before him before falling to a knee.
It is a Dark Knight's freedom from the bounds of the law which
make these dark avengers so effective. Unconcerned with what is
lawful, a Dark Knight is concerned with what is ethical in their view.
Those who spread tyranny and injustice best prepare for a visit from
a Dark Knight who aims to set things right.
Protecting the Meek
A Dark Knight is a knight who has taken up arms to serve the
downtrodden. They serve no lords or institutions, believing no one
is exempt from justice, no matter what their position in society.
They protect the common folk from not only banditry and wild
beasts, but from corrupt men who seek to oppress them. In return,
Dark Knights are often fed and housed by those they protect, or rely
upon bounty hunting and raiding looters to support themselves.
Internal Darkness
When an adventurer chooses the path of a Dark Knight they
understand that they are renouncing their rights to be a regular
member of society. They belong to no society, acting as paragons of
justice who see no allegiance. To assist them in their quest, Dark
Knights are able to sacrifice their own life force to power a well of
darkness within themselves. They cause themselves great pain and
exhaustion in order to allow dark power to course through their
body which they harness in a variety of ways.
Creating a Dark Knight
Dark Knights are natural adventurers, living outside the law to see
their goals to fruition. They may live within a remote village
protecting the inhabitants from bandits, while the land's knights
turn a blind eye to their plight, or they may travel the world seeking
out institutionalized injustice and smiting it with violence. Dark
Knights act on behalf of the common folk, and do so not expecting
praise nor admiration. They are aware that they will not be
celebrated in the history books like Paladins would be. Instead they
expect to be demonized by history and happily accept this fact. One
seeking to become a Dark Knight must be introduced to it through
some means, be it an ancient tome with their rituals recorded or a
mentor to impart their knowledge.
34
The Dark Knight
Level Proficiency Bonus Features Well of Darkness Points Darkside Damage
1st +2 Well of Darkness, Darkside 1 1d4
2nd +2 Fighting Style, Blackblood 2 1d4
3rd +2 Dark Knight Archetype, Unleash 3 1d4
4th +2 Ability Score Improvement 4 1d4
5th +3 Extra Attack 5 1d6
6th +3 Archetype Feature 6 1d6
7th +3 Blood Price 7 1d6
8th +3 Ability Score Improvement 8 1d6
9th +4 Damned Soul 9 1d6
10th +4 Soul Survivor 10 1d6
11th +4 Archetype Feature 11 1d8
12th +4 Ability Score Improvement 12 1d8
13th +5 Mired Empathy 13 1d8
14th +5 Dirty Fighter 14 1d8
15th +5 Grasp of Darkness 15 1d8
16th +5 Ability Score Improvement 16 1d8
17th +6 Archetype Feature 17 1d10
18th +6 Consumed by Darkness 18 1d10
19th +6 Ability Score Improvement 19 1d10
20th +6 Living Dead 20 1d10

Quick Build Equipment


You can make a Dark Knight quickly by following these suggestions. You start with the following equipment, in addition to the equipment
First make Strength your highest ability score, following with granted by your background
Charisma. Second take the Folk Hero background. (a) chain mail or (b) hide
(a) a martial weapon and a shield or (b) two martial weapons
Class Features (a) a short bow and 20 arrows or (b) two daggers
(a) an explorer's pack or (b) a dungeoneer's pack
As a Dark Knight, you gain the following class features
Well of Darkness
Hit Points
Hit Dice: 1d10 per Dark Knight level Starting at 1st level the darkness in your soul begins to pool and
Hit Points at 1st Level: 10 + your Constitution modifier manifest as power. This pool of energy is known as the Well of
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Darkness. All expended uses of your Well of Darkness points
modifier per Dark Knight level after 1st refresh upon completing a short rest rest.
Some of your Well of Darkness features require your target to
Proficiencies make a saving throw to resists the feature's effects. The saving
Armor: All Armor, shields throw DC is calculated as follows.
Weapons: Simple and Martial Weapons
Tools: None Dark Knight Spell DC = 8 + your proficiency modifier + your
Charisma modifier.
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Arcana, History, Insight, When using features which require you to make a spell attack, your
Intimidation, Perception, Survival. spell attack modifier is calculated as follows.
Dark Knight Spell Attack Modifier = your proficiency modifier +
your Charisma modifier.
35
Darkside Ability Score Improvement
Starting at 1st level, you are able to tap into the powers of your inner When you reach 4th level, and again at 8th, 10th, 12th, 16th, and
darkness.
As a bonus action you can activate Darkside for the round. 19th level, you can increase one ability score of your choice by 2, or
When you make a melee weapon attack under the effects of you can increase two ability scores of your choice by 1. As normal,
Darkside, you gain a bonus a bonus to your damage rolls, as shown you can't increase an ability score above 20 using this feature.
in the Darkside Damage column of the Dark Knight table. The extra
damage is necrotic or radiant; you choose the type of damage when Extra Attack
you gain this feature.
You can expend one Well of Darkness Point to roll an additional Beginning at 5th level, you can attack twice, instead of
once,
Darkside dice to add to your damage rolls. whenever you take the Attack action on your turn.
The die becomes a d6 at 5th level, a d8 at 11th level and a d10 at
17th level. Blood Price
Starting at 7th level you have learned to turn your suffering into fuel
Blackblood for your Well of Darkness. When you are struck by slashing,
Starting at 2nd level, your body has become corrupted by the bludgeoning or piercing damage roll 1d12. On a die result 10,11 or
darkness you are letting course through it, giving your eyes a soft 12 you recover one point to your Well of Darkness.
red glow and granting you superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it Soul Judge
were bright light, and in darkness as if it were dim light. You can't Starting at 9th Level, you can cast the spell detect evil and good at
discern color in darkness, only shades of gray. will.
Fighting Style Soul Survivor
Starting at 2nd level, you adopt a particular style of fighting as your Starting at 10th level, on your turn you can use a bonus action to
specialty.
Choose one of the following options. You can't take a mark a creature as a soul survivor. If the targeted creature dies
Fighting Style option more than once, even if you later get to choose within the next round beginning at the time of casting, you recover
again. two points to your well of darkness. You can select a soul survivor
once before requiring a short or long rest.
Defense
While you are wearing armor, you gain a +1 bonus to AC. Mired Empathy
Dueling Starting at 13th level, you have gained an understanding of your
When you are wielding a melee weapon in one hand and no other inner darkness.
Using this understanding you are able to commune
weapons, you gain a +2 bonus to damage rolls
with that weapon. with another willing creature, to gain an understanding of what
causes them to suffer, at will. You place your hands on either side of
Great Weapon Fighting their head and focus, creating an empathetic link with the creature
When you roll a 1 or 2 on a damage die for an attack you
make with which lasts as long as you maintain contact with the creature. You
a melee weapon that you are wielding with
two hands, you can feel the emotions the creature feels and something which looms
reroll the die and must use the new
roll, even if the new roll is a 1 or large in its mind such as something it loves, hates or worries over.
a 2. The weapon must
have the two-handed or versatile property for You can expend two Well of Darkness points to attempt to force
you to gain
this benefit. your way into a creature's mind by casting the Detect Thoughts
spell.
The targets first saving throw of the Detect Thoughts spell is
Protection automatically a failure. The target creature is left with a headache
When a creature you can see attacks a target other than you that is dealing 1d4 psychic damage after a successful attempt at forcing
within 5 feet of you, you can use your reaction to impose your way into their mind.
disadvantage on the attack roll. You must be wielding a shield.
Dirty Fighter
Dark Knight Archetype Starting at 14th level, you have learned to incorporate dirty tactics
At 3rd level, you choose which path of the Dark Knight to follow. into your fighting style. When making an attack of opportunity, you
The Ebony Champion focuses on martial prowess, the Abyssal can expend a Well of Darkness point to focus your strike to a
Channeler focuses on using dark magic weaved into their melee sensitive part of the body, forcing your enemy to make a
combat and the Hellbound uses their own pain and suffering to Constitution saving throw. On a failed save, the enemy is stunned
unleash powerful attacks. until they begin their next turn. The target must be a small or
medium humanoid.
Unleash
Starting at 3rd level you have learned to conjure spikes of aether
from your weapon.
When you take the attack action on your turn
you can spend one Well of Darkness point to activate Unleash as a
bonus action. Choose one creature within 5 feet of you that you can
see. That creature takes damage equal to your weapon damage rolls
during this round.
36
Grasp of Darkness Dread Bringer
Starting at 6th level, you are capable of causing a sense of dread to
Starting at 15th level, you have become highly attuned to the dark wash over a creature. As a bonus action you can use a Well of
thoughts in your mind. These thoughts help shield your mind from Darkness point to target a creature within 10 feet. The creature
outside trickery. You gain proficiency on Wisdom saving throws. must make a charisma saving throw. On a failed save, you have
advantage on Charisma ability checks against the creature . The
Consumed by Darkness creature has no knowledge that you have acted upon them, and
Starting at 18th Level, you can no longer hide your attunement with believes their altered state is a natural result from your presence.
your inner darkness from an observer. Your skin has taken a sickly Alternatively you can attempt to scare the creature. On a failed
grey tint to it. You can expend a Well of Darkness point to cast save the creature is frightened for 1 minute or until it takes any
Circle of Death once. You can cast Circle of Death again in this way damage. While frightened the creature's speed is 0, and it can't
after completing a long rest. benefit from any bonus to its speed.
On a successful save, the
creature's speed is halved for 1 minute or until the creature takes
Living Dead any damage.
You can use these features a number of times equal to
half your Charisma modifier rounded up (a minimum of once). You
Starting at 20th level, you are able to give yourself over to the abyss, regain expended uses when you finish a long rest.
allowing you to continue fighting long after you should fall. When
you are reduced to 0 hit points, make a DC 10 constitution save. On Blood Weapon
a successful save, you instead fall to 1 hit point and for a number of Starting at 11th level, you are able to absorb energy from enemies
rounds equal to your charisma modifier, you cannot fall below 1 hit through your weapon. When you successfully strike an enemy with
point. If you do not receive any healing during this time, you fall to 0 your attack action and subsequent extra attack, you recover hit
hit points at the end of the duration. This effect only occurs once, points equal to a roll of your Darkside die. If you kill a creature you
requiring a long rest to use it again. also regain a Well of Darkness point.
A Path Shrouded in Sorrow Dark Survivor
Starting at 17th level, you have learned to channel the abyss through
A Dark Knight takes up their sword knowing full well that the path your body to continue to fight. At the start of each of your turns, you
they select will have harsh effects on their body and mind. They regain hit points equal to 5 + your Constitution modifier if you have
know they will be viewed as villains and monsters, while fighting to no more than half of your hit points left. You don't gain this benefit if
do the right thing. This understanding helps a Dark Knight select you have 0 hit points. This healing does not count towards the
the path which they walk. A fledgling Dark Knight decides where to effects of Living Dead.
direct this unavoidable misery. An Ebony Champion walks the path
of a warrior, who will see countless battles, hardening themselves in
the flames of war to become a peerless combatant. An Abyssal
Channeler looks inwards, taking note of the darkness welling within
them and learning to manipulate the raw life force energy into
powerful Dark Arts. A Hellbound Dark Knight allows the darkness
to run wild throughout their body, causing pain to themselves to
drag their enemies to hell with them.
Ebony Champion
Those who select the path of becoming an Ebony Champion have
focused on using their Well of Darkness to greatly improve their
martial prowess. They focus on capitalizing on their Darkside to
empower their strikes and fight with an endless fervor.
Plunge
Starting at 3rd level, you can plunge. As an action, you leap into the
air using the momentum of your weapon, travelling a maximum
distance equal to half your base walking speed, landing adjacent to
an enemy you can see. You then make an attack against that enemy,
dealing an extra 1d6 on hit. The extra damage increases to 2d6 at
the 11th level and 3d6 at the 17th level.
When you use plunge you can expend two Well of Darkness
points to fire a wave of energy from your weapon instead of
attacking. Each creature in a 25-foot cone must make a Constitution
saving throw. A creature takes 4d6 damage, the type is determined
by your Darkside choice, on a failed save, or half as much damage
on a successful one.
The damage increases to 6d6 at the 11th level
and 8d6 at the 17th level.
You can plunge twice before requiring a short rest.
37
Abyssal Channeler Dark Arts
The Dark Arts list is presented in alphabetical order. If the magic
As an Abyssal Channeler, you have decided to focus on requires a level, you must be that level in this class to learn the spell.
manipulating your Well of Darkness. Doing so allows you to convert Abyssal Drain (17th Level Required). You can spend 6 Well of
your own life force into powerful Dark Arts. Darkness points to cast Contagion.
You know two Dark Arts at 3rd level, detailed in the Dark Arts Creeping Darkness. You can spend 3 Well of Darkness points to
section below. You learn one additional Dark Art of your choice at cast Darkness.
the 6th, 11th and 17th level. Additionally you know the Toll the Dead
cantrip. Damning Curse. You can spend 3 Well of Darkness points to cast
Casting Dark Arts. Using the dark magical energy from within, Bane.
you are able to cast spells. See chapter 10 for the general rules of Dark Circle. You can spend 3 Well of Darkness hit dice to cast
spellcasting. To cast one of these spells you use its casting time and Enthrall.
other rules, but you don't need to provide material components for Dark Mind (11th Level Required). You can spend 4 Well of
it. Darkness points to cast Hypnotic Pattern.
Once you reach the 6th level in this class, you can spend Dark Passenger (11th level Required). You can spend 4 Well of
additional Well of Darkness point to increase the level of a Dark Art Darkness points to cast Lightning Bolt. It deals necrotic damage.
that you cast, provided that the spell has an enhanced effect at a Evil Eye. (17th Level Required). You can spend 6 Well of
higher level. The spell’s level increases by 1 for each additional Well Darkness points to cast Scrying.
of Darkness hit die you spend. The default casting level of these Power Slash (6th Level Required). You can spend 4 Well of
spells is at the lowest possible level. Darkness points to cast Elemental Weapon.
The maximum number of Well of Darkness point you can spend Reprisal. You can spend 2 Well of Darkness points to cast Hellish
in this way (including the base cost and the additional points you Rebuke.
spend to increase the level) is determined by your Dark Knight level, Salted Earth (11th Level Required). You can spend 4 Well of
as shown in the Spells and Well of Darkness Points table. Darkness points to cast Hunger of Hadar.
Shadow Skin (6th Level Required). You can spend 2 Well of
Spells and Well of Darkness Points Darkness points to cast Blade Ward on yourself as a bonus action.
Dark Knight Levels Maximum Points for a Spell Scourge. You can spend 2 Well of Darkness points to cast Hex.
6th-8th 4 Shadow Wall (17th Level Required). You can spend 6 Well of
Darkness points to cast Shadow of Moil.
9th-12th 5 Soul Eater (11th Level Required). You can spend 4 Well of
13th-16th 6
Darkness points to cast Vampiric Touch.
Unleashed. You can spend 2 Well of Darkness points to cast
17th-20th 7 Arms of Hadar.
Unmend. You can spend 2 Well of Darkness points to cast Magic
Missile.
Void Burst. (17th Level Required). You can spend 6 Well of
Darkness points to cast Negative Energy Flood.
38
Hellbound
A Hellbound Dark Knight has learned how to turn the suffering they
experience at another's hands into a tool for destruction. They
specialize in using this pain and redirecting it into weapons to use
against their foes.
Dark Nebula
Starting at 3rd level, as a bonus action you may spend 1 Well of
Darkness point to unleash a powerful wave of negative energy with
your next weapon attack. You can deal a number of d6 equal to 1+
your Charisma modifier in necrotic damage to all creatures in a 15
foot cone in front of you and take a equal number of d4 necrotic
damage yourself. All affected creatures make a Dexterity saving
throw against your Dark Knight Spell DC, taking half damage on a
success.
Adversity
Starting at 6th level, your power grows as you take damage. For
every 15 hit points you are missing you gain +1 on attack and
damage rolls up to a maximum equal to your Constitution modifier.
Hell Link
Starting at 11th level, your self-destructive way of life has led to your
ability to communicate in supernatural ways. You are able to cast
the Speak with Dead or Tongues spells. You may cast these spells
twice, uses refreshing after a long rest.
Unbridled Rage
Starting at 17th level you allow your inner darkness to run wild.
When you cast Dark Nebula, you may expend one Well of Darkness
point to cast Dark Nebula a second time. You may increase the size
of Dark Nebula's cone to 30 feet.
39
Dragoon
The earthshaking roar of a dragon echoes across the battlefield .
Beating its wings furiously, the beast swoops down from the sky. A
man clad in scale mail leaps high into the air and plunges down
onto the creature's back, driving his spear into its spine, forcing the
creature to the ground.
A woman stands among the chaos of war. She rushes down an
opponent, striking with the ferocity of a dragon. Those who stood
against her that day claim to have seen a dragon sweep the area
with its fiery breath, rather than simply a woman with a long armed
weapon.
Grinning excitedly a young man jumps high into the air laughing.
He has left the path of war to perfect his mastery of the sky. When
he reaches the peak of his jump, he sprouts spectral wings and flies
off into the distance.
These fearless warriors stand against dragons, demons, fiends
and any other threats who would raise a hand against their
homelands. Dragoons use their command of both the sky and
ground to strike down their foes with deadly strikes.
Dragon's Bane
The Dragoon was a soldier born out of need in a distant land. Their
homeland has been locked in a war against dragonkind for
hundreds of years, leading to their soldiers to specialize in battling
back against dragons. Their most notable ability is the Dragoon
jump, which is powered by a magical gem each Dragoon receives
upon completing their basic training.
Scourge of the Sky
The Dragoons have been blessed with the ability to soar high into
the air like those they have taken up arms to destroy. These warriors
are able to crash down from the sky using their weapons and body
weight to drive any skyborn into the ground, or cause great damage
to those already on land. Wings will not grant you safety from a
Dragoon.
Creating a Dragoon
When creating a Dragoon, consider what brought them down the
path of a specialized knight. They may have shown a certain
aptitude which allowed them to become a dragoon with ease, or
perhaps were born into the role due to the history of their
homeland. A dragoon may have decided upon this path due to the
stories of famed dragoons of legends, hoping to become as powerful
and respected as the knights they had heard about while they were
growing up.
Consider why a Dragoon would choose to head out on an
adventure. Are they seeking a specific dragon, hoping to slay an
enemy of their nation? Could your dragoon have unfinished
business with a dragon from their past? Sometimes a dragoon may
set out for the sake of journeying around the land.
Quick Build
You can make a Dragoon quickly by following these suggestions.
First make Strength your highest ability score, following with
Dexterity. Second take the Soldier background.
40
The Dragoon
Level Proficiency Bonus Features Trances
1st +2 Fighting Style, Dragoon's Trance 2
2nd +2 Dive 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Respected Presence 4
7th +3 Zeal of the Dragoon 4
8th +3 Ability Score Improvement 4
9th +4 Dragoon Archetype Feature 4
10th +4 Crash Landing 4
11th +4 Blood for Blood 5
12th +4 Ability Score Improvement 5
13th +5 Dragoon Archetype Feature 5
14th +5 Invigorate 5
15th +5 Keen Flurry 5
16th +5 Ability Score Improvement 5
17th +6 Dragoon Archetype Feature 6
18th +6 Battle Litany 6
19th +6 Ability Score Improvement 6
20th +6 One with the Sky 6

Class Features Fighting Style


As a Dragoon, you gain the following class features Starting at 1st level, you adopt a particular style of fighting as your
specialty, Choose one of the following options. You can't take a
Hit Points Fighting Style option more than once, even if you later get to choose
Hit Dice: 1d10 per Dragoon level again.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Dueling
modifier per Dragoon level after 1st When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Proficiencies
Armor: Light and Medium armor. Great Weapon Fighting
Weapons: simple weapons, martial Weapons When you roll a 1 or 2 on a damage die for an attack you make with
Tools: None a melee weapon that you are wielding with two hands, you can
Saving Throws: Strength, Dexterity reroll the die and must use the new roll, even if the new roll is a 1 or
Skills: Choose two from Animal Handling, Athletics, Acrobatics, a 2. The weapon must have the two-handed or versatile property for
History, Nature, Perception, Religion, Survival. you to gain this benefit.
Equipment Two-Weapon Fighting
You start with the following equipment, in addition to the equipment When you engage in two-weapon fighting, you can add your ability
granted by your background modifier to the damage of the second attack.
(a) scale mail or (b) leather armor
(a) a martial weapon or (b) two spears
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack
41
Dragoon's Trance Respected Presence
Your soul is filled with power from your Dragoon forebears, granting Starting at 6th level, friendly creatures who know of Dragoons and
you great powers. you are able to fall into a special trance as a are aware of your identity as a Dragoon are impressed by you. You
bonus action. While under the effects of this trance, your jump receive advantage on charisma ability checks and on Investigation
distance is tripled and you are able to jump from a standing position checks when interacting with such creatures.
as if you had a 10 feet running start.
If you are able to cast spells, you can't cast them or concentrate Zeal of the Dragoon
on them while in your trance. Starting at 7th level, your dedication and high levels of training have
Your trance lasts for 1 minute. It ends early if you are knocked granted you impeccable reflexes. You gain advantage on initiative
unconscious or you may end your trance as a bonus action. Some rolls.
Dragoon abilities may cause your trance to end early. Uses of
Dragoon's Trance refresh after a long rest.
Crash Landing
Starting at 10th level, when you take the dive action against a
Jumping Rules creature with flying speed, you are able to drive them to the ground
You can see the rules of jumping in the PHB on pg.182.
by attempting. If you declare you are attempting to knock the
creature prone, on a successful Dive you drive the creature to the
earth, dealing damage as normal and knocking them prone, but also
reducing their fly speed to 0 for a number of turns equal to half your
Dive Strength modifier.
Beginning at 2nd level you are able to Dive on your enemies. While
under the effects of Dragoon's Trance, using your action you are Blood for Blood
able to jump and dive on top of a target creature. You leap high into Starting at 11th level, you feel the bloodlust of Dragoon's past well
the air and attempt to crash down onto the creature within range of up inside you. While under the effects of Dragoon's Trance you may
half your long jump distance, using your weapon. The Target take your attack action with advantage against a target creature, but
creature makes a Dexterity saving throw, taking your weapon all attacks against you have advantage until the start of your next
damage + 1d6 bonus damage on a failed save and half as much on a turn. Attacks you deliver in this way deal additional damage equal to
success. This bonus damage is increased to 2d6 at the 5th level, 3d6 your strength modifier.
at the 11th level and 4d6 at the 18th level.
You may attempt to knock the target creature prone when using Invigorate
the Dive ability, doing so if the creature fails their Dexterity saving
throw. You must declare this intention before they make their saving Starting at 14th level, when you fail a saving throw you may choose
throw. If you attempt to knock the creature prone your trance ends. to reroll the saving throw. You must use the new number. You may
You finish your dive action in a space of your choice directly use this ability twice before requiring a long rest.
beside the creature, thus ending the effects of your jump ability. This
does not provoke an attack of opportunity. Keen Flurry
Dive Save DC = 8 + your proficiency modifier + your Strength Starting at 15th level, you are able fight defensively using your
modifier. weapon's reach to keep your opponents at bay. As a bonus action,
you cause attacks against you to have disadvantage for a number of
rounds equal to your dexterity modifier if the attacker's reach is the
Dragoon Archetype same or less than your reach. You may enter this stance a number of
At 3rd level, you select the focus of your training as a dragoon. Some times equal to half your Strength modifier before requiring a long
dragoon may choose to follow the true path of a dragoon, focusing rest.
on slaying dragons and achieving the moniker of Dragon Slayer.
Others may focus on channeling the power of dragons into their Battle Litany
bodies and fight with their power, known as a Dragon Heart. Some
Dragoons may turn away from their focus on dragons and go on to Starting at 18th level, while you are under the effects of Dragoon's
become Valkyries, warriors who seek to rule the sky and land. Trance, as a bonus action you can inspire the ferocity of yourself and
your allies. Your melee weapon attacks and those of your allies who
Ability Score Improvement are within 10 feet of you land critical hits on die results 19 or 20 for
a number of rounds equal to half your Strength modifier. This does
When you reach 4th level, and again at 8th, 12th, 16th, and 19th not overwrite or add to already present critical hit range increases.
level, you can increase one ability score of your choice by 2, or you This effect may be activated once each time you enter a new
can increase two ability scores of your choice by 1. As normal, you Dragoon's Trance.
can't increase an ability score above 20 using this feature.
One with the Sky
Extra Attack Starting at 20th level, when you roll initiative and you have no uses
Beginning at 5th level, you can attack twice, instead of once, of your Dragoon's Trance left, you regain two uses of Dragoon's
whenever you take the Attack action on your turn. Trance.
42
Echoes of the Dragonsong
Dragoons are a remnant and living memory of the Dragonsong War.
They came to prominence during the war against dragonkind by
their fore bearers. Dragoons specialized in battling the ferocious
beasts and overtime channeled their power into their own fighting
style. Some Dragoons came to specialize in laying dragons low,
ending their lives, while others learned to harness their power.
Some turned from dragons altogether, and focused on their ability
to take to the skies and explore the world unlike any who had come
before them.
Dragon Slayer
A Dragoon who has chosen to focus on the utter destruction of
dragon kind begins to walk the path of a Dragon Slayer. This class
of Dragoon excels at combating all manner of dragons, having a rich
knowledge of their foes, and the strategies needed to defeat them.
Their combat abilities evolve around pinpointing the weaknesses of
dragons and laying them low.
Elusive Jump
Starting at 3rd level, when you are the target of an attack, as a
reaction you may expend a use of your Dragoon's Trance or end
your currently active Trance to perform an Elusive Jump. You leap
directly away from the attack up to half your total base walking
speed while evading the attempted attack roll, taking only half the
damage if it would have been a hit. For rounds equal to your
dexterity modifier, enemies have disadvantage on attack rolls
against you.
Knowledge from Blood
Starting at 9th level, you have gained a wealth of knowledge about
dragons. You have proficiency in History, Nature and Perception
checks when the check directly involves a dragon, and you add the
Draconic language to your known languages.
Spineshatter Dive
Starting at 13th level, you are able to perform a Spineshatter Dive.
When you use Dive on a creature you deal additional damage equal
to your strength modifier. When you choose to knock a creature
prone with your Dive ability, you instead stun the creature until the
end of your next turn.
Dragon Bane
Starting at 17th level, you've become highly skilled in combat
against dragons. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and only
half damage is you fail. Additionally your attacks against dragons
deals 3d6 extra damage as you are able to pinpoint their most
vulnerable areas. Against non-dragon creatures your blows still
carry extra precision, dealing an additional 1d6 damage.
43
Dragon Heart Valkyrie
Some Dragoon come to be known as Dragon Hearts. These A Valkyrie is a dragoon who has strayed from the path of dragon
dragoon have taken traits of the dragon into their fighting style, slaying, opting to become a warrior who has mastered land and
along with performing rituals to become closer to their enemies and aerial combat. Valkyries are known for their incredible jumping
to harness their abilities. They have gained an understanding of abilities, allowing them to further deepen the myths which surround
dragon's and are capable of unleashing their ferocity upon their Dragoons, flying like those they original had pledged to destroy.
foes.
Crescent Moon Strikes
Breath of the Dragon Starting at 3rd level, when you use your attack action, if there is a
Starting at 3rd level, you may expand a use of your Dragoon's Trance creature directly beside your target, you may roll a second attack
in order to cast the Dragon's Breath spell on yourself at 2nd level. At roll against that creature as a bonus action. You do not receive an
9th level you cast this spell at 3rd level, and at the 17th level you cast ability modifier bonus on the damage roll for this attack. This does
this spell at 4th level. You may do so once, this ability refreshes after not apply to extra attacks.
a long rest.
High Jump
Dragon Sense Starting at 9th level, your ability to jump while under the effects of
Starting at 9th level, you've gained the senses which are akin to a Dragoon's Trance becomes more potent. Your jump distance and
dragon. You've gained 30 feet of blindsight and 60 feet of darkvision. height are now quadrupled during your trance.
Additionally during battle as a bonus action you may make a
perception check. Flight of the Dragoon
Starting at 13th level, you are able to expend two uses of Dragoon's
Blood of the Dragon Trance to gain 60 foot of flying speed for the duration of the Trance.
Starting at 13th level, you fight with the ferocity of a dragon now. When you do so, an ethereal pair of dragon's wings sprout from your
When you use your Dragoon's Trance ability, you gain 10 temporary back.
hit points and the spell casting and concentration restriction of
Dragoon's Trance is lifted from the Dragon's Breath spell. The Dragonfire Dive
temporary hit points fade when your trance ends. Starting at 17th level, when you use your Dive action you may engulf
yourself in flames to deal incredible damage to your target. Prior to
Life of the Dragoon the saving throw, you must declare you are using Dragonfire Dive.
Starting at 17th level, while you are under the effect of both The bonus damage of your Dive attack is increased to 8d6 fire
Dragoon's Trance and Breath of the Dragon, you are able to damage and all creatures within 20 feet of your target must make a
combine these powers to fight like a legendary dragon. You may use Dexterity saving throw. On a failed save they take damage equal to
the effect of the Dragon Breath spell as a bonus action on your turn. half the damage dealt to the target creature. On a successful save
they take a quarter of the damage dealt to the target creature. You
may only use Dragonfire Dive once before requiring a long rest.
Performing Dragonfire Dive ends your Dragoon's Trance.
44
Machinist
A woman stands before a group of goblins. Negotiations have
broken down and the goblins have drawn their blades. Before they
can take a step towards her, she unleashes a lethal bullet from her
pistol, laying their leader low, causing the others to retreat in fear of
this unknown weaponry.
Carefully, an exhausted Machinist puts the finishing touches on
their newest creation. They flip the switch and the small tower
shaped machine takes flight. It receives its commands and a tiny
pistol lets loose a bullet destroying the target. A smile spreads
across the master tinkerer's face.
The grinding gears of the clockwork construct click away as it
follows its master onto the battlefield . The Machinist commands
their mammet to rush the battlefield. Unwavering the small soldier
dashes forward, striking out with it's specially crafted blade.
Machinists have spent many hours in the workshop to progress
the art of war. From the creation of firearms, to the production of
mechanical constructs for the battlefield , the Machinist ensure the
gears of war continue to turn ever efficiently.
Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided to push
the boundaries of current technology and has managed to do so
successfully. They are capable of building a wide variety of
machines and firearms which they use to overwhelm enemies of
their homes through sheer efficiency. Those who welcome a
Machinist to live within their city will be granted the boons of a true
genius.
In the name of Advancement
When a Machinist completes their new arms and weapons, there
are few in the world who are able to use them. For that reason, it
falls upon the Machinist themself to head out into the world to field
test their creations. From the deadliest of rifles to the fastest
motorized vehicles, the Machinist must push their creations to their
limit and continue to modify them. As adventurer's this is the drive
of a Machinist, to test their equipment and rework it on a long
journey in the name of science and innovation.
Creating a Machinist
When creating a Machinist you must keep in mind why they may be
heading out on their adventure. Is your Machinist field testing their
inventions, or seeking inspiration to create even more intricate
machines? Perhaps they are on a journey to make the world a better
place by bestowing their creations for the common man. A
Machinist has the most advanced technology at their fingertips and
are using that technology to make life more efficient.
Another
possibility is their natural curiosity has taken hold and your
character may just be setting out on the journey for the sake of it.
Quick Build
You can make a Machinist quickly by following these suggestions.
First make Dexterity your highest ability score, following with
Intelligence. Second take the Guild Member background.

Firearms and Creations


Information on Firearms is available in the Dungeon
Master's Guide.

The relevant information will be included in Appendix


D for ease of access, alongside the cost to rebuild
lost, destroyed or stolen equipment granted by
features.
45
The Machinist
Level Proficiency Bonus Gauss Rounds Features
1st +2 1d4 Heated Rounds
2nd +2 1d4 Technical Support, Expertise
3rd +2 2d4 Machinist Archetype
4th +2 2d4 Ability Score Improvement
5th +3 3d4 Extra Attack
6th +3 3d4 Archetype Feature
7th +3 4d4 Suppressive Fire
8th +3 4d4 Ability Score Improvement
9th +4 5d4 Expertise, Eye for Design
10th +4 5d4 Explosive Expertise
11th +4 6d4 Archetype Feature
12th +4 6d4 Ability Score Improvement
13th +5 7d4 Combat Roll
14th +5 7d4 C.A.T
15th +5 8d4 Ricochet
16th +5 8d4 Ability Score Improvement
17th +6 9d4 Archetype Feature
18th +6 9d4 Midas Touch
19th +6 10d4 Ability Score Improvement
20th +6 10d4 Hypercharge

Class Features Gauss Rounds


As a Machinist, you gain the following class features You have learned to store a increased amount of force in your
bullets. As a bonus action you increase the output of your weapon
Hit Points for a number of rounds equal to your intelligence modifier. Once per
Hit Dice: 1d8 per Machinist level turn, you can deal an extra 1d4 damage to one creature you hit with
Hit Points at 1st Level: 8 + your Constitution modifier a ranged weapon attack. The attack must use a firearm.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You can use this feature twice. You regain expended uses when
modifier per Machinist level after 1st you finish a short or long rest.
The amount of the extra damage increases as you gain levels in
Proficiencies this class, as shown in the Heated Rounds column of the Machinist
Armor: Light armor. table.
Weapons: Simple weapons, Firearms
Tools: Two sets of Artisan's Tools. Technical Support
Saving Throws: Dexterity, Intelligence Starting at 2nd level, you are able to use your artisan's tools to
Skills: Choose two from Athletics, Arcana, History, Insight, disarm mechanical traps and pick locks.
Intimidation, Perception, Survival.
Equipment Expertise
You start with the following equipment, in addition to the equipment Also at 2nd level, choose two of your skill proficiencies or one of
granted by your background your skill proficiencies and your proficiency with a artisan's tool of
your choice. Your proficiency bonus is doubled for any ability check
(a) leather or (b) hide you make that uses either of the chosen proficiencies.
(a) a revolver or (b) any simple weapon At 7th level, you can choose two more of your proficiencies (in
(a) a hunting rifle skills or with artisans tools) to gain this benefit.
(a) an explorer's pack or (b) a dungeoneer's pack
a set of artisan's tools of your choice
Machinist Archetype
At 3rd level, you choose which area of inventing you wish to pursue.
You can choose the Marksman, Tinkerer or Grenadier archetype.
46
Once this feature has been used in either way, you can't use it
Ability Score Improvement again until you finish a short or long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you Ricochet
can increase two ability scores of your choice by 1. As normal, you Starting at 15th level, you have learned to perform a ricochet shot
can't increase an ability score above 20 using this feature. when attacking with a firearm. Upon landing a successful attack,
you can spend your reaction to choose one creature within 5 feet of
Extra Attack your target that you can see to make an additional attack against.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Hypercharge
Starting at 20th level, you are able to cause your creations to
Suppressive Fire hypercharge. As an action you can regain one use of your Gauss
Starting at 7th level, when you ready an attack, you do not use your Barrel, Promotion or Speciality Bombs feature. You can use
reaction when you launch your attack. When you hit a creature in hypercharge once before requiring a long rest.
this way, the target creature must make a Dexterity saving throw. On
a failed save the creature is knocked prone and their speed becomes Master of Metal
0 until the start of their next turn.
A Machinist has dedicated their life to the study and production of
Suppressive Fire DC = 8 + your proficiency modifier + your great mechanical creations. May these machines be marvels of
Dexterity modifier. architecture, innovation or war, a Machinist is on the forefront of
progress.
Eye for Design
Starting at 9th level, you have gained the knowledge required to Marksman
understand complex mechanical systems and intentional designs. You have decided to focus on your marksmanship, greatly improving
You gain advantage on Investigation checks to understand how a your ability to fight in the field.
mechanical system works and advantage on Survival checks to
track a creature within a building, village, town or city. Additionally, Golden Eye
you can build a motorized wagon, which up to five people can Starting at 3rd level, you have designed and manufactured a pair of
comfortably ride in, at the cost of 1200 gp in parts.
Your wagon goggles which greatly assist your perception. While wearing these
allows you to travel at a fast pace without suffering the penalties. goggles, you have advantage on sight based perception checks, can
While stationary the wagon has an AC of 10, adding the Dexterity see up to 4 miles in clear conditions, attacking at long range doesn't
modifier of the driver to its AC when mounted. Your wagon has 120 impose disadvantage on your ranged weapon attack rolls and have
hit points before requiring repairs.
At the 15th level, you have advantage on ranged weapon attack rolls made against prone
learned to further build up your motorized vehicle, allowing you to targets that are not within 5 feet of you.
add a flying speed for the cost of 1000gp in supplies.
Double Tap
Explosive Expertise Also starting at 3rd level, when you hit a creature with a ranged
Starting at 10th level, you have learned how to build and use a weapon attack, you can expend your reaction to make an additional
Wildfire explosive device. As a bonus action you can attach the attack against the creature. You don't add your ability modifier to the
device to one creature of your choice within 60 feet of you that you damage of the attack, unless that modifier is negative. Starting at
can see. The device lasts for 30 seconds or until removed as a 7th level you can add your ability modifier to the damage of the
action. To remove it a creature must succeed on a Strength attack.

(Athletics) or Dexterity (Sleight of Hand) check against your When you use this feature and have used up all remaining shots of
Suppressive Fire DC. The device explodes early at the start of your your weapon, you can instead use this feature to reload your
next turn if you haven't attacked the creature carrying the device or weapon.
when being removed. Each creature in a 20-foot radius sphere
centered on the device must make a Dexterity saving throw against Quick Draw
your Suppressive Fire DC. A target takes 2d6 fire damage on a Starting at 6th level, you can reload a firearm using your free action.
failed save, or half as much damage on a successful one. The Additionally when you roll initiative you can make one attack roll
damage of the device increases by 2d6, to a maximum of 8d6, for against a target.
each successful attack you make against the creature carrying it.
You can use this feature a number of times equal to half your Gauss Barrel
Intelligence Modifier rounded down (a minimum of once). When you Starting at 11th level, you have learned how to build and operate the
finish a long rest, you regain all expended uses. Gauss Barrel. If you have not moved on your turn you can attach the
Gauss Barrel to a firearm using your bonus action.
Combat Roll You can't move and take the attack action in the same turn while
Starting at 13th level, you are able to perform a combat roll during using the Gauss Barrel and you cannot take more than one ranged
battle. When you are targeted by an attack, you can use your weapon attack per turn. For the duration of the effect add your
reaction to impose disadvantage on the attack and move 5 feet to an Intelligence ability modifier to your ranged weapon attacks. Your
open space without provoking an attack of opportunity. ranged weapon attacks deal 10d8 piercing damage, along with all
other bonuses you would normally receive, and knock you back 5
feet into the opposite direction of your target.
After the effect ends
C.A.T you have to use your bonus action to detach the Gauss Barrel at the
Starting at 14th level, you've developed the compact aetherial start of your next turn.
You can use this feature for a number of
turbocharger, C.A.T.
As an action you can throw your C.A.T at a rounds equal to half your Intelligence modifier (rounded up).

creature within 20 feet of you, restoring a number of hit points Your Gauss Barrel can be used twice before requiring maintenance
equal to 3d8 to the creature. If you are carrying the device and are during a long rest.
reduced to 0 hit points, without outright dying, it will automatically
activate, restoring hit points to you in the same way. Sniper
Starting at 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.
47
Tinkerer Grenadier
You have decided to focus your efforts on the production of The Grenadier has focused their studies on the creation and
miniature turrets. These turrets come in many shapes and sizes and mastery of explosive arms.
serve specific purposes.
Explosive Innovator
Automated Turrets When you choose this archetype at 3rd level, you learn to create a
Starting at 3rd level, you have completed your newest creations, the set of Grenadier Bombs only you can use.
Automated Rook and Bishop Turrets. You may use your action to Grenadier Bombs. During a long rest, you can create a number
deploy or recall a Turret within 30 feet of you. You may only have of bombs equal to your Intelligence modifier. A bomb costs 1 silver
one turret deployed at a time. They gain the benefits of your in materials to create and you can carry a number of them equal to
Mechanical Bond ability. your Intelligence Modifier.
Saving Throws. Some of your Grenadier features require your
Mechanical Bond targets to make a saving throw to resist the bomb's effects. The
At 3rd level you build a turret companion when you select the saving throw is calculated as follows:
Tinkerer archetype.
To fully repair your companion you must spend
2 hours working on it during a long rest. Grenadier Save DC = 8 + your proficiency modifier + your
Your turret companion gains a variety of benefits while it is under Intelligence modifier.
your control.
Add your proficiency bonus to your turret companions As an action you can throw a bomb to a point within 30 feet of you.
AC, attack and damage rolls, as well as to any saving throws and Each creature in a 5 foot radius centered on that point must make a
skills it is proficient in. For each level you gain after 3rd, your Dexterity saving throw. The creatures takes 1d8 fire damage on a
clockwork companion gains an additional hit die and increases its failed save and half as much on a success. This damage increases
hit point accordingly. Your companion gains proficiency in Dexterity by another d8 at the 6th, 11th and 17th levels.

saving throws and the saving throw corresponding to its highest


ability score (if it is already proficient in one of those saves, use its Speciality Bombs.
You may also craft one Specialty Bomb
second highest ability instead). during a long rest. As a action you can throw a Speciality Bomb to a
The companion obeys your commands as best it can. It takes it's point within 60 feet of you, activating the spell at its lowest level
turn on your initiative, but you determine its actions and decisions. without needing any of the components stated by the spell. You may
If you are incapacitated or absent, your companion acts on its own. only possess one type of each Specialty Bomb at a time. The effects
You can choose to let your companion spend Hit Dice from it's of your bombs last the maximum duration of the spell.
own pool, determined by your Machinist level, during a short rest to Specialty Bombs
regain hit points. The companion makes death saving throws
following the normal rules. Level Spell Bombs
Whenever you gain the Ability Score Improvement class feature, 3rd Sleep, Thunderwave
your companion's abilities also improve. Your companion can
increase one ability score of your choice by 2, or it can increase two 6th Pyrotechnics, Web
ability scores of your choice by 1. As normal, your companion can't 11th Shatter, Stinking Cloud
increase an ability score above 20 using this feature unless its
description specifies otherwise. 17th Wall of Fire

Sensory Input Planned Detonation


Starting at 6th level, you have developed a head piece which allows Also starting at 3rd level, you know how to adjust your bombs to
you to see what the turret's camera perceives and hear what the prevent friendly fire. As a bonus action you may select a number of
turret is able to hear. creatures equal to your intelligence modifier who are unaffected by
the effects of a bomb you use during the same turn.
Tripod Stance
Starting at 11th level, you have developed stance gear for your Proximity Detonation
turrets. They are able to use their action to use their stance action. Starting at 6th level, you can set your bomb to go off when any
creature wanders within 5 feet of the bomb.
Promoted
Starting at 17th level, your turrets can activate their promotion Plentiful And Potent
ability for a number of rounds equal to your intelligence modifier Starting at 11th level, you double the number of Grenadier and
rounded down. You may only activate this ability once, its use Speciality Bombs you can create and carry. Additionally your
refreshing on after completing a long rest. Grenadier Bombs gain a increased explosion radius of 15 feet.
Bomb Launcher
Starting at 17th level, you've developed a specialized launcher for
your bombs which mounts on your forearm. You double the range of
all your bombs. Additionally, all damaging effects of your bombs
deal additional damage equal to your Intelligence modifier.
48
Way of Rhalgr - Monk Archetype
Those who are students of the Fist of Rhalgr are monks from a
distant realm. They spend their days worshiping their god Rhalgr,
the god of destruction within their pantheon. To the monks who
specialize in the Fist of Rhalgr style, to achieve perfection in martial
prowess is the greatest veneration to Rhalgr.
The monks of this powerful style focus on opening chakra gates
within themselves and achieving a phenomenon they refer to as
Greased Lightning. This state of flow occurs as a Monk strings their
blows together into long flowing combinations usually finishing off
with a destructive strike in Rhalgr's honor.
Greased Lightning
Starting at 3rd level, your onslaught of attacks has reached deadly
efficiency, allowing you to enter a state of flow. If you use Flurry of
Blows and target one creature with both unarmed strikes, you can
make one more unarmed strike as part of your Flurry of Blows. You
make this attack at advantage and add your wisdom modifier to it's
damage roll.
Forbidden Chakra
Starting at 6th level, you have learned to unleash the power of the
Chakra gates as a storm of lightning fast blows.

During your turn you can make one additional unarmed strike per
attack you have made during this turn. This does not apply to
attacks made during Forbidden Chakra.

You can use this feature twice. You regain expended uses when you
finish a long rest.
Meditative Brotherhood
Starting at 11th level, you have gained a significant understanding of
the Fist of Rhalgr style. After connecting with a successful Greased
Lightning strike, you can spend 2 Ki points to deliver a powerful
blow. The targeted creatures must make a saving throw against your
Ki save DC.
Dragon Kick. A leaping corkscrew kick aimed at the target's
head, dealing 2d8 bludgeoning damage. The target must make a
constitution saving throw, on a failed save, your attacks have
advantage against that target for a number of rounds equal to your
Wisdom modifier.
Elixir Field. You leap into the air above your target and unleash a
wave of Ki energy downwards, suspending yourself in the air as you
burn all creatures within a 10 foot radius centered on you with raw
energy. Affected creatures make a dexterity saving throw, receiving
4d8 radiant damage on a failed save and half as much on a
successful save.
Howling Fist. You crash your fist into the ground with
tremendous force, causing a shockwave of Ki powered explosions to
travel in a 15 foot line in front of you. Affected creatures make a
dexterity saving throw, receiving 4d8 fire damage on a failed save
and half as much on a successful save.
Tornado Kick. You leap into the air and deliver a series of swift
but powerful kicks to your target creating a small localized tempest.
The creature makes a strength saving throw receiving 4d8
bludgeoning damage on a failed save and is knocked back 10 feet,
and half as much on a successful save, with no knockback.
Perfect Balance
Starting at 17th level you can use your bonus action to use any of
the abilities offered by the Meditative Brotherhood feature at the
cost of 6 Ki points. Once you use this feature, you must finish a
short or long rest before you can use it again.
49
Ninja (Rogue Archetype)
You have chosen to study the art of the ninjas of Doma. These
talented fighters have learned to channel the power from the world
around them, the heavens, the earth and the hearts of man through
the use of mudras or hand gestures. These traditional arts are
passed down from master to student, father to son and mother to
daughter. Their secrets are closely guarded by the practitioners.
Each mudra carries meaning. The Ten mudras draws power from
the heavens, while the Chi mudra draws power from the earth. Jin
completes the triangle, drawing power from the hearts of man.
Together, these mudras allow the ninja to draw power from the
world they live in.
Shukuchi
Starting at 3rd level you have learned the secrets of shukuchi. You
instantaneously travel a maximum distance of 5 feet per rogue level.
You can travel over gaps in the ground, but cannot scale walls using
Shukuchi. At 13th level you leave behind an optional 15 foot cube of
smoke. You can only use Shukuchi when you take the hide action or
while hidden. You must expend one use of your Ten mudra to use
Shukuchi.
Ninjutsu
Starting at 3rd level you gain access to the mudra 'Ten'. As an
action, you can cast ninjutsu by combining mudra together. You can
use each mudra a number of times equal to half your rogue level
rounded down. At 9th level you gain access to the mudra 'Chi', and
at 13th level you gain access to the mudra 'Jin'. When you spend a
mudra it's unavailable until you finish a short or long rest, during
which you spend at least 30 minutes meditating.
Ninjutsu
Ninjutsu Combination
Fuma Any single mudra
Shadon Any single mudra
Katon Any mudra and Ten
Raiton Any mudra and Chi
Hyoton Any mudra and Jin
Huton One of each of the mudras
Doton One of each of the mudras
Suiton One of each of the mudras

Trick Attack
Starting at 13th level you are able to perform a trick attack. When
you hit an enemy with a sneak attack, you can expend one use of
each mudra to perform a trick attack. The target then becomes
vulnerable causing all attack rolls to have advantage against that
creature until the start of your next turn.
Kassatsu
Starting at 17th level after using a ninjutsu you can use a bonus
action to use a second ninjutsu which requires one fewer mudra.
You must then finish a short or long rest to use this feature again.
50
Ninjutsu Spell List
Intelligence is the spell modifier for the following abilities. The spell
casting focus for these spells is the caster's hands forming the
required mudras. Spells cast through ninjutsu are cast at their base
level. To cast ninjutsu at a higher spell level, you can spend the
required mudra for the ninjutsu again to increase the spell level by
one. You can spend mudra to increase the casting level to a
maximum of the 9th level.
Fuma
Performing the Fuma ninjutsu allows you to cast the Ice Knife spell.
Shadon
Performing the Shadon ninjutsu allows you to cast the Darkness
spell.
Katon
Performing the Katon ninjutsu allows you to cast the Fireball spell
at half the maximum range.
Raiton
Performing the Raiton ninjutsu allows you to cast the Lightning
Bolt spell at half the maximum range.
Hyoton
Performing the Hyoton ninjutsu allows you to cast the Ice Storm
spell at half the maximum range.
Huton
Performing the Huton ninjutsu allows you to cast the Haste spell on
yourself.
Doton
Performing the Doton ninjutsu allows you to cast the Doton spell.
Suiton
Performing the Suiton ninjutsu allows you to cast the Suiton spell.

Doton and Suiton


These two spells are located in the created spells section of this
document.
51
The ideals of the Sultansworn change alongside the person who
they are sworn to protect. These tenets have guided them through
this ever changing path.
Shield. Your leader is a beacon who will guide the land to
prosperity. Protect them at all costs.
Sword. You are the sword which will protect and enforce their
ideals.
Armor. You are the armor that will protect their interests.
Oath Spells
You gain oath spells at the listed paladin levels.
Oath of the Sultansworn Spells
Paladin Level Spells
3rd Heroism, Detect Poison and Disease
5th Calm Emotions, Find Traps
9th Haste, Clairvoyance
13th Fire Shield, Locate Creature
17th Mass Cure Wounds, Legend Lore

Channel Divinity
When you take this oath at the 3rd level, you gain the following two
Channel Divinity options.
Cover. As an action you create an aetherial link with a creature
within 10 feet of you. All damage that ally would take is taken by you
instead. The link lasts a number of rounds equal to your Charisma
ability modifier or until you end it as a bonus action. The creature
you are linked to must remain within 10 feet of you or the link is
broken.
Flash. As an action you present your holy symbol which flashes
with blinding light. Each hostile creature within 30 feet of you must
make a Constitution saving throw. On a failed save, a creature is
blinded for a number of rounds equal to your Charisma ability
modifier. On a successful save until the start of your next turn, a
creature has disadvantage on any attack roll that isn't against you.
When a target affected by this feature hits a creature other than you
with a attack, the creature has resistance to the damage dealt by the
attack.
Aura of Veil
Starting at 7th level, allies within 10 feet of you are protected by a
divine veil. As a reaction, you can choose to redirect half the damage
an ally would receive to yourself.
At 18th level, the range of this aura is increased to 30 feet.
Shield Oath
Starting at 15th level, your oath of protection allows you to easily
block attacks. When a creature that you can see makes an attack
roll against you, you can use your reaction to expend a hit dice,
rolling a Hit Dice and subtracting the number rolled from the
creature's roll. You can choose to use this feature after the creature
makes its roll, but before the DM determines whether the attack
hits.
Oath of the Sultansworn - Paladin Hallowed Ground
Archetype Starting at 20th level, you mastered the technique to channel your
will into an impregnable barrier. As an action, you create a barrier in
The Sultansworn were once known as fierce warriors who pledged a 60 foot cone behind you which negates all damage to your allies
their lives in the defense of the Sultan or Sultana of their land. for a number of rounds equal to half your Charisma ability modifier
These steadfast protectors sworn an oath to their rulers and their rounded down (minimum 1). Once you use this feature, you can't
ideals, becoming paragons of justice in their cities. use it again until you finish a long rest.
Today, paladins who take the oath of the Sultansworn make this
oath to protect someone of great importance, being provided with a
wide selection of tools to ensure the safety of their charges.
Tenets of the Sultansworn
52
Red Mage
Like a lightning bolt streaking through the battlefield, she makes
quick work of foe after foe. At the first sign of danger, the crimson
beauty flips over the head of the foe behind her, letting loose a wave
of energy as a parting gift.
A confident smirk spreads across the face of the veteran Red
Mage. He unleashes spell after spell in quick succession, drawing
on countless elements until his foe is annihilated.
As though a flower amongst a sea of weeds, the Red Mage leads
their allies into battle. With a deep trust that they'll stay at their side,
she turns her friends into the perfect dancing partners for this
adventure, empowering them to match their grace.
Red Mages have drawn on a multitude of disciplines across the
world, mixing black and white magic along with focused swordplay
and style. All of these abilities have combined in this alluring mix of
talent and flair, creating a hero worthy of becoming legendary.
Crimson Mage
Some fairy tales of Gyr Albania speak of the heroic deeds and
daring adventures of mages clothed in crimson. These adventurers
are known as Red Mages, and travel the world protecting the good
in the world by drawing on both white and black magic, while
mixing martial prowess into a flawless battle style.
It's Not About Fame
Their thirst for adventure, flashy style and renowned flair may lead
many to believe that a Red Mage becomes an adventurer for the
admiration of their fellow man, but that is not the case. Those who
take the Red do so in order to take up arms to protect the good in
the world and bring wrongdoers to justice. It is their heroic spirit
which drives them to action, the garnered fame is just a perk.
Creating a Red Mage
When creating a Red Mage, you must consider why they may be
heading out on their adventure. Did they become fed up with the
oppressive nature of the world and seek the need to become a hero
to the common man? They may have learned of a plot which
endangers their home, perhaps the world as a whole and will stop at
nothing to end it. Maybe it is simply a need to chase the thrill of
adventure and become a hero of legend.
One key consideration to make as a Red Mage is where you came
to learn your myriad of skills. Was it through the study of old tomes
you discovered in an abandoned warehouse or library? Did you
meet a mentor who saw great potential in you and introduced you to
the art? Whatever the origin, you wield powerful skills with an
artistic flair.
Quick Build
You can make a Red Mage quickly by following these suggestions.
First make Charisma your highest ability score, followed by
Dexterity. Second take the Folk Hero background. Third take the
Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the
first level spells Chromatic Orb and Cure Wounds.
53
The Red Mage
Proficiency Flair Cantrips
Level Bonus Features Points Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2 — — — — — — —
2nd +2 Red Mage Style, Style 2 4 3 3 — — — — — — —
Feature
3rd +2 3 4 4 4 2 — — — — — —
4th +2 Ability Score Improvement 4 5 5 4 3 — — — — — —
5th +3 4 5 6 4 3 2 — — — — —
6th +3 Extra Attack, Style Feature 4 5 7 4 3 3 — — — — —
7th +3 4 5 8 4 3 3 1 — — — —
8th +3 Ability Score Improvement 4 5 9 4 3 3 2 — — — —
9th +4 4 5 10 4 3 3 3 1 — — —
10th +4 Style Feature 5 6 11 4 3 3 3 2 — — —
11th +4 5 6 12 4 3 3 3 2 1 — —
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 2 — —
13th +5 6 6 13 4 3 3 3 2 2 1 —
14th +5 Style Feature 7 6 13 4 3 3 3 2 2 1 —
15th +5 7 6 14 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 3 2 1 1
17th +6 8 6 15 4 3 3 3 3 2 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 3 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 3 2 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 3 2 1

Class Features Equipment


You start with the following equipment, in addition to the equipment
As a Red Mage, you gain the following class features granted by your background
Hit Points (a) leather or (b) hide
Hit Dice: 1d8 per Red Mage level (a) a rapier, (b) a longsword or (c) any simple weapon
Hit Points at 1st Level: 8 + your Constitution modifier (a) a spellcasting focus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) an explorer's pack or (b) a dungeoneer's pack
modifier per Red Mage level after 1st
Spell Casting
Proficiencies Your familiarity with old tales and stories allows you to see the
Armor: Light armor, Medium armor magical secrets hidden in them. As you gain experience, you learn
Weapons: Simple weapons, Battleaxes, Longswords, Rapiers, to unearth even the obscurest of magical secrets from within the
Shortswords, Whips tales of the common man. See chapter 10 of the PHB for the
Tools: Two sets of Artisan's Tools. general rules of spellcasting and the end of this document for the
Saving Throws: Dexterity, Charisma Red Mage spell list.
Skills: Choose two from Athletics, Acrobatics, Arcana, History,
Insight, Persuasion. Cantrips
At 1st level, you know 4 cantrips of your choice from the Red Mage
spell list. You learn additional Red Mage cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the Red
Mage table.
54
Spell Slots Ability Score Improvement
The Red Mage table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these spells, you When you reach 4th level, and again at 8th, 12th, 16th, and 19th
must expend a slot of the spell’s level or higher. You regain all level, you can increase one ability score of your choice by 2, or you
expended spell slots when you finish a long rest. can increase two ability scores of your choice by 1. As normal, you
can't increase an ability score above 20 using this feature.
Preparing and Casting Spells
The Red Mage table shows how many spell slots you have to cast Extra Attack
your spells of 1st level and higher. To cast one of these spells, you Beginning at 6th level, you can attack twice, instead of once,
must expend a slot of the spell's level or higher. You regain all whenever you take the Attack action on your turn.
expended spell slots when you finish a long rest.
You prepare the list of red mage spells that are available for you to Battle Flourish
cast, choosing from the Red Mage spell list. When you do so, choose
a number of Astrologian spells equal to your Charisma modifier + At 18th level, when you roll initiative, you recover 1d4 flair points.
your Red Mage level (minimum of one spell). The spells must be of a
level for which you have spell slots. Acceleration
For example, if you are a 3rd-level Red Mage, you have four 1st- At the 20th level, you can cast two spells using Dual Cast, rather
level and two 2nd-level spell slots. With an Charisma of 16, your list than one spell and one cantrip. You can only do this once before
of prepared spells can include six spells of 1st or 2nd level, in any requiring a long rest.
combination. If you prepare the 1st-level spell magic missile, you
can cast it using a 1st-level or 2nd-level slot. Casting the spell
doesn't remove it from your list of prepared spells. Battle with Style
You can change your list of prepared spells when you finish a long To the Red Mage, battle and adventure are a stage, on which they
rest. Preparing a new list of Red Mage spells requires time spent in are the protagonist. As one who has taken the Red, they focus their
meditation, reliving past tales and events: at least 10 minutes for studies on either their swordplay, magic mastery or creating striking
each spell you change. synergy with their allies on the battlefield.
Spellcasting Ability Sword Dancer
Charisma is your spellcasting ability for your Red Mage spells. You
use your Charisma whenever a spell refers to your spellcasting You have taken up sword in hand, aiming to weave magic and might
ability. In addition, you use your Charisma modifier when setting the into a flawless, deadly dance. Your blade moves like the wind, and
saving throw DC for a Red Mage spell you cast and when making an you ride the currents perfectly.
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma Corps-a-corps
modifier At 2nd level, you have mastered the art of approaching a foe with
Spell attack modifier = your proficiency bonus + your Charisma lightning speed and delivering a powerful strike. As a action you
modifier spend 1 flair point and select one target within 30 feet of you. You
move in a straight line towards that target, without provoking
Spellcasting Focus opportunity attacks, stopping at the first creature you encounter in
You can use a magically conductive stone inlaid in a decorative your path. You make a melee weapon attack against that creature,
mount other similar equipment as an arcane focus (found in chapter dealing a bonus 1d8 weapon damage if your attack lands.
5 of the player's handbook) for your Red Mage spells.
Heroic Charm
Ritual Casting At 6th level, your renaissance man nature has given you an edge in
You can cast any Red Mage spell you know as a ritual if that spell conversation. You can spend one flair point to reroll any charisma
has the ritual tag. based ability check. You gain proficiency in a charisma skill of your
choice.
Flair Points Displacement
You have access to Flair Points. Certain Red Mage abilities require At 10th level, you have learned to flow between martial and magic
you to spend flair points from your pool. All expended flair points combat effortlessly. By spending 1 flair point after taking the attack
are recovered after a long rest. action you leap backwards through the air, landing up to 30 feet in a
straight line behind you. You are considered to travel over the heads
Dual Cast of medium creatures or smaller, but your travel is stopped by
When you cast a spell that has a casting time of 1 action, you can creatures larger than this. When you use this feature, make a
spend 1 flair point to change the casting time to 1 bonus action for ranged spell attack against the target of your attack action, dealing
this casting. You cannot do so with a spell greater than 4th level. 2d8 + your Charisma modifier force damage on hit.

Combat Style Enchanted Blade


At 14th level, your magical power seeps into any weapon you hold.
At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell After attuning to a one handed weapon for one hour, magical or not,
Slinger or Battle Rose, all detailed at the end of the class you are able to summon the weapon to your hand as an action. You
description. Your archetype choice grants you features at the 2nd, can spend one flair point to deal an additional 2d8 force damage on
6th, 10th and 14th level. each damage roll when you take the attack action with this weapon.
You must declare you are doing so prior to your attack roll.
55
Spell Slinger Embolden
At 10th level, you have learned to fill your allies with fervor using
You have decided to master the casting of myriad magicks as a Red your natural appeal. As an action you can spend 1 flair point to
Mage. Your studies of the art have granted you the ability to rapidly empower all allies within 10 feet of you. Damaging effects from your
cast spells at a speed that has never been seen before. allies deal an extra 1d8 damage until the end of your next turn.
Manafication Follow My Lead
At 2nd level, as a bonus action you can spend a number of flair At 14th level, as a bonus action you can spend 2 flair points to move
points equal to twice the level of a spell you wish to cast, in place of an ally who is lower in the initiative order than you up in the order,
using a spell slot. such that they act directly after you. You can use this effect once
before requiring a short rest.
Charmed I'm Sure
At 6th level, the trace amounts of magic in your body influence those
you come into contact with. You can spend a flair point to gain
advantage on a charisma ability check.
Quicksilver Casting
At 10th level, if you deal damage to a target with a cantrip, you can
spend one flair point to gain advantage on your next attack roll
against the target or give the target disadvantage on it's first saving
throw made against one of your spells that requires a Dexterity
saving throw until the end of your next turn.
Liquification
At 14th level, as a bonus action you can spend a spell slot of any
level to gain a number of flair points equal to twice the spell slot
level. You may not gain flair points over your maximum number of
points.
Battle Rose
You have focused on becoming the lead in battle, coming up with
various methods to support your allies to be more effective in battle.
Dazzling Diversion
At 2nd level, you have learned to mix magic with your movements to
pull the attention of an enemy, allowing your allies to strike. As an
action you can spend one flair point to distract a target within 5 feet
of yourself. All melee weapon attacks against the creature gain
advantage until the start of your next turn.
In Good Company
At 6th level, you can spend 1 flair point to tutor your allies in the art
of appealing to others. One ally may use your charisma ability
modifiers for charisma ability checks for up to 5 minutes. You can
only share your charisma ability modifiers once before requiring a
short rest.
56
Samurai
The young man stands before a ferocious beast, his blade still
sheathed the villagers look on in horror as it closes in on its prey.
With a smirk the man draws his blade and in a few lightning quick
strokes, the beast falls with a thud.
The experienced veteran stands before a group of bandits. Their
untrained strikes are easily dodged by the man, as he delivers blow
after vicious blow, punishing each of their failed attempts on his life.
A young woman wanders into the city, her identity hidden beneath
her shade. She hears of the oppression of the people in the village
by the local lord. She nods to herself, knowing she has arrived at yet
another town which would be better off without a master.
Far across the churning waves, beneath the rising sun, an island
nation gave birth to a prolific style of swordplay. These noble
warriors were sworn to their masters as their protectors, willing to
give up their lives to see their duty complete. Honour or death was a
common ideal for these disciplined soldiers.
Swordsmen of Legend
The Samurai are legendary swordsmen who lived by a code of
honour. In service to the lords of their regions, they protected their
lands with their lives and enforced their law without question. To do
so, the Samurai nourished a timeless style of swordplay which
remains mythic in its reputation to this day.
The Power Within
The Samurai draw on inner energies and an unshakeable
discipline. These are the tools which the Samurai built their
reputation. To take up and master the katana is to enter a league of
your own, though not every samurai has been known to wield the
blade for a master, some choosing to follow their own code and
travel the world.
Creating a Samurai
When creating a Samurai, you have to decide how they became
involved in the discipline. Were they born into the tradition, being
the son of a Samurai or lord? Perhaps they fight in a self-taught
style which they continually hone through their travels.
on top of their roots as a Samurai, you must consider why you
fight as a Samurai. Are you on a quest on behalf of a lord, or directly
protecting their master's lands. Perhaps they cast off their ties to
their masters and teachers altogether and travel the world for their
own gain, or the protection of the common man.
Quick Build
You can make a Samurai quickly by following these suggestions.
First make Strength your highest ability score, following with
Wisdom. Second take the Soldier background.
57
The Samurai
Level Proficiency Bonus Features
1st +2 Artful Combat, Unarmoured Defense
2nd +2 Sen, Higanbana, Code of Honour
3rd +2 Samurai Archetype, Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Samurai Archetype
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Studied Disciple
10th +4 Samurai Archetype Feature
11th +4 Forceful Meditation
12th +4 Ability Score Improvement
13th +5 Whispers of the Kami
14th +5 Samurai Archetype Feature
15th +5 Effective Meditation
16th +5 Ability Score Improvement
17th +6 Artisan of Combat
18th +6 Midare Setsugekka
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui

Class Features
As a Samurai, you gain the following class features Katanas in Dungeons & Dragons
Samurai are known as masters of the katana, but their
Hit Points key weapon of choice is not listed in the Player's
Hit Dice: 1d10 per Samurai level Handbook. As stated in the Dungeon Master's Guide
Hit Points at 1st Level: 10 + your Constitution modifier (pg. 41) apply the stats of a longsword to the katana.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution There are substitutes for many different weapons like
modifier per Samurai level after 1st this which can be found in the Dungeon Master's
Guide.
Proficiencies
Armor: Light, Medium Armour
Weapons: simple weapons, martial Weapons
Tools: None

Saving Throws: Strength, Wisdom Artful Combat


Skills: Choose two from Athletics, Acrobatics, History, Insight, and When wielding a versatile weapon with two hands, your weapon
Intimidation. attacks score a critical hit on a roll of 19 or 20.
Equipment
You start with the following equipment, in addition to the equipment Unarmoured Defense
granted by your background While you are not wearing any armor or shield, your Armor Class
(a) a katana equals 10 + your Strength modifier + your Wisdom modifier.
(a) a short bow and 20 arrows
(a) an explorer's pack or (b) a dungeoneer's pack
a decorative scabbard for your katana.
58
Sen Forceful Meditation
Starting at 2nd level, you have learned to build Sen within your At 11th level, during battle you can forcibly draw Sen into your body.
body, three types of energy known as Setsu, Gekko and Ka. You can Using your action, you can spend a number of hit die equal to the
hold up to three charges of Sen in your body at a time. During number of Sen charges you wish to recover, up to 3 charges. Once
battle, when you land a melee weapon attack you gain 1 charge of you use this feature, you can't use it again until you finish a long
Sen. You can only gain one charge in a round of combat. If you rest.
choose to spend a stack of Sen during your action, you cannot gain
Sen in this way during that round. 5 minutes after battle, your Sen Whispers of the Kami
charges fade.
At 13th level, you have learned to attune yourself to the world
Higanbana around you and listen to the spirits which surround you. When you
do so, you cast the Augury, Detect Evil and Good, Speak with Dead,
Also starting at 2nd level, you have learned the art of Higanbana a or Speak with Plants spell without using a spell slot or material
series of feinting strikes with your blade which seem to ignore time. components. After you cast either spell in this way, you can't use this
When you hit a creature with a melee weapon attack you can spend feature again unti you finish a short or long rest.
one Sen charge. For the next minute, you can use your bonus
action, to deal 1d10 damage of your weapons damage type to the Effective Meditation
creature.
At 15th level, if you recover hit points during a short rest, you begin
Code of Honor the next battle with one Sen charge.
At 2nd level, when performing Charisma ability checks on intelligent Artisan of Combat
creatures which you know have an organized martial background,
you have advantage on the check. Starting at 17th level, while wielding a versatile weapon with two
hands, your weapon attacks score a critical hit on a roll of 18-20.
Samurai Archetype
Midare Setsugekka
At 3rd level, you select a way of the blade. The Iaijutsu focuses on
delivering incredibly powerful attacks, the Blademaster, who lures At 18th level, you can spend 3 Sen charges to deliver a series of
and traps his opponents in counterattacks and the Ronin, who drifts devastating slashes in an instant. As an action you make four attack
about the battlefield , dancing through the fray. rolls against a target creature.
Ability Score Improvement Meikyo Shisui
When you reach 4th level, and again at 8th, 12th, 16th, and 19th At 20th level, you can turn your body into a conductor for Sen
level, you can increase one ability score of your choice by 2, or you energy. You can freely use Sen charges for 1 minute. You can not
can increase two ability scores of your choice by 1. As normal, you use more than 3 Sen charges for one action. You can only use
can't increase an ability score above 20 using this feature. Meikyo Shisui once before requiring a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Evasion
Starting at 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon's lightning breath
or a fireball spell. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and only
half damage if you fail.
Studied Disciple
At 9th level, you have balanced your might with your mind. You can
learn any two skills which fall under Intelligence, Wisdom, or
Charisma.
59
Mind's Eye
Way of the Blade At 9th level, when a creature makes a melee weapon attack against
A Samurai is renowned for their code of honor, their skill with a you, as a reaction you can spend a number of sen charges to
blade and the effort they put into their training. As a Samurai you increase your armor class by 1 for each charge spent. You must
must choose a way in which you will master the way of the blade, be declare you are doing this before the die result is decided.
a traditional mastery in the Iaijutsu style, or a more defense
approach as a Blade Master. Perhaps you have turned from tradition Whirling Blades
all together and became your own master, a Ronin. No matter the At the 17th level, you can take two reactions in each round of
path you have chosen, you wield power. combat.
Iaijutsu Style Ronin
You have trained in the traditional Iaijutsu style of swordplay. You You have cast off any ties you have to a master and have become a
are trained in delivering deadly blows with great power and Ronin. Your sense of honour remains, but falls under no man's
precision. control. You are your own master and your fighting style has evolved
to show this, allowing you to weave through battles with ease.
Enpi
Starting at 3rd level, you can spend one charge of your Sen to use Hissatsu: Gyoten
your attack action as a ranged attack on a target up to 30 feet away At 3rd level, you can spend one charge of your Sen to charge a
by letting loose a blade of energy from your weapon. Your modifiers target creature with lightning speed. Select a creature within 30 feet
are applied as normal. of you and move at least 10 feet in a straight line towards them,
without provoking opportunity attacks, stopping if you come in
Body of Steel contact with an obstacle. For the rest of the round your melee
Starting at 6th level, you can add half your proficiency bonus (round weapon attacks have advantage against that creature.
up) to any Strength, Dexterity, or Constitution check or saving throw
you make that doesn't already use your proficiency bonus.
In Well Travelled Soul
addition, when you make a running long jump, the distance you can At 6th level, your travels as a Ronin have granted you a great deal of
cover increases by a number of feet equal to your Strength modifier. experience in the world as a traveller. Select a type of terrain you
have expertise in travelling across from the following: arctic, coast,
Tenka Goken desert, forest, grassland, mountain, or swamplands. When making
At 9th level, you can spend 2 sen to deliver a series of attacks with ability checks related to this type of terrain your proficiency bonus is
incredible speed and focus. You take the attack action against all doubled if you are proficient in the skill, or added if you are not
creatures in a 15 foot cone in front of you. The Extra Attack ability proficient. Difficult terrain in this environment does not slow your
does not apply to these attacks. progress and you are unaffected by this type of difficult terrain
during battle.
Hissatsu: Kaiten
At the 14th level, you can spend one charge of your Sen prior to Hissatsu: Yaten
making use of an ability which uses Sen. The attack accompanying At 9th level, you can spend one charge of your Sen to deliver a
the Sen ability deals an additional 2d10 damage of your weapon's parting blow on a creature. For the next melee weapon attack you
type. have advantage and as part of the attack action you move straight
back 10 feet without provoking attacks of opportunity.
The Blademaster Yukikaze
A skillful offense can bring awe to a crowd, but it is a flawless At 14th level, you have learned to discern holes in your opponents
defense which will keep you alive, or so a Blademaster would have guard, allowing you to make more effective strikes. As a bonus
you believe. These skilled swordsmen are patient warriors, action, you can spend one Sen charge to add half your Wisdom
preferring to dodge and counterattack their foes, rather than rush modifier, rounded up, to your attack and damage rolls for the
them down. remainder of your turn.
Hissatsu: Chiten
Starting at 3rd level, when a creature fails to hit you with a melee
weapon attack, you can use your reaction to make an attack of
opportunity.
Hardened Mind
At 6th level, your defensive fighting style and cool head have helped
you learn how to best discern the location of traps. You have
advantage while making perception checks while looking for traps
and hidden passages.
60
Warrior
A Roegadyn woman stands locked in combat with a hobgoblin. With
each swing of his blade, she meets with ferocity and powerful blows.
The battle rages on, the woman feeding off the ecstasy of battle,
receiving succor with each blow she lands.
A man dashes into the heat of battle, his battleaxe swinging wildly
around him. He lets out an earth shaking battle cry as he crushes
the ground and all those around him with explosive force.
A lightly armored figure stands at his ally's sides. His powerful
voice echoes out across the field, empowering his allies as he leads
his comrades into battle, axe drawn and swinging like a tempest of
steel and iron.
Like a symbol crash in an orchestra, a Warrior is an explosive
force which stands out in any situation. Their booming voice, raw
strength and powerful strikes are their tools for victory.
Indomitable Forces
The Warrior finds their roots in ancient tribes akin to barbarians.
These fearless fighters are peerless in their control of a force which
they call the inner beast. Warriors often come from tribal
backgrounds in which they learn to nurture and control this inner
animal, which in turn grants them beast like strength and ferocity.
Warrior bands once roamed unsettled lands as nomads, enjoying
the boons which nature offers and defending the weak from those
who would do them harm.
Unending Rage
Not unlike nature itself, a Warrior has the potential to become a
relentless force of destruction. Like a raging forest fire, or an all
consuming tidal wave, a Warrior can unleash their inner beast to
harness its rage. This state of being is known as berserking. While
berserking, Warriors continually chase foes and defend allies, using
their bloodlust to keep themselves in the battle as a threat.
Creating a Warrior
When creating a Warrior, one must consider their origins as a
Warrior. Are you a descendant of the ancient tribes from which
Warriors are able to draw their lineage? Perhaps you were a
fledgling adventurer who found a mentor in the form of a former
Warrior who passed on the secrets of the inner beast. Perhaps you
had a natural attunement to the ways of the Warrior and have
developed your skills without guidance.
You must also consider why you have set out on your life of
adventuring? As a Warrior, have you decided to seek out dangerous
challenges to sharpen your skills or sate the appetite of the hungry
beast inside you? Perhaps you have taken up arms in defense of
your tribe, a village or a loved one? Warriors set out for any number
of reasons.
Quick Build
You can make a Warrior quickly by following these suggestions.
First make Strength your highest ability score, following with
Constitution. Second take the Outlander background.
61
The Warrior
Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Fighting Style, Berserk 2 +2
2nd +2 Reckless Attack, Beastly Demeanor 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Archetype Feature 4 +2
7th +3 Raw Intuition, Bellow of the Beast 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Onslaught 4 +3
10th +4 Archetype Feature 4 +3
11th +4 Revenge 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Shake it off 5 +3
14th +5 Archetype Feature 5 +3
15th +5 Upheaval 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Beastly Reflexes 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Infuriate 6 +4

Class Features Fighting Style


As a Warrior, you gain the following class features You adopt a particular style of fighting as your specialty, Choose one
of the following options. You can't take a Fighting Style option more
Hit Points than once, even if you later get to choose again.
Hit Dice: 1d12 per Warrior level
Hit Points at 1st Level: 12 + your Constitution modifier Defense
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution While you are wearing armor, you gain a +1 bonus to AC.
modifier per Warrior level after 1st
Dueling
Proficiencies When you are wielding a melee weapon in one hand and no other
Armor: All armor weapons, you gain a +2 bonus to damage rolls with that weapon.
Weapons: simple weapons, martial Weapons
Tools: None Great Weapon Fighting
Saving Throws: Strength, Constitution When you roll a 1 or 2 on a damage die for an attack you make with
Skills: Choose two from Animal Handling, Athletics, History, a melee weapon that you are wielding with two hands, you can
Intimidation, Insight, Survival. reroll the die and must use the new roll, even if the new roll is a 1 or
a 2. The weapon must have the two-handed or versatile property for
Equipment you to gain this benefit.
You start with the following equipment, in addition to the equipment
granted by your background Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability
(a) a martial weapon modifier to the damage of the second attack.
(a) a short bow and 20 arrows or (b) two handaxes
(a) an explorer's pack or (b) a dungeoneer's pack
chain mail and a carved wooden idol related to your heritage.
62
Berserk Extra Attack
On your turn, you can enter a Berserk state of mind as a bonus Beginning at 5th level, you can attack twice, instead of once,
action, letting your inner beast act freely. While under the effect of whenever you take the Attack action on your turn.
Berserk you gain the following benefits:
You gain temporary hit points equal to twice your constitution Thrill of Battle
modifier + your Warrior level (minimum of one), which last until Starting at 7th level, when you are hit by a weapon attack, you can
your Berserk state ends. use your reaction to move 5 feet in a direction of your choice and
You have advantage on Strength checks and saving throws. gain 1d12 temporary hit points. These temporary hit points are
When you make a melee weapon attack using Strength, you gain increased to 2d12 at 13th level and 3d12 at 18th level. Once you use
a bonus to the damage roll that increases as you gain levels as a this feature, you can't use it until you finish a long rest. You can use
Warrior, as shown in the Berserk Damage column of the Warrior this feature twice between long rests starting at 13th level and three
table. times between long rests starting at 18th level.
When you kill a creature all allies within 30 feet that can see you
gain temporary hit points equal to your Constitution modifier Bellow of the Beast
If you are able to cast spells, you are unable to do so while Also starting at 7th level, you are able to weaken a person's force of
berserking due to an inability to concentrate. will. Choose a creature within 30 feet of you that can hear you. For 1
Your berserk state lasts for 1 minute. It ends early if you are minute all charisma checks you make against the creature have
knocked unconscious or if your turn ends and you have not attacked advantage and it has disadvantage on the next charisma saving
a hostile creature since your last turn or taken damage since then. throws it makes during that time. Once you use this feature, you
You can also end your berserk state on your turn as a bonus action. can't use it again until you finish a long rest.
Once you have gone berserk the number of times shown in for
your warrior level level in the Berserks column of the Warrior table, Onslaught
you must complete a long rest before you can go Berserk again. Starting at 9th level, when you use the dash action, you can make
one melee weapon attack as a bonus action. The attack deals bonus
Heavy Swings damage equal to your Constitution modifier.
Starting at 2nd level, when you make your first attack on your turn,
you can decide to add additional weight to your swings. Doing so Butcher's Block
gives you advantage on all melee weapon attack rolls using Strength Starting at 11th level, when a creature hits you with a melee attack,
during that turn, but attack rolls against you are rolled with you can use your reaction to force that creature to make a Charisma
advantage until the beginning of your next turn. saving throw (DC 8 + your proficiency bonus + your Strength
modifier). On a failed save, the creature takes psychic damage equal
Intimidating Presence to half your Warrior level and is frightened of you until the start of
Also at 2nd level, you learn the Thaumaturgy cantrip. Charisma is it's next turn. Once you use this feature, you must finish a short or
your spellcasting ability for this spell. long rest before you can use it again.
Warrior Archetype Shake it Off
At 3rd level, you select the tradition under which your warrior has Starting at 13th level, while under the effects of Berserk, when you
trained. The Beast of Defiance tradition focus on restraining the make a saving throw to resist a condition (excluding: Exhaustion,
inner beast of the warrior, and letting its power out only when Grappled, Incapacitated, Prone, Restrained, Stunned and
needed. The Beast of Deliverance tradition focuses on allowing the Unconscious) you may choose to end your Berserk state to
inner beast to run wild, fighting alongside its power to lay your automatically succeed on the saving throw. You can do this after
enemies low. The Marauder has turned from harnessing their inner your roll but before the outcome of the Saving Throw has been
beast to become fierce fighters on their own power. declared.
Ability Score Improvement Upheaval
When you reach 4th level, and again at 8th, 12th, 16th, and 19th Starting at 15th level, while you are under the effects of Berserk,
level, you can increase one ability score of your choice by 2, or you you are able to unleash a powerful blow fueled by your vigor. When
can increase two ability scores of your choice by 1. As normal, you you hit a creature with an unarmed strike, you can use Upheaval.
can't increase an ability score above 20 using this feature. When you do so your unarmed strike deals 3d8 force damage plus a
number of d8 equal to your Constitution modifier. Once you use this
feature, you can't use it again until you finish a long rest.
Beastly Reflexes
Starting at 17th level, while you are under the effects of Berserk you
are able to take two reactions per round.
63
Starting at 14th level, you can use your action to use Inner Beast.
Holmgang Make a melee weapon attack against a creature within range. On a
Starting at 18th level, while under the effects of Berserk, you can successful attack you recover hit points equal to 2d8 + your Warrior
use your bonus action to enter an indomitable state known as level and deal an equal amount of bonus damage in addition to the
Holmgang. For a number of rounds equal to half your Constitution weapons damage. The effects of Berserk ends immediately after you
modifier, rounded down, your hit points can not fall below 1. use Inner Beast.
Additionally, you can attempt to link yourself to a creature within 10
feet of you. If the creature is Large sized or smaller the target
creature must make a Strength saving throw (DC = 8 + your
proficiency bonus + your Strength modifier) or be dragged to a
space within 5 feet of you. The creature cannot move more than 5
feet away from you and your movement speed becomes 0 for the
duration of Holmgang. Once you use this feature, you can't use it
again until you finish a long rest.
Infuriate
Starting at 20th level, if you have no uses of Berserk left when you
roll for initiative, you recover 2 uses of Berserk instantly.

The Beast Within


Warriors believe there is a beast within all the hearts of man. It is
from this beastial force that they derive their power. There are two
traditional approaches to working alongside one's inner beast. The
Defiant tradition has the Warrior stand in opposition to the
destructive forces of the inner beast, while The Reckless tradition
sees the Warrior allow this beast to run wild, directing the
destructive forces unmitigated.
The Beast of Defiance
A warrior who has cut their teeth under this tradition has tamed the
beast within their heart, and gained great control over it. They
channel the strength from this force only when it is needed, and are
able to fight defensively with the help of such forces. Finding succor
in the destruction of their foes and defense of their friends sees a
defiant warrior become a powerful ally.
Subdue
Starting at 3rd level, while you are under the effects of Berserk,
when you hit a creature with a weapon attack on your turn, you can
use a bonus action to attempt to grapple the target by subduing it's
movement with your weapon. This grapple does not require a free
hand, but otherwise follows all of the rules for grappling. You can
have 1 creature grappled with this feature at a time. If you already
have a creature grappled with this feature, this bonus action instead
causes the creature to take bludgeoning damage equal to half your
warrior level, rounded up.
Storm's Path
Starting at 6th level, when you successfully land a melee weapon
attack while under the effects of Berserk, you can use Storm's Path.
The target creature makes a Strength saving throw, DC = 8 + your
strength modifier + your proficiency bonus, on a failed save the
creature deals 1d6 less damage on their weapon damage rolls for a
number of rounds equal to your Strength modifier. This damage
reduction increases to 2d6 at the 14th level. You can use this ability
only once per Berserk.
Voice of the Beast
Starting at 10th level, you learn the Charm Monster and Beast
Sense spells, and may cast each one once. Charisma is your
spellcasting ability for these spells. You may not cast them again
until you complete a long rest.
Inner Beast
64
The Beast of Deliverance The Marauder
A warrior of the Reckless Tradition has grown alongside their inner Some warriors choose to walk away from their inner beast, or try as
beast. They allow this force to take over and push their bodies to they may, never make contact with this ferocious being within their
incredible feats of strength. They fight without care for their own hearts. Despite the abandonment or loss of their inner beast, a
safety, allowing bloodlust to take over. A reckless warrior's inner Marauder has trained extensively to compensate for these losses.
beast is hungry, and they allow this overwhelming force to feed Marauders fight without the ferocity as those with their beasts
without a thought of reserve. intact, but look to their training and focus as the source of power.
Armored Blows Equilibrium
Starting at 3rd level you have learned to incorporate your armor Starting when you choose this tradition at 3rd level, you have
into your fighting style. While you are under the effect of Berserk learned to find solace in crushing your foes spirit. While you are
and are wearing armor you can roll a d4 in place of the normal Berserking, the first creature you hit on each of your turns with a
damage of your unarmed strikes. In addition, when you use the weapon attack takes extra damage equal to 1d8 + your Warrior level,
attack action with a melee weapon using Strength you can make while you regain hit points equal to the damage dealt. The extra
one unarmed strike as a bonus action. damage is necrotic or psychic damage; you choose the type of
damage when you gain this feature.
Storm's Eye
Starting at 6th level, when you hit with a melee weapon attack while Suppressive Aura
under the effects of Berserk, you can use Storm's Eye. The target Starting at 6th level your intense focus in battle allows you to emit a
creature makes a Constitution saving throw, DC = 8 + your aura of mental pressure. When you are under the effect of Berserk,
proficiency bonus + your Strength modifier, on a failed save the as an action you can turn this aura against creatures within 30 feet
creature receives 1d6 bonus damage from weapon attacks against it of you. Each creature of your choice must make a Charisma saving
for a number of rounds equal to your Strength ability modifier. This throw if it can see you (DC 8 + your proficiency bonus + your
bonus damage is increased to 2d6 at the 14th level. You can use this Strength modifier). On a failed save, the target is frightened of you
ability only once per Berserk. for 1 minute. If a creature frightened by this effect ends its turn
more than 30 feet away from you, it can attempt another Charisma
Wild Expertise saving throw to end the effect on it.

Starting at 10th level, you allow your inner beast to empower your You can use this ability once per Berserk.
physical abilities. You choose one skill from Acrobatics, Athletics,
Stealth or Survival and gain proficiency in that skill. If you are Ruffian Diplomacy
already proficient in that ability, double your proficiency bonus when Starting at 10th level, you gain proficiency in the persuasion skill.
you make ability checks using that skill. After interacting with a creature for 1 minute, you gain insight into
how the creature will react to boasts of might or intimidation. Your
Fell Cleave DM reveals if these tactics would be especially effective against the
Starting at 14th level, while you are under the effects of Berserk you creature and you gain advantage on the appropriate Persuasion or
may use Fell Cleave as an action. Make an attack roll against a Intimidation check if applicable.
single creature within melee weapon range. This attack has a
critical range of 15-20. On a successful attack, you deal the regular Overpower
damage of the attack and a bonus 5d10 damage. Your Berserk ends Starting at 14th level, you learn to cast the spell Destructive Wave at
immediately after the attack is resolved. 5th level while under the effects of Berserk. Strength is your spell
casting ability (DC = 8 + your proficiency bonus + your Strength
modifier) for this spell. Your Berserk state ends immediately after
the spell resolves.
65
White Mage
A quiet and well groomed man waves his cane around himself,
drawing in magical energy from the land and calling forth its power.
With a flick of his wrist the land parted and erupted sending his foe
toppling to the ground.
A gentle young woman rushes to their ally's side. Through prayer
and reverence for the land, its power is shared with her, allowing her
to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination, raised
from the dead. Calling for shining light, she banishes the undead
back to the abyss.
Serene and elegant, the White Mages commune with the world
around them, borrowing power from elementals present throughout
the word. They are level headed, respectful spell casters who are
aware that overstepping one's bounds in the world of magic can lead
to calamity, and seek to keep order within the magic world while
mending the wounds of those around them.
One with the land
White Mage's strength stems from an art they refer to as conjury.
Conjury calls upon the elements of earth, wind, and water and
concentrates them to a potency at which spells can be weaved.
Through practiced meditation on the essences of creation,
conjurers draw forth and absorb magic from their immediate
surroundings. A wand or cane made from unworked wood is then
utilized to focus the magical energy until it manifests as the desired
spell. Versed also in magicks that restore and strengthen, White
Mages are regarded as accomplished healers.
Patrons of Light
White Mages find their roots in a society which revered nature as an
ally, borrowing the power of the land and elementals to soothe
wounds and protect from the wicked. Over time, the White Mages of
the past overused this power causing the elementals to act out and
smite the land, alongside the damage wrought by the opposing
Black Mages, the world fell into a dark age. Today White Mages are
few and far between, practicing the forbidden art to wield the
powers of nature and light to drive off evil in protection of the world
again.
Creating a White Mage
When creating a White Mage one must question how they came
into the art of conjury and the profession of White Mage. Did a
kindly mentor take you under their wing? Did your studies of magic
from the past lead you to discovering how to draw power from the
world you lived in? Perhaps the elementals which inhabit the land
reached out to you and their whispers guided you to the path of a
White Mage. Nonetheless a White Mage's role in the world is that of
a protector, soothing the wounds of those who need it most, settling
enraged elementals and driving the beings who bring destruction
back from hence they came.
66
The White Mage
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Soothe Sayer 4 2 2 — — — — — — — —
2nd +2 Magical Discipline, 4 3 3 — — — — — — — —
Intervention
3rd +2 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 6 4 3 2 — — — — — —
6th +3 Discipline Feature 5 7 4 3 3 — — — — — —
7th +3 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 6 9 4 3 3 2 — — — — —
9th +4 6 10 4 3 3 3 1 — — — —
10th +4 Discipline Feature 6 11 4 3 3 3 2 — — — —
11th +4 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 6 13 4 3 3 3 2 1 1 — —
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1 — —
15th +5 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Worldly Bond 6 15 4 3 3 3 3 2 2 1 1

Quick Build Saving Throws: Wisdom, Charisma


Skills: Choose two from Arcana, Deception, Insight, Persuasion,
You can make a White Mage quickly by following these suggestions. History, Religion, Medicine.
First make Wisdom your highest ability score, following with
Charisma. Second select the Healer discipline. Third take the Equipment
Acolyte background. Fourth, take the Guidance, Light Sacred You start with the following equipment, in addition to the equipment
Flame, and Spare the Dying cantrips and the first level spells Cure granted by your background:
Wounds and Heroism.
a dagger
a spell casting focus (a cane, staff, wand or similar object)
Class Features (a) an explorer's pack or (b) a scholar's pack
As a White Mage, you gain the following class features Spell Casting
Hit Points Your bond with the elemental forces allows you to harness the
Hit Dice: 1d6 per White Mage level magic of nature. As you gain experience, your command over the
Hit Points at 1st Level: 6 + your Constitution modifier natural world intensifies.
See chapter 10 of the PHB for the general
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution rules of spellcasting and the end of this document for the Arcanist
modifier per White Mage level after 1st spell list.
Proficiencies
Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: None
67
Cantrips Soothe Sayer
At 1st level, you know 4 cantrips of your choice from the White
Mage spell list. You learn additional White Mage cantrips of your Your healing spells are more effective. Whenever you use a spell of
choice at higher levels, as shown in the Cantrips Known column of 1st level or higher to restore hit points to a creature, the creature
the White Mage table. regains additional hit points equal to 2 + the spell's level.
Spell Slots Conjury Discipline
The White Mage table shows how many spell slots you have to cast At 2nd level, you choose the discipline you belong to as a White
your spells of 1st level and higher. To cast one of these spells, you Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the
must expend a slot of the spell’s level or higher. You regain all end of the class description. Your archetype choice grants you
expended spell slots when you finish a long rest. features at the 1st, 6th, 10th and 14th level.
Spells Known of 1st Level and Higher Confession
You know 2 1st-level spells of your choice from the White Mage
spell list.
The Spells Known column of the Mage table shows when Starting at 2nd level, each time you cast a spell which restores hit
you learn more White Mage spells of your choice. Each of these points to a creature during combat, you gain a charge of holy energy
spells must be of a level for which you have spell slots. For instance, in your body known as Confession. You can spend charges of
when you reach 5th level in this class, you can learn one new spell Confession to make use of various White Mage abilities. You can
of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this only gain one charge of Confession from each spell cast. You cannot
class, you can choose one of the White Mage spells you know and hold more than three Confession charges in your body and if you
replace it with another spell from the Mage spell list, which also fall unconscious, you lose all Confession charges held in your body.
must be of a level for which you have spell slots. You lose all Confession charges upon completing a long rest.
Spellcasting Ability Ability Score Improvement
The spellcasting ability for your White Mage spells changes When you reach 4th level, and again at 8th, 10th, 12th, 16th, and
depending upon the discipline you select. You use your Wisdom 19th level, you can increase one ability score of your choice by 2, or
whenever a spell refers to your spellcasting ability. In addition, you you can increase two ability scores of your choice by 1. As normal,
use your Wisdom modifier when setting the saving throw DC for a you can't increase an ability score above 20 using this feature.
White Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom Conservation of Life
modifier
Spell attack modifier = your proficiency bonus + your Wisdom Starting at 18th level, when your hit points are reduced to 0 and you
modifier fall unconscious, you release a pulse of healing energy. All allies,
excluding yourself, within a 30 feet radius are healed for 2d8 + your
Spellcasting Focus Wisdom ability modifier hit points. This is unaffected by Touch of
You can use a rod, cane, wand or other similar equipment as an the Padjal. This effect only occurs once, refreshing after a long rest.
arcane focus (found in chapter 5 of the player's handbook) for your
White Mage spells. Graceful Healer
Starting at 20th level, you gain two Confession charges when you
Ritual Casting roll for initiative at the beginning of battle.
You can cast any White Mage spell you know as a ritual if that spell
has the ritual tag.
68
The Protectors of the
Future
The White Mages goal in life is to safeguard the future through the
use of the inherent magic hidden within the land. This has lead to
three paths which a White Wage chooses between to help focus
what power they draw forth. An elementalist uses the power of
nature to control earth, wind and water in defense of the land. The
spirit master uses the essence of the world alongside the magic
within their allies to bring forth powerful healing spells. The
Ampdapori makes use of the power of light to bring forth a powerful
advantage against blasphemous invaders to their realm.
Elementalist
White Mages who choose to focus on manipulating the elements
around them come to be known as elementalists. They are able to
work very closely with the elementals living across the land to
borrow their strength and knowledge, turning the world itself into
an ally.
Elementalist Expanded Spells
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Elemental Aid
Starting at 2nd level, as a reaction you can spend a Confession
charge to call on aid from the elementals to resist your enemies. You
gain advantage on a Strength or Dexterity saving throw you attempt.
Eyes of the Elementals
Starting at 6th level, you can commune with the elementals in the
surrounding area. You gain a mental map of an area of 2 mile radius
centered on you. You must spend 15 minutes meditating while
elementals share this information about the surrounding area with
you. You can only commune with the elementals in this way once,
your ability to do so refreshing after a long rest.
Attuned Resistance
Starting at 10th level, you have developed an innate resistance to
elemental magic. You have resistance to cold, fire and lightning
damage.
Elemental Conversion
Starting at 14th level, you are able to convert your Confession
charges into raw elemental energy. You can spend a number of
Confession charges equal to the spell level of a spell you know
which does not restore hit points to a creature and use the
Confession charges in place of a spell slot.
69
Spirit Master Ampdapori
A Spirit Master is a White Mage who has focused their efforts into Some White Mages focus on the role of repelling those who do not
becoming master healers. They are steadfast allies who provide a belong in the world from it, relying on light and holy magic to drive
great deal of support to those around them. Drawing power from the undead and fiends from the world through destruction. An
the land and the spirits who inhabit it, a Spirit Master is able to Ampdapori White Mage has taken up arms for this very purpose,
unleash incredibly potent healing and support spells. They have using a mix of healing magic and holy magic to smite out
taken on the role to soothe the wounds of those who protect the blasphemous creatures from the land.
world and those who need protecting.
Amdapori Expanded Spells
Spirit Master Expanded Spells Spell Level Spell
Spell Level Spell
1st Banish, Bless
1st Heroism, Sanctuary
2nd Moonbeam, Sleep
2nd Enhance Ability, Protection from Poison
3rd Daylight, Spirit Guardians
3rd Beacon of Hope, Revivify
4th Banishment, Wall of Fire
4th Regen, Tetragrammaton
5th Holy, Hallow
5th Assize, Mass Cure Wounds
Light's Blessing
Shroud of Saints Starting at 2nd level, if you are unarmoured, your armour class
Starting at 2nd level, as a bonus action you can spend a Confession increases by 1 for each charge of Confession you hold in your body.
charge to shroud yourself in light. Melee and ranged attacks against While you hold a Confession charge in your body, you have
you have disadvantage until the start of your next turn. resistance to necrotic damage.
Surging Succor Inquisitor's Light
Starting at 6th level, you can spend a Confession charge to cause Starting at 6th level, you can spend 15 minutes communing with the
the healing spells you cast on others heal you as well. When you elementals to learn the location of any undead or fiend creatures
cast a spell of 1st level or higher that restores hit points to a within a 1 mile radius. You can only do this once before, your ability
creature other than you, you regain hit points equal to 2 + the spell's to do so refreshing after a long rest.
level.
Ampdapori Protection
Clerical Smite Starting at 10th level, as an action you can spend a Confession
Starting at 10th level, you can spend a Confession charge to cast a charge to grant necrotic resistance to your allies for a number of
healing spell on a target creature and deal radiant damage instead rounds equal to your Wisdom modifier. All allies within a 15 foot
of healing if the total amount of hit points recovered is decided radius centered on you gain this resistance. You can only use this
through rolling dice. This effect cannot be used with spells greater ability once, use of this ability refreshing after a long rest.
than the 5th level.
Purge
Touch of the Padjal Starting at 14th level, you can spend one Confession charge to gain
Starting at 14th level, you can spend a Confession charge when you advantage on spells cast against undead and fiend creatures. On a
cast a healing spell. When you would normally roll one or more dice successful spell against an undead or fiend target, you deal a bonus
to restore hit points with a spell, you instead use the highest number 4d6 radiant damage. At the 17th level this bonus damage is
possible for each die. For example, instead of restoring 2d6 hit increased to 6d6.
points to a creature, you restore 12. You do not gain a Confession
charge after this healing spell.
70
Chapter 3: Spells

T
his chapter describes the spell lists of the classes A number of spells can be found within the spell list that are
available in this partner guide to the Dungeons & absent from the Player's Handbook. They are marked as following:
Dragons Player's Handbook. Please consult the
player's handbook for spell descriptions.
Italics: Custom created for this document
Spells custom created for the classes and taken from Bold: Taken from Xanathar's Guide to Everything
3rd party supplements will be detailed at the end of Underlined: Taken from 3rd party products
the chapter.
Hex Suffer Polymorph
Arcanist Spells
Identify (Ritual) Suggestion Slime Sphere
Cantrips (0 Level) Illusory Script
3rd Level
Unspoken Agreement
Acid Splash Inflict Wounds Vitriolic Sphere
Jump Bestow Curse
Blade Ward 5th Level
Mage Armor Blackened Heart
Dancing Lights
Malice of Arachia Catnap Cloudkill
Friends
Magic Missile Clairvoyance Conjure Elemental
Grasping Sprout
Masterful Focus Counterspell Contagion
Light
Mend Flesh Daylight Dominate Person
Infestation
Protection from Evil and Good Dispel Magic Enervation
Mage Hand
Ray of Sickness Fear Falling Star
Magic Stone
Shield Feign Death (Ritual) Geas
Mending
Shrill Whistle Gaseous Form Hold Monster
Message
Silent Image Haste Insect Plague
Minor Illusion
Sleep Hypnotic Pattern Legend Lore
Piercing Thorn
Witch Bolt Luring Light Modify Memory
Poison Spray
Magic Circle Overwhelming Emotion
Prestidigitation 2nd Level Maim Planar Binding
Thunderclap
Alter Self Major Image Raise Dead
Toll the Dead
Blindness/Deafness Melf's Minute Meteors Scrying
True Strike
Calm Emotions Shadow Toxin Seeming
1st Level Crown of Madness Skewering Vines Skill Empowerment
Darkness Slow Synaptic Static
Bane
Darkvision Stinking Cloud Storm's Eye
Catapult
Detect Thoughts Tongues Wall of Force
Charm Person
Enhance Ability Vampiric Touch Wings of Night
Chaos Bolt
Heartripper
Chromatic Orb 4th Level 6th Level
Hold Person
Color Spray
Invisibility Arcane Eye Arcane Gate
Comprehend Languages
Melf's Acid Arrow Blight Circle of Death
(Ritual)
Mind Spike Cloud of Spores Disintegrate
Cure Wounds
Mirror Image Confusion Eyebite
Defy Ruin
Misty Step Deadly Doorway Harm
Detect Magic (Ritual)
Phantasmal Force Dominate Beast Heal
Detect Poison and Disease
Protection from Poison Freedom of Movement Mass Suggestion
(Ritual)
Ray of Enfeeblement Forbidden Obelisk Mental Prison
Disguise Self
Replenish Greater Invisibility Perfect Toxin
False Life
See Invisibility Hallucinatory Terrain Primordial Ward
Feather Fall
Skywrite Haunt Programmed Illusion
Fog Cloud
Spider Climb Locate Creature True Seeing
Healing Word
Phantasmal Killer
71
Shillelagh Locate Object 5th Level
7th Level Thaumaturgy Magic Weapon Angelic Rebuke
Crown of Stars Thorn Shield Magic Mouth Collective Unconscious
Etherealness True Strike Mind Spike Dawn
Finger of Death Vicious Mockery Replenish Dream
Forcecage Word of Radiance Shadow Armor Falling Star
Mirage Arcane Silence Geas
Plane Shift 1st Level Suggestion Gravity
Prismatic Spray Absorb Elements Zone of Truth Greater Restoration
Resurrection Bane
Hold Monster
Reverse Gravity Bless 3rd Level
Legend Lore
Symbol Ceremony Almighty Assault
Mass Cure Wounds
Teleport Comprehend Languages Bestow Curse
Rary's Telepathic Bond
Cure Wounds Catnap
8th Level Scrying
Defy Ruin Clairvoyance
Storm's Eye
Antimagic Field Detect Magic (Ritual) Daylight
Teleportation Circle (Ritual)
Dominate Monster Detect Poison and Disease Detect Interference
Wall of Light
Feeblemind Divine Favor Dispel Magic
Illusory Dragon Faerie Fire Fear 6th Level
Mind Blank False Life Feign Death Eyebite
Power Word Stun Guiding Bolt Fly Find the Path
Healing Word Fox's Fangs Heal
9th Level
Heroism Haste Hellish Halo
Astral Projection Inflict Wounds Hypnotic Pattern Mass Suggestions
Foresight Magic Missile Life Transference Primordial Ward
Gate Mend Flesh Luring Light Scatter
Invulnerability Silent Image Mass Healing Word Sunbeam
Mass Heal Sleep Melf's Minute Meteors True Seeing
Power Word Kill Unseen Servant Remove Curse
Prismatic Wall Revivify 7th Level
Psychic Scream 2nd Level Sending Crown of Stars
Time Stop Aid Slow Etherealness
True Resurrection Augury Plane Shift
Wish Blindness/Deafness 4th Level Regeneration
Astrologian Spells Blur Banishment Resurrection
Calm Emotions Confusion Reverse Gravity
Cantrips (0 Level) Clinging Shadows Death Ward Umbral Assault
Bladeward Coldfire Blast Dimension Door Symbol
Dancing Lights Dark Lightning Divination
Darkness Freedom of Movement 8th Level
Glimmer
Guidance Detect Thoughts Hallucinatory Terrain Antimagic Field
Light Dome of Night Locate Creature Celestial Opposition
Mage Hand Enhance Ability Mark of Objection Feeblemind
Magic Stone Gentle Repose Otiluke's Resilient Sphere Mind Blank
Message Healing Spirit Rary's Rapid Replication Power Word Stun
Prestidigitation Hold Person Shadow Refuge Reflective Defense
Resistance Knock Sickening Radiance Sunburst
Sacred Flame Lesser Restoration Sleepwalking
Levitate Unseen Claw
72
9th Level 4th Level 1st Level 3rd level
Astral Projection Cloud of Spores Absorb Elements Animate Dead
End of Days Flashing Blades Black Flame Blink
Foresight Haunt Burning Hands Clairvoyance
Invulnerability Shadow Refuge Cause Fear Counterspell
Mass Heal Shattersong Chaos Bolt Creeping Dark
Meteor Swarm Sleepwalking Chromatic Orb Crushing Tide
True Resurrection Unspoken Agreement Color Spray Dispel Magic
Wish Unseen Claw Comprehend Languages Fear
(Ritual) Fireball
Bard Spells 5th Level Detect Magic (Ritual) Fly
Mind Spore Disguise Self Frozen Lance
Cantrips (0 Level) Overwhelming Emotion Expeditious Retreat Funeral Pyre
Bonding Vine Shadow Stride False Life Haste
Cheerful Song
Feather Fall Lightning Bolt
Dueling Shadows 6th Level
Fog Cloud Major Image
Forget Banshee's Wail Jump Shadow Toxin
Fresh Paint Blood Cartography Mage Armor Spray of Thorns
Glimmer
7th Level Magic Missile Summon Lesser Demons
Grasping Sprout
Protection from Evil and Good Thunderstep
Seek Phrase Spreading Nightmare
Ray of Sickness Tongues
Umbraturgy Umbral Assault
Shield
8th Level 4th level
1st Level Silent Image
Sleep Blight
Blackflame Reflective Defense
Thunderwave Bloodthorn
Black Lotus Assault
9th Level Unseen Servant (Ritual) Charm Monster
Bridge of Branches (Ritual)
Touch Infinity Dimension Door
Duskwalk 2nd level Dominate Beast
Inflict Pain Black Mage Spells Alter Self Greater Invisibility
Overgrowth
Aura of Shade Hypnotic Pattern
Rapport Spores Cantrips (0 Level) Blur Ice Storm
Shrill Whistle Acid Splash Crown of Madness Locate Creature
Slicing Leaves Blade Ward Dark Lightning Polymorph
Spider's Kiss Break Darkness Shadow of Moil
Chill Touch
2nd Level Darkvision Unseen Claw
Control Flames Detect Thoughts Wall of Fire
Arm of the Wild
Create Bonfire Enhance Ability Windblade
Aura of Shade
Dancing Lights Hold Person
Clinging Shadows 5th level
Fire Bolt Invisibility
Dark Secret
Friends Knock Animate Objects
Dome of Night (Ritual)
Frostbite Levitate Cloudkill
Hand of the Grave
Light Locate Object Creation
Replenish
Mage Hand Mirror Image Dance Macabre
Shadow Armor
Mending Misty Step Dominate Person
Sinister Threat
Message Phantasmal Force Enervation
Suffer
Minor Illusion Pyrotechnics Far Step
3rd Level Piercing Thorn Ray of Enfeeblement Forgotten Pain
Poison Spray Scorching Ray Hold Monster
Blasphemy
Prestidigitation See Invisibility Hungering Hate
Creeping Dark
Produce Flame Shadow Blade Legend Lore
Engulfing Thorns
Ray of Frost Shatter Negative Energy Flood
Flicker
Scorch Spell Flux Scrying
Resonance
Shocking Grasp Suffer Shadow World
Shadow Toxin
Thunderclap Suggestion Telekinesis
Spray of Thorns
Toll the Dead Teleportation Circle
True Strike
73
Wings of Night
Red Mage Spells 2nd Level 4th Level
6th Level Aganazzar's Scorcher Arcance Eye
Cantrips
Arcane Gate Alter Self Confusion
Blade Ward
Chain Lightning Arcane Lock Dimension Door
Booming Blade
Circle of Death Blindness/Deafness Elemental Bane
Break
Disintegrate Blur Flashing Blades
Dancing Lights
Eyebite Calm Emotions Fire Shield
Fire Bolt
Globe of Invulnerability Continual Flame Locate Creature
Gust
Hellish Halo Darkvision Shattersong
Jolt
Investiture of Flame Dissociative Edge Skin of Flint
Light
Investiture of Ice Dust Devil Spray of Thorns
Lightning Lure
Mass Suggestion Earthbind Stone Shape
Mage Hand
Mental Prison Enhance Ability Stoneskin
Message
Otiluke's Freezing Sphere Flame Blade Storm Sphere
Mold Earth
Primordial Ward Flaming Sphere Wall of Fire
Prestidigitation
Soul Cage Gust of Wind Windblade
Produce Flame
Sunbeam Levitate
True Seeing
Ray of Frost
Locate Object 5th Level
Resistance Contact Other Plane (Ritual)
Wall of Ice Magic Weapon
Shocking Grasp Destructive Wave
Maximillian's Earthen Grasp
7th level Scorch
Misty Step Dream
Cruel Wind Shrill Whistle Fell Onslaught
Pyrotechnics
Delayed Blast Fireball Sword Burst Forgotten Pain
Scorching Ray
Etherealness Thunderclap Geas
See Invisibility
Finger of Death Thorn Shield Hungering Hate
Shadow Blade
Fire Storm True Strike Legend Lore
Shatter
Forcecage Vicious Mockery Mass Cure Wounds
Silence (Ritual)
Mirage Arcane Sinister Threat Scrying
1st Level
Plane Shift Skystrike Shadow World
Absorb Elements
Power Word Pain Spider Climb Steel Wind Strike
Black Lotus Assault
Prismatic Spray Tormented Flurry Teleportation Circle
Burning Hands
Reverse Gravity Warding Wind Wall of Force
Charm Person
Symbol
Teleport
Chromatic Orb 3rd Level 6th Level
Cure Wounds Arcane Gate
Almighty Assault
8th level Detect Magic (Ritual)
Call Lightning Blade Barrier
Abi-Dalzim's Horrid Wilting Earth Tremor Eyebite
Counterspell
Dominate Monster Faerie Fire Flesh to Stone
Dispel Magic
Feeblemind Feather Fall Move Earth
Elemental Weapon
Incendiary Cloud Gaea’s Hand Wind Walk
Erupting Earth
Maddening Darkness Healing Word
Fireball
Power Word Stun Heroism 7th Level
Flicker
Sunburst Jump Prismatic Spray
Fly
Undertow Lightning Shard Regenerate
Fox's Fangs
Mage Armor Resurrection
Frozen Lance
9th level Magic Missile Whirlwind
Funeral Pyre
Armageddon Masterful Focus
Hypnotic Pattern 8th Level
End of Days Reaper's Scythe
Lightning Bolt
Flare Rimesworn Blade Antimagic Field
Magic Circle
Gate Shrill Whistle Control Weather
Mass Healing Word
Meteor Swarm Sleep Carnage
Melf's Minute Meteors
Power Word Kill Thunderwave Earthquake
Slow
Time Stop Witch Bolt Incendiary Cloud
Speak with Dead
Wish Zephyr Strike Sunburst
Speak with Plants
Undertow
Water Breathing (Ritual)
Water Walking (Ritual)
74
Conjure Celestial
9th Level 2nd level 4th level Cruel Wind
Mass Heal Aid Cloud of Spores Crown of Stars
Meteor Swarm Augury (Ritual) Control Water Divine Word
Power Word Heal Blindness/Deafness Death Ward Etherealness
Storm of Vengeance Calm Emotions Divination (Ritual) Fire Storm
True Resurrection Continual Flame Freedom of Movement Plane Shift
Dust Devil Forbidden Obelisk Regenerate
White Mage Spells Find Traps Guardians of Faith Resurrection
Gentle Repose (Ritual) Guardian of Nature
Cantrips Symbol
Gust of Wind Invitation Whirlwind
Acid Splash
Hold Person Locate Creature
Bonding Vines 8th level
Lesser Restoration Mark of Objection
Douse
Life Transference Rary's Rapid Replication Antimagic Field
Druidcraft
Locate Object Sickening Radiance Control Weather
Guidance
Prayer of Healing Skin of Flint Earthquake
Gust
Replenish Slime Sphere Holy Aura
Light
Silence (Ritual) Stone Shape Mighty Fortress
Magic Stone
Skyward Strike Windblade Reflective Defense
Mending
Spiritual Weapon Undertow
Mold Earth
Warding Bond 5th level
Mold Plant
Warding Wind Commune (Ritual) 9th level
Poison Spray Contagion Astral Projection
Zone of Truth
Produce Flame Dawn End of Days
Resistance 3rd level Dispel Evil and Good Gate
Sacred Flame Animate Dead Flame Strike Mass Heal
Scorch Bestow Curse Geas True Resurrection
Shape Water Catnap Greater Restoration
Shillelagh Clairvoyance Holy Weapon
Spare the Dying Create Food and Water Insect Plague
Thaumaturgy Dispel Magic Legend Lore
Thunderclap Explosive Seed Mass Cure Wounds
Word of Radiance Feign Death Overwhelming Emotion
1st level Frozen Lance Planar Binding
Glyph of Warding Raise Dead
Bane
Magic Circle Scrying
Bridge of Branches
Maim Storm's Eye
Ceremony
Mass Healing Ward Wall of Stone
Command
Meld into Stone (Ritual) Wrath of Nature
Create or Destroy Water
Protection from Energy

Cure Wounds
Remove Curse 6th level
Defy Ruin Blade Barrier
Resonance
Detect Evil and Good Bones of the Earth
Sending
Detect Magic (Ritual) Create Undead
Speak with Dead
Detect Poison and Disease Dryad's Leap
Shadow Toxin
(Ritual) Find the Path
Skewering Vines
Guiding Bolt Flesh to Stone
Spirit Guardians
Healing Word Forbiddance
Tidal Wave
Inflict Pain Harm
Tongues
Inflict Wounds Heal
Venom Blast
Mend Flesh Heroes' Feast
Wall of Sand
Protection from Evil and Good Investiture of Stone
Wall of Water
Purify Food and Drink (Ritual) Investiture of Wind
Water Walk (Ritual)
Shield of Faith Move Earth
Shrill Whistle Perfect Toxin
Planar Ally
True Seeing
Word of Recall

7th level
75
Collective Unconscious
Created Spells 5th-level evocation
Assize Casting Time: 1 action
5th-level evocation Range: Self
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: concentration, 1 minute
Components: V, S You create a magical barrier around yourself. The barrier is 10
Duration: Instantaneous feet in radius and spherical. All allies within 10 feet of you are
An eruption of energy from your body soothes allies and wounds healed immediately for 3d8. As long as they remain in the barrier,
enemies. All allies within 60 feet recover 3d8 hit points and all their AC receives a +1 bonus and each time they start their turn
enemies within 60 feet must make a wisdom saving throw. They within the barrier they are healed for 1d6.
take 4d4 radiant damage, and half as much on a successful save. Doton
You can reverse which die affect healing and which die deal radiant 4th-level evocation
damage, but must make this distinction before rolling.
Casting Time: 1 action
Banish Range: 30 feet
1st-level evocation Components: V, S
Casting Time: 1 action Duration: 1 minute
Range: 120 feet You draw out the energies of Ten to create a circle of corrupted
Components: V, S earth on the ground centered at a point of your choosing within
Duration: Instantaneous range. The circle has a radius of 10 foot and is considered to be
Light energy converges on a creature you can see within range. difficult terrain for all creatures except for you. Creatures take 4d4
The creature makes a dexterity saving throw. This energy erupts necrotic damage for every 5 feet they travel within Doton. When
with great force, searing the target creature with 3d6 radiant Doton appears, all creatures within the ring make a Dexterity saving
damage on a failed save and half as much on a successful save. throw, taking 4d4 necrotic damage and half as much on a failed
save. You are unaffected by this damage.
Caustic Bite At Higher Levels Creatures take 1d4 more necrotic damage for
Transmutation cantrip each casting level above four.
Casting Time: 1 action Empyreal Arrow
Range: 60 feet Evocation cantrip
Components: V, M (one piece of ammunition or a thrown weapon) Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
As part of the action used to cast this spell, you must make a Components: V, M (one piece of ammunition or a thrown weapon)
ranged weapon attack against one creature within the spell’s range, Duration: Instantaneous
otherwise the spell fails. On a hit, the target suffers the attack’s You fire a humming arrow onto a spot within range. Choose up to
normal effects and the target and each creature within 5 feet of it two creatures within 5 feet of the arrow. Each creature must
must succeed on a Dexterity saving throw or take 1d4 acid damage. succeed on a Strength saving throw or takes 1d6 bludgeoning
This spell’s damage increases by 1d4 when you reach 5th level damage and is knocked prone.
(2d4), 11th level (3d4), and 17th level (4d4). The spell’s damage increases by 1d6 when you reach 5th level
Celestial Opposition (2d6), 11th level (3d6), and 17th level (4d6).
8th-level evocation Flare
Casting Time: 1 action 9th-level evocation
Range: Self Casting Time: 1 action
Components: V, S Range: 120 feet
Duration: concentration, 1 minute Components: V, S
You release a massive amount of astral energy in a 30 foot radius Duration: Instaneous
globe centered on you. The inside of the globe is dimly lit, and filled You select a target within range, and create a point of energy on
with softly glowing lights which map the starry sky. On this release, their body. Fiery energy explodes from their location in a 40 foot
all enemies coming in contact with the sphere are star struck and globe, incinerating all creatures within the globe. All affected
must make a wisdom saving throw. Enemies take 6d8 force damage creatures make a Dexterity saving throw, taking 20d6 fire damage
and are stunned for 1d4 rounds on a failed saved, and half the and 20d6 force damage on a failed saving throw and half as much
damage is taken and they resist becoming stunned on a success. on a success.
76
Gravity Misery's End
5th-level evocation Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Components: V, S Components: V, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous Duration: Instantaneous
You conjure the energies of the stars through your arcane focus to As part of the action used to cast this spell, you must make a
temporarily create a small, dense celestial body at a point in space ranged weapon attack against one creature within the spell’s range,
within range. A spherical gravitational field appears around the otherwise the spell fails. On a hit, the ranged weapon attack inflicts
body with 20 foot radius and produces a pulsing sound. Each no damage and the target takes 1d6 necrotic damage + your
creature within the field must make a Dexterity saving throw. A spellcasting ability modifier. If the target is missing any of its hit
target takes 10d6 force damage on a failed save, and half as much points, the damage die becomes 1d12 necrotic damage.
on a successful one. The spell’s damage increases by one die when you reach 5th level
At Higher Levels. When you cast this spell using a spell slot of (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or
6th level or higher, the damage increases by 1d6 for each slot level 4d12).
above 5th.
Rain of Death
Holy Conjuration cantrip
5th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: self Components: V, M (one piece of ammunition or a thrown weapon)
Components: V, S Duration: Instantaneous
Duration: Instantaneous As part of the action used to cast this spell, you must make a
You let loose an orb of radiant energy which floats above you for a ranged weapon attack against one creature within the spell’s range,
moment before exploding with great force in a 10 foot radius. All otherwise the spell fails. On a hit, the target suffers the attack’s
creatures within range must make a Constitution saving throw. normal effects, and spear-like shrapnels ricochet from the target to
Creatures take 6d8 radiant damage and are stunned for one round a different creature of your choice that you can see within 10 feet of
on a failed save, and take half as much and resist the stun effect on the attacks target. The second creature takes piercing damage equal
a successful save. to your spellcasting modifier.
This spell’s damage increases when you reach higher levels. At
Jolt 5th level, the weapon attack deals an extra 1d4 piercing damage to
Evocation cantrip the target, and the piercing damage to the second creature
Casting Time: 1 action increases to 1d4 + your spellcasting ability modifier. Both damage
Range: 60 feet rolls increase by 1d4 at 11th level (2d4) and 17th level (3d4).
Components: V, S Regen
Duration: Instantaneous
4th-level enchantment
A shard of crystalized aether streaks toward a creature within
range. Make a ranged spell attack against the target. On a hit, the Casting Time: 1 action
target takes 1d10 force damage. Range: 60 feet
The spell creates more than one shard when you reach higher Components: V, S
levels: two shards at 5th level, three shards at 11th level, and four Duration: 1 minute
shards at 17th level. You can direct the shards at the same target or The target's body is enchanted with a blessing which repairs
at different ones. Make a separate attack roll for each shard. damage to their body over time. For the duration, the creature
regains 1d6 hit points at the start of its turn.
Lustrate
4th-level evocation Sacred Soil
Casting Time: 1 action 4th-level evocation
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Instantaneous Components: V,S
You can cast this spell as an action or as a reaction. This spell Duration: Concentration, up to 1 minute
cannot be used in tandem with Adloqiuem (Nymian Scholar You create a 10 foot radius dome of protective magic to shield
feature). A target you can see within range is invigorated by a burst your allies from harm centered on a location within range. When an
of soothing magic. They recover hit points equal to 5d8. ally within the dome takes damage, the damage is reduced by 1d6.
77
Stormbite The following spells can be found in the Dark Arts Player's
Conjuration cantrip Companion:
Casting Time: 1 action Aura of Shade (2nd-level illusion) for Bard and Black Mage
Range: 60 feet Banshee's Wail (6th-level necromancy) for Bard
Components: V, M (one piece of ammunition or a thrown weapon) Blackflame (1st-level transmutation) for Bard and Black Mage
Duration: Instantaneous Clinging Shadows (2nd-level transmutation) for Astrologian and
As part of the action used to cast this spell, you must make a Bard
ranged attack with a weapon against one creature within the spell’s Dome of Night (2nd-level transmutation) (ritual) for Astrologian
range, otherwise the spell fails. On a hit, the target suffers the and Bard
attack’s normal effects, and one Large or smaller creature of your Dueling Shadows (Cantrip) for Bard
choice within 10 feet of the target is pulled to the nearest Flicker (3rd-level transmutation) for Bard and Red Mage
unoccupied space adjacent to the target. Hand of the Grave (2nd-level necromancy) for Bard
At 5th level, the ranged attack deals an extra 1d8 thunder damage Inflict Pain (1st-level necromancy) for Bard and White Mage
to the target. This thunder damage increases by 1d8 again at 11th Maim (3rd-level necromancy) for Arcanist and White Mage
level (2d8) and 17th level (3d8). Rary's Rapid Replication (4th-level conjuration) for Astrologian
and White Mage
Suiton Reaper's Scythe (1st-level necromancy) for Red Mage
4th-level evocation Shadow Stride (5th-level conjuration) for Bard
Umbral Assault (7th-level transmutation) for Astrologian and
Casting Time: 1 action Bard
Range: 30 feet Umbraturgy (Cantrip) for Bard
Components: V, S
Duration: Instantaneous The following spells can be found in the Compendium of
You draw out the energies of Jin to cause a powerful geyser of Forgotten Secrets - Awakening:
water to explode from the ground beneath a target location in a 5 Almighty Assault (3rd-level evocation) for Astrologian and Red
foot radius circle. Each creatures inside the geyser must make a Mage
dexterity saving throw. A creature takes 4d6 bludgeoning damage Angelic Rebuke (5th-level evocation) for Astrologian
and 4d6 cold damage, and half as much on a successful save. Armageddon (9th-level evocation) for Black Mage
Additionally, you cast invisibility on yourself at the 2nd level. Black Lotus Assault (1st-level illusion) for Bard and Red Mage
At Higher Levels When you cast Suiton at higher levels, you deal Blackened Heart (3rd-level necromancy) for Arcanist
1d6 more bludgeoning damage and for each level above the 4th Blasphemy (3rd-level abjuration) for Bard
level. Blood Cartography (6th-level necromancy) for Bard
Break (Cantrip) for Black Mage and Red Mage
Tetragammaton Carnage (8th-level evocation) for Red Mage
4th-level evocation Cheerful Song (Cantrip) for Bard
Casting Time: 1 action Coldfire Blast (2nd-level evocation) Astrologian
Range: 60 feet Creeping Dark (3rd-level) for Bard and Black Mage
Components: V, S Cruel Wind (7th-level evocation) for Black Mage and White Mage
Duration: Instantaneous Crushing Tide (3rd-level evocation) for Black Mage
Dark Lightning (2nd-level necromancy) for Astrologian and
You can cast this spell as an action or a reaction. A creature Black Mage
within range you can see is healed for 3d8 hit points Dark Secret (2nd-level divination) for Bard
instantaneously. Defy Ruin (1st-level abjuration) for Arcanist, Astrologian and
White Mage
3rd Party Spells Detect Interference (3rd-level divination) for Astrologian
Dissociative Edge (2nd-level transmutation) for Red Mage
The following spells can be found in the Sprouting Chaos Douse (Cantrip) for White Mage
Player's Companion: Duskwalk (1st-level divination) for Bard
End of Days (9th-level conjuration) for Astrologian, Black Mage
Arm of the Wild (2nd-level transmutation) for Bard and White Mage
Bonding Vines (Cantrip) for White Mage Falling Star (5th-level evocation) for Arcanist and Astrologian
Bridge of Branches (1st-level conjuration) for Bard and White Fell Onslaught (5th-level evocation) for Red Mage
Mage Flashing Blades (4th-level illusion) for Bard and Red Mage
Cloud of Spores (4th-level conjuration) for Arcanist, Bard and Forbidden Obelisk (4th-level conjuration) for Arcanist and White
White Mage Mage
Dryad's Leap (6th-level transmutation) for White Mage Forget (Cantrip) for Bard
Explosive Seeds (2nd-level conjuration) for White Mage Forgotten Pain (5th-level enchantment) for Black Mage and Red
Gaea's Hand (1st-level conjuration) for Red Mage Mage
Grasping Sprout (Cantrip) for Arcanist and Bard Fox's Fangs (3rd-level illusion) for Astrologian and Red Mage
Mold Plant (Cantrip) for White Mage Fresh Paint (Cantrip) for Bard
Piercing Thorn (Cantrip) for Arcanist and Black Mage Frozen Lance (3rd-level conjuration) for Black Mage, Red Mage
Rapport Spores (1st-level conjuration) for Bard and White Mage
Slicing Leaves (1st-level transmutation) for Bard Funeral Pyre (3rd-level conjuration) for Black Mage and Red
Spray of Thorns (3rd-level conjuration) for Bard, Black Mage and Mage
Red Mage Glimmer (Cantrip) for Astrologian and Bard
Thorn Shield (Cantrip) for Astrologian and Red Mage
78
Haunt (4th-level divination) for Arcanist and Bard
Heartripper (2nd-level necromancy) for Arcanist
Hellish Halo (6th-level evocation) for Astrologian and Black
Mage
Hungering Hate (5th-level enchantment) for Black Mage and Red
Mage
Invitation (4th-level enchantment) for White Mage
Lightning Shard (1st-level evocation) for Red Mage
Luring Light (3rd-level illusion) for Arcanist and Astrologian
Malice of Arachia (1st-level enchantment) for Arcanist
Masterful Focus (1st-level enchantment) for Arcanist and Red
Mage
Mark of Objection (4th-level abjuration) for Astrologian and
White Mage
Mend Flesh (1st-level transmutation) for Arcanist, Astrologian
and White Mage
Overwhelming Emotion (5th-level) for Arcanist, Bard and White
Mage
Perfect Toxin (6th-level conjuration) for Arcanist and White
Mage
Reflective Defense (8th-level abjuration) for Astrologian, Bard
and Red Mage
Replenish (2nd-level evocation) for Arcanist, Astrologian, Bard
and White Mage
Resonance (3rd-level enchantment) for Bard and White Mage
Rimesworn Blade (1st-level evocation) for Red Mage
Scorch (Cantrip) for Black Mage, Red Mage and White Mage
Seek Phrase (Cantrip) for Bard
Shadow Armor (2nd-level abjuration) for Astrologian and Bard
Shadow Refuge (4th-level illusion) for Astrologian and Bard
Shadow Toxin (3rd-level) for Arcanist, Bard, Black Mage and
White Mage
Shadow World (5th-level conjuration) for Black Mage and Red
Mage
Shattersong (4th-level evocation) for Red Mage
Shrill Whistle (1st-level evocation) for Astrologian, Bard, Red
Mage and White Mage
Sinister Threat (2nd-level enchantment) for Bard and Red Mage
Skewering Vines (3rd-level conjuration) for Arcanist and White
Mage
Skin of Flint (4th-level transmutation) for Red Mage and White
Mage
Skystrike (2nd-level evocation) for Red Mage
Skyward Strike (2nd-level evocation) for Red Mage and White
Mage
Sleepwalking (4th-level enchantment) for Astrologian and Bard
Slime Sphere (4th-level conjuration) for Arcanist and White
Mage
Spell Flux (2nd-level abjuration) for Black Mage
Spider's Kiss (1st-level illusion) for Bard
Spreading Nightmare (7th-level enchantment) for Bard
Storm's Eye (5th-level divination) for Arcanist, Astrologian and
White Mage
Suffer (2nd-level necromancy) for Arcanist, Black Mage and
Bard
Tormented Flurry (2nd-level necromancy) for Red Mage
Touch Infinity (9th-level transmutation) for Bard
Undertow (8th-level conjuration) for Black Mage, Red Mage and
White Mage
Unseen Claw (4th-level divination) for Astrologian, Bard and
Black Mage
Unspoken Agreement (4th-level enchantment) for Arcanist and
Bard
Venom Blast (3rd-level conjuration) for White Mage
Windblade (4th-level evocation) for Black Mage, Red Mage and
White Mage
Wings of Night (5th-level illusion) Astrologian and Black Mage
79
Appendix A: Carbuncles

Emerald Carbuncle Topaz Carbuncle


Small Elemental, unaligned Small Elemental, unaligned

Armor Class 12 Armor Class 14


Hit Points 10(2d6 + 2) Hit Points 20(2d10 + 6)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (+0)

Senses passive Perception 15 Senses passive Perception 15


Languages understands the languages of its summoner Languages understands the languages of its summoner
but cannot speak. but cannot speak.
Challenge 1/4 (400 XP) Challenge 1/4 (400 XP)

Actions Actions
Gust. Ranged Spell Attack: +4 to hit, reach 30 ft., one Gouge. Melee Weapon Attack: +4 to hit, reach 5 ft.,
target. Hit 5 (1d6 + 2) one target. Hit 5 (1d6 + 2). A creature struck by Gouge
must make a DC 13 Wisdom saving throw. On a failed
Backdraft (Recharge 5-6). Melee Spell Attack: +4 to hit, save, the creature has disadvantage on actions taken
reach 5 ft., one target. Hit 5 (1d6 + 2). When a against targets other than Topaz Carbuncle during their
creature is damaged by Backdraft they must make a DC next action.
15 Strength save. On a failed save, they are knocked
back 10 feet, and are not knocked back when Curl (Recharge 5-6). Topaz Carbuncle increases its AC
successful. by 2 for 1d4 rounds.
80
Appendix B: Egis
Titan-Egi
Small Elemental, unaligned
Ifrit-Egi Armor Class 15
Small Elemental, unaligned
Hit Points 15(1d10 + 7)
Speed hover 25 ft.
Armor Class 12
Hit Points 10(1d8 + 4)
Speed hover 25 ft. STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Senses passive Perception 15
12 (+1) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 12 (+1) Languages understands the languages of its summoner
but cannot speak.
Senses passive Perception 16 Challenge 1/4 (400 XP)
Languages understands the languages of its summoner
but cannot speak.
Challenge 1/4 (400 XP) Actions
Rock Buster. Melee Weapon Attack: +4 to hit, reach 5
Actions ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
Burning Strike. Melee Weapon Attack: +1 to hit, reach 5 Landslide (Recharge 5-6). Melee Attack: +4 to hit, reach
ft., one target. Hit 4 (1d6 + 1) slashing damage. 5 ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
A creature targeted by Landslide must make a strength
Flame Crush (Recharge 5-6). Melee Attack: +1 to hit, saving throw (DC 15). On a failed save, the targeted
reach 5 ft., one target. Hit 4 (1d6 + 1) fire damage. creature is knocked back 15 feet.
This attack targets all enemies within range.
Enkindle
Enkindle Earthen Fury. Titan-Egi instantaneously pulverizes the
Inferno. Ifrit-Egi releases an explosive pillar of fire land around it. Turning a 30 foot radius circle of land
around itself in a 30 foot radius, severely burning all into a swampy mire. This is considered difficult terrain
creatures in range. All affected creatures must make a and all creatures who begin their turn in the mire
dexterity save, taking 6d10 fire damage on a failed receive 4d8 poison damage. The area remains for a
save and half as much on a successful save. number of turns equal to your Intelligence modifier.
81
Garuda-Egi
Small Elemental, unaligned

Armor Class 10
Hit Points 8(1d6 + 4)
Speed hover 25 ft.

STR DEX CON INT WIS CHA


10 (0) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 14 (+2)

Senses passive Perception 15


Languages understands the languages of its summoner
but cannot speak.
Challenge 1/4 (400 XP)

Actions
Wind Blade. Ranged Spell Attack: +4 to hit, reach 30 ft.,
one target. Hit 5 (1d6 + 2) thunder damage.
Aerial Slash (Recharge 5-6). A target creature within 30
feet of Garuda-Egi becomes the center point of a
massive burst of wind energy. All creatures within 10
feet must make a dexterity saving throw (DC 14). On a
failed saved the creature takes 1d6 thunder damage
and half as much on a successful save.
Enkindle
Aerial Blast. Garuda-Egi unleashes a thunderous burst of
energy in a 20 foot circle within 30 feet of Garuda-Egi.
This massive tornado persists for a moment, dealing
6d12 thunder damage. All creatures within range must
make a strength save. On a failed save all creatures are
knocked back 20 feet from the point of origin.
82
Appendix C: Nymian Fey

Eos Selene
Small Fey, unaligned Small Fey, unaligned

Armor Class 11 Armor Class 11


Hit Points 10(1d6 + 6) Hit Points 10(1d6 + 6)
Speed Fly 30 ft. Speed Fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 10 (0) 12 (+1) 13 (+1) 11 (0) 4 (-3) 13 (+1) 10 (0) 12 (+1) 13 (+1) 11 (0)

Senses passive Perception 11 Senses passive Perception 11


Languages understands the languages of its summoner Languages understands the languages of its summoner
but cannot speak. but cannot speak.
Challenge 1/4 (400 XP) Challenge 1/4 (400 XP)

Innate Spellcasting. Eos's innate spellcasting ability is Innate Spellcasting. Selenes' innate spellcasting ability is
Charisma (spell save DC 12, +4 to hit with spell Charisma (spell save DC 12, +4 to hit with spell
attacks). It can innately cast the following spells, attacks). It can innately cast the following spells,
requiring no material components: requiring no material components:

At Will: Light At Will: Dancing Lights


2/day: Cure Wounds or Healing Word 2/day: Healing Word
1/day: Aid 1/day: Magic Missile
Additionally Eos can learn a number of Cantrips from Additionally Selene can learn a number of Cantrips
the Arcanists Spell List equal to her Charisma modifier, from the Arcanists Spell List equal to her Charisma
casting them at their lowest level, regardless of her or modifier, casting them at their lowest level, regardless
her summoners level. of her or her summoners level.

Actions Actions
Unarmed. Melee Attack: +4 to hit, reach 5 ft., one Unarmed. Melee Attack: +4 to hit, reach 5 ft., one
target. Hit 1 bludgeoning damage. target. Hit 1 bludgeoning damage.
Fey Lance. Ranged Spell Attack: +4 to hit, range 30 ft.,
one target. Hit 5 (1d6+1) radiant damage.
83
Appendix D: Turrets and Clockwork Turrets Described
The initial building of a Clockwork companion is free to complete
Machinist Arms for your class. When a companion fails all it's Saving Throws it
becomes inoperable and requires 10 GP in materials and a long
Rook and Bishop Autoturret. rest to complete repairs on it. If your clockwork companion is totally
The Autoturret series of clockwork companions are small metalic lost to you and needs to be fully rebuilt, it costs 100 GP at 3rd level
allies that move around via propellers. These machines come in a with an additional 50 GP for each additional character level.
cylindrical chassis specialized in shooting (Rook) and a spherical
chassis specialized in electrical shocks.
Bishop Autoturret
Small construct, unaligned
Rook Autoturret
Small construct, unaligned Armor Class 12 (natural armor)
Hit Points 15(1d8)
Speed fly 50 ft.
Armor Class 12 (natural armor)
Hit Points 15(1d8)
Speed fly 50 ft. STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Damage Immunities poison, psychic Senses passive Perception 16
Condition Immunities blinded, charmed, deafened, Languages ---
frightened, paralyzed, petrified, poisoned Challenge 1/4 (50 XP)
Senses passive Perception 16
Languages ---
Challenge 1/4 (50 XP) Actions
Area Shock. All creatures within 5 feet of the Bishop
Actions Autoturret must make a Dexterity saving throw against
your Suppressive Fire DC, taking 1d6 lightning damage
Auto-fire. Ranged attack: +3 to hit, range 60 ft., one on a failed saved, and half as much on a successful
target. Hit 5 (1d6+2) piercing damage. save.
Stance Single Shock. Ranged Spell Attack: +3 to hit, range 20
Root Stance. As an action the Rook Autoturret releases ft., one target. Hit 4 (1d6) lightning damage.
tripod legs into the ground rooting it in place. The
turret now automatically fails all Dexterity saves and it's Stance
speed becomes 0. The turret must use an action to Barrier Stance. As an action the Bishop Autoturret
retract its tripod legs and leave its stance. The Rook releases tripod legs into the ground rooting it in place.
Autoturret doubles the proficiency bonus it receives The turret now automatically fails all Dexterity saves
from Companion Bond on its attack and damage rolls. and it's speed becomes 0. The turret must use an
Promotion action to retract its tripod legs and leave its stance. The
Bishop Autoturret creates a circular barrier of lightning
Muscle Stimulator. Rook Autoturret releases a field of energy, 10 foot in radius centered on itself. Any
stimulating energy around itself. Allied creatures within creature that attempts to pass through the barrier must
20 feet of Rook Autoturret deal 2d6 bonus damage make a Constitution saving throw against your
when hitting with a melee or ranged weapon attack. Suppressive Fire DC. On a failed save, the creature
This benefit lasts for 1 minute. takes 2d6 lightning damage and is paralyzed for one
round. On a successful save, half damage is taken and
the creature is not paralyzed.
Promotion
Mana Capacitor. Bishop Autoturret releases a field of
aether amplifying energy around itself. Allied creatures
within 20 feet of Bishop Autoturret gain +3 to their
spell save DC and ranged spell attack bonus. This
benefit lasts for 1 minute.
84
Firearms
Item Cost Damage Weight Properties
Martial Ranged
Weapons
Pistol 250gp 2d10 3lb. Ammunition (range 30/90), loading
piercing
Revolver 350gp 2d6 piercing 3lb. Ammunition (range 40/120), reload (6 shots)
Musket 500gp 1d12 10lb. Ammunition (range 40/120), loading, two-handed
piercing
Hunting rifle 600gp 2d8 piercing 8lb. Ammunition (range 80/240), reload (5 shots), two-handed
Levinshot 700gp 3d6 lightning 10lb. Ammunition
special
(range 15, cone), reload (2shots), two-handed

Firearm Bullets (10) 3gp 2lb.


Levinbolts (3) 10gp 2lb.

Machinist Equipment
Item Cost Weight
C.A.T. 150gp 1lb.
Gauss Barrel 50gp 10lb.
Golden Eyes 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.

Machinist Firearms
The Machinist only has access to a limited number of firearms, detailed in the list above. If you'd like to use a different kind
of firearm, talk to your DM.

Special Attributes
Weapons with special rules are described here.

Levinshot. When you make a attack with this weapon, you make one special ranged weapon attack against every creature within a 15 feet cone in
front of you, dealing damage to each creature you hit. If a creature is within 5 feet of you, you can instead use two shells to make the attack against
said creature without having disadvantage on the attack roll, dealing 6d6 lightning damage to the creature instead of in a cone. You can only attack
with this weapon once per turn and do not add your dexterity mod to damage rolls made for this weapon.

This weapon uses special ammunition called Levinbolts.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a
bonus action (the character's choice).
85
Roegadyn Common
Appendix E: Naming Info Abar Lone/Alone
Miqo'te Tribes Abyl Rage
There are 26 tribes within the Seeker's of the Sun, here is a list to Aent Duck
help you decide what tribe your Miqo'te came from.
Aerg Ambitious
Seekers of the Sun Tribes Aerm Poor
Tribe Letter Associated Creature Aerst First
A' Antelope Agat Amber
B' Boar Agynn Beginning
C' Coeurl
D' Dodo
E' Eft
F' Bear
G' Gryphon
H' Gigantoad
I' Buffalo
J' Jackal
K' Hipparion
L' Viper
M' Marmot
N' Aldgoat
O' Mole
P' Basilisk
Q' Puk
R' Raptor
S' Zu
T' Condor
U' Drake
V' Vulture
W' Wolf
X' Lynx
Y' Jaguar
Z' Ziz

Roegadyn Words
The Roegadyn name themselves by pairing up two words from their
language, usually a descriptor and then a noun. A noun is turned
into a descriptive word by adding a I to the end of the noun. Here is
a list of known Roegadyn Words to help you select a name. This is
an incomplete list.
Roegadyn Common
86
Roegadyn Common Fhet Fight
Byrg (Byrgin) Protect
Bylg Fertile
Byrm Tree
Byrt Axe
Caepf Slate
Caer (Careig) Sad
Ceig Sail
Ceil Rope
Cwaen Pine
Cwin Wine
Daeg Soldier
Dani Narrow
Denkyr Thinking
Denn Thin
Dhem Dusk
Doen Thunder
Doer Dry
Does Two
Dornn Thorn
Dorpf Village
Draeg Carry
Draga Carrier
Drys Three
Dyn People
Dyrf Farm
Dyrst Thirsty/Thirst
Eidin Oath
Eifa Bitter
Elak Elk
Elil Exiled/Foreign
Ent End
Erna Earnest
Ewan Even
Eyha Oak
Eyhil Acorn
Eyn One
Eynli Eleven
Eyri Wandering
Edz Eat
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Roegadyn Common
87
Roegadyn Common Khezl Kettle
Gybet Prayer
Gyft Sell
Hael Healthy
Haemr Hammer
Haer Grand
Haerz Heart
Hald Kind
Halp Side
Hana Hemp/Hempen
Hanth Hand
Harr Hair
Hart Hard
Hast (Hastal) Hazel
Helb Half
Herl Elder
Hezz Hot
Himal Sky
Hint Behind
Hirsk Agile
Holas Bald
Holl Hollow
Holsk Fast
Horsk (Horsam) Obedient
Hort Treasure
Hund (Hundr) Dog
Hwab Hawk
Hwyz Know
Hyll Hell
Hylt Forest
Hym Heaven
Hyr Army
Hyrt Autumn
Ingil (Inghil) Angel
Isil Island
Itar Knight
Iyrn Iron
Jaeg Hunt
Jarr Year
Jho And
Jungh Young
Keim Violet/Purple
Kelt Cold
Kest Chestnut
Keten Chain(ed)
Khan Laugh
Roegadyn Common
88
Roegadyn Common Rhen Clean
Mhar Horse
Mhas Scar
Mhol Salamander/Eft
Mhus Mouse
Moeg Able
Moen Moon
Moer Kill
Moht Mind
Murl Wall
Myna Love
Mynd Mouth
Myrgan Morning
Myst Mistletoe
Myte Middle
Nagl Nail
Nahct Night
Nazz Damp/Wet
Nebb Fog
Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy
Pfrym Plum
Pfym Five
Pfyn Finger
Phati Late
Rael Doe
Raen (Raeng) Circle
Raet Chariot
Ramm Ram
Roegadyn Common
89
Roegadyn Common Tyl Valley
Sthan Stand
Stral Arrow
Stymm Voice
Styr (Styrn) Star
Styrm Storm
Sund South
Sundyr Southern
Sunn Sun
Swaen Mushroom
Swar Black
Sweig Herd
Swerd Sword
Swoz Sweet
Swyg Silent
Swyn Round
Swyr Big
Swys (Swysta) Sister
Sygg Victory
Syhr Fearless
Syk Sick
Sylb Silver
Syn Son
Syng Song
Syngi Singing
Synt Sand
Syvin Seven
Syz Sit
Syzn Sitting
Thor Torn
Thosin Grey
Thota Daughter
Thuba Mage
Thubyr Magic
Thuv Dove
Toeg Secret
Toff Deep
Toum Dream
Trach Dragon
Trachyn Dragon
Tragg Slow
Trahg Lazy
Troe (Troeb) Confused
Troeg Monster
Tu Dew
Twyr Dwarf
Roegadyn Common
90
Roegadyn Common
Wyrn Snake
Wyrst Sausage
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zagyl Tail
Zahr Tear
Zant Tooth
Zedyr Cedar
Zeh Toe
Zent Send
Zirn Fury/Furious
Zoeng Tongue
Zoer Sour
Zwelf Twelve
Zwyn Twin
91
Tribe Distinguishing Information
Xaela Tribes of the Azim Steppe
A tribe that follows the Borlaaq, taking on any
A Xaela's last name is the name of their tribe, rather than having a Iriq male children given up by the female warriors
formal family name. They wear this name as a badge of honour and and raising them as their own.
fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is an amazing large region of land where 51 The second largest Xaela tribe. Mortal
known tribes are said to wander. It is not impossible for new tribes enemies with the Kharlu, the Jungid will
to form or disappear as people leave tribes to form their own or are spend the greater part of the year subjugating
assimilated into other groups. Jhungid smaller tribes to swell their own ranks in
preparation for an annual battle with the
Tribe Distinguishing Information Kharlu--the winner gaining control over a
The largest of the Xaela tribes. While not the large part of the eastern coastlands.
most skilled at battle, they overwhelm with The third largest Xaela tribe. Mortal enemies
Adarkim numbers, taking losses in stride, knowing that with the Jungid, the Kharlu will spend the
a future victory over a weaker tribe will greater part of the year subjugating smaller
replenish their ranks. Kharlu tribes to swell their own ranks in preparation
A small tribe which keeps mainly to the for an annual battle with the Jungid--the
mountainous region of northeastern Othard. winner gaining control over a large part of the
Angura The glare reflected by the everlasting glaciers eastern coastlands.
upon which they travel has rendered this A tribe which largely remains unseen, hunting
tribe's skin color a deep rusty tone. goats in the mountains for nine moons of the
A tribe thought lost 200 years ago, only Khatayin year. The remaining three are spent at the
Arulaq recently discovered once again living in a foot of the great north range, where they
secluded valley in the mountainous north. survive off the dried meat they stocked.
Though defeated and absorbed by the A western steppe tribe characterized by its
Adarkim, several of the proud tribe's members unique leader-choosing ritual which, instead
Avagnar still secretly use its ancestral name, knowing Malqir of the usual test of brawn, is a game of
that it could mean death if they are Kharaqiq--a chess-like game played on a
discovered. circular board divided into three rings.
A middle-sized tribe of the southern deserts A coastal tribe which fights with blow-darts
and masters of survival in the driest of climes, made from bones dipped in the poison of the
Mankhad pufferfish. So practiced with the pipes are the
Bairon the Bairon are all trained from a very young
age to collect and drink their own bodily tribe, that they can disable a target from 200
fluids, allowing them the ability to venture paces.
deep into places no other tribe will. A desert tribe which, over the course of a
A tribe of the steppe’s western edges. Women Mierqid year, travels between over a hundred secret
from the Bayaqud tribe will traditionally take buried caches of supplies restocked with
Bayaqud several husbands, as did the tribe's founding each annual visit.
matron 2000 years ago. Master trainers of the wild horses which
A small tribe that earns its living by collecting populate the majority of steppe. It is said that
Noykin the horsewives
the dung of the beastkin herds which roam of the Noykin can break any
Bolir the steppes. The dung is dried, turned into beast if given but a week.
charcoal in temporary kilns, and sold to other Selective breeding has seen the average
tribes. height of the central steppe-dwelling Olkund
A tribe of all women. While breeding with men Olkund tribe males reach over two and a half yalms.
The females, for whatever reason, remain of
Borlaaq from other tribes is allowed, if a male is born
into the tribe, he is given up within a year of an average height.
birth. Household duties such as cooking, cleaning,
and childrearing are handled by the males of
Buduga An all-male tribe which only increases its ranks
through battle and kidnapping. the Dazkar who, other than when on the
Dazkar move, rarely ever leave their family's yurts.
One of only a few Xaela tribes which has Female Dazkar are tasked with hunting, and
abandoned the nomadic lifestyle and built a are known across the steppe as being some
Dalamiq small village on an islet in the middle of a two-
malm-wide span of the great inner river. It is
of the most accurate archers in the realm.
said they once worshipped the now-fallen
lesser moon.
92
Tribe Distinguishing Information Tribe Distinguishing Information
All members of the Oronir tribe believe An extremely violent tribe with members who
Oronir themselves to be direct descendants of Azim, revel in massacre and are taught from a young
the tribe's god of the sun. Dotharl age not to fear death. While they are quick to
attack other tribes, mortality rates are high,
The Oroq create sleds made of reeds dipped in ensuring that their numbers never grow too
Oroq horse fat to help move their possessions and high.
young children about the inner grasslands.
A tribe recently massacred by the Dotharl. The
The warriors of this tribe all wear complete only members surviving are those who left the
Qerel suits of armor crafted from the bones of steppe
tigers which they kill with their own hands
tribe to travel on their own and were not
Hotgo present during the killing. The Hotgo were
upon their coming of age. known for their vibrant face paints which
This desert tribe does not wear any clothes, members would constantly change depending
choosing instead to cover their bodies almost on their current mood.
Torgud entirely in a white paint created from mud, A tribe which sees all beastkin as equals with
lime, and bone meal. The paint helps to reflect man, therefore refuses to eat or use them as
the relentless desert sun. Sagahl beasts of burden. As a result, the diet of the
The children of the Tumet, upon seeing their Sagahl mainly consists of steppe shrubs and
tenth summer, are tied to a sacred tree while vilekin.
the remainder of the tribe packs up and moves A tribe made up of orphans and refugees from
Tumet to their next location. Those children who
manage to break free from their bonds and Kahkol tribes defeated or destroyed. Many choose to
combine the name of their old tribe with
catch up with the tribe at that next location, are Kahkol.
given a name and allowed into the tribe.
Unlike most of the Xaela, the Kha live on the
When members of this tribe die, their heads are fringes of the Xaela lands, actively seeking
removed from their bodies and placed in a jar Kha contact with non Auri peoples, introducing
of fermented goat milk. Once the liquid has many aspects of those cultures into their own.
been drunk by the head (in other words,
evaporated),
Ugund anthill so thatthe head is then buried under an A small tribe of devout worshippers of the
the tiny workers can carry the elder gods, the Mol will consult with their
spirit to the afterlife. The journey is thought to Mol deities (via a shaman conduit) before making
be a terrible one, the road filled with ghosts of any tribe-related decisions, from the direction
the damned, so ensuring the spirit is drunk of their next migration, to the beasts they will
helps ease the journey. hunt each day for food.
One of a handful of Xaela tribes which have The Gesi are masters of the slingspear, a mid-
given up the nomadic lifestyle. The Uyagir sized javelin carved from mammoth bone
reside in a system of limestone caves on the Gesi which, instead of being thrown by hand, is
northern edge of the southern deserts which
Uyagir are flung with a leather sling to improve range,
believed to have been dug by a race of giant speed, and killing power.
oliphant-like beetles which were placed on the
land by the gods to punish the elder tribes that The Kagon are a nocturnal desert tribe who
had grown too greedy. worship Nhaama, goddess of the moon and
mortal enemy of Azim, god of the sun.
An elusive tribe that avoids contact with most Instructed by their goddess that to step into
Dhoro campstribes.
other Lookouts are posted all about their
with orders to flee given the moment an Kagon the sun is to succumb to the evil of Azim, they
spend the daylight hours in their tents, only
outsider is spotted. emerging to hunt and migrate at night. The
result is an uncharacteristically pale skin for a
A tribe that rides up and down the great inner group of people living in an almost eternally
Orben river on boats woven from reeds and reinforced fair-weather locale.
with scales from their own skin.
The Goro believe horses to be perfect beings,
A river tribe that chooses to swim from place and each male and female, upon their coming
to place rather than walk or take boats. It is said Goro of age, is married to a horse of the opposite
that members of the Ejinn can hold their
Ejinn breaths sex. Reproductive mates are chosen by lots.
for up to a quarter bell, and will often
migrate while almost completely submerged in
order to avoid contact with hostile tribes.
93
Tribe Distinguishing Information Tribe Distinguishing Information
Before each migration, the Gharl will fill a This desert tribe has the queer custom of
sacred urn with the soil of the place they just travelling with their elders carried upon their
camped. This soil is then dumped upon Urumet shoulders. It is believed that in the flat desert,
Gharl arriving at the next location. This tradition has this gives the tribe the advantage of being able
been carried out for thousands of years, to see farther.
leading people to believe that most the
steppe is now all of one soil. Also known as the songbirds of the steppe, the
Qalli communicate through song, attaching a
Qalli melody
The Dataq cover quite possibly the most area to their words to further add emotion
in their migrations, for they rarely stop in one to the meaning.
Dataq area for longer than a few bells. Sleeping is all
done in the saddle, and tents are only used This tribe refuses to speak, believing that all
when the rains are heavy and unbearable. Qestir words are lies, and that a man's actions are the
purest form of communication.
The legends of this coastal tribe tell of a
group of their ancestors who crafted a giant
ship and sailed out across the endless eastern
Haragin ocean. The explorers are said to have returned
with tales of a terrible island covered in
massive grey monoliths and inhabited by fire-
breathing steel demons.
This mountain-dwelling tribe is one of the
Ura few which instead of hunting, mine the
precious ores of the peaks and trade them
with the steppe tribes for food.
A tribe invisible for the fact that its members
are spread out across many different tribes
(unbeknownst to those tribes).
Moks Communication between its members is
done on the rare occasion when two tribes
meet, through an ancient set of hand signals
only recognizable by those who know what
they are looking for.
In addition to the standard language used by
most of the Xaela in cross-tribe
communication, the Geneq employ a
Geneq complex system of whistles and clicks which
resemble the cloud- and wavekin of the
steppe.
To those who live the meager lifestyles of the
steppe dwellers, being overweight is a symbol
Horo of affluence and power. To appear heavier
than one in their station, the members of
Horo will drink copious amounts of water to
bloat their bellies.
For reasons unknown, one out of every three
pregnancies amongst the Himaa result in
twins. As a result, over half the tribe's
Himaa members have a doppelganger. This can
prove an advantage during attacks, as it
confuses the enemy into believing the dead
have risen.
One of the only tribes that accepts people of
the Raen - those that have been exiled, or
Malaguld those who have fled persecution - into their
circle.
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