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Character Options

I
n this document are exposed several classes that Tribes and History
you can choose for your character in a Horizon-
Zero-Dawn-inspired adventure. These contents are Following the events of the Faro Plague, the human
designed to reflect the original flavour that you feel population was decimated. This resulted in the loss of their
in game, but with some changes due to the technological advancement and knowledge, as well as the
inevitable porting to a rpg like D&D. regression of their civilization. In order to adapt to the
This document is associated with the bestiary natural world once again, human societies reshaped
one, where you can find machines and brand new rules themselves into small groups of people, hoping to survive
designed specifically for this setting. References here. in a world ruled by the now-dominant machines.
These new tribes adopted a way of life similar to their
ancient ancestors, hunting and gathering food and
materials. Eventually, tribes grew larger, some even turning
their villages into towns and small cities, and developed an
Author's Note economy based on resources obtained from machines.
Every class in this document is designed for While some tribes are small and humble, others are
human characters, but I will try to enlarge the bigger, wealthier, and better organized. The Nora are
compatibility to other races, too. Further releases known as the first machine hunters.
will deal with more character options and variant
classes. Overview
Compared to the technological and societal advancement
of the Old Ones, the tribes of the 31st century are far less
advanced, resembling ancient indigenous cultures.
Although lacking in the technology developed by their
Table of Contents predecessors, the tribes have evolved into unique societies,
each with their own customs, laws, religions, and
Nora ............................................................................................ 3 hierarchies.
Background: Brave ................................................................... 3 A few tribes have assumed a sophisticated reputation.
Barbarian: Path of the Mother ............................................... 3 The Carja developed construction technology that allowed
Spell-less Ranger: Machine Hunter ...................................... 4 them to build permanent human settlements (such as their
Carja ............................................................................................ 5
capital city, Meridian) and construct working cranes and
elevators. Agriculture is a major part of their lifestyle, as is
Background: Member of the Lodge .......................................6 trading and mining. The leader of the Carja is a monarch
Rogue: Cauldron Seeker ......................................................... 6 called the Sun-King, and they worship the sun as a sort of
Cleric: Sun Domain ..................................................................7 divine entity. From an economic and militaristic standpoint
Oseram .......................................................................................8 as well, they are considered the most advanced of the
Variant Class: Oseram Paladin .............................................. 8 featured tribes. Also considered an advanced tribe are the
Background: Ingenious Crafter ..............................................9 Oseram, who are known for their craftsmanship and
Paladin: Oath of Metal World ................................................. 9 metalwork; they have invented powerful weapons
Oseram Spells .........................................................................10 resembling guns and cannons.
Banuk ....................................................................................... 11 Other tribes remain hunter-gatherer societies, foraging
Background: Shaman Adept ................................................ 12 and hunting for food and resources. The Nora tribe is a
Druid: Circle of The Cut ........................................................12 prime example, and their technology is developed solely for
Banuk Spells ........................................................................... 13 the purpose of hunting. They are a reclusive society, with
tribe members rarely leaving Nora territory. Their leaders,
Equipment ............................................................................14 the Matriarchs, are responsible for governing the tribe; they
Weapons ................................................................................... 14 are also religious leaders and guide the tribe in the worship
Recipes ......................................................................................15 of a goddess they call All-Mother. The Banuk are another
Heavy Weapons .......................................................................17 reclusive, hunter-gatherer tribe who rarely venture outside
Friends and Foes ........................................................... 18 their territory despite being a nomadic society.
Nora NPCs ...............................................................................18 Relations between tribes can range from friendly to
Carja NPCs ..............................................................................19 hostile: the Carja infamously waged war with the Nora and
Banuk NPCs ............................................................................20 Oseram. Later on, the Carja and Oseram became closely
Credits .................................................................................... 21
allied. Other tribes prefer an isolationist policy, though
trade may still occur.

TRIBES | NORA
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The Nora rarely leave the Sacred Land, and those who do
Nora rarely return. Most are content to live in the relatively
The Nora tribe is a matriarchal human tribe with strong peaceful valley, although increasingly aggressive machines
taboos against the technology of the ancient world and have posed a serious threat to their home.
talking to outcasts.
Nora Class Options
History Here is a list of backgrounds and sub-classes that Nora
Recently, the Nora were in conflict with the Carja, a rival tend to choose as a direct derivation of their culture,
tribe that had imprisoned and enslaved their people in the though exceptions exist.
past. Under the Mad Sun-King Jiran, the Red Raids
claimed the lives of many Nora, but the next Sun-King, Background: Brave
Avad, sought a more peaceful approach, which led to two Braves are skilled hunters who provide protection to the
years of peace before the recent conflicts broke out. Due to tribe by staving off dangerous machines and hostile
the ferocity of their defense during the raids, the Carja outsiders from the Sacred Lands. Their duties include
came to regard them as brave and fierce warriors, albeit hunting for food, escorting parties of gatherers, and
technologically and socially backwards. defending the Sacred Lands.
At one point, a Carja scribe by the name of Aman Skill Proficiencies: Athletics, Survival
traveled to the edge of Nora territory to collect what Tool Proficiencies: One type of gaming set
information he could find on the tribe. He also expressed a Equipment: An insignia of rank, a hunting trap, a trophy
desire to return with a diplomatic expedition, including a from an animal you killed, a set of Nora clothes, and a belt
female scribe, who he hoped would be able to gain their pouch containing 10 gp
trust easier.
Feature: Eye of the Mother
Society You have an established place in the hierarchy of the Nora's
The Nora are based in the mountains and forest. They do defense. You can requisition simple equipment for
not have much in the way of agriculture, and are primarily temporary use, and you can gain access to any Brave lodge
hunter-gatherers. Most of this is done by Braves. They have in the Sacred Lands, where you can rest in safety and
developed the ropecaster, which ties down their enemies. receive the attention of medics. You are also paid a salary
The All-Mother is their patron deity. All the tribe's leaders of 1 gp (or equivalent in metal shards) per week, which
are females, essentially grandmothers and great- enables you to maintain a poor lifestyle between
grandmothers. To be a mother within the Nora is to take on adventures.
sacred significance.
The Nora are very spiritual and practice a number of Barbarian: Path of the Mother
rituals. Newborns undergo a naming ritual, where the Some Nora benefit from the Mother, glorifying Her through
Matriarchs decide on a name for the child. Adolescent their rage. Those who choose the Path of the Mother
members of the tribe undergo a ritual called "the Proving". accept and consecrate themselves to protect the Sacred
Those who pass will be recognized as Braves; the Land from any kind of threat.
winners are granted a boon and they may ask for any kind
of reward.

TRIBES | NORA
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Mother's Faith Hit and Slip Away. When you hit a machine with a
Starting when you choose this path at 3rd level, your faith melee weapon attack, you can make the Dash action as
in the Mother becames stronger, you increase the bonus action.
awareness of your power and became able to share this Covering Fire. You can use your action to cover an ally
with your mates. in difficulty with your projectiles. Opportunity attacks
While you're raging, your friends have advantage on against one ally you can see are made with disadvantage.
melee attack rolls against any creature within 5 feet of you Superior Hunter's Defense
that is hostile to you. Your trust in the Mother makes you At 15th level, you gain one of the following features of your
leader of your mates. choice.
Machines' smell Evasion. You can nimbly dodge out of the way of certain
At 6th level, your hunting sensibilities improve. You can area effects, such as a red dragon’s fiery breath or a
track machines while traveling at a fast pace, and you can lightning bolt spell. When you are subjected to an effect
move stealthily while traveling at a normal pace. that allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you
Mother's Messenger succeed on the saving throw, and only half damage if you
At 10th level, you gain the ability to cast the animal fail.
messenger spell, but only as a ritual. Stand Against the Tide. When a hostile creature misses
you with a melee attack, you can use your reaction to force
Retaliation that creature to repeat the same attack against another
Starting at 14th level, when you take damage from a creature (other than itself) of your choice.
machine that is within 5 feet of you, you can use your Uncanny Dodge. When an attacker that you can see hits
reaction to make a melee weapon attack against that you with an attack, you can use your reaction to halve the
machine. attack’s damage against you.
Spell-less Ranger:
Machine Hunter
Some Nora Braves choose to protect the Sacred Land
living in contact with nature, studying and observing
machines in their natural habitat. As you walk the Machine
Hunter's path, you learn specialized techniques for being
prepared and fighting machines of any size.
Mother's Prey
At 3rd level, you gain one of the following features of your
choice.
Big Guys Slayer. Your ability can wear down even larger
machines. When you hit a machine with a weapon attack,
the machine takes an extra 1d10 damage if it's below its hit
point maximum.
Giant Killer. When a Large or larger machines within 5
feet of you hits or misses you with an attack, you can use
your reaction to attack that machine immediately after its
attack, provided that you can see the machine.
Herd Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with
the same weapon against a different machine that is within
5 feet of the original target and within range of your
weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened.
Improved Movement
At 11th level, you gain one of the following features of your
choice.

TRIBES | NORA
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The Carja then began a series of attacks on tribal
Carja settlements and captured tribals to be used in bloody
The Carja are an advanced and powerful tribe ruled by a sacrifices in what became notoriously known as the Red
monarch, Sun-King Avad. They call their nation the Raids.
Sundom and their capital city is Meridian. They have a vast Jiran's atrocities greatly alienated some of his people,
population and more advanced economically and militarily including his son Avad, who eventually turned against his
compared to the other tribes. father and forged an alliance with the Oseram tribe. After
Jiran was killed by his own son, Avad succeeded his father
History and became the 14th Sun-King. He proceeded to end the
Red Raids and begin a series of reforms in the Sundom
The Carja originated in the "Savage East". Their first Sun- such as outlawing slavery. However, not all of the Carja
King, Araman, discovered the Leaves of the Old Ones from followed the new king, especially those who remained loyal
which he brought to his tribe the knowledge of observing to Jiran. These dissenters and remnants of Jiran's old
the Sun, its movement, and solar worship. Furthermore, regime fled from Meridian and established their own
the Carja gained from the Leaves the first writing. For kingdom in Sunfall and became known as the Shadow
reasons unknown, the Carja were attacked and driven from Carja.
their original homeland by hostile tribes that were once Peace remained between the Carja and the other tribes,
their peaceful neighbors; they were either scared or but recently there have been conflicts between the tribes.
envious of the Carja's knowledge. The Carja were forced to
migrate westward in a harsh journey as many families, Society
including Araman's, perished on the wayside. Their journey The Carja are a patriarchal society. Women are socially
ended when they discovered the Spire and Araman excluded from joining the military and priesthood. The
declared the Spire's mesa lands as their new haven, Carja also have a class system, with nobles, artisans, and
naming it Meridian. commoners. There are two markets in Meridian, one for
Under the reign of the 3rd Sun-King Sadahin, the Carja nobles and the other for commoners. At night in Meridian,
expanded their dominion and established the present day most commoners take the elevators to their homes in the
Sundom. Through the next several generations of Sun- surrounding villages.
Kings, the Carja continued to expand their domain and The Carja see themselves as separate from other tribes,
growth all the way to Daybreak until their expansion and look down on outsiders such as the Nora as primitives.
ceased after a failed expedition into the Forbidden West By the events of the game, Avad has been trying to reform
and was strained by their attempts to conquer the Savage the Carja's views and policies, such as openly accepting
East. gender and status, abolishing slavery, and tolerating other
Following a brief peaceful interlude, the Carja under the tribes.
reign of the 12th Sun-King Hivas began to re-militarize,
fight with other tribes, and capture slaves. During the reign
of the 13th Sun-King Jiran, the Sundom came under threat
of the machines and the Derangement. Jiran believed that
human sacrifices to the Sun god were necessary to stop the
machines' aggression.

TRIBES | CARJA
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Tripcaster Master
Carja Class Options When you reach 13th level, you handle the tripcaster with
Here is a list of sub-classes that Carja tend to choose as a skill, so you can increase the tripcaster range by 20 feet
direct derivation of their culture, though exceptions exist. and, using your action, you can position two ropes in the
same turn.
Background: Member of the Lodge Sudden Machine Strike
The Hunters Lodge is a Carja organization dedicated to the At 17th, if you take the Attack action on your turn to target
art of machine hunting. The Lodge is headquartered in a a machine's component, you can make one additional
grand house located in Meridian, where hunters can attack as a bonus action. This attack can benefit from your
submit proof of their hunts and mingle with other hunters. Sneak Attack even if you have already used it this turn, but
Membership is highly exclusive, as the Lodge's rules allow only if the attack is the only you make against the machine
only 14 members at a time. Non-members, however, are this turn.
still permitted to enter the Lodge's House and make use of
the Hunting Grounds.
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: Thieves' tools
Languages: One of your choice
Equipment: A trophy taken from a fallen machine
(machine core, machine lens or one other lootable item), a
set of mimetic Carja clothes including a hood, and a belt
pouch containing 15 gp
Feature: Machine Knowledge
You have an excellent memory for machines' location and
routines, and you can always recall the general layout of
their paths and organization. In addition, you can call upon
the hospitality of people in the Sundom, and those allied
with your tribe.
Rogue: Cauldron Seeker
You focus your training on skills useful in ancient ruins,
such as Cauldrons, dangerous places, but full of mysteries
and treasures.
Cauldron Seeker Features
Rogue Level Feature
3rd Cauldron Child, Survivalist
9th Second-Story Work
10th Spartan Rage
13th Tripcaster Master
17th Sudden Machine Strike

Survivalist
When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills. Your
proficiency bonus is doubled for any ability check you make
that uses either of those proficiencies.
In addition, you gain proficiency with the Tripcaster.
Cauldron Child
Starting at 3rd level, you reveal an innate talent for hacking
technological instruments and devices. You can improvise
the use of Metal World devices even when they are not
intended for you. You ignore all class, race, and level
requirements on the use of these items.
Second-Story Work
Starting at 9th level, you gain the ability to climb faster than
normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
Dexterity modifier.

TRIBES | CARJA
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Cleric: Sun Domain Domain Spells
The Carja worship the sun as a deity, whose light is the At each indicated cleric level, add the listed spells to your
source of all life. The Carja view sun and shadow as two spells prepared.
halves of nature: to deny one is to deny the other. They Sun Domain
believe that the world of the Old Ones was destroyed by a Cleric Level Spells
demonic entity called the "Buried Shadow," which will one
day bring an end to their society. However, like the rise of 1st bless, burning hands
dawn, society will rise again after the end of the Carja, part 3rd aid, spiritual weapon
of a cycle of death and rebirth.
The religious body of the Carja are the Sun-Priests. 5th daylight, protection from energy
While their duties are not thoroughly explored, it is evident 7th arcane eye, sickening radiance
that they serve closely with the Sun-King in acting out the
sun's will. Entry into the priesthood is restricted to men. 9th flame strike, wall of light
At each indicated cleric level, you add the listed spells to
your spells prepared. Bonus Cantrip
When you choose this domain at 1st level, you gain the light
Sun Domain Features cantrip if you don't already know it.
Cleric Level Feature
Shield the Sun-King
1st
Domain Spells, Bonus Cantrip, Starting at 1st level, you can interpose divine light between
Shield the Sun-King an ally and an attacking enemy. When one ally is attacked
2nd Channel Divinity: Radiant Defense by a creature within 30 feet of you that you can see, you can
use your reaction to impose disadvantage on the attack roll,
6th Sun's Blessing causing light to flare the attacker before it hits or misses.
8th Potent Spellcasting An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your
17th Corona of Light Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Radiant Defense
Starting at 2nd level, you can use your Channel Divinity to
cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that
you can see within 30 feet of you. The first time that ally is
hit by an attack within the next minute, the attacker takes
radiant damage equal to 2d10 + your cleric level.
Sun's Blessing
At 6th level, when a creature within 30 feet of you makes an
attack roll, you can use your reaction to grant that creature
a +10 bonus to the roll, using your Channel Divinity. You
make this choice after you see the roll, but before the DM
says whether the attack hits or misses.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an
aura of sunlight that lasts for 1 minute or until you dismiss
it using another action. You emit bright light in a 60-foot
radius and dim light 30 feet beyond that. Your enemies in
the bright light have disadvantage on saving throws against
any spell that deals fire or radiant damage.

Author's N
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TRIBES | CARJA
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behind total cover, until the end of your next turn.
Oseram You can use this feature a number of times equal to 1 +
The Oseram are a tribe known for their excellent your Charisma modifier. When you finish a long rest, you
metalworkers and craftsmen, and as such, are best known regain all expended uses.
for their steel and powerful weaponry. Fighting Style
History Oseram prefer to fight with heavy armors and weapons, so
During the Red Raids, the Oseram were one of many tribes they rarely choose the Dueling style, that isn't adviced for
that fell victim to the Carja's brutal raids and sacrifices; them.
however, they were able to put up a fight due to their Mechanical Smite
armaments. The war with the Carja came to an end when
the Oseram forged an alliance with Avad, the son of the This replaces the Divine Smite feature.
Mad Sun-King Jiran, and mounted an attack on Meridian Starting at 2nd level, when you hit a creature with a melee
that resulted in the defeat of Jiran. weapon attack, you can expend one paladin spell slot to
Thanks to Avad's alliance, the Oseram can often be deal radiant damage to the target, in addition to the
found in and around Meridian, and elsewhere in the weapon's damage. The extra damage is 2d8 for a 1st-level
deserts of the Sundom. The Oseram home territory is spell slot, plus 1d8 for each spell level higher than 1st, to a
known as The Claim. maximum of 5d8. The damage increases by 1d8 if the
target is a corrupted machine.
Society
Their armor and arms often look superior to many of the Repel Corruption
other tribes, but their forward nature can often come This replaces the Divine Health feature.
across as rudeness. By the 3rd level, you became immune to corruption.

Variant Class: Oseram Harvesting Aura


This replaces the Aura of Courage feature.
Paladin Starting at 10th level, you and your friendly creatures
To better match the idea of a standard paladin in an within 10 feet of you gain advantage to Investigation checks
Horizon Zero Dawn inspired setting, some changes are to find loot near machine corpses or piles of trash.
needed. Class features listed below are equivalent to the Improved Mechanical Smite
standard ones and modify or replace them.
This replaces the Improved Divine Smite feature.
Corruption Sense By 11th level, whenever you hit a creature with a melee
This replaces the Divine Sense feature. weapon, the creature takes an extra 1d8 radiant damage. If
As an action, you can open your awareness to detect you also use your Mechanical Smite with an attack, you
corrupted machines within 60 feet of you that are not add this damage to the extra damage of you Mechanical
Smite.

TRIBES | OSERAM
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Oath Spells
Oseram Class Options You gain oath spells at the paladin levels listed in the Oath
Here is a list of sub-classes that Oseram tend to choose as of the Metal World Spells table. See the Sacred Oath class
a direct derivation of their culture, though exceptions exist. feature for how oath spells work.
Background: Ingenious Crafter Oath of the Metal World Spells
Paladin
The Oseram's greatest achievement is their practical Level Spells
craftsmanship, which many members, can be heard
boasting about. They are the only tribe to forge their own 3rd burning hands, protection from corruption
alloys, which they use over raw machine parts. Their 5th darkvision, heat metal
armors are highly resilient and their weapons are advanced
and powerful despite their lack of ancient knowledge. 9th crusader's mantle, protection from energy
Skill Proficiencies: History, Perception 13th fire shield, locate machine
Tool Proficiencies: One type of artisan's tools, tinker's 17th flame strike, scrying
tools
Equipment: A set of well-loved tinker's tools, a blank
book, 1 ounce of ink, an ink pen, a set of traveler's clothes, Channel Divinity
and a leather pouch with 10 gp When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Feature: Machine Patcher Abjure Corruption. As an action, you present your holy
Provided you have tinker's tools, metal shards, wires and symbol and speak a command sentence, using your
other materials, you can perform repairs on a dying Channel Divinity. Choose one corrupted machine within 60
machine. When you use this ability, you restore a number feet of you that you can see. That machine must make a
of hit points to the chassis of the machine equal to 5 × your Wisdom saving throw. Corruptors and Deathbringers have
proficiency modifier. A machine cannot be patched by you disadvantage on this saving throw.
in this way again until after it has been fully repaired in a On a failed save, the machine is restrained for 1 minute
cauldron. or until it takes any damage.
On a successful save, the machine's speed is halved for 1
Paladin: Oath of Metal World minute or until it takes any damage.
Oseram paladins who swear this oath can benefit from lore Challenge Machines. As a bonus action, you can choose
and remains of humans from metal world. They adorn their a machine within 10 feet of you that you can see, using
armor and clothing with metal pieces and shards, and your Channel Divinity. You gain advantage on attack rolls
generally prefer heavy weapons. against that machine for 1 minute or until it drops to 0 hit
points.
Tenets of Metal World
The Oath of Metal World revolve around the idea that we Warding Arm
can learn from mistakes made by predecessors, though Starting at 7th level, you and friendly creatures within 10
without the same knowledge. feet of you have advantage on Dexterity saving throws
Chase Corruption. Seek and destroy corrupted zones against machines' attacks.
and free people who are subject to corruption. Punish Corruption
Duty. Be responsible for your actions and their By 15th level, when you use Challenge Machines on a
consequences, protect those entrusted to your care and corrupted one, you can use your reaction to make a melee
obey those who have just the authority over you. weapon attack against that machine if it's within range.
Protect Your People. Support and defend your land and
its citizens. Machine Crasher
Oath of the Metal World Features At 20th level, as an action, you can emanate a magnetic
aura. For 1 minute you can attract or repulse metal objects
Paladin Level Feature within 10 feet from you. Whenever a machine starts its
turn in the area, the machine takes 10 radiant damage. If
1st Oath Spells the machine is a corrupted
2nd Channel Divinity In addition, for the duration, you have advantage on
7th Warding Arm
saving throws against attacks from corrupted machines.
Once you use this feature, you can’t use it again until you
15th Punish Corruption finish a long rest.
20th Machine Crasher

TRIBES | OSERAM
9
Oseram Spells
Locate Machine
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a little shard from a machine's
chassis, which the spell consumes)
Duration: Concentration up to 1 hour
Describe or name a machine that is familiar to you. You
sense the direction to the machine's location, as long as
that machine is within 1,000 feet of you. If the machine is
moving, you know the direction of its movement.
The spell can locate a specific machine known to you, or
the nearest creature of a specific kind (such as a Watcher
or a Corruptor), so long as you have seen such a creature
up close--within 30 feet--at least once.
This spell can't locate a creature if running water at least
10 feet wide blocks a direct path between you and the
creature.
Protection from Corruption
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small shard from a corrupted
machine, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is
protected against corruption.
The protection grants several benefits. Corrupted
machines, Corruptors and Deathbringers have
disadvantage on attack rolls against the target. The target
also gain resistance to the necrotic damage dealt by
Corrupted Touch.

TRIBES | OSERAM
10
Despite living in groups, the Banuk are highly
Banuk individualistic and value independence. Each member of
The Banuk are a human tribe in Horizon Zero Dawn. The the group must prove that they possess the will to survive
Banuk are a nomadic tribe, native to the mountains north alone.
of the Sacred Lands. Made up of fearless hunters and Culture
mysterious shamans, they are constantly trying to prove The Banuk are notable for their use of colorful dyes for
their worth against increasingly stacked odds, and favor decoration. They use these pigments for dying their
this over engaging with other tribes. clothing and objects, and for painting. Their geometric
designs can be observed on the canvas used for shelter, and
Society on mountainsides. The designs appear to have spiritual
The Banuk are a nomadic tribe and their simple shelters purpose, for either protection or another meaning. The
are similar to tipis, made of long wooden poles and covered paintings in Ban-Ur have existed for generations, being
with painted canvas. Banuk settlements include little more continually repainted; to edit or paint over them is
than tents and fire pits. considered sacrilege.
Banuk society is lead by shamans who often participate
Lifestyle in "medicine hunts" and claim to be able to sense the
The Banuk's simplistic lifestyle is not due to lack of presence of nearby machines. These shamans occasionally
intellectual capacity, but because of their views that always have machine parts sewn directly into their skin. Shamans
deem any hardship as a challenge of one's ability. As a are typically responsible for stripping parts from machines
result, they prefer to improve the ways they know instead of brought down by hunters, thanking the machine spirits
devising new ones. When Aram explained the concept of before doing so. The most renowned shamans form a
long term solutions that the Carja are accustomed to, the group known as The Conclave which meets yearly in a
Banuk he was traveling with were disdainful of the idea. sacred location known as Malmstrom.
Tribespeople live in small, mobile groups of hunters The tribe has general knowledge of the glyphs left by the
called weraks. Each is led by a dominant chieftain along Old Ones, but they prefer to record history in song. Their
with the counsel of a shaman. Chieftains may be oral tradition includes a large volume of hunting tales.
challenged for control of their werak, initiated by throwing
one's spear at the chieftain's feet. Such challenges involve a Religion
head-to-head competition in which the chieftain and the The Banuk faith revolves around the "Blue Light", the light
challenger race to kill specified machines, marking their seen in machines' eyes. They believe that the Blue Light is
completion by launching a balloon. As an added level of the essence of life and harmony. The Blue Light animates
difficulty, the challenger must launch every balloon first or the machines, its chosen vessels, but struggles to survive in
be eliminated. Placement in a werak is earned through the hearts of humans. Shamans will often thread machine
completion of a trial which must be faced alone. Passage of cables through their skin in hopes of better containing the
this trial grants one a place in the werak. Blue Light in their bodies.

TRIBES | BANUK
11
The Derangement has been interpreted as the machines Moreover, while you are in this safe place, you can sense
growing angry with humans, causing the Blue Light to fade hostile machines within 120 feet of you while meditating.
from the world.
Druid: Circle of The Cut
Banuk Class Options The Circle of The Cut is made up of shamans who flank
Here is a list of sub-classes that Banuk tend to choose as a weraks' chieftains. These druids safeguard the knowledge
direct derivation of their culture, though exeptions exist. about machines and are very familiar with the Override
mechanism and handling with them. As a member of this
Background: Shaman Adept circle, your magic is influenced by the land where you were
initiated in the circle's mysterious rites: The Cut.
Shamans are tribal mystics who listen to an interpret the
machines' spirits through their specific songs for the Circle of The Cut Features
purpose of gaining insight into both the hunt and more Druid Level Feature
general revelations. Shamans generally wear large
headpieces made from machine parts, from which long 2nd Override Master, Natural Recovery
ribbons and cables hang, obscuring the shamans face. The 3rd Circle Spells
most notable feature, however, is the blue cables that
shamans thread through their skin, in an effort to better 6th Machine's Ward
contain the Blue Light in their bodies. Despite the frigid 10th Land's Stride
environment of Ban-Ur, shamans generally wear little
clothing on their upper body. Male shamans may go entirely 20th Machine's Sanctuary
topless, while female shamans usually cover their chest.
Skill Proficiencies: Arcana, Nature Override Master
Tool Proficiencies: Your choice of an artisan's tools or a When you choose this circle at 2nd level, you learn to
musical instrument endure damage while making Override action. You gain
Equipment: A set of artisan's tools or a musical advantage on Constitution saving throws whenever you
instrument (one of your choice), a large headpieces made take damage while you are overriding a machine.
from machine parts obscuring your face, 5 sticks of
incense, vestments, a set of common clothes, and a belt Natural Recovery
pouch containing 15 gp Starting at 2nd level, you can regain some of yours magical
energy by sitting in meditation and communing with
Feature: Blue Light Divination nature. During a short rest, you choose expended spell
The Blue Light guides you to comfortable dwelling in the slots to recover. The spell slots can have a combined level
wilderness. You can find a place to hide, rest, or recuperate that is equal to or less than half your druid level (rounded
when out in the wild. This place of rest is secure enough to up), and none of the slots can be 6th level or higher. You
conceal you from most natural threats or machines' scent. can't use this feature again until you finish a long rest.
Threats that are supernatural, magical, or are actively For example, when you are a 4th-level druid, you can
seeking you out might do so with difficulty depending on recover up to two levels worth of spell slots. You can
the nature of the threat (as determined by the DM). recover either a 2nd-level slot or two 1st-level slots.

TRIBES | BANUK
12
Circle Spells
Your mystical connection to The Cut infuses you with the Banuk Spells
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level Healing Lens
you gain access to circle spells connected to this land, that 2nd-level conjuration
you can see in the list.
Once you gain access to a circle spell, you always have it Casting Time: 1 bonus action
prepared, and it doesn't count against the number of spells Range: 60 feet
you can prepare each day. If you gain access to a spell that Components: V, S, M (a machine lens, which the spell
doesn't appear on the druid spell list, the spell is consumes)
nonetheless a druid spell for you. Duration: Concentration up to 1 minute
You recall your knowledge to soothe wounded machines
Circle of The Cut Spell that are within line of sight. You can focus your magic
Druid Level Spells power on a 5-foot-cube you can see within range through
3rd healing lens, pass without trace the lens.
Until the spell ends, whenever a machine you can see
5th meld into metal, slow moves into the focused space for the first time on a turn or
7th elemental bane, freedom of movement starts its turn there, you can restore 1d6 hit points to that
machine (no action required).
9th hold machine, relight machine As a bonus action on your turn, you can focus your lens
on a space within 30 feet of the previous one.
Machine's Ward At Higher Levels. When you cast this spell using a spell
When you reach the 6th level, you and machines overridden slot of 3rd level or higher, the healing increases by 1d6 for
by you are immune to Corrupted Condition. each slot level above 2nd.
Land's Stride Hold Machine
Starting at 10th level, moving through nonmagical difficult 5th-level enchantment
terrain costs you no extra movement. Casting Time: 1 action
In addition, you have advantage on saving throws against Range: 90 feet
the result of machine's actions that manipulate terrains, Components: V, S, M (a small shard from a machine, that
such as Glinthawk's Freeze Spit, Scorcher's Ignition Boost the spell consumes)
or Frostclaw's Ice Spikes. Duration: Concentration up to 1 minute
Machine's Sanctuary Choose a machine that you can see within range. The
When you reach the 14th level, other machines sense your machine must succeed on a Wisdom saving throw or be
connection to nature and become hesitant to attack you. paralyzed for the duration. At the end of each of its turns,
When a machine attacks you, it must make a Wisdom the machine can make another Wisdom saving throw. On a
saving throw against your druid spell save DC. On a failed success, the spell ends on that machine.
save, the creature must choose a different target, or the At Higher Levels. When you cast this spell using a spell
attack automatically misses. On a successful save, the slot of 6th level or higher, you can target one additional
machine is immune to this effect for 24 hours. machine for each slot level above 5th. The machines must
The machine is aware of this effect before it makes its be within 30 feet of each other when you target them.
attack against you. Moreover, machines with the Daemonic
template that are within the range of a Control Tower aren't Relight Machine
affected by this effect, until the Control Tower is active. 5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a machine core of the same type of
the target, which the spell consumes)
Duration: Instantaneous
You relight a dead machine you touch, provided that it has
not been scavenged. The machine relights with 1 hit points
and lasts for 72 hours.
This spells solder superficial rifts, but it doesn't restore
missing parts or components. If the machine is lacking all
components, the spell automatically fails.
Relight a dead machine is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws and ability check.

TRIBES | BANUK
13
Equipment

I
n this chapter you will find plenty of items,
weapons and materials based on the original
game. Though some items' name include the origin
tribe, each of them is intended to be used and
handled by people from any tribe, provided that
they are proficient with the weapon type.
Weapons
Here is listed a selection of weapons inspired by those
available in the game, with some adjustments.
Banuk Powershot Bow
Weapon (bow), very rare
This rare longbow is a specialized sharpshot bow
enhanced by Bluegleam.
You add 1d6 bonus damage when you hit a target with
elemental arrows.
Carja Sharpshot Bow
Weapon (bow), uncommon
You gain a +2 damage bonus against machines'
components.
Nora Hunter Bow
Weapon (bow), common
This common bow uses the longbow stats if wielded by a
Nora.
Nora Spear
Weapon (spear), common
This common spear is the most used melee weapon among
Nora Braves. At the bottom, there is a slot for an override
module that makes you able to Override machines.
Nora Ropecaster
Weapon (crossbow), uncommon
The Ropecaster is a tool used by hunters to deter and pin
down targets.
When you make an attack with this weapon, you throw
and stick a rope into a machine's chassis, while stick the
other end into the ground. Each new rope limits the
machine's speed to 30 feet until the beginning of your next
turn. You need 3 ropes to immobilize a large machine or
smaller, 5 ropes for huge ones and 7 ropes for gargantuan
ones. When you immobilize a machine, it gains the
restrained condition for 1d4 rounds. You can use your
action to Override a machine while restrained in this way.
The Ropecaster fires only its charges (see Recipes for
crafting).
Oseram Tearblaster
Weapon (crossbow), rare
The Tearblaster is a weapon that fires ranged sonic blast
identical to those used by Longlegs. The Tearblaster's sonic
bursts are well suited to dislodging components from
larger machines or groups of smaller ones.
When you attack a machine with a Tearblaster, the AC
for all components is equal to the whole one and each
attack can deal damage only to one component. The
Tearblaster fires only its charges (see Recipes for crafting).

EQUIPMENT | WEAPONS
14
Weapons
Name Cost Damage Weight Properties
Hunter Bow, Nora 30 gp 1d6 piercing 2 lb. Ammunition (range 150/600), special, two-handed
Ropecaster, Nora 75 gp ─ 5 lb. Ammunition (range 20/80), loading, special, two-handed
Sharpshot Bow, Carja 50 gp 1d8 piercing 3 lb. Ammunition (range 150/600), heavy, special, two-handed
Spear, Nora 2 gp 1d6 piercing 2 lb. Finesse, thrown (range 20/60), versatile (1d8)
Tearblaster, Oseram 200 gp 4d6 thunder 16 lb. Ammunition (range 30/120), heavy, loading, special, two-handed
Tripcaster, Shadow 100 gp ─ 5 lb. Ammunition (range 20/80), loading, special, two-handed

Ammunitions
Name Weapon Cost Weight Recipe
Blast Wire Tripcaster 500 gp 1.5 lb. Metal Shards x8, Wires x4, Blazes x4
Hardpoint Arrow Hunter Bow 25 gp 0.5 lb. Metal shards x10, Ridge-wood x5
Precision Arrow Sharpshot Bow 25 gp 0.5 lb. Metal shards x6, Wires x5, Ridge-wood x10
Tearblaster Charge Tearblaster 500 gp 0.5 lb. Metal Vessel, Echo Shell.

Shadow Tripcaster
Weapon (crossbow), uncommon Author's Note
When you make an attack with this weapon, you throw and In this section I'll try to introduce some crafting
place two stakes linked with a concealed rope which acts recipes for ammunitions and other stuff that
as trigger for a trap. The rope can be 30 feet long at make your adventure more immersive.
maximum and gains a Stealth result equal to your Sleight Elemental and special ammo can be treated as
of Hand check. Unaware creatures can't see the rope if the additional rules; they can be very useful in a
Stealth result is higher than their passive Perception, but it setting inspired by HZD, but you can introduce
becomes visible if being alarmed. them as exotic stuff even in different ones.
The Tripcaster fires only its wires (see Recipes for Moreover, wherever you read "Focused
crafting). Attack", I refer to the additional rule that appears
in my bestiary compendium (see Credits here).

Blast Wire
Weapon (dart), rare
Recipe: Metal Shards x8, Wires x4, Blazes x4.
Compatibility: Tripcaster.
Blast Wires are powerful tools which generate high-
damage explosions when tripped. Thay can tear away
components and armor with ease, producing additional
damage while exposing vulnerable circuitry and other weak
points.
When the trap is triggered, each creature in the area
covered by the wire must make a Dexterity saving throw,
Recipes taking 2d10 fire damage on a failed save, or half as much
on a successful one.
In Horizon Zero Dawn there is a system that allows the
player to modify outfits and weapons, and craft various Hardpoint Arrow
items out of the resources looted from defeated machines. Weapon (arrow), uncommon
As a DM, you can modify the amount of resource Recipe: Metal shards x10, Ridge-wood x5.
required to craft a group of 20 ammunitions of that type or Compatibility: Hunter Bow.
the amount of them, in order to fit your needs. These arrows are an effective and versatile general-
purpose munition, improving upon generic arrows in every
Ammunition regard. While somewhat more costly to craft, Hardpoint
Around the world you can find artisans and merchants that Arrows are essential for picking off human targets with
sell ammunitions and spare parts for your powerful headshots and targeting the weak points of stronger
weapons, but sometimes you can craft them by yourself machines from a safe distance.
where necessary. When you hit a machine with a Focused Attack, you gain
Here you have a list of ammo that you can create by a +1 bonus damage.
using machines' parts.

EQUIPMENT | RECIPES
15
Precision Arrow
Weapon (arrow), uncommon
Recipe: Metal shards x6, Wires x5, Ridge-wood x10.
Compatibility: Sharpshot Bow.
These arrows deal great damage and travel the greatest
distance of all arrow types. This ammunition emphasizes
methodical, stealthy tactics and far poorly in close combat
owing to the Sharpshot Bow's slow draw and reload
speeds.
You extend your Sharpshot Bow's range by 30/120 feet,
and you gain a +1 bonus to Focused Attack rolls against
machines.
Tearblaster Charge
Weapon (arrow), rare
Recipe: Metal Vessel, Echo Shell.
Compatibility: Tearblaster.
This charge is the ammunition fired by a Tearblaster.
Following the recipe, you create 5 charges.

Author's Note
The Tearblaster is a powerful weapon. If you
believe that would break the game, you can
modify the recipe or cost in order to fit your
needs.
My tip is to consider it as a nearly-unique
weapon that should not be used as primary, but
only in specific situations.

Tie Rope
Weapon (dart), uncommon
Recipe: Metal Shards x6, Wires x6.
Compatibility: Ropecaster.
Tie Rope is the ammunition fired by a Ropecaster.
Following the recipe, you create 6 ropes.

EQUIPMENT | RECIPES
16
or reaction to fire it, regardless of the number of attacks
Heavy Weapons you can normally make.
Heavy weapons are machine guns that can be picked up, Two-Handed. This weapon requires two hands to use.
but are difficult to transport. When you wield one, you can't This property is relevant only when you attack with the
crouch or jump, they have a limited amount of weapon, not when you simply hold it.
ammunitions... but they are strong. Dropped by Machines
General rules Deathbringer Gun
These simple rules are common to every heavy weapon Deathbringer Guns are heavy machine guns dropped by
exposed in this section. heavy Eclipse enemies and Deathbringers, capable of
Movement. While a character is wielding a heavy dealing immense impact and tear damage.
weapon, his speed is halved. Heavy weapons can't be
brought in water or underground with an eventual burrow Disc Launcher
speed, they become useless if it happens. A character can Disc Launchers are heavy artillery weapons mounted on
use his halved flying speed while wielding a heavy weapon. the backs of Thunderjaws, capable of doing immense blast
Magazine. Heavy weapons picked up have a limited damage.
amount of ammunitions. The first time that a heavy
weapon is picked up, roll the amount of dice specified in Mine Launcher
the table below to define how many bullets can be shot. If Mine Launchers are heavy projectile weapons mounted on
not specified, each shot of these weapons expends one the backs of Scorchers.
piece of ammunition.
No Reload. Ammunitions for heavy weapons aren't Ravager Cannon
commonly available, so during combats, characters can Ravager Cannons are rapid-fire heavy weapons mounted
shoot only ammos in the magazine. on the backs of Ravagers, capable of doing high impact
Vulnerability. Heavy weapons are not designed to be damage.
wielded, but to stay on the back of large and powerful Special. The Ravager cannon shoots projectiles in a 30-
machines. A character who picks one up must grub it in an foot-cone. Each creature in that area must make a DC 16
uncomfortable way. While wielding a heavy weapon, any Dexterity saving throw, taking 6d8 fire damage on a failed
melee attack against the wielder has advantage. save, or half as much on a successful one.
Proficiency
It's up to you to decide whether a character has proficiency
with a firearm. Characters in most D&D worlds wouldn't
have such proficiency. As a DM, you can decide that
characters would acquire it after some explorative sessions
or as reward for a quest.
Properties
When one of the characters picks up one heavy weapon,
simply follow the handy rules below.
Burst Fire. A weapon that has the burst fire property
can make a single-target attack, or it can spray a 10-foot-
cube area within normal range with shots. Each creature in
the area must succeed on a DC 15 Dexterity saving throw
or take the weapon's normal damage. This action uses ten
pieces of ammunition.
Heavy. Creatures that are Small or Tiny have
disadvantage on attack rolls with heavy weapons. A heavy
weapon's size and bulk make it too large for a Small or Tiny
creature to use effectively.
Loading. A weapon that has the charging up property
needs time before firing. Because of the time required to
load this weapon, you can fire only one piece of
ammunition from it when you use an action, bonus action,

Heavy Weapons
Name Damage Ammos Properties
Deathbringer Gun 4d6 piercing 4d10 Ammunition (range 40/160), burst fire, heavy, two-handed
Disc Launcher 6d8 piercing 2d4 Ammunition (range 40/160), heavy, loading, two-handed
Mine Launcher 4d8 bludgeoning 1d4 +2 Ammunition (range 30/120), heavy, loading, two-handed
Ravager Cannon 6d8 fire 1d4 +1 Ammunition (range 30/120), special, heavy, two-handed

EQUIPMENT | HEAVY WEAPONS


17
Friends and Foes

H
ere you have some NPCs that you can those she trusts, such as Aloy. For matters she is unable to
bump into during the original videogame. understand, she is very trusting of those of great character,
Some of them are allies, some enemies. In such as Aloy and Rost, to handle such issues.
any case, you can introduce them as you Because she is a High Matriarch, it is assumed that
prefer, because they are designed to be Teersa has living children, grandchildren, and great-
used even outside their original role. grandchildren.
Nora NPCs
Here is a list of characters associated with Nora tribe.
Teersa, High Matriarch
Teersa is a High Matriarch of the Nora tribe. She promoted
Aloy to a Seeker so that she could find out what happened
on the day of the Proving. A member of the High
Matriarchs, she attempts to lead the Nora with
compassionate wisdom, and is often at odds with Lansra.
Personality
Teersa is wise, compassionate, and accepting. She is
unafraid to act against the other Matriarchs' wishes if she
feels it is right, such as when she blesses Aloy's name and
later appoints her a Seeker. She often clashes with Lansra
because of her tolerance of outcasts and former outcasts
and her willingness to break tradition. She shows great
caring for Aloy and treats her much like a granddaughter,
personally making her the lantern to use in the Blessing
(which is usually the mother's task).
While Teersa is devout in her belief in All-Mother, she is
willing to accept that there are things beyond her
understanding, as shown when Aloy pointed out the
similarities between All-Mother's mountain and the ruins of
the Metal World. This shows that Teersa, as is
characteristic of her flexible nature, is willing to listen and
even reshape her beliefs based on what is discovered by

Teersa, High Matriarch 1st level (4 slots): divine favor, healing word,
heroism, shield of faith
Medium (humanoid), lawful good
2nd level (3 slots): lesser restoration, magic weapon,
hold person, silence, spiritual weapon
Armor Class 11
Hit Points 72 (13d8 + 13) 3rd level (3 slots): beacon of hope, crusader's mantle,
Speed 30 feet dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): divination, freedom of movement,
STR DEX CON INT WIS CHA guardian of faith, stoneskin
5th level (1 slot): hold monster, mass cure wounds,
7 (-2) 10 (+0) 12 (+1) 13 (+1) 19 (+4) 12 (+1)
raise dead
Saving Throws Wis +7 Actions
Skills History +4, Medicine +7, Religion +4
Condition Immunities frightened Multiattack. Teersa makes two melee attacks.
Senses passive Perception 17 Quarterstaff. Melee Weapon Attack: +1, 5 ft., one
Languages Common target. Hit: 5 (1d6 +1) bludgeoning damage.
Challenge 8 (3900 XP)
Reactions
Spellcasting. Teersa is a 9th-level spellcaster. Her
spellcasting ability is Wisdom (save DC 14, +7 to hit Guided Attack (Recharges after a Short or Long Rest).
with spell attacks). Teersa has the following cleric When Teersa or one creature she can see within 30
spells prepared: feet of her makes an attack roll, Teersa grants a +10
bonus to that roll.
Cantrips (at will): guidance, light, mending,
resistance, spare the dying

FRIENDS & FOES | NORA NPCs


18
He targets bandits due to the thrill he gets from killing
Carja NPCs humans, but also because they are disposable. He reasons
Here is a list of characters associated with Carja tribe. that since bandits live dirty lives, that they are not of any
tribe's concern, thus freeing him up to murder as many as
he wants without negative consequences. In Aloy's words,
Nil he's doing the right thing for all of the wrong reasons. He is
Nil was formerly a Carja soldier who fought for Meridian very fond of his bow, nicknaming it the "Voice of Our
during the reign of the Mad Sun-King Jiran. He fought in at Teeth".
least two significant battles, namely the Battle of the Daunt
and a skirmish at Cinnabar Sands. During the latter battle,
there apparently were no survivors. Nil's role in both these
battles is unclear.
In order to satisfy his bloodlust without retribution, Nil
began hunting bandits. He eventually found a partner, who
met his demise at the hands of the bandits in Devil's Thirst.
Personality
A soldier to the core, Nil takes the typical combative
personality of Carja soldiers much further into the realms
of the sociopathic. A man who describes with a passionate
caress in his voice the joys of war and the spark in the eyes
of a man when he dies, Nil lives for warfare.

"Where th row
skin -- that'se ar head
the place I bpelasose s between armor
ng." and
―Nil

Nil Actions
Medium (humanoid), chaotic neutral Multiattack. Nil makes three attacks or two melee
attacks and a flash grenade one.
Armor Class 17 (studded leather)
Hit Points 121 (22d8 + 22) Flash Grenade (Recharge 5-6). Nil throws a grenade up
Speed 30 feet to 60 feet. Each creature within 20 feet of the
grenade's detonation must succeed on a DC 19
Constitution saving throw or be blinded until the
STR DEX CON INT WIS CHA beginning of Nil's next turn.
10 (+0) 20 (+5) 13 (+1) 15 (+2) 14 (+2) 9 (-1) Knife. Melee Weapon Attack: +9 to hit, 5 ft., one
target. Hit 11 (2d4 + 6) slashing damage. If the target
is a creature, it must succeed on a DC 17
Saving Throws Dex +9 Constitution saving throw or take 7 (2d6) slashing
Skills Acrobatics +9, Perception +6, Stealth +9, damage at the start of each of its turns due to a deep
Survival +6 wound. Each time Nils hits the wounded target with
Condition Immunities frightened this attack, the damage dealt by the wound increases
Senses passive Perception 16 by 7 (2d6). Any creature can take an action to stanch
Languages Common the wound with a successful DC 13 Wisdom
Challenge 12 (8400 XP) (Medicine) check. The wound also closes if the target
receives magical healing.
Human Hunter. Nil has a +2 bonus to damage rolls
against humanoids (already included). Additionally, he Sharpshot Bow. Ranged Weapon Attack: +9 to hit,
has advantage on Wisdom (Survival) checks to track range 150/600 ft., one target. Hit 11 (1d8 + 6)
them, as well as on Intelligence checks to recall piercing damage.
information about them.
Reactions
Sneak Attack (1/Turn). Nil deals an extra 21 (6d6) Uncanny Dodge. Nil halves the damage that he takes
damage when he hits a target with a weapon attack from an attack that hits him. He must be able to see
and has advantage on the attack roll, or when the the attacker.
target is within 5 feet of an ally of Nil that isn't
incapacitated and Nil doesn't have disadvantage on
the attack roll.

FRIENDS & FOES | CARJA NPCs


19
Banuk NPCs
Here is a list of characters associated with Banuk tribe.
Aratak
Aratak is the chieftain of a werak based in the Banuk
region known as The Cut, in the settlement of Song’s Edge.
His sister Ourea was the werak’s shaman.
Personality
A burly, gruff man of few words, Aratak prefers action to
talking. Ourea described his nature as stoic, stubborn, and
prepared to fight until victory or death if necessary. This
leads him to be somewhat unapproachable. However he is
honorable to a fault, and firmly holds to the Banuk culture
of meritocracy.
Beneath his stoicism, Aratak is fiercely loyal and cares
deeply about his companions, and especially Ourea. He has
never forgiven himself for being unable to prevent her
capture and enslavement, leading to him being
overprotective, straining their relationship.

Aratak Special Equipment. Aratak wields the Aratak's spear, a


unique lance that deals additional lightning damage.
Medium (humanoid), lawful neutral
Werak Tactician. Once per turn, Aratak can deal an
extra N (Nd6) damage to a creature he hits with a
Armor Class 14 (hide armor)
weapon attack if that creature is within 15 feet of a
Hit Points 104 (13d8 + 42)
member of his werak that isn't incapacitated.
Speed 30 feet
Actions
STR DEX CON INT WIS CHA Multiattack. Aratak makes two melee attacks.
19 (+4) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 8 (-1) Aratak's Spear (Lance). Melee Weapon Attack: +7, 10
ft., one target. Hit: 11 (1d12 +4) piercing damage
Saving Throws Str +7, Con +7 plus 4 (1d6) lightning damage.
Skills History +3, Intimidation +2, Perception +4, Tearblaster. Ranged Weapon Attack: +5, range
Religion +4 30/120 ft., one target. Hit: 16 (4d6 +2) thunder
Condition Immunities frightened damage.
Senses passive Perception 14
Languages Common Reactions
Challenge 7 (2900 XP)
Chieftain's Protection. When an attacker Aratak can
Reckless. At the start of its turn, Aratak can gain see makes an attack roll against a werak companion
advantage on all melee weapon attack rolls during within 10 feet of him, Aratak can impose
that turn, but attack rolls against him have advantage disadvantage on the attack roll.
until the start of his next turn.

FRIENDS & FOES | BANUK NPCs


20
Version 0.1
1
Last update of this
Credits Special thanks to
document on: 15/0
8/20.
Design: Daniele Vecchio (/u/irondany90) Full Mettle, m y Patrons Joseph
Photoshop: Daniele Vecchio. vS1Ds_LegacKiry,kNH., Jan S., Cali, BrettTH.E.,.,
Game: Guerrilla Games https://www.guerrilla-games.com/ and my top tier Zacick K., Nathan G., Jared M.,
for the original videogame. Aaron, Stephen G h H., Stephanie M.,
Writing: the dedicated people of Horizon Zero Dawn Wikia for their im ., Hendrik and Ro
ber
http://horizonzerodawn.wikia.com/wiki/ and Daniele support. portant and really appreciatet D.
Vecchio.
Tool: GMBinder
Art credit:
Cover image: alphacoders.com
Nora, Carja and Oseram tribes artworks: the amazing
Karakter design studio
Banuk artworks: Luc de Haan
Weapons: Horizon Zero Dawn Wikia
Teersa and Aratak: Horizon Zero Dawn Wikia
CreditPage: PlayStation Europe
If you like this work and you want to support this project,
offer me a beer on Patreon!
Coming next... This is the direct link: https://www.patreon.com/irondany.
This document enhances and expands my compendium
focused on the beautiful world of Horizon Zero Dawn.
Give a look to my socials for more.
Follow me!
Next releases will deal with: Follow my Instagram profile irondanydev and put a like on
my facebook page Irondany - Homebrew Creations for
Updates and fixes of this document; updates, new projects and many other things!
Other class options;
Other items and weapons from the game;
...Everything comes to mind!
In the meanwhile, check my big bestiary
with almost all machines HERE!

CREDIT
21

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