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Questions or Feedback? Discord.

Nimble5e.com or you can join the Nimble Inspired by:


Discord server at Nimble5e.com/discord or email D&D 5th Edition, Paizo’s Pathnder , Isaac
e2
Evan personally at evan@nimblerpg.com (I’d love Williams’ Mausritter,Chris McDowall’s Intothe
to hear from you!) Odd, Ben Milton’s Knave , The Dungeon Coach’s
DC20 , Kobold Press’s Tales of the Valiant, Yochai
Writing and Game Design Gal’s Cairn, House DM, and many other long
Evan Diaz forgotten sources.

Additional Writing Contributions: Artist Credits:


Josiah Moore, Jack Weighill, Pablo Dapena, Taron Earl Lan, Sean Simmons, Justin Gerard, Justine
"Indestructoboy" Pounds, JP Coovert, Valentin Florentino, Noah Bradley, Kiri Leonard, Ashe
“Trekiros“ Prévost, Bob World Builder, Alex Samuels, Chen Guixin, Anastasia Helter, Michelle

H
"Gnarledmonster" Damaceno, Stanley Nesbitt Rea, Alexandra Petruk, Asanee, Warm_Tail,
Lobard,YuliyaPauliukevich,Mern,Pixode,
Special Thanks ExplorersDesign,CarlosEule,SagaMackenzie, ere there be heroes… where dragons soar and
Jelke Ludolphij, Bruno Botelho, Ben Carter, Evan Diaz shadows gather, where ancient powers slumber
Brandon Vassell, Tyler Mann, CHUD, John
Freymuth, DoubleKing, Edward Dobbins, ISBN: 979-8-9912696-1-2
and new threats arise, the call to adventure resounds.
Emanuele Brotti, Graham Bucci, Joshatron, Kazok, Copyright © 2025 Nimble Co. All rights reserved. Here, legends are born in the clash of steel, the casting of spells,
Snuzy, Tiggs, TwinSteel, and all of the Nimble www.nimble5e.com and the struggle between light and darkness.

Choose your path, wield your power, and join the ranks of those
NIMBLE RPG THIRD-PARTY LICENSE V1.0 who dare to defy fate. The world awaits its heroes.
1. Terms. If you adhere to these terms, you may publish third-party Florida without giving effect to any choice of law provision or rule
material stating compatibility with Nimble for free or for sale and that would cause the application of laws of any jurisdiction other
keepof % 0 1 theprots. than the State of Florida. The exclusive venue for any dispute related
2. Content. You may freely use and reference the general concepts to this license shall be the United States District Court for the Middle
of Nimble, such as the rules and game mechanics. You may use the District of Florida. You irrevocably consent to the exercise of personal
names of the game's monsters, locations, spells, and items. You may jurisdiction over you by the state courts located in Orange County,
not use the game's art. You may not print verbatim passages of text Florida, and federal courts located in Orlando, Florida. Unless stated
(no matter the length) from the game, with the exception of monsters, otherwise herein, copyright rights and moral rights, such as the right of
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Nimble” logos from the Creator Kit, although it's not required to use are not licensed under this license. Nimble Co. reserves all rights not
the logos. You may use the term Nimble in reference to compatibility expressly granted herein. If any provision of this license is deemed or choose a premade Hero. Once you're ready to create your own hero this is
(stating, for example, “This game is compatible with Nimble” or another unenforceable, it shall be automatically reformed to the minimum whereyou'llndthem.
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costs, expenses, or damages arising out of this license or use of the "[Product Name] is an independent product published under the Nimble
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and construed in accordance with, the domestic law of the State of 2025 Nimble Co."
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://
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License available at https://creativecommons.org/licenses/by/4.0/legalcode.

2 3
BERSERKER P. 6 SHADOWMANCER P. 42
An unstoppable force of wrath and ruin. Choose between Summon hordes of expendable shadow minions.
the frenzied Path of the Red Mist and the indomitable Choose between the Pact of the Red Dragon and the
Path of the Mountainheart. Pact of the Abyssal Depths.

THE CHEAT P. 12 SHEPHERD P. 48


Asneaky,backstabbing,dirty-ghtingrogue.ChooseMaster life and death. Lead a faithful companion. Choose
between the murderous Assassin or the trickster between the nurturing Shepherd of Life and the ruinous
Scoundrel. Shepherd of Death.

COMMANDER P. 20 SONGWEAVER P. 54
Abattleeldtactician,leader,andweaponmaster. Inspiring presence, sharp wit, sharper tongue. Choose
Choose between the relentless Vanguard and the between the Songweaver of Snark and the Songweaver of
unassailable Bulwark. Courage.

HUNTER P. 24 STORMSHIFTER P. 60
Resourceful survivalist, bowmaster, and skilled tracker. Master of beast and nature. Choose between the bestial
Choose between the unshakable Primal Stalker and the Circle of Fang & Claw and the tempestuous Circle of Storm
resourceful Survivalist. & Sky.

MAGE P. 30 ZEPHYR P. 66
Wieldandshapetheelementsofre, - ice,andlight
A disciplined martial artist with swift hands and swift feet.
ning. Choose between the madness of Chaos and the
Choose between the explosive Way of Flame and the
structure of Control.
disciplined Way of Pain.

OATHSWORN P. 36 EXTRA SUBCLASSES P. 73


Special subclasses to choose at pivotal moments in a story.
Faithful guardian, protector, and avenger of the weak.
The Oathbreaker, Spellblade, Reaver, and the Beastmaster.
Choose between the merciless Oath of Vengeance and
the vigilant Oath of Refuge.
W
rath and Ruin. The Berserker is destruction. He knows not fatigue, nor
caution——both surely driven away from him in a relentless fury. Those of
barbaric nature are said to eat only the dust of war and drink naught but
the blood of those felled by their own hand.

Death is no stranger, for it is said that even death fears to take a Berserker before his

BERSERKER
battlerageissatiated.OnceaBerserkerhasbeguntoght,heonlygr
Fueled by battle-lust and an unending rage, the deadliest among them is not the
well–rested, but those who are pushed to the brink through combat. Be it axe or sword,
itmattersnotwhataberserkertakesup,teshwillbehewnfrombone
their shoulders. Many have caved under the berserker’s primal might——sword and
ARTIST: SEAN VIMES
spell are but straw in the wake of unbridled rage. As a Berserker you can:

• Become a raging, damage-dealing machine. Greet death as an old friend


andcontinuetoght!
• Increase your damage to unbelievable levels:Thelongeraghtgoeson,the
moreyourrageintensies,allowingyoutodealoutincredibleamoun
• Use your Savage Arsenal and choose abilities to crush your foes and laugh in
the face of death!

6 7
Key Stats: STR, DEX Hit Die: 1d12 (starting HP 20) LEVEL 6 Savage Arsenal (2). Choose a 2nd Savage Arsenal ability.
Saves: STR+, INT– Armor: None Weapons: STR
LEVEL 7 Subclass. Gain your Berserker subclass feature.
LEVEL 6 Rage. Action (1/round): Roll a Fury Die (1d6) and set it aside. Add it to every STR attack
LEVEL 8 Savage Arsenal (3). Choose a 3rd Savage Arsenal ability.
you make. Your maximum number of Fury Dice is equal to your LVL and they are lost
Key Stat Increase. +1 STR or DEX.
when your Rage ends.
That all you got?! When you are attacked, you may expend 1 or more Fury Dice, and LEVEL 9 Intensifying Fury (3). Your Fury Die is a d10.
gain STR+DEX temp HP for each. These are lost when your Rage ends. Secondary Stat Increase. +1 INT or WIL.

LEVEL 10 Savage Arsenal (4). Choose a 4th Savage Arsenal ability.

LEVEL 11 Subclass. Gain your Berserker subclass feature.

LEVEL 12 Savage Arsenal (5). Choose a 5th Savage Arsenal ability.


LEVEL 7 Intensifying Fury. If you are raging at the beginning of your turn, roll 1 additional Fury Die. Key Stat Increase. +1 STR or DEX.
One with the Ancients. When faced with a decision about which direction or course of
action to take, you can call upon your ancestors to guide you toward the most dangerous LEVEL 13 Intensifying Fury (4). Your Fury Die is a d12.
or challenging path (1/day). Secondary Stat Increase. +1 INT or WIL.

LEVEL 8 Subclass. Choose a Berserker subclass. LEVEL 14 Savage Arsenal (6). Choose a 6th Savage Arsenal ability.
Bloodlust. Expend 1+ Fury Dice on your turn, move up to 5 ft.×DEX for each, for free.
LEVEL 15 Subclass. Gain your Berserker subclass feature.
LEVEL 9 Enduring Rage. While Dying: you Rage automatically for free at the beginning of your
turn, you have a maximum of 2 Actions instead of 1, and ignore the STR save
- require LEVEL 16 Savage Arsenal (7). Choose a 7th Savage Arsenal ability.
ment to make attacks. Key Stat Increase. +1 STR or DEX.
Key Stat Increase. +1 STR or DEX.
LEVEL 17 Intensifying Fury (5). Your Fury Die is now a d20.
Savage Arsenal. Choose 1 ability from the Savage Arsenal.
Secondary Stat Increase. +1 INT or WIL.

LEVEL 18 DEEP RAGE. Dropping to 0 HP does not cause your Rage to end.

LEVEL 19 Epic Boon. Choose one Epic Boon.


LEVEL 1 Intensifying Fury (2). Your Fury Dice are now d8s.
Secondary Stat Increase. +1 INT or WIL. LEVEL 20 BOUNDLESS RAGE. Increase any two of your stats by 1. Any time you
roll less than 10 on a Fury Die, roll it again.

8 9
SAVAGE ARSENAL SUBCLASSES
Deathless Rage. While Dying, you may suffer Unstoppable Force. While raging, taking PATH OF THE MOUNTAINHEART
1 Wound to gain 1 Action, 1/round. damagewhileDyingonlyintictsWound, 1 LEVEL 3 Stone's Resilience. Whenever you expend Fury Dice to gain temp HP, add the
insteadofcritical2; hitswhileDyingonlyintict value of the die to the total.
Eager for Battle. Gain advantage on Initiative.2, instead of 3. Montainous Tenacity. Whenever you expend your Hit Dice to recover HP, for
Moveft. 10 DE;forfreeonyourrstturneach every 10 HP you would recover you may heal 1 Wound instead.
encounter. Thunderous Steps. After moving at least 20 ft.
while raging, deal STR Bludgeoning damage to LEVEL 7 Unbreakable. While raging, if you would suffer your last Wound or other condi-
Into the Fray. Action: Leap up to 10 ft.×DEX all adjacent creatures where you stop. tion, you don’t. 1/encounter.
toward an enemy. If you land adjacent to at least
2 enemies, make an attack against one of them You’re Next! Action: While raging, you can LEVEL 11 Titan's Fury. After you miss an attack or are crit, Rage.
for free. make a Might skill check to demoralize an
LEVEL 15 Mountain's Endurance. While Dying, if an attack against you would be a crit, the
enemy within 60 ft. Rolling higher than their
Death Blow. After you deal damage from a remainingHPwillcauseittoimmediatelytee attack is rerolled instead (abilities that trigger on crit still happen).
critical hit: You may expend any number of Furythe battle.
Dice. Sum the dice and deal double that amount
of damage. Whirlwind. 2 Actions: Attack ALL targets within
PATH OF THE RED MIST
your melee weapon’s reach.
Mighty Endurance. You can now survive an LEVEL 3 Blood Frenzy.Whileraging,thersttimeeachroundcritorkillan,ch
additional 4 Wounds before death. Rampage. After you land a hit with a melee your Fury Dice to the maximum.
weapon, you may treat your next attack this turn Savage Awareness. Advantage on Perception checks to notice or track down
MORE BLOOD! Whenever an enemy crits you,as if you rolled that same amount instead of blood. 10 ft. blindsight while raging.
gain 1 Fury Die. rolling again. 1/ turn.
LEVEL 7 Insatiable Bloodlust. While raging, you may gain 1 Wound to reroll any attack
Primal Recovery. Whenever you recover 10 or or save.
more HP at a time, recover 1 Wound.
LEVEL 11 Opportunistic Frenzy. While raging, your opportunity attacks do not impose
Swift Fury. Whenever you gain a Fury Die, disadvantage and you may make an opportunity attack when an enemy enters your
moveuptoft.DE;forfree,ignoringdifcult weapon’s reach.
terrain.
LEVEL 15 Onslaught. While raging, gain +10 ft. speed and you may move for free 1/round.

10 11
C
loak and dagger… and dagger. The common cheat doesn’t call herself a
cheat of course – rather, a streetsmart rogue, a survivalist, or a liberator of
unused goods. They are masters of stealth, pickpocketing, and smooth
talking. Some of the more vicious ilk are masters of death–dealing as well.

Cheats can be found in every city and byway under countless different names, but they
all believe something similar: It’s a cruel, merciless world, and those who aim to survive
don’t have time for silly things like “morals” or “honor.” Those are luxuries of the rich
and powerful. Honor gets you killed…simply take what you want. As the Cheat you can:

• Break the rules! You can change the dice you roll to whatever numbers suit
you best!
• Sneak in and backstab enemies with devastating critical hits, taking down
even huge, heavily–armored foes with a single blow!

T H E C H E AT
• Fight dirty, with pocket sand, low blows, vicious blades, and (when things get
out of hand) you can disappear into the night and live to cheat another day!
ARTIST: JOSEPH IQ U

12 13
THE CHEAT LEVEL 7 Subclass. Gain your Cheat subclass feature.
Key Stats: DEX, INT Hit Die: 1d6 (Starting HP 10) Sneak Attack (4). Your Sneak Attack becomes 4d6.
Saves: DEX+, WIL– Armor: Leather Weapons: DEX
LEVEL 8 Underhanded Ability (3). Choose a 3rd Underhanded Ability.
LEVEL 6 Vicious Opportunist. 1/turn. When you hit a distracted target in melee, you Key Stat Increase. +1 DEX or INT.
may change the Primary Die roll to whatever you like (changing a die to the
LEVEL 9 Sneak Attack (5). Your Sneak Attack becomes 5d6
maximum value counts as a critical hit). A target is distracted if it is adjacent to or
Secondary Stat Increase. +1 WIL, or STR.
Taunted by an ally, or if it cannot see you.
Sneak Attack. LEVEL 10 Underhanded Ability (4). Choose a 4th Underhanded Ability.
LEVEL 4 Cheat. You’re a well–rounded cheater. Gain the following abilities: LEVEL 11 Subclass. Gain your Cheat subclass feature.
Once each round, you may either Move or Hide for free. Sneak Attack (6). Your Sneak Attack becomes 6d6.
If you roll less than 10 on initiative, you may change it to 10 instead.
You may change any skill check to 10+INT. 1/day. LEVEL 12 Underhanded Ability (5). Choose a 5th Underhanded Ability.
You may gain advantage on skill checks while playing any games, Key Stat Increase. +1 DEX or INT.
competitions, or placing wagers. If you’re caught though…
LEVEL 13 Sneak Attack (7). Your Sneak Attack becomes 7d6
Secondary Stat Increase. +1 WIL, or STR.

LEVEL 14 Underhanded Ability (6). Choose a 6th Underhanded Ability.


LEVEL 2 Subclass. Choose a Cheat subclass. LEVEL 15 Subclass. Gain your Cheat subclass feature.
Sneak Attack (2). Sneak Attack (8). Your Sneak Attack becomes 8d6.
Thieves’ Cant. You learn the secret language of rogues and scoundrels.
LEVEL 16 Underhanded Ability (7). Choose a 7th Underhanded Ability.
LEVEL 1 Underhanded Ability. Choose an Underhanded Ability. Whenever you Key Stat Increase. +1 DEX or INT.
spend a night talking shop with other roguish types, you can exchange one
ability you know for another. LEVEL 17 Sneak Attack (9). Your Sneak Attack becomes 9d6.
Key Stat Increase. +1 DEX or INT. Secondary Stat Increase. +1 WIL, or STR.

LEVEL 8 Sneak Attack (3). LEVEL 18 Underhanded Ability (8). Choose 8th Underhanded Ability.
Quick Read.
advantage on an Examination check 1/day. LEVEL 19 Sneak Attack (10). Your Sneak Attack becomes 10d6.
Secondary Stat Increase. +1 WIL, or STR. Epic Boon. Choose one Epic Boon.

LEVEL 0 Underhanded Ability (2). Choose a 2nd Underhanded Ability. LEVEL 20 Supreme Execution. Increase any two of your stats by 1. When you attack
with a blade, if the attack does not miss, it counts as a crit.

14 15
SUBCLASSES
ASSASSIN
LEVEL 3 Amidst All This Commotion… If a creature dies while you Sneak Attack, you

UNDERHANDED ABILITIES
may turn invisible until you attack again or until the beginning of your next turn.
Leave No Trace. Advantage on Stealth checks when you are at full health.

“Creative" Accounting. Steal up to INT Sunder Armor (Heavy). Req. Sunder Armor LEVEL 7 Cunning Strike. When you land a Sneak Attack, you may force the target to
Actions from your next turn (Gain up to INT (Medium). Your Sunder Armor ability now also make a STR save (DC 10+INT). On a failure, instead of rolling your Sneak Attack
Actions. The next time you would gain Actionsapplies to enemies wearing heavy armor. dice, they deal the maximum amount of damage. 2/encounter (if your target
that number are lost instead). You cannot use saves, the charge is not spent).
this two turns in a row. Steal Tempo. When you land a critical hit for
the second time on a turn, your target loses 1 LEVEL 11 Professional Skulker. Gain a climbing speed and advantage on Stealth
I’m Outta Here! When an ally within 15 ft. is action and you gain 1 Action. checks.
critically hit, you may turn invisible until the end
Trickshot. When you throw a dagger, it returns LEVEL 15 KILL. When you would land a critical hit against an enemy with fewer maxi-
of your next turn and then move up to half your
back to your hand at the end of your turn. On a mum HP than you, it dies.
speed for free.
hit, it ricochets to another creature within 10 ft.
Feinting Attack. If you miss for the 2nd time dealing half as much damage to them.
in a single round, you may change the die roll to
any result instead. Exploit Weakness. Action: Make a contested SCOUNDREL
INT check against an enemy. If you win, you can LEVEL 3 Low Blow. When you Sneak Attack, you may spend 2 additional Actions to
Misdirection. Gain INT Armor. Whenever you use Vicious Opportunist against them even if Incapacitate your target for their next turn on a failed STR save (DC10+INT).
Defend, you may halve the damage instead. they are not distracted. This lasts for 1 minute or Save or fail, they are Taunted by you for the remainder of the encounter.
until you use this ability against another target. Sweet Talk.YoumaygainadvantageonallIntuencecheckswithNPCsyou
Sunder Armor (Medium). Action: When justmetforthersttime.ThislastsuntilyoufailanIntuencec
you crit an enemy with medium armor, sunderHow'd YOU get here?! 2 Actions: "Teleport" oruntilyoumeeta2ndtime.DisadvantageonIntuencecheckswith
their armor. Until the start of your next turn, ALL
up to 20 ft. away adjacent to a distracted target you use this ability (until you get back on their good side).
attacks against that target ignore its armor. and make a melee attack against them. If you
crit, you may "teleport" again. LEVEL 7 Pocket Sand. When you Defend against a melee attack, blind the attacker and
force them to reroll the attack (blinded creatures attack with disadvantage). 2/
encounter (you’ve got to collect more sand!).
Change up the cheat! Remember, whenever you spend a night talking shop with other roguish types, you can
exchange one Underhanded Ability for another.
LEVEL 11 Escape Plan. When you would drop to 0 HP or gain a Wound, you don't.
Instead you turn invisible for 1 minute or until you attack. 1/Long Rest.

LEVEL 15 Heads I Win, Tails You Lose. Attacks you make this round don't miss, crit on
1 less than normally needed, and you gain LVL temp HP. 1/encounter.

16 17
S
oldier, Warrior, Fearless Leader. Among the most skilled soldiers in the
world, Commanders are masters of every weapon and form of close combat.
A small cohort of soldiers led by a trained Commander is more feared than
innumerable legions without one.

An “empire” isn’t an Empire


until they have their own academy of command: Famed
schoolswherethesesupremelycapablesoldiersaretrainedinbat
leadership.Commandersaredenedbytheir:

• Tactical Commands: Issue powerful orders to your allies, bolstering their


abilities and coordinate devastating strikes among yourselves. Command the

COMMANDER
battleeldwithprecisionandskill,turningthetideofanybat
• Weapon Mastery: Exert mastery over all weapon types, wielding them with
deadlyefciency,yourversatilityensuresvictoryagainstanyfoe.
• Strategic Leadership: Exploit your tactical prowess to outwit and outmaneuver
ARTIST: EARL LAN

foes, leading your party to triumph through cunning strategy and decisive action.

18 19
COMMANDER LEVEL 8 Fit for Any Battlefield (3). Choose a 5th combat ability.
Key Stat Increase. +1 STR or INT.
Key Stats: STR, INT Hit Die: 1d10 (Starting HP 17)
Saves: STR+, DEX– Armor: Mail, Shields Weapons: All LEVEL 9 Master Commander (2). Your Combat Dice are now d10s. +1 use of
Coordinated Strike/Long Rest.
LEVEL 1 Commander’s Order! Choose 2 Commander's Orders. Secondary Stat Increase. +1 DEX or WIL

LEVEL 10 Fit for Any Battlefield (4). Choose a 6th combat ability.
LEVEL 2 Coordinated Strike! 1/round on your turn you can call for a Coordinated Strike
Weapon Mastery (2). Choose a 2nd weapon type to specialize in.
for free. You and an ally within 30 ft. both immediately make a weapon attack
or cast a cantrip for free. You may use this ability INT times/Long Rest (min 1). LEVEL 11 Subclass. Gain your Commander subclass feature.
Field Medic. Roll 1 additional die for any health potion you administer. Whenever
you or an ally spends any number of Hit Dice to recover HP, if you spent at least LEVEL 12 Fit for Any Battlefield (5). Choose a 7th combat ability.
10 minutes examining their wounds, they can add your Examination bonus to Key Stat Increase. +1 STR or INT.
the HP recovered.
LEVEL 13 Master Commander (3). Your Combat Dice are now d12s. +1 use of
LEVEL 3 Subclass. Choose a Commander subclass. Coordinated Strike/Long Rest.
Secondary Stat Increase. +1 DEX or WIL
LEVEL 4 Fit for Any Battlefield. Choose a Combat Tactic. Whenever you train with
your party or other soldiers during a Long Rest you may exchange a combat LEVEL 14 Weapon Mastery (3). You have complete mastery of all weapon types.
ability (Commander's Order or Combat Tactic) you know with a different one of
the same type. LEVEL 15 Subclass. Gain your Commander subclass feature.
Key Stat Increase. +1 STR or INT.
LEVEL 16 Fit for Any Battlefield (6). Choose an 8th combat ability.
LEVEL 5 Master Commander. Whenever you roll initiative, regain 1 spent use of Coor- Key Stat Increase. +1 STR or INT.
dinated Strike (it is lost if not spent during that encounter). Your Coordinated
LEVEL 17 Master Commander (4). +1 use of Coordinated Strike/Long Rest. Your
Strikes also now ignore disadvantage.
Combat Dice are now d20s.
Combat Tactics. Your Combat Dice are now d8s.
Secondary Stat Increase. +1 DEX or WIL
Secondary Stat Increase. +1 DEX or WIL
LEVEL 18 Unparalleled Tactics.ThersttimeeachencounteryouuseCoordinate
LEVEL 6 Fit for Any Battlefield (2). Choose a 4th combat ability.
Strike, an ally who can hear you also gains 1 Action to use on their next turn.
Weapon Mastery. You may sheathe a weapon and draw a different one twice
per round for free. Choose a weapon type to specialize in. LEVEL 19 Epic Boon. Choose one Epic Boon.
LEVEL 7 Subclass. Gain your Commander subclass feature. LEVEL 20 Captain of Legions.IncreaseanytwoofyourstatsbyThe
1. rsttime
each encounter you use Coordinated Strike, EVERY ally within 60 ft. gains 1
additional Action (replaces Unparalleled Tactics).

20 21
COMMANDER’S ORDER!
Face Me! Reaction (after an ally within 60 ft.Iis can do this ALL DAY! Reaction (when you would
crit): That enemy is Taunted by you until you drop
to 0 HP.
drop to 0 HP): You may expend any number of Hit
Dice and set your HP to the sum rolled instead. 1/
encounter.
SUBCLASSES
Hold the Line! Reaction (when an ally drops to 0
HP)Command
: themtocontinuetheMove ght!it,
Their
Move it! When you roll Initiative you BULWARK
HP is set to 3×your LVL. 1/encounter. maygiveyourselfandanallyadvantageontheroll LEVEL 3 Armor Master.Youareprocientwithplatearmor.
and +15 ft. speed for 1 round. Shield Expert. While wearing a shield, you may Defend twice each
Reposition! Action or Reaction (on an ally’s turn):
Command 1 ally to move up to their speed (or 2 round.Eachround,thersttimeyoublockallofthedamagefroma
allies up to half their speed) for free. attack, you may make an opportunity attack against the attacker for free.

LEVEL 7 Juggernaut. When you use Coordinated Strike, you deal extra damage

COMBAT TACTICS
Whenever you roll initiative, gain Combat Dice equal to your INT (min 1). Their size is a d6. Once per attack LEVEL 11
equal to your Armor and you do not miss on a 1.

Taunting Strike. 1/round you may Taunt a creature you hit until the end
you can expend a Combat Die to perform a special maneuver. Combat Dice are lost when combat ends. of their next turn (they have disadvantage on attacks against creatures
Heavy Strike. When you hit, push a Medium Sweeping Strike. Before you attack, you may other than you).
creature 5 ft.×STR and deal extra damage equal expend a Combat Die and 1 additional Action to
to the number rolled on your Combat Die. A Smallselect any contiguous area within your weapon’s LEVEL 15 Shield Wall.Allieswithinft.
10 gainALLthebenetsoftheshieldyou
creature is pushed twice as far; Large, pushed half
reach and damage ALL targets there. This attack have equipped.
as far (round down). does not miss on a 1.
Inerrant Strike. When you miss an attack, Commanding Presence. Action: Shout a
command up to 2 words long at an enemy. On VANGUARD
expend a Combat Die to reroll it. Deal extra
damage equal to the number rolled on your a failed WIL save (DC 10+KEY), they must spend LEVEL 3 Advance!Afteryoumovetowardanenemy,gainadvantageontherst
Combat Die. This attack does not miss on a 1. their entire next turn obeying it to the best of melee attack you make against it. 1/ round. When you use your Coordi-
their ability, provided it is not obviously harmful natedStrike,youandallallieswithinft. 60 canrstmoveuptoh
Lunging Strike. Before you attack, you may to themselves. They then become immune to this
expend a Combat Die to add 5 ft. to your attack’s speed for free.
effect for 1 day.
reach and deal extra damage equal to twice the
number rolled on your Combat Die. LEVEL 7 Experienced Commander. Your Coordinated Strike may target 1
additional ally. Gain 1 extra use of Coordinated Strike per Long Rest.
Rigorous Training. Remember,whenever you train with your party or other soldiers during a Long Rest you may
exchange a combat ability (Commander's Order or Combat Tactic) you know with a different one of the same type. LEVEL 11 Survey the Battlefield. Each time you roll initiative, regain 1 addi-
tional use of Coordinated Strike.

LEVEL 15 As One! Attacks made with your Coordinated Strike also grant advantage

WEAPON MASTERY and ignore all disadvantage. The chosen allies gain 1 additional action to
use on their next turn.
Choose a weapon mastery at levels 6, 10 and 14: Piercing. Your attacks with piercing
Bludgeoning. When your primary die rolls weapons ignore Medium Armor.
a 7 or higher with a bludgeoning weapon, Slashing. Your attacks with slashing
you may ignore Heavy Armor. weapons cannot miss unarmored enemies.

22 23
R
espect the forest and her children, and she will bestow upon you many gifts.
Longbeforetherststonesofthegrandkingdomshadbeenlaid,t
TheWild We
. hunterscalledgrovesandeldshome,justastheelka
still do. We have trained our minds and hearts as much as we have trained with bows.

For in becoming a Hunter there is great danger. The Thrillofthe thatHunt


washes
over your body when stalking prey is intoxicating—be warned, do not allow it to settle
intoyourheart.Fornotruehuntertakeswithoutrecognizingwhat
been given: A soul, a meal… warmth, all at a cost—a life. And that should not be taken
lightly. Wherever you roam, be it city or glade, mountain or valley, as long as TheWild
is tenderly tucked into the depths of your heart, you will always be a Hunter. Mayyour
arrowsstriketrueandyourbowstringsneverbreak.

HUNTER
• Relentless Tracker: As an expert survivalist, you mark your prey, becoming a
shadow in pursuit, relentless and precise.
• Master of the Wild: Harness the Thrill of the Hunt to outwit your targets—set
decoys,springtraps,andstrikewithlethalefciency.
ARTIST: JOSEPH IQ U

• From Afar or Up Close: Whether you’re raining arrows from a distance or


closing in for a personal takedown, your prey won’t escape your reach.

24 25
HUNTER LEVEL 7 Subclass. Gain your Hunter subclass feature.
Key Stats: DEX, WIL Hit Die: 1d8 (Starting HP 13)
Saves: DEX+, INT– Armor: Leather Weapons: DEX
LEVEL 8 Thrill of the Hunt (4). Choose a 5th Thrill of the Hunt ability.
LEVEL 1 Hunter’s Mark. Action: A creature you can see is marked as your quarry for 1 day Key Stat Increase. +1 DEX or WIL.
(or until you mark another creature). It can't be hidden from you, and your attacks
LEVEL 9 No Escape. Whenever you see one or more allies make an opportunity attack,
against it deal additional damage equal to your WIL or LVL (whichever is higher).
you may also make a ranged opportunity attack against the same target.
Forager.Gainadvantageonskillcheckstondfoodandwaterinthewild.
Secondary Stat Increase. +1 STR or INT.
LEVEL 2 Thrill of the Hunt. Choose 2 Thrill of the Hunt (TotH) abilities. Gain 1 Thrill of
LEVEL 10 Veteran Stalker (2).GainaThrilloftheHuntchargewheneveryouarer
the Hunt charge whenever:
Bloodied in an encounter and whenever you gain a Wound.
• You roll Initiative.
Keen Eye, Steady Hand. Add WIL to your ranged weapon damage.
• Your quarry dies.
• You hit your quarry with a melee attack. LEVEL 11 Subclass. Gain your Hunter subclass feature.
Let's Finish This. If you have no TotH Charges, gain ______ until the end of
your turn. ______: treat all of your melee attacks as if your targets are marked. LEVEL 12 Thrill of the Hunt (5). Choose a 6th Thrill of the Hunt ability.
Key Stat Increase. +1 DEX or WIL.
LEVEL 3 Subclass. Choose a Hunter subclass.
Tracker's Intuition. You can discern the events of a past encounter by studying LEVEL 13 Keen Sight. Advantage on Perception checks.
tracks and other subtle environmental clues. Accurately determining the kind and Secondary Stat Increase. +1 STR or INT.
amount of creatures, their direction, key actions, and passage of time.
LEVEL 14 Thrill of the Hunt (6). Choose a 7th Thrill of the Hunt ability.
LEVEL 4 Thrill of the Hunt (2). Choose a 3rd Thrill of the Hunt ability.
Key Stat Increase. +1 DEX or WIL. LEVEL 15 Subclass. Gain your Hunter subclass feature.
Explorer of the Wilds. +10 ft. speed, gain a climbing speed.
LEVEL 16 Key Stat Increase. +1 DEX or WIL.
LEVEL 5 Final Takedown. Spend 1 Thrill of the Hunt charge and an Action: Make a
LEVEL 17 Peerless Hunter. You can Defend against your quarry for free.
melee attack against your Bloodied quarry, it counts as an automatic crit and
Secondary Stat Increase. +1 STR or INT.
doubles the damage of your Hunter’s Mark. If they survive, they crit you back.
Veteran Stalker. Gain 1 additional TotH charge whenever youkill your quarry. LEVEL 18 Wild Endurance. Gain 1 Thrill of the Hunt charge at the start of your turns.
Secondary Stat Increase. +1 STR or INT.
LEVEL 19 Epic Boon. Choose one Epic Boon.
LEVEL 6 Versatile Bowmaster. Whenever you attack with a Longbow you may roll
2d4 instead of 1d8; or with a Crossbow, 2d8 instead of 4d4. LEVEL 20 Nemesis. Increase any two of your stats by 1. Your Hunter's Mark can target
Thrill of the Hunt (3). Choose a 4th Thrill of the Hunt ability. any number of creatures simultaneously.

26 27
THRILL OF THE HUNT SUBCLASSES
Note. Each ability costs 1 charge to use and they do not miss on a 1. Abilities that spend charges cannot generate
them, and any remaining charges are lost when combat ends. PRIMAL STALKER
LEVEL 3 Ambusher. Whenever you roll initiative, you may cast Hunter’s Mark for free.
Gainadvantageontherstattackyoumakeeachencounter.
Addling Arrow. Action: Attack with a rangedadvantage.
weapon, the next attack the target makes must Skilled Tracker. You have advantage on skill checks to track creatures.
be against the closest other creature, chosenMultishot.
at (half range) Action: Attack your u
q arry Skilled Navigator. You cannot become lost by nonmagical means.
random. with a ranged weapon and load an extra projectile.
Select a 2nd target within 10 ft. of them to take the LEVEL 7 Primal Predator. 1/encounter. Your weapon attacks ignore cover and armor
Come Get Some! Action: Attack a target, it issame amount of damage. this turn.
taunted by you until the end of their next turn.
Pinning Shot. Spend 3 Actions shooting your
Decoy. When you Defend: The attack misses quarry. They are Restrained until they can escape LEVEL 11 Pack Hunter. Whenever you mark a creature, you may also mark another
instead, and you can move up to half your speed (DC 10+WIL). creature within 30 ft. of them.
away (where you really were all along!).
Roll & Strike. Action: Move up to half your speed LEVEL 15 Apex Predator. You may use your Primal Predator ability twice each encoun-
Grease Trap. Reaction (when an enemy movesignoringdifcultterrain,attackyourquarry.
adjacent to you or an ally within 30 ft.): Target ter. Gain 1 additional Thrill of the Hunt charge when you roll initiative.
fallsprone,isvulnerabletothe Snare
nextTrap.reReaction
damage(when an enemy moves
it takes, and is treated as if it is Smoldering. 1/adjacent to you or an ally within 30 ft.): Move them
encounter. back 5 ft., they are Restrained until they can escape SURVIVALIST
(DC 10+WIL). 1/encounter. LEVEL 3 I Have the High Ground. Whenever you gain one or more Thrill of the Hunt
Hail of Arrows. (half range) 2 Actions. Shoot all
creatures within a 15 ft.×15 ft. area. Their speed Sharpshooter. Action: If you have not moved this charges,moveuptohalfyourspeedforfree,ignoringdifcultterra
is halved until the end of their next turn. turn and your quarry is 30 or more ft. away, attack Impressive Form. Increase your HP by 5, your Hit Die is upgraded to d10.
them for double damage.
Heavy Shot. (half range) Action: Attack with a LEVEL 7 Resourceful Herbalist. Whenever you Long Rest in a location near where
ranged weapon and push your target: 20 ft. for Vital
a Shot. (Half Range) Action: If your quarry
is Slowed, ignore armor with a ranged weapon plants or fungi can grow, you may spend a day collecting healing herbs to craft
small creature, 10 ft. for a medium creature, 5 ft.
for a large creature. against them. If they are unarmored, double your a number of Healing Salves equal to your WIL.
Hunter's Mark bonus damage. Healing Salve. Action: Heal yourself or an adjacent creature WIL d6 HP. Only
Incendiary Shot. (half range) Action: Attack with you or another experienced Herbalist may administer these, and they expire
arangedweapon,addWILdredamage.
whenever you Long Rest.
Keen Senses. Make an assess check for free with
LEVEL 11 Ha! I’m Over Here! If an attack would cause you to drop to 0 HP, you instead
move up to your speed away and take no damage. 1/ Long Rest.
Remember the Wild. Whenever you spend a day in the wilderness during a Long Rest you may exchange one
of these abilities you know with a different one. LEVEL 15 Unparalleled Survivalist. Add your WIL to your Armor. When you attack with
arangedweaponyoumayrstmovehalfyourspeedforfree.

28 29
E
lementalpowertowsthroughallthingsvndit,studyit,andharn
AmageisbestowedtheirrststrandoftheTapestryatbirth;ho
mastery eludes those who idly rest upon this innate endowment. Instead,
theydiligentlyrenetheirnaturalgiftsthroughscholarlypursui
parchments as their companions, alongside the sage counsel of a seasoned mentor
or three! Yes, this is the chosen path of those who would wield authority over the
elements.

Comprehending the tapestry of mana is no trivial endeavor—it will yield its arcane
secrets only to the earnest seeker of knowledge. Yet, once the adept learns to discern
the subtleties of its intricate patterns, as it unfurls and meanders into the ethereal
expanse—it is in that moment the apprentice truly ascends to the mantle of mage.
What makes a Mage:

M AG E
• Spellshaper: Customize the spells you cast: stretch time, gain extra-
dimensional vision, or echo cast multiple spells!
• Elemental Mastery: Harness the power of the elements, whether raining
downrefromtheheavens,freezingenemiesintheirtracks,orstr
thunderous bolts of lightning.
• Chaos or Control: Will you snatch control of the frayed tapestry of mana or
ARTIST: EARL LAN

lean into the forces of chaos. What awaits you… Diamondskin? Elemental
Entanglement? Liquefy Legs?

30 31
MAGE LEVEL 9 Spellshaper (2). Choose 1 additional Spellshaper ability. You may exchange a
Key Stats: INT, WIL Hit Die: 1d6 (Starting HP 10)
Spellshaper ability you previously chose with a different one.
Saves: INT+, STR– Armor: Cloth Weapons: Daggers, Staves, Wands
Secondary Stat Increase. +1 STR or DEX.
LEVEL 1 Elemental Spellcasting. You know Fire, Ice, and Lightning cantrips.
LEVEL 10 Elemental Surge (2). Your Elemental Surge ability is now 2d4+WIL.
LEVEL 2 Mana and Unlock Tier 1 Spells. You unlock tier 1 Fire, Ice, and Lightning Tier 5 Spells. You may now cast tier 5 spells and upcast spells at tier 5.
spells and gain a mana pool to cast these spells. This mana pool's maximum is Upgraded Cantrips. Your cantrips grow stronger.
always equal to (INT+LVL)×2 and recharges on a Long Rest.
LEVEL 11 Subclass. Gain your Mage subclass feature.
Talented Researcher. Gain advantage on Arcana or Lore checks when you
have access to a large amount of books and time study them. LEVEL 12 Tier 6 Spells. You may now cast tier 6 spells and upcast spells at tier 6.
Key Stat Increase. +1 INT or WIL.
LEVEL 3 Subclass. Choose a Mage subclass.
Elemental Mastery. Learn the Utility Spells from 1 spell school you know. LEVEL 13 Spellshaper (3). Choose 1 additional Spellshaper ability. You may exchange a
Spellshaper ability you previously chose with a different one.
LEVEL 4 Spellshaper. You gain the ability to enhance your spells with powerful effects
Secondary Stat Increase. +1 STR or DEX.
by spending additional mana. Choose 2 spellshaper abilities. You may choose
different Mage options whenever you are tutored by a higher level Mage LEVEL 14 Tier 7 Spells. You may now cast tier 7 spells and upcast spells at tier 7.
during a Long Rest. Elemental Mastery (3). Learn the Utility Spells from a 3rd spell school you
Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. know.
Key Stat Increase. +1 INT or WIL.
LEVEL 15 Subclass. Gain your Mage subclass feature.
LEVEL 5 Elemental Surge. A surge of adrenaline and your attunement with the ele- Upgraded Cantrips. Your cantrips grow stronger.
ments grants you additional power as combat begins. When you roll initiative,
gain 1d4+WIL mana (this expires at the end of combat if unused). LEVEL 16 Tier 8 Spells. You may now cast tier 8 spells and upcast spells at tier 8.
Secondary Stat Increase. +1 STR or DEX. Key Stat Increase. +1 INT or WIL.
Upgraded Cantrips. Your cantrips grow stronger.
LEVEL 17 Elemental Surge (3). Your Elemental Surge ability is now 3d4+WIL.
LEVEL 6 Tier 3 Spells. You may now cast tier 3 spells and upcast spells at tier 3. Secondary Stat Increase. +1 STR or DEX.
Elemental Mastery (2). Learn the Utility Spells from a 2nd spell school you
know. LEVEL 18 Tier 9 Spells. You may now cast tier 9 spells and upcast spells at tier 9.

LEVEL 7 Subclass. Gain your Mage subclass feature. LEVEL 19 Epic Boon. Choose one Epic Boon.

LEVEL 8 Tier 4 Spells. You may now cast tier 4 spells and upcast spells at tier 4. LEVEL 20 Archmage.IncreaseanytwoofyourstatsbyThe
1. rsttieredspellyou
Key Stat Increase. +1 INT or WIL. each encounter costs 1 Action less and 5 fewer mana.
Upgraded Cantrips. Your cantrips grow stronger.

32 33
SPELLSHAPER
Gain Spellshaper abilities as you level up, you may use one per turn.
Extra–Dimensional Vision. (2 mana) You may
ignore the line of sight requirement of a spell. Your
spell will phase though barriers and obstacles to
Elemental Destruction. (1+ mana) After you
hit with a spell, you may spend 1 or more mana
(up to your WIL) to reroll 1 die per mana spent.
SUBCLASSES
reach a target you know of within range.
MAGE OF CONTROL
Stretch Time. (2 mana) Reduce the Action cost LEVEL 3 Demand Control. Whenever you miss with an attack or an effect you cause is
Dimensional Reach. (1+ mana) Increase of a spell by 1 (min 1). saved against, Demand Control: choose 1 option from the Control Table.
the range of a spell by 30 ft. for each additional
Elemental Transmutation. (1 mana) Change
mana. LEVEL 7 At Any Cost. Learn one cantrip and one tiered spell from the Necrotic school.
the damage type of a spell to: Fire, Ice, Light-
Echo Casting. (2×mana, min. 1 mana) When ning, Necrotic, or Radiant. You may change these whenever you Long Rest.
you cast a tiered, single-target spell, you may Nullify. Ignore all disadvantage and other negative effects on your next Action
Methodical Spellweaver. (–2 mana) Spend this turn. Demand Control. 1/ encounter.
cast a copy of that spell on a 2nd target for free.
1 additional Action to reduce the mana cost of a
spell by 2 (min 1). LEVEL 11 Steel Will. Whenever you would fail a concentration check, you may succeed
instead. 1/ Long Rest. Whenever you roll a 1 on an Elemental Surge die, you
Study! Whenever you spend time studying arcane books or are tutored by a higher level Mage during a Long may reroll it once.
Rest you may exchange one of these abilities you know with a different one.
LEVEL 15 Supreme Control. You may trigger your Demand Control effects twice. When
you cast a spell, you may spend 1 additional mana to Demand Control.

CONTROL TABLE MAGE OF CHAOS


Magic is dangerous. You can stitch its fraying edges together to your own benefit… for a time. Choose one
that has not been chosen yet. Resets when you roll initiative or when all options have been chosen. LEVEL 3 Invoke Chaos. Whenever you cast a spell, you can choose to spend 1 less
mana. Whenever do this or whenever you crit, Invoke Chaos: Roll on the Chaos
I INSIST. Cast a cantrip for free, it cannot miss. Table.

ELEMENTAL AFFLICTION. A creature of your choice within 60 ft. gains the Charged, Smoldering, or LEVEL 7 Tempest Mage. Learn one cantrip and one tiered spell from the Wind school.
Slowed (movement speed halved during their next turn) condition. You may change these whenever you Long Rest.
Chaos Lash. Reaction (when an enemy moves adjacent to you): They are
NO. Choose a creature, it cannot harm a creature of your choice during its next turn.
pushed back 10 ft. and on a failed WIL save, knocked prone as well. Invoke
LOSE CONTROL. Do ALL of the above but the GM chooses each time. Chaos. 1/ encounter.

LEVEL 11 Thrive in Chaos. Whenever you Invoke Chaos, you may roll twice and cause
both effects. 1/Long Rest, you may choose which roll to use instead.
CHAOS TABLE LEVEL 15 Master of Chaos. Whenever you Invoke Chaos, roll with advantage.
Where is the Chaos Table?Ifyoujresureyouwanttospoilit,youcannditonbackinsidecoverofthe
GMbook.Sufceittosay,rolling really
ais
1 but
badrolling a 20 is AWESOME. Let chaos reign!

34 35
I
will protect my companions and vanquish evil at all costs. Various orders of these
zealous, holy warriors, have attained great physical and radiant strength through
absolute devotion to a higher power in the form of oaths. Through their strength,
both physical and radiant, nothing can sway them from their hunger for justice and
their fervent pursuit and hatred of evil.

The mark of a true Oathsworn, however, is their willingness to lay down their life for
their friends. As an Oathwsorn you can:

• Defend with Devotion: Shield your allies from harm and channel righteous
judgment. The more you face evil, the more potent your strikes become.
• Divinely Protect: Stand as a bastion of defense, safeguarding allies even from
afar. Your presence brings justice to every corner of the realm.

OATHSWORN
ARTIST: WARMTAIL

• Beacon of Virtue: Mend wounds, discern truth from ill intent and inspire
others to embrace your noble cause with unwavering conviction.

36 37
OATHSWORN LEVEL 7 Subclass. Gain your Oathsworn subclass feature.
Master of Radiance. Choose 1 Radiant Utility spell.
Key Stats: STR, WIL Hit Die: 1d10 (starting HP 17)
Saves: STR+, DEX– Armor: All Weapons: STR LEVEL 8 Tier 4 Spells. You may now cast tier 4 spells and upcast spells at tier 4.
Key Stat Increase. +1 STR or WIL.
LEVEL 1 Judgment Dice. Whenever an enemy attacks you, gain a d8 Judgment Die.
LEVEL 9 Sacred Decree (3). Learn a 3rd Sacred Decree.
When you make a melee attack, expend all of your Judgment Dice. If the attack
Secondary Stat Increase. +1 DEX or INT.
hits, deal additional radiant damage equal to the sum rolled. The maximum
number of Judgment Dice you can have is equal to your WIL and they expire LEVEL 10 Tier 5 Spells. You may now cast tier 5 spells and upcast spells at tier 5.
when combat ends. Upgraded Cantrips. Your cantrips grow stronger.
Lay on Hands. Gain a magical pool of healing power. This pool's maximum is
always equal to 5×LVL and recharges on a Long Rest. Action: Touch a target and LEVEL 11 Subclass. Gain your Oathsworn subclass feature.
spend any amount of remaining healing power, restore that many HP. Master of Radiance (2). Choose a 2nd Radiant Utility spell.

LEVEL 2 Mana and Radiant Spellcasting. You unlock tier 1 Radiant spells, cantrips, LEVEL 12 Sacred Decree (4). Learn a 4th Sacred Decree.
and a mana pool to cast them. This mana pool's maximum is always equal to Key Stat Increase. +1 STR or WIL.
WIL+LVL and recharges on a Long Rest.
Condemning Strike. Whenever you hit with a melee attack, you can spend LEVEL 13 Tier 6 Spells. You may now cast tier 6 spells and upcast spells at tier 6.
mana to roll a Judgment Die for each mana spent (up to your highest unlocked Secondary Stat Increase. +1 DEX or INT.
spell tier, this can increase your Judgment Dice beyond your natural maximum).
LEVEL 14 Sacred Decree (5). Learn a 5th Sacred Decree.
Paragon of Virtue.AdvantageonIntuencecheckstoconvincesomeonewhen
you are forthrightly telling the truth, disadvantage when misleading. LEVEL 15 Subclass. Gain your Oathsworn subclass feature.
Upgraded Cantrips. Your cantrips grow stronger.
LEVEL 3 Subclass.Commityourselftoanoathandgainitsbenets.
Sacred Decree. Learn 1 Sacred Decree. You may choose different Oathsworn LEVEL 16 Sacred Decree (6). Learn a 6th Sacred Decree.
optionswheneveryouperformaseltessactduringaLongRest. Key Stat Increase. +1 STR or WIL.
LEVEL 4 My Life, for My Friends. You can Interpose for free. LEVEL 17 Tier 7 Spells. You may now cast tier 7 spells and upcast spells at tier 7.
Key Stat Increase. +1 STR or WIL. Secondary Stat Increase. +1 DEX or INT.
Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2.
LEVEL 18 Unending Judgment. You always have at least 1 Judgment Die.
LEVEL 5 Judgment Dice (2). When you are attacked, gain 2 Judgment Dice instead.
Secondary Stat Increase. +1 DEX or INT. LEVEL 19 Epic Boon. Choose one Epic Boon.
Upgraded Cantrips. Your cantrips grow stronger.
LEVEL 20 Glorious Paragon. Increase any two of your stats by 1. Whenever you Inter-
LEVEL 6 Tier 3 Spells. You may now cast tier 3 spells and upcast spells at tier 3. pose, you may Defend for free.
Sacred Decree (2). Learn a 2nd Sacred Decree. Upgraded Cantrips. Your cantrips grow stronger.

38 39
SACRED DECREES SUBCLASSES
Blinding Aura. Action: Enemies within your Reliable Justice. At the start of your turn gain 1 OATH OF VENGEANCE
aura are Blinded until the end of their next turn.
Judgment Die. LEVEL 3 Aura of Zeal. Double the maximum number of Judgment Dice you can have.
1/ Long Rest. You gain an aura with a radius of 20 ft.; when you or an ally within your aura
Shining Mandate. Whenever you would gain receives a critical hit gain 2 Judgment Dice.
a Judgment Die beyond your maximum, give
it to an ally within your aura instead. You have LEVEL 7 Avenger. Whenever you or an ally within your Aura gains a wound, gain that
advantage on skill checks to see through illusions. many Judgment Dice and you may move up to half your speed for free.
Courage! When you or any ally within your
aura would drop to 0 HP they are set to 1 HP Stand Fast, Friends! Whenever you roll LEVEL 11 Unerring Judgment. Whenever you would roll a 1 while you have any
instead. 1/ encounter. Judgment Dice, reroll the attack.
Initiative, grant allies temp HP equal to your
STR+CHA. You and allies within your aura have LEVEL 15 Maximum Judgment. Your Judgment Die is now a d12.
Explosive Judgment. 3 Actions: Expend all
advantage against fear, and effects that would
of your Judgment Dice, deal that much radiant
move or knock prone.
damage to all enemies within your aura. 1/
Encounter.
OATH OF REFUGE
Unstoppable Protector. Gain +5 ft. speed. LEVEL 3 Aura of Refuge. Your shields grant +2 Armor, and count as your spellcasting
You may Interpose even if you are restrained, focus. You gain an aura with a radius of 20 ft. and can Interpose for an ally
Improved Aura. Your aura increases to a 30
stunned, or otherwise incapacitated. If you anywhere within your aura.
ft. radius.
Interpose for a noncombatant NPC you may
Radiant Aura. Action: End any single harmful Interpose again this round. LEVEL 7 Face Me, Foul Creature! When you Interpose, the attacking enemy is also
condition or effect on yourself or another willing Taunted until the end of their next turn.
Well Armored. Whenever you Interpose, gain
creature within your aura. You can use this feature
temp HP equal to your STR. LEVEL 11 Glorious Reprieve. You and allies in your aura cannot drop below 1 HP.
WIL times/Long Rest.
Whenever this triggers, they gain 1 Wound instead (heroes still die at max
Wounds).

LEVEL 15 Divine Grace. You are resistant to all damage while Interposing.

40 41
T
otally NOT evil. Why would you even say that? Great power sometimes comes
from… horrible places. But what’s the alternative, spend our entire lives…
STUDYING?! Now that’s horrible. Who’d want to waste their lives reading
books —learning magic the hard way—when you’re charismatic enough to ask an
ancient horror beyond comprehension to do it for you? If there’s power being handed
out, it’d be ungrateful for me to turn it down, really.

SowhatifIwearblackandhavetooccasionallysacriceananimalhere
while chanting? Does that automatically mean I’m evil — *Pfft,* hardly! Not every
ANCIENT HORROR is the same, that’s like saying crowblack and spiderblack are the
same. Okay, bad examples but the point stands. If you’re tired of swinging swords
around and getting sweaty like a peasant, just summon a horde of shadow minions to

SHADOWMANCER
do your bidding. They’re always eager to serve! As a Shadowmancer:

• Unspeakable Power Awaits: Use your charm to forge pacts with ancient,
unfathomable entities. Drawing upon their incomprehensible power to crush
foes and bend the shadows to your will.
• Master Shadow Minions: Summon legions of shadowy minions to
ARTIST: ASHE SAMUELS

overwhelm your adversaries and bolster your magical abilities. Let them swarm
your foes, serving as both sword and fodder in your quest for dominance.

42 43
Key Stats: INT, DEX Hit Die: 1d8 (Starting HP 13) LEVEL 9 A Gift from the Master (3). Choose a 3rd Greater Shadow Invocation.
Saves: INT+, WIL– Armor: Cloth Weapons: Daggers, Scythes, Wands Secondary Stat Increase. +1 STR or WIL.

LEVEL 6 Conduit of Shadow. Your Patron grants you knowledge of: LEVEL 10 Tier 4 Spells. You may now cast tier 4 spells, your spells are cast at this tier.
Shadow Blast. (Necrotic cantrip, 1 Action, 1/turn, Range:60 ft.) 1d12+INT Upgraded Cantrips. Your cantrips grow stronger.
damage. Higher Levels: +1d12 damage every 5 levels.
Summon Shadows. (Necrotic cantrip, 1 Action) Summon a d12 shadow LEVEL 11 Subclass. Gain your Shadowmancer subclass feature.
minion adjacent to yourself (the maximum number of minions you can Lesser Invocation (2). Choose a 3rd Lesser Shadow Invocation.
summon this way is equal to your INT or LVL, whichever is lower).
LEVEL 12 Greedy Pact. When you have 0 mana you may beg your Patron for more power
than your body could normally handle. As you cast the spell make a STR save:
1–9, gain 1 Wound. 20+, cast the spell as if it were 1 tier higher.
Key Stat Increase. +1 INT or DEX.

LEVEL 13 Tier 5 Spells. You may now cast tier 5 spells, your spells are cast at this tier.
LEVEL 7 Trusted Conduit. Your Patron teaches you cantrips and 1st tier Necrotic spells, Secondary Stat Increase. +1 STR or WIL.
and gives you a portion of their own mana equal to your INT to cast them. Tiered
spells cast this way expend 1 mana and are always cast at the highest tier you have LEVEL 14 A Gift from the Master (4). Choose a 4th Greater Shadow Invocation.
unlocked. This mana recharges as you commune with your Patron on a Long Rest. Shadowmastery (3). You know all Necrotic Utility Spells.
LEVEL 8 THE PACT IS SEALED. Choose a subclass and 1 Lesser Shadow Invocation. LEVEL 15 Subclass. Gain your Shadowmancer subclass feature.
Whenever you commune with your Patron on a Long Rest you may choose Upgraded Cantrips. Your cantrips grow stronger.
different Invocations of the same kind (they may ask for something in return).
LEVEL 16 Tier 6 Spells. You may now cast tier 6 spells, your spells are cast at this tier.
LEVEL 9 Key Stat Increase. +1 INT or DEX. Key Stat Increase. +1 INT or DEX.
A Gift from the Master. Choose 1 Greater Shadow Invocation.
LEVEL 17 Dire Shadows. Attacks against your shadows are made with disadvantage.
LEVEL 1 Tier 2 Spells. You may now cast tier 2 spells, your spells are cast at this tier. They take no damage from successful saves.
Secondary Stat Increase. +1 STR or WIL. Secondary Stat Increase. +1 STR or WIL.
Upgraded Cantrips. Your cantrips grow stronger.
LEVEL 18 A Gift from the Master (5). Choose a 5th Greater Shadow Invocation.
LEVEL 0 A Gift from the Master (2). Choose a 2nd Greater Shadow Invocation.
Shadowmastery. Choose 1 Necrotic Utility Spell. LEVEL 19 Epic Boon. Choose one Epic Boon.
Tier 7 Spells. You may now cast tier 7 spells, your spells are cast at this tier.
LEVEL 2 Subclass. Gain your Shadowmancer subclass feature.
Tier 3 Spells. You may now cast tier 3 spells, your spells are cast at this tier. LEVEL 20 Eldritch Usurper. Increase any two of your stats by 1. You may summon 2
shadows at a time anywhere within 30 ft., and they die only when they receive
LEVEL 3 Key Stat Increase. +1 INT or DEX. 12 or more damage at one time.
Lesser Invocation. Choose a 2nd Lesser Shadow Invocation. Upgraded Cantrips. Your cantrips grow stronger.
Shadowmastery (2). Choose a 2nd Necrotic Utility Spell.

44 45
LESSER INVOCATIONS
Abhorrent Speech. You can communicate with Gaze of Two Minds. Touch a willing creature
horrible creatures (aberrations, undead, etc.).
Beguiling Influence.Youmayrerollan
and perceive through its senses instead of your
own for as long as you hold concentration.
- Intu SUBCLASSES
ence check 1/ day. Knowledge from Beyond. Whenever you fail
Blood Sight. You may reroll an Examination an Insight or Arcana check, you may gain 1 Wound PACT OF THE RED DRAGON
check 1/ day. Additionally, you can detect traces of to succeed instead. LEVEL 3 Draconic Crimson Rite. Your Patron grants you knowledge of Fire spells.
blood on a surface, even after it has been cleaned. My Favored Pet. One shadow minion can Yourshadowminionsbecometamingshadowsofreddragonwyrmlings
Devoted Acolyte. Learn 2 of the following begrudgingly tolerate you outside of combat. ShadowBlastandminionscandealreornecroticdamageandinti
languages: Celestial, Draconic, Deep Speech, It can (very creepily) do any menial task a below Smoldering condition whenever they would crit.
Infernal, or Primordial. Advantage on Lore checks average commoner could.
related to those languages. Voice of the Dark. You can communicate tele- LEVEL 7 We’ll ALL Burn! You may cast Pyroclasm for 0 mana by including yourself in
Eldritch Sense. You have advantage to detect pathically with 1 humanoid at a time within 30 ft. the damage. You have advantage on the save. Choose 1 Fire Utility spell.
disguised or hidden creatures. You can sense the Whispers of the Grave. 1/day, you can ask a
presence any shapechanger or creature concealed dead creature 3 yes/no questions. It can never be LEVEL 11 Heart of Burning Fire. Regain 1 mana each time you roll initiative. This mana
by magic while within 30 ft. of them. questioned this way again. expires at the end of combat if unused.

LEVEL 15 Enveloped by the Master. Gain 1d4 Wounds to cast Dragonform for 0 mana.

GREATER INVOCATIONS PACT OF THE ABYSSAL DEPTHS


Hungering Shadows. Whenever one of your One with Shadows. Action: When you are in
shadows would crit, you regain 1 spent mana. This an area of dim light or darkness you may become LEVEL 3 Master of Nightfrost. Your Patron grants you knowledge of Ice spells. Gain
expires if unspent at the end of combat. Invisible until you move or attack. the ability to breathe underwater. Your shadow minions become beings of
Swarming Shadows. Whenever one of your Repelling Blast. When you hit a medium or nightfrost. Your shadow blast and minions can deal cold or necrotic damage
shadows would crit, summon another shadow smaller creature with Shadow Blast, you can push and whenever they would crit, you gain INT+LVL temp HP.
minion adjacent to the target. the creature up to 10 ft. away from yourself.
Vengeful Blast. Whenever a minion dies you Shadow Warp. Action: Switch places with a crea- LEVEL 7 Shadowfrost. Your Shadow Blast also reduces the target's speed by half until
may cast Shadow Blast as a reaction (even if you ture within 60 ft. that has been dealt necrotic the end of their next turn. You can cast Frost Nova for 0 mana by expending 10
already cast it this turn). damage this turn. temp HP. Choose 1 Ice Utility spell.
Armor of Shadows. Reduce all damage you Fiendish Boon. Increase your DEX or INT by 1.
receive by an amount equal to the number of You have 1 fewer maximum Hit Dice. LEVEL 11 Glacial Resilience. (Reaction, when you would Defend, 1/ Long Rest) Gain
minions you have. Shadow Magus. Your minions gain an attack 10×LVL temp HP and end ALL negative conditions on yourself. At the start of
Shadow Spear. Increase your Shadow Blast Range of 20 ft. and deal d10 damage instead. your next turn any remaining temp HP are lost.
range to 90 ft., it ignores cover, and you may Shadow Rush. When your shadow minions
attack prone targets with advantage instead of attack, instead of rolling damage you may have LEVEL 15 Cryomancer’s Call. Pay half your maximum HP (rounded down, you cannot
disadvantage. any number of them deal the maximum amount
and die. pay HP that you do not have), to cast ANY Ice spell for 0 mana.

Remember! Whenever you commune with your Patron on a Long Rest you may choose different Invocations of
the same kind (they may ask for something in return).

46 47
L
etallwhoareaftictedcome,Iwillmendthybonesandsoothethywo
Thou shalt revere the gifts of life and death: Neither of which is ever given or
taken, rather we are all souls merely journeying between this realm and that
ofthebeyond.Butalas,oftendothesewanderingsoulsndthemselve
guidance. And thus falls upon the Shepherd the solemn duty—to be a beacon of light
to those ensnared in darkness, and darkness to those who, in hubris, deem themselves
to be the light.

Formany,thejourneyofserviceisadifcultpathhyetinthistaskwear
Lifebinding Spirits, the steadfast companions of our faith, are bound beside us, comforting
and aiding us in the stewardship we’ve been given. As a Shepherd you:

• Embrace the Balance: Embody the forces of Life and Death, wielding spells
from your chosen domains. As you walk the path of balance, ponder which way
the scales shall tip: towards healing or harm?

SHEPHER D
• Lead a Faithful Companion: Summon a Lifebinding spirit to your side,
providing invaluable support in battle. Whether bolstering allies with healing
ARTIST: SEAN VIMES

or harm with righteous fury, your spirit companion stands ready to aid in the
struggle.

48 49
SHEPHERD
Key Stats: WIL, STR Hit Die: 1d10 (Starting HP 17)
Saves: WIL+, DEX– Armor: Mail, Shields Weapons: STR, Wands LEVEL 6 Tier 3 Spells. You may now cast tier 3 spells and upcast spells at tier 3.
Master of Twilight (2). Choose a 2nd Necrotic and Radiant Utility spell.
LEVEL 6 Keeper of Life & Death. You know Radiant and Necrotic cantrips.
Searing Light. LEVEL 7 Subclass. Gain your Shepherd subclass feature.

LEVEL 8 Tier 4 Spells. You may now cast tier 4 spells and upcast spells at tier 4.
Key Stat Increase. +1 WIL or STR.

LEVEL 9 Sacred Grace (2). Choose a 3rd Sacred Grace.


LEVEL 4 Mana and Unlock Tier 1 Spells. You unlock tier 1 Radiant and Necrotic Secondary Stat Increase. +1 INT or DEX.

LEVEL 10 Tier 5 Spells. You may now cast tier 5 spells and upcast spells at tier 5.
Summon Lifebinding Spirit. Upgraded Cantrips. Your cantrips grow stronger.

LEVEL 11 Subclass. Gain your Shepherd subclass feature.


Master of Twilight (3). You know all Necrotic and Radiant Utility spells.

LEVEL 12 Tier 6 Spells. You may now cast tier 6 spells and upcast spells at tier 6.
Flavor is Free. Key Stat Increase. +1 WIL or STR.
Outside of Combat. LEVEL 13 Sacred Grace (3). Choose a 4th Sacred Grace.
Secondary Stat Increase. +1 INT or DEX.

LEVEL 14 Tier 7 Spells. You may now cast tier 7 spells and upcast spells at tier 7.

LEVEL 15 Subclass. Gain your Shepherd subclass feature.


Upgraded Cantrips. Your cantrips grow stronger.

LEVEL 16 Tier 8 Spells. You may now cast tier 8 spells and upcast spells at tier 8.
Key Stat Increase. +1 WIL or STR.
LEVEL 2 Subclass. LEVEL 17 Revitalizing Blessing. Whenever you roll a 6 or higher on any healing die,
Master of Twilight. the target may recover one Wound. 1/round.
Secondary Stat Increase. +1 INT or DEX.
LEVEL 1 Tier 2 Spells.
Key Stat Increase. LEVEL 18 Tier 9 Spells. You may now cast tier 9 spells and upcast spells at tier 9.
LEVEL 8 Sacred Grace. LEVEL 19 Epic Boon. Choose one Epic Boon.

LEVEL 20 Twilight Exemplar. Increase any two of your stats by 1. Your Lifebinding
Secondary Stat Increase. Spirit rolls twice as many dice.
Upgraded Cantrips. Upgraded Cantrips. Your cantrips grow stronger.

50 51
SUBCLASSES
SHEPHERD OF LIFE
LEVEL 3 Merciful Healing. When an effect caused by you heals a Dying creature they
are healed for twice as much. Your Lifebinding Spirit can act 1/ round for free

SACRED GRACES while you are Dying.


Life is Beautiful.Harmlessandlovelycreaturessuch- asbutterties
ming birds are attracted to your presence and often follow you. Flowers bloom
Assist Me, My Friend! Whenever you make Guiding Spirit. WhenyourLifebindingSpirit more vibrantly in your presence.
yourrstmeleeattackeachround,you rollsmayadd
aor
6 higheronitsdamagedie,thetarget
yourLifebindingSpiritjsdamageto begins
theattack.
toglowwithradiantlight.Thenextattack LEVEL 7 Conduit of Light. When an effect you control would heal HP, you may expend
againstthattargethasadvantage. 1 use of Searing Light to heal (or damage, ignoring armor) another target within
30 ft. of yourself for the same amount.
Empowered Companion: Whenever you
spendmanatocallforthyourLifebinding Hasty Companion:
Spirit, YourLifebindingSpiritcan LEVEL 11 Powerful Healer. WIL times per Long Rest, whenever you would roll dice to
youcastitasifyouspentadditional 1 heal mana.
orattack
The targetswithinft.
0 ofyouandit heal damage, you may instead heal the maximum amount of damage or give
maximumdiesizeisnowad2. 0 canalsoactforfreeimmediatelywheneveritis that many temp HP.
summoned.
LEVEL 15 Empowered Conduit. Your Conduit of Light may target 1 additional creature
Light Bearer. Regainuse
1 ofSearingLight and you regain 1 charge of Searing Light whenever you roll Initiative. This
wheneveryourollinitiativethis ( Notexpires
beyond MY ifreach. Youmaytarget charge is lost if unspent at the end of combat.
unspentattheendofcombat). creatureswhohavebeendeadlessthanminute 1
forhealingasiftheywerestillalive.Forevery
Vengeful Spirit. Action:YourLifebindingHP 0 1 theyarehealedthisway,Wound 1 is
SHEPHERD OF DEATH
LEVEL 3 Soul Reaper. When you use Searing Light to harm an enemy, make a 2nd
Spiritsacricesitselftotransform recovered
intoaswirling
aswell. enemy within range take the same amount of damage (ignoring armor).
vortexofradiantlight.Attheendofyourturn, Harbinger of Decay. Vibrant colors and lovely smells are suppressed near
itdamagesallenemieswithinft. 1 ofIlluminate
you, Soul. Action:Acreaturewithin0 3 you. Foods spoil more rapidly in your presence and you frequently awaken
ignoringarmorandcover.Thislasts ft.for
begins
anumbertoglowwithradiantlight.Forround,
1 totieswhereveryoulodge.YoumayhaveyourLifebindingSpiritshi
deathly version of itself (a zombie dog, a devious imp, etc.) and have its dam-
ofroundsequaltothehealingcharges attacksleftagainst
on themaremadewithyourchoiceof
age type become necrotic.
theLifebindingSpirit.Thiseffectends advantage
earlyifor youdisadvantage.YoumaydothisWIL
summonyourspiritagain. timesperLongRest. LEVEL 7 Veilwalker’s Blessing. Reaction (when you would drop to 0 HP): You may
drop to 1 HP instead and force an enemy within 30 ft. to make a STR save. On a
failure, they die if they are already Bloodied, otherwise they become Bloodied.
1/ Long Rest.
Serve others. After spending a day tending to a sacred place or serving others during a Long Rest, you may
exchange a grace you know with a different one. LEVEL 11 Deathbringer’s Touch.YourrstmeleeattackeachroundagainstaBlo
creature is an automatic critical hit. Your Lifebinding Spirit deals additional
damage equal to your STR.

LEVEL 15 Conduit of Death. Your Veilwalker’s Blessing ability recharges whenever you
roll initiative. This charge is lost if unspent at the end of combat.

52 53
J
ust TRY and resist my charm… waithNO,donMt! Each Songweaver holds a spark
granted to him or her by a muse at birth, a spark which fuels their creative energy
andtowsforthintheformofasharpwit,relentlesshumor,ormovin

The power of a Songweaver’s spark is also evident in their powerful sway over others.
Songweavers can bolster and infuse courage in their allies, or… make their enemies’
brains leak out through their ears. The Songweaver can bring a whole new meaning to
verbalabuse!Theycanevenredirecttheoften ( justied)attacksofo
protect their own moneymakers. As a Songweaver you can:

SONGWEAVER • Charm the hapless people you meet and inspire your allies to reach fantastic
new heights!
• Use your Lyrical Weaponry and powerful charisma to dominate enemies and
call special friends to aid you in your journeys and battles. You can even redirect
attacks away from yourself and make enemies attack their own allies!
• Control the Battlefield with a chord of chaos, a rad heroic ballad, or a
debilitating rhapsody; make your allies and enemies alike dance to your tune!
ARTIST: CHEN GUIXIN

54 55
SONGWEAVER LEVEL 6 Tier 3 Spells. You may now cast tier 3 spells and upcast spells at tier 3.
Key Stats: WIL, INT Hit Die: 1d8 (starting HP 13) Windbag (2). Choose a 2nd Utility Spell from each spell school you know.
Saves: WIL+, STR– Armor: Cloth, Leather Weapons: DEX, Wands
LEVEL 7 Subclass. Gain your Songweaver subclass feature.
LEVEL 1 Wind Spellcasting and… You learn cantrips from the Wind school and 1
other school of your choice. You also know the cantrip Vicious Mockery: LEVEL 8 Tier 4 Spells. You may now cast tier 4 spells and upcast spells at tier 4.
Vicious Mockery. (Wind cantrip, Range 60 ft.) 1d4+INT psychic damage Key Stat Increase. +1 WIL or INT.
(ignores armor). The target’s next attack is made with disadvantage. High
LEVEL 9 Lyrical Weaponry (2). Choose a 2nd ability from the Lyrical Weapons list.
Levels: +3 damage every 5 levels.
Secondary Stat Increase. +1 STR or DEX.
Songweaver’s Inspiration. (Free Reaction) Allow an ally to reroll any single
die related to an attack or save (must keep either result). You can use this ability LEVEL 10 Tier 5 Spells. You may now cast tier 5 spells and upcast spells at tier 5.
2×WIL times/Long Rest. Upgraded Cantrips. Your cantrips grow stronger.

LEVEL 2 Mana and Unlock Tier 1 Spells. You unlock tier 1 spells in the schools you LEVEL 11 Subclass. Gain your Songweaver subclass feature.
know and gain a mana pool to cast them. This mana pool's maximum is always
equal to (WIL+LVL)×2 and recharges on a Long Rest. LEVEL 12 Tier 6 Spells. You may now cast tier 6 spells and upcast spells at tier 6.
Jack of All Trades. Whenever you Long Rest you may move a skill point as if Key Stat Increase. +1 WIL or INT.
you just leveled up.
Song of Rest. Whenever you Short Rest, you may play a song and allow any- LEVEL 13 Lyrical Weaponry (3). Choose a 3rd ability from the Lyrical Weapons list
one who spends Hit Dice to heal additional HP equal to your WIL. 1/ day. Secondary Stat Increase. +1 STR or DEX.

LEVEL 3 Subclass. Choose a Songweaver subclass. LEVEL 14 Tier 7 Spells. You may now cast tier 7 spells and upcast spells at tier 7.
Quick Wit. Whenever you roll initiative, you may regain 2 spent uses of your Windbag (3). You know all Utility Spells from the spell schools you know.
Songweaver’s Inspiration (these expire at the end of combat if left unused).
LEVEL 15 Subclass. Gain your Songweaver subclass feature.
Windbag. Choose 1 Utility Spell from each spell school you know.
Upgraded Cantrips. Your cantrips grow stronger.
LEVEL 4 Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2.
LEVEL 16 Tier 8 Spells. You may now cast tier 8 spells and upcast spells at tier 8.
Key Stat Increase. +1 WIL or INT.
Key Stat Increase. +1 WIL or INT.
Lyrical Weaponry. Choose 1 ability from the Lyrical Weaponry list. Whenever
you perform in a place that inspires you, or exchange barbs with another com- LEVEL 17 Lyrical Weaponry (4). Choose a 4th ability from the Lyrical Weapons list.
petent wordsmith during a Long Rest, you can exchange one of these abilities Secondary Stat Increase. +1 STR or DEX.
with a different one.
LEVEL 18 Tier 9 Spells. You may now cast tier 9 spells and upcast spells at tier 9.
LEVEL 5 A “People“ Person. You’ve met many people in your travels, some have even
agreed to come to your aid should you need it. Choose 2 friends you know, you LEVEL 19 Epic Boon. Choose one Epic Boon.
temporarily summon them via song. 1/Long Rest each.
LEVEL 20 I'm So Famous! Increase any two of your stats by 1. Your Songweaver's Inspi-
Upgraded Cantrips. Your cantrips grow stronger.
Secondary Stat Increase. +1 STR or DEX. ration cannot fail (continue rolling until you succeed).
Upgraded Cantrips. Your cantrips grow stronger.

56 57
LYRICAL WEAPONRY
Not My Beautiful Faaace! 1/ encounter, whenever

Inspiring Anthem.
SUBCLASSES
Song of Domination. Rhapsody of the Normal.
SONGWEAVER OF SNARK
LEVEL 3 Opportunistic Snark. You may cast Vicious Mockery as a reaction whenever
an enemy misses an attack, it deals double damage when cast this way.

LEVEL 7 Fight Picker. 1/round, when an enemy is damaged by your Vicious Mockery
Heroic Ballad.
you may have one of your allies Taunt them until the end of the enemy’s turn.

LEVEL 11 Chord of Chaos. Action: You may move ALL creatures within hearing of your
Perform! Whenever you perform in a place that inspires you, or exchange barbs with another competent song up to 15 ft. as long as they do not move into an obviously dangerous place.
wordsmith during a Long Rest, you can exchange one of these abilities with a different one.
1/encounter.

LEVEL 15 Words Like Swords. Your Vicious Mockery damage increases to 1d6+INT+

AP
“ EOPLE” PERSON WIL psychic damage.

Flavor is Free. If you'd rather have a more traditional bard type—a keeper of ancient legends—instead of people SONGWEAVER OF COURAGE
LEVEL 3 Inspiring Presence. Whenever you use Songweaver’s Inspiration, your allies
your backstory or one you've met along the way? Feel free to work with your GM and make it happen (as long as
the mechanics stay roughly the same), have fun! within 60 ft. who can hear you gain WIL temp HP.

LEVEL 7 Unfailing Courage. Your presence inspires others to feats of heroism and
Stompy. 3 Actions: Summon a huge hill giant for
courage heard of only in legend. Your Songweaver’s Inspiration allows your
useStompy’s Stomp: Mal, the malevolent imp. target to roll with advantage.

LEVEL 11 Fire in my Bones. Your Songweaver’s Inspiration also grants your target 1
additional Action.

LEVEL 15 Chorus of Champions. Free Reaction: Give all of your party members 1
on a failure. additional Action. 1/ encounter.
Gran Gran (NOT a hag).
Linos, the Everfriendly.

58 59
T
he trees whisper their excitement, the clouds sing with glee. Rejoice! The
Master of Storm & Fang arrives. All who would seek passage through the
ancient grove, heed this warning: Do not provoke the forest or its inhabitants.
Beseech for passage humbly, even if its guardian is unseen, rest assured that you…
are not.

Those who traverse the woodlands may feel the vigilant gaze of a Stormshifter upon them.
Legend speaks of an ancient union between mortal and dryad, birthing beings capable of
wielding lightning and tempests as others wield blade and shield. This is but half the tale.

STORMSHIFTER Wanderers recount encounters with beings, some wise and benevolent, others fearsome,
with claws that sparked like lightning and pelts, sharp as daggers. They are as one with
storm and beast, embodying the serene beauty and raw power of nature’s grace.

As a Stormshifter you can: Aid your allies in whatever role is needed, wading into
the fray as a shapeshifted beast and from friendly to Vicious, Indomitable, or Horrible

ARTIST: EARL LAN

to casting powerful spells from a distance to strike down, control, mend and more.

60 61
Stormborn. Gain resistance to lightning damage. You may gain advantage on
Key Stats: WIL, DEX Hit Die: 1d8 (starting HP 13)
a Naturecraft check or Concentration check. 1/day.
Saves: WIL+, STR– Armor: Cloth, LeatherWeapons: Staves, Wands
LEVEL 9 Chimeric Form (2). Select a 3rd Chimeric Form.
LEVEL 6 Master of Storms. You know cantrips from the Lightning and Wind schools. Expert Shifter (2). Gain 1 additional use of Beastshift per Long Rest.
Beastshift. Action: You can transform into a harmless land creature (e.g., cow, Secondary Stat Increase. +1 STR or INT.
squirrel, mouse, etc.). While transformed, you can speak with animals. This form
LEVEL 10 Tier 5 Spells. You may now cast tier 5 spells and upcast spells at tier 5.
lasts until you drop to 0 HP, cast a spell, or until you end it on your turn for free.
Upgraded Cantrips. Your cantrips grow stronger.
You have WIL Beastshift charges, they reset on a Long Rest.
LEVEL 11 Subclass. Gain your Stormshifter subclass feature.
Beast. Tiny
LEVEL 12 Tier 6 Spells. You may now cast tier 6 spells and upcast spells at tier 6.
Key Stat Increase. +1 WIL or DEX.
LEVEL 7 Savage Transformation. You can now Beastshift into a Beast of the Pack. Chimeric Form (3). Select a 4th Chimeric Form.
Mana and Unlock Tier 1 Spells. You unlock tier 1 Wind and Lightning spells Expert Shifter (3). Gain 1 additional use of Beastshift per Long Rest.
andgain a mana pool to cast these spells. This mana pool's maximum is always
equal to (WIL+LVL)×2 and recharges on a Long Rest. LEVEL 13 Secondary Stat Increase. +1 STR or INT.
Stormborn (2). Gain the following features:
LEVEL 8 Subclass. Choose a Stormshifter subclass. • Add your WIL to all tiered lightning spell damage.
Savage Transformation(2). You can now Beastshift into a Fearsome Beast. • Instead of rolling dice, you may deal the maximum damage of a Wind spell
by spending a use of your Beastshift feature.
LEVEL 9 Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. • Whenever you Beastshift, cast a cantrip for free.
Key Stat Increase. +1 WIL or DEX.
Stormcaller. Learn a Utility spell from each spell school you know. LEVEL 14 Tier 7 Spells. You may now cast tier 7 spells and upcast spells at tier 7.

LEVEL 1 Savage Transformation (3). You can Beastshift into a Beast of Nightmares. LEVEL 15 Subclass. Gain your Stormshifter subclass feature.
Upgraded Cantrips. Your cantrips grow stronger. Upgraded Cantrips. Your cantrips grow stronger.
Secondary Stat Increase. +1 STR or INT.
LEVEL 16 Tier 8 Spells. You may now cast tier 8 spells and upcast spells at tier 8.
LEVEL 0 Chimeric Form. Choose 2 Chimeric Forms. Whenever you shapeshift, you Key Stat Increase. +1 WIL or DEX.
may modify the form with a Chimeric Form you know.
Expert Shifter. Gain 1 additional use of Beastshift per Long Rest. LEVEL 17 Chimeric Form (4). Select a 4th Chimeric Form.
Tier 3 Spells. You may now cast tier 3 spells and upcast spells at tier 3. Secondary Stat Increase. +1 STR or INT.

LEVEL 2 Subclass. Gain your Stormshifter subclass feature. LEVEL 18 Tier 9 Spells. You may now cast tier 9 spells and upcast spells at tier 9.
Stormcaller (2). Learn a 2nd Utility spell from each spell school you know.
LEVEL 19 Epic Boon. Choose one Epic Boon.
LEVEL 3 Tier 4 Spells. You may now cast tier 4 spells and upcast spells at tier 4.
Key Stat Increase. +1 WIL or DEX. LEVEL 20 Archdruid. Increase any two of your stats by 1. You may cast a tier 5 spell
for free and for 0 mana when enter or leave a shapeshift form. 1/encounter.
Upgraded Cantrips. Your cantrips grow stronger.

62 63
BEASTSHIFT FORMS SUBCLASSES
BEAST OF THE PACK CIRCLE OF SKY & STORM
(Medium). You take the form of any medium beast. Gain +10 ft. speed, LVL temp HP,
LEVEL 3 Deepening Study. Choose the Ice or Radiant school, you know spells in the chosen
and you gain the Frenzy ability. Whenever you crit or kill one or more creatures in this
school, up to the tier you have unlocked.
form, increment the Frenzy die size one step (d4 » d6 » d8 » d10 » d12 » d20). This resets
Creature of the Fey. You may cast spells while Beastshifted.
when combat ends. Frenzy. Melee attack, 1d4+LVL slashing damage. Spend 1 mana
Attuned to Nature. Add LVL to any skill check related to nature or weather 1/day.
to roll with advantage (1/turn).
LEVEL 7 Raging Tempest. Whenever you land a critical hit with a tiered spell you may cast
FEARSOME BEAST a cantrip for free from a school you haven’t cast any spells from this turn (at the same
(Large). You take the form of any large beast. Gain DEX Armor, 2×LVL temp HP, and level of advantage or disadvantage).
the Gore ability. Whenever you crit or kill one or more creatures in this form, gain LVL
temp HP. Gore. Melee attack, 1d4+LVL slashing damage. On hit, the target is Taunted LEVEL 11 Primordial Force. Spending 2+ mana on a spell grants an additional effect:
until the end of their next turn. Spend 1 mana to use for free after you Interpose. • Ice. Gain WIL temp HP.
• Lightning. Deal additional damage equal to your WIL.
BEAST OF NIGHTMARES • Radiant. You may heal a creature within 30 ft. WIL HP.
(Tiny) Speed: 10 ft., Armor: 0. You shapeshift into the form of any tiny beast or insect • Wind.Gainatyingspeedthisturn,moveuptoft. 0 3 forfree.
(provided it is horrible ). You cannot be targeted with attacks until you make yourself
LEVEL 15 Master of Storm. You can concentrate on 1 lightning spell and 1 wind spell at the
conspicuous (e.g., if a creature saw you transform, or you attack). Gain the Sting ability.
same time. Can cast Ride the Lightning 1/Long Rest for 0 mana.
Sting. Reach 0 ft. Roll 1d4, on a hit you deal 1 piercing damage and the target is injected
with Dire Venom. Roll LVL d6 and deal that much unpreventable acid damage. On a
critical hit, roll d8s instead. You may only inject Dire Venom 1/round. CIRCLE OF FANG & CLAW
LEVEL 3 Swiftshift. Whenever you roll initiative, regain 1 spent use of Beastshift (this is lost
if unspent when combat ends) and you may Beastshift or move for free.

CHIMERIC FORM Unleash the Beast. While shapeshifted, instead of rolling dice for a melee attack
you may deal the maximum amount instead (this counts as a crit). WIL/encounter.
Friend of Beasts.Beastswillnotattackyouuntilyourst - harmthem.Y
Beast of the Sea. Can move, breathe, and checks.
ghtUnaffected by Blinded.
form into hamless beasts without spending a Beastshift charge.
underwater without penalty. Leader of the Pack. Advantage against fear and
Climber. Can walk across walls and ceilings, ignores charm effects for yourself and allies within 30 ft. LEVEL 7 Dire Beasts.Whilebeastshifted,gainadditional 1/ encounter each.
benets.
difcultterrain. Prehensile Tail. Creatures you hit in melee that • Beast of the Pack. Cast Chain Lightning for free, teleport anywhere in the area.
Fleet Footed. +10 ft. speed. Advantage on Stealth are your size or smaller are Grappled. If you hit a • Fearsome Beast. Cast Barrier of Wind for free. Gain 5 Armor this round.
check and against the Grappled condition. larger creature, you may move with it when it moves. • Beast of Nightmares. Cast Entice for free, the target rolls with disadvantage.
Earthwalker. Can burrow through dirt and Winged.ft. +10 speed,canty.Forcedmovement
unworked rock at half speed (leaving a tunnel behind). moves you twice as much. LEVEL 11 Master of Forms. Your shapeshift forms can have 2 Chimeric Forms at a time.
Advantage against the Prone condition. Phasebeast. When you enter or leave this form, you Animal Magnetism. You may cast Electrickery while shapeshifted for 1 Action.
Keen Senses. Advantage on Perception, and Assess may teleport up to 30 ft. away to a place you can see.
LEVEL 15 Master of Forms (2). You can Beastshift 2 additional times. Choose 2 additional
Chimeric Forms, your shapeshift forms can have 3 active at a time.
Be Wild. Whenever you spend a day with wild animals during a Long Rest you may choose different Stormshifter
options available to you.

64 65
S
teelbreedslaziness,thewayofthestrequiresdiscipline.Ass
disciplined, these warriors have dedicated their lives to the art of combat and the
discipline of the mind. They often begin training in isolated wilderness monasteries
almost as soon as they can walk, practicing the sacred martial arts of their order ceaselessly.

They have subjugated their bodies and minds completely; and can channel their discipline
into feats of supernatural agility, precision, and above all, speed
. The Zephyr is:

ZEPH Y R
• Unarmed and Dangerous: When unarmed and unarmored, you’re a relentless
forceonthebattleeld.Absorbblowsanddeliverdevastatings
in awe of your tenacity and speed.
• A Graceful Combatant: Move with unparalleled speed and determination, outpacing
your allies and foes alike. Seize the initiative and strike swiftly, ensuring you’re always
attheforefrontofcombat.Yourretexesallowyoutoretaliatewit
enemy strikes into opportunities for devastating counterattacks..
ARTIST: EARL LAN

66 67
ZEPHYR of your melee attacks.
Key Stats: DEX, STR Hit Die: 1d8 (starting HP 13)
Secondary Stat Increase. +1 INT or WIL.
Saves: DEX+, INT– Armor: None Weapons: Melee
LEVEL 6 Martial Master (2). Choose a 2nd Martial Arts Ability.
LEVEL 1 Iron Defense. Your Armor equals DEX+STR as long as you are unarmored. Kinetic Force. Whenever you gain a Wound, gain a burst of speed.
Swift Fists. Your unarmed strikes are not subject to disadvantage imposed by
Rushed Attacks and their damage is 1d4+STR. LEVEL 7 Subclass. Gain your Zephyr subclass feature.

LEVEL 2 Swift Feet. While unarmored, gain +10 ft. speed and +LVL initiative. LEVEL 8 Martial Master (3). Choose a 3rd Martial Arts Ability.
Kinetic Momentum. Each time you roll initiative, you gain DEX bursts of Key Stat Increase. +1 DEX or STR.
speed to empower your combat ability. You may spend 1 burst to use any of the LEVEL 9 Swift Feet (2). An additional +10 speed as long as you are unarmored.
following maneuvers: Secondary Stat Increase. +1 INT or WIL.
• Swift Defense. Defend for free and choose one:
• Dodgemanyblows. Defend for free against every melee attack until the LEVEL 10 Martial Master (4). Choose a 4th Martial Arts Ability.
start of your next turn. Kinetic Force (2). +1 additional burst of speed whenever you roll initiative.
• Dodgeheavyblow. The attack misses.
LEVEL 11 Subclass. Gain your Zephyr subclass feature.
• Flurry of Blows. Whenever you could attack, attack twice instead (ignoring
disadvantage from Rushed Attacks). 1/turn. LEVEL 12 Martial Master (5). Choose a 5th Martial Arts Ability.
• Step of the Wind. Move for free on your turn. While moving, you may Key Stat Increase. +1 DEX or STR.
move through the spaces of hostile creatures as if they were not there.
LEVEL 13 Unarmored Defense (2). Your Armor is 2×WIL+DEX while unarmored.
LEVEL 3 Subclass. Choose a Zephyr subclass. Secondary Stat Increase. +1 INT or WIL.
Ethereal Projection. 1/day. If you meditate for at least 10 minutes, you may
LEVEL 14 Martial Master (6). Choose a 6th Martial Arts Ability.
project an ethereal version of yourself a short distance through solid objects or
other barriers. You can see through your projection's eyes, other creatures can LEVEL 15 Subclass. Gain your Zephyr subclass feature.
see the projection as well.
Meditation. When you spend hit Dice during a Short Rest, you may meditate LEVEL 16 Martial Master (7). Choose a 7th Martial Arts Ability.
and gain advantage on the next save you make that day. Key Stat Increase. +1 DEX or STR.

LEVEL 4 Infuse Strength. You may make an unarmed strike against an ally and infuse LEVEL 17 Undying Soul. You have Advantage on STR saves while Dying.
them with a portion of your own strength instead of harming them. Expend a Secondary Stat Increase. +1 INT or WIL.
number of your Hit Dice up to your DEX. Heal them the sum of those dice+STR. LEVEL 18 Martial Master (8). Choose an 8th Martial Arts Ability.
Martial Master. Choose a Martial Arts ability. Whenever you spend time
meditating alone in a windy place during a Long Rest, you may exchange one LEVEL 19 Epic Boon. Choose one Epic Boon.
Martial Arts ability you know for another one.
LEVEL 20 Windborne. Increase any two of your stats by 1. +1 additional burst of speed
Key Stat Increase. +1 DEX or STR.
whenever you roll initiative. Permanently gain 1 Action (while Dying you have a
LEVEL 5 Reverberating Strikes. You learn to focus your energy and transfer it as an max of 2 actions).
additional concussive force into your foes. Add LVL bludgeoning damage to all

68 69
SUBCLASSES
MARTIAL ARTS ABILITIES WAY OF PAIN
I Jump On His Back! While moving with your Airshift. You cannot be Grappled while LEVEL 3 Share My Pain. Whenever you would be crit, reduce the damage by half. The
Step of the Wind, if you move into the space conscious. While moving, you may travel across attacker takes the same amount of damage you took (ignoring armor).
of a creature your size or larger you may jump all terrain as if it were normal ground, ignoring all Bring the Pain. You may turn any melee hit against you into a crit. 1/round.
onto its back. While on a creature this way, gain ill effects (e.g., walls/ceilings, water, treetops, lava,
advantage on melee attacks against it and any spikes, clouds, etc). LEVEL 7 Profound Discipline. Increase the max Wounds you can endure by 4.
damage you avoid is dealt to it instead. LEVEL 11 Pain Sharpens the Mind. While you are Bloodied, gain advantage on all
Quickstrike.WhenyouInterpose,youmayrst
Blur.WhenyouDefend,youmayrstmoveup make an unarmed strike against the enemy for free. Savesandtherstattackyoumakeeachturn.
to half your speed away, taking no damage if LEVEL 15 Not Finished Yet. While Dying you may use Infuse Life on yourself for free.
you are now out of range or have Full Cover. 1/ Enduring Soul. Each time you roll Initiative,
gain Hit Dice equal to the Actions you get on At any time while you have no Hit Dice remaining you may gain 1 Wound and
encounter. recover 1 Hit Die.
yourrstturn.TheseHitDiceexpireattheendof
Mighty Soul. You cannot be moved against combat if unused.
your will. Whenever you would fail a saving throw, WAY OF FLAME
you may gain a Wound to add your STR to the Kinetic Barrage. Whenever you miss an attack,
gain a cumulative +STR bonus to all damage you LEVEL 3 Exploding Soul. Whenever you gain a Wound or are crit, deal STR+Wounds
result you rolled. You may repeat this any number redamagetoanadjacentenemy(ignoringarmor)and - givethemthe
of times. do for the rest of this encounter (a disciplined martial
artist does not miss on purpose). dering condition.
Vital Rejuvination. When you receive healing for LEVEL 7 Blazing Speed. Gain +10 ft. speed while using Step of the Wind. After you
thersttimeonaturnyoumayhealanother Windstrider. If you move through the space of a
target
willing creature while using Step of the Wind they cease movement with Step of the Wind, enemies you passed through take STR
within 30 ft. HP equal to your STR. Fire damage.
can move with you, and choose any space adjacent
Use Momentum. Whenever you avoid all of the to your path of movement to end in. LEVEL 11 Chain Reaction.Wheneveryoulandacriticalhit,youmaydealredamag
damage of a melee attack (whether it misses or you equal to your STR+Wounds to any number of creatures adjacent to your target.
Defend), you may swap places with the attacker and Deep Patience. You may spend 1 Action to end Thenyoumaydealthisredamagetoanyothercreaturesadjacen
then choose another target now within the attack's any non-Wound condition on yourself. yet damaged by this effect. Repeat this any number of times.
reach, they are hit instead.
LEVEL 15 Burning Soul.Doubleanyredamageyoudeal.

70 71
STORY-BASED
SUBCLASSES
Sometimes the story you play takes a dramatic turn: All
but one party member dies, your Patron betrays you,
you save the life of a beast that now refuses to leave your
side…

These moments may call for an equally dramatic shift in


the class you’re playing, thus the story-based subclasses.
Generally these not appropriate to pick at level 1. At
your GM’s discretion, these can be chosen at any point
in a campaign when a story demands it, replacing your
existing subclass.

These classes may be a bit more mechanically involved,


and better suited for more experienced players but these
subclasses are NOT more powerful than others, just
different.

72 ARTIST: EARL LAN 73


OATHSWORN SUBCLASS:

OATHBREAKER
FALLEN, SEEKING REDEMPTION.
Dark Benediction.

Aura of Suffering.

OATHBREAKER LEVEL We all suffer.

Bring Me Your Pain.

ARTIST: EDWARD YORKE


LEVEL Torment.

LEVEL Exploit.

LEVEL Fearful Visage.

74 75
COMMANDER SUBCLASS:

SPELLBLADE
STEEL MEETS SPELL.
Arcane Command. Your focus on the arcane causes you to lose access to Weapon Mastery
and Combat Tactics (you still gain combat dice but spend them as mana to fuel your tiered
spells). Whenever you could choose a Combat Tactic or Weapon Mastery, instead choose another
Commander’s Order, cantrip, or a Tier 1 spell from any spell school. You can also infuse your
Commander’s Orders with magical power:
• Face Me! (Glimmering Decree). Reaction (after an ally within 60 ft. is crit): That enemy takes
STRd8 radiant damage (ignoring armor), is pulled up to 15 ft. toward you and Taunted by you
until you drop to 0 HP.
• Move it! Move it! (Borne upon the Wind). When you roll Initiative you may give yourself

also move for free.


• Hold the Line! (Crystalline Armor). 1/encounter. Reaction (when an ally drops to 0 HP): Command

While this temp HP lasts, melee attacker have their speed halved until the end of their next turn.
• Reposition! (Stormstride). Action or Reaction (on an ally’s turn): Command 1 ally to move

ARTIST: EDWARD YORKE


up to their speed (or 2 allies up to half their speed) for free. Then 1 ally who can hear you can
exchange places with 1 enemy. You gain the Charged condition.
• I can do this all day! (Rising Phoenix). Reaction (when you would drop to 0 HP): You may

SPELLBL ADE •
damage to each enemy within 10 ft. of you, they gain the Smoldering condition. 1/encounter.
Coordinated Strike! (Withering Strike). Any attacks made this way deal additional Necrotic
damage equal to a roll of your Combat Die. They are considered undead until the end of their next turn.

LEVEL 3 Deep Knowledge. Choose any tier 1 (or lower) spell and any Utility spell.
LEVEL 7 Deep Knowledge (2). Choose any tier 2 (or lower) spell and any Utility spell.
LEVEL 11 Deep Knowledge (3). Choose any tier 3 (or lower) spell and any Utility spell.
LEVEL 15 Deep Knowledge (4). Choose any tier 4 (or lower) spell and any Utility spell.

76 77
SHADOWMANCER SUBCLASS:

REAVER
CAST ASIDE. BORN ANEW.
Hollow One.

Bonescythe.

LEVEL Shadow Exploit.

Martyr Spawn.

REAVER ARTIST: CHEN GUIXIN


LEVEL

LEVEL
Grim Harrow.

Reap.

My Blood, My Power.
Otherworldly Might.

LEVEL I’m the Patron Now!

78 79
HUNTER SUBCLASS:

BEASTMASTER
TOGETHER, UNSTOPPABLE.
Beastmaster.

SMALL COMPANION
Keen Eyes.
Protect me!

Go for the Throat!

MEDIUM COMPANION
Ferocious.

Protect me!
Go for the Throat!

ARTIST: EARL LAN

BEASTMASTER
LARGE COMPANION
Alpha Protector.
Protect me!

Go for the Throat!

80 81

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