Professional Documents
Culture Documents
1)
Inspired by but not endorsed by Wizards of the Coast, Arenanet, and NCSOFT.
Acknowledgments
This content was inspired by but not endorsed by Wizards of
the Coast, Arenanet, and NCSOFT.
It uses the base mechanics from D&D 5e, and the core ideas
from Arenet's Guild Wars 2, which is owned by NCSOFT.
Special Thanks
Special thanks to Unearth Arcana subreddit, Matthew Mercer
and the other stars of Critical Role, the GMBinder, and my
friends back at home that have somewhat reviewed this
material.
I used u/pa1ebluedot version of the Deadeye for much of the
bases for the sub-class. The main difference between the two
are that mine allows for some optional firearm use.
I also used a good amount of u/merzor Guild Wars 2 Races as
the bases for most of the races in this document.
2
Table of Content
Sorry about the false page, the writer doesn't know how to make
a proper Table of Contents using the GMBinder.
Page Content
4 Races of Tyria
15 Tyria Subclasses
34 New Classes
51 Legendary Items
3
PART I
Races of Tyria
Asura
Asura are a very short race that typically have slender builds
with the head, hands and feet being larger than expected. The Inventions and Offsprings
head in particular is a wide, flat ellipsoid whose width is Asura have a strong sense of family and extended family, they
extended further by large, highly articulate ears which usually affectionately refer to their children as “progeny” or “offspring".
drop from the sides of the head. Asura eyes are large and come They also venerate their parents, and grandparents. Asura
in a variety of colors; their size is the evolutionary result of traditionally cremate their dead. Asura tend to practice serial
being a subterranean race, as small frames can easily traverse monogamy, in that they have a serious romantic relationship
their traditional homes in the depths. Their mouths are wide with only one other asura at a time. Most of these relationships
and filled with pointed, shark-like teeth. Asura typically have are equal partnerships which often (but not always) have a firm,
grayish skin and dark hair. Male and female asura are very predetermined end date. Most often, such relationships come
similar in appearance; they are mostly differentiated by voice out of two asura who fall in love with the same beautiful
and ear structure. concept. These marriages of the mind produce rapid
development of ideas, increased conceptual paradigms, and/or
Diminutive Artisans children. Relationships that break up tend to feature more fights
about who gets the inventions than who gets the kids. The
The asura are an underground race of magic wielding inventors
Eternal Alchemy
until the Great Destroyer forced them to the surface. The asura
Asura believe in the Eternal Alchemy - the idea that all beings
value intelligence and intellectual superiority over all other
and magic in the world are a part or function of a greater
attributes. Individual asura will dedicate an entire lifespan to
purpose or "machine". Asuran life is built around the research of
building a portfolio of successful projects or becoming the
the Eternal Alchemy - the asura join one of three massive
foremost expert of some tiny aspect of the arcane. They
colleges dedicated to this research, each covering different
constantly seek to prove their own intellectual superiority, and
fields. It is believed once complete mastery is gained over the
by extension the superiority of the asura race. This typically
Eternal Alchemy, mastery will be gained over all of Tyria. There
results in asura being arrogant to the point of rudeness towards
are various asura who proclaim that Eternal Alchemy is not a
others, especially towards non-asura races. The asura have
religion, but rather a science.
quickly established their intellectual and magical superiority
over the other races and view them as useful primarily for heavy
lifting, taking risks, and asking stupid questions. Asura Names
An asura's name often consists of a short, sharp first name with
Golems and Gates one or two syllables. Feminine asura names typically end in -i or
-a vowel sounds, but are not required to do so. Masculine names
Asura magical technology is second to none. Their experiments
often end in a consonant sound. Both male and female Asuras
with magic are evident through the impressive floating
often have two of the same letter in a row somewhere in their
structures found around and within their cities. Many asura
name, this being a cultural norm, but it is certainly not required.
study the difficult art of golemancy, and golems are often used
Asura do not have a last name, instead opting to use job titles, a
for defense and general work. The golems' complete absence of
krewe name, or honorifics to differentiate themselves.
intelligence and huge size complements the asura perfectly. The
most important contribution of the asura to Tyrian society is the
asura gate network which links many of the major cities of Asura Traits
Tyria. To maintain this, they have retained a neutral attitude to
Your Asura has an assortment of natural traits
all races. Asuran Colleges
Ability Score Increase Your Intelligence score increases by
The asura education holds three forms. First, children learn in
2 and your Dexterity score increases by 1.
small groups in labs within Metrica Province. When they're old
Alignment Asura take it upon themselves to remain neutral
enough, if they qualify, they join one of the three asuran
with the other races, but due to their curious and ambitious
colleges: The College of Statics, College of Dynamics, and College
nature they often bend their own rules and thus vary from
of Synergetics. Thirdly, asura will often study under mentors as
Lawful to Chaotic.
an assistant; it's unclear when this takes place in the asuran
Size Asura are between 3 and 4 feet tall and average about 40
education span, however. After graduation from college, asura
pounds. Your size is Small.
typically join a krewe and a lab until they can become their own
Speed Asura are quick despite their small legs. Your base
krewe leaders.
walking speed is 30 feet.
Darkvision Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
5
Alchemical Inventors All Asura are trained in magic, alchemy
and engineering from a young age, they value intellect above all.
You are proficient with Alchemist Supplies and in the Arcana
skill.
Asura Magic You know the mending cantrip. Once you reach
3rd level, you can cast the Tenser’s floating disk spell once per
day. Once you reach 5th level, you can also cast the arcane lock
spell once per day. Intelligence is your spellcasting ability for
these spells.
Nimbleness You can move through the space of any creature
that is of a size larger than yours.
Languages You can speak, read, and write Common and
Asurian.
6
Charr
The charr are carnivorous feline-like humanoids. They stand on Due to their history many charr shun religion. They do not
their hind legs and are taller than a human by half of an average accept any god's authority and quickly anger on topics of charr
human's height, but do not have the massive bulk of the norn. worship or manipulation by god-like beings. Charr acknowledge
They prefer a hunched pose when standing, but will on occasion other races' gods as beings of power but do not see them as
stand tall and straight. When they are moving, and their paws something worthy of worship. Charr view the deities as beings
are unoccupied, the charr favor running on all four limbs with a to fight and strive to kill. At best, their reverence and respect is
loping gait. While the males are described as being generally limited only to great heroes and their deeds in their history,
stronger and the females more lithe and quick, this lore such as Pyre Fierceshot and Kalla Scorchrazor.
difference between the sexes is not evident in the game.
They have short fur from head to toe in a variety of colors and Charr Traits
patterns, many of which are similar to those of lions, cheetahs
Your Charr has an assortment of natural traits.
and tigers. Their fur patterns are also like that of leopards, snow
leopards, and even some fur types of common housecats. Many Ability Score Increase Your Constitution and Strength
charr have a longer mane of fur between the shoulders and on score increases by 1.
the back of the head and neck. A male charr has less fur on the Age Charr mature at about the same rate as humans and live
tail with longer fur only on the tip, while the female's tail has about as long, but their young are fully independent in several
longer fur from top to bottom. months old.
Alignment Charr follow a strict code of rank, and the
Always at War greatest punishment for a charr is dishonor and thus tend to be
Lawful. They value strength and anything that can aid them in
The charr are a military culture and their society, technology war, giving little regard to "lesser" races and thus tend to be
and relationships are very much focused on supporting war. more Neutral rather than Good or Evil although both exist.
Society is built around military units which charr become a part Size Charr typically stand between 7 and 8 feet tall and weigh
of from childhood. Non-military tasks, such as farming and an average of 220 to 270 pounds. Your size is Medium.
trade, can be left to the young, retired, and injured. But no Speed Your base walking speed is 30 feet.
matter a charr's vocation they are always viewed as a soldier Darkvision With your feline eyes, you have superior vision
and view life like a soldier. Weakness and foolishness from in dark and dim conditions. You can see in dim light within 60
individuals is viewed with particular contempt, some of such feet of you as if it were bright light, and in darkness as if it were
acts can result in a charr becoming a gladium, or in a worse case, dim light. You can't discern color in darkness, only shades of
the charr's name being stricken from the race's history. gray.
Menacing You are proficient in the Intimidation skill.
Fahrars and Warbands Claws You are never unarmed. You are proficient with your
claws, which are a melee weapon that deals 1d4 + your Strength
Charr on occasion mate for life, but most relationships are more
modifier slashing damage.
casual than that. Families are recognized but adult charr have
Charr Weapon Training You are proficient with one martial
very little contact with their parents or offspring, but sometimes
weapon and one firearm of your choice.
keep tabs on each other for events which could reflect back on
Battle Roar You may use your bonus action to unleash an
the family’s reputation. As soon as a cub is weaned, around
inspiring battle cry. The next ally within 30 feet that hits with a
being a year old, they enter a fahrar of one of their parents'
weapon attack automatically rolls the highest possible number
legions. The fahrar is the cubs' first warband and they are
on his weapon die. Once you’ve used this trait you can’t use it
trained as a military unit under supervision of an adult and are
again until you finish a short or long rest.
considered an adult when the warband no longer needs
supervision. Languages You can speak, read, and write Common and
Charr.
The cubs are taught to unify and define their own social
Legion’s Training (Subrace) From a young age, you’ve
structure and the warband shares a root name which they
trained within the stealthy Ash Legion, the ferocious Blood
incorporate into their surname. While ancestry is known and
Legion, the inventive Iron Legion or the Holy Flame Legion
acknowledged, the parents have little to do with the raising of
the cub, and as such warbands are viewed as a charr's family
and the bonds of loyalty and kinship formed between them are
stronger than those of other races' families. Though some charr
leave, change, or lose their warbands, these strong bonds
usually leave a deep impact on the charr; charr changing
warband must change their name and fit in quickly if they are to
survive. However, charr have been known to choose the fate of
becoming a gladium rather than risk losing those bonds again.
When the oppression of the female charr by the Flame Legion
ended, male and female charr were once again viewed as equals.
Male and female charr do not differentiate themselves through
wearing differently tailored or styled clothing We Killed our
Gods
7
Ash Legion
The Ash Legion is one of the four High Legions of the charr,
famed for their spies, stalkers and assassins. They were formed
by the Khan-Ur's spymaster, one of the Khan-Ur's children.
Ability Score Increase Your Dexterity score increase by 1.
Poisoner's Tools You are proficient with Poisoner's tools,
and you may add twice your proficiency bonus when making
checks with to poison someone.
Blood Legion
The Blood Legion is one of the four High Legions in charr
society. They are known for their prowess in traditional
battlefield combat.
Ability Score Increase Your Strength score increase by 1.
Smith's Tools You are proficient with Smith's tools, and you
may add twice your proficiency bonus when making checks with
to craft weapons or armor for a charr.
Flame Legion
The Flame Legion (pejoratively referred to as the Gold Legion by
their enemies), is one of the four charr High Legions. The Flame
Legion is defined by zealotry and superstition. Unfortunately for
the charr, the basis for the Flame Legion's dominance was
deceit, and so when their treachery was discovered, it was
outcast from the other Legions in a spectacular fashion. Since
then, the Flame Legion has waged a war against the other three
High Legions, hoping to restore the shaman caste to power.
Ability Score Increase Your Charisma score increase by 2.
Born of Fire You know one of the following cantrips: Green-
Flame Blade, Firebolt or Produce Flame. Charisma is your
spellcasting ability for this cantrip.
Flawed Being in the Flame legion has lead you to be racist
against non-charr, especially humans.
Iron Legion
The Iron Legion is one of the charr's four High Legions. They are
recognized for their mechanical prowess, preferring to
overwhelm their opponents in battle with Siege Towers or
mighty Siege DeYourers.
Ability Score Increase Your Intelligence score increase by
1.
Tinker's Tools You are proficient with Tinker's tools, and
you may add twice your proficiency bonus when making checks
with to charr machinery.
8
Largos
The largos are an enigmatic aquatic race from the depths of the
ocean. They are silent, determined, and calculating killers. Few
have ever seen them and lived to report it. Very, very little is
known about these creatures habits, other then they seem to
always bring up oaths.
Ability Score Increase Your Dexterity score increases by 2
and Constitution by 1.
Age Unknown.
Alignment Largos' nature is neutral, as they purposefully do
not interact with surface dwellers unless at great necessities.
Size Your size is medium.
Speed Your base walking speed is 30 feet and your swimming
speed is 30 feet.
Darkvision Living your life in the deepest oceans, you have
superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Amphibious You can breathe both air and water.
Naturally Stealthy You are proficient with the Stealth skill.
Vanish At 3rd level you can cast the spell Invisibility. Once
you’ve cast this spell you can’t cast it again until you finish a
long rest.
Toxic Advance You are proficient with the Poisoner’s kit.
Assassins of the Depths Adapted to even the most extreme
ocean depths, your weapon attacks are not at disadvantage
underwater, and you ignore any of the drawbacks caused by a
deep, underwater environment.
Languages You can speak, read, and write Common and
Largos.
9
Norn
The norn normally have the appearance of large humans, but Their surnames can vary in a multitude of styles. Norn
they are able to shift into a were-creature of one of the Spirits of without any achievements or legends have surnames after one
the Wild. In their humanoid form they are not only tall, at of their parents (father/mother's first name followed by - sson
around eight feet, but their proportions are much broader and or -sdottir or a variant thereof); this is most commonly seen in
more heavily muscled than a typical human.
Norn have a broad children, and they're named after the more famous of their
range of skin colors, and light-skinned norn living in Oceanrim parents even if they do not like said parent (e.g., Braham
have their skin tanned by the sun. According to Kranxx, norn Eirsson). Surnames do not get adopted from generation to
generate a considerable amount of body heat at the slightest generation and they can be changed by the individual to fit their
exertion. own personal legend (e.g., a famous Wolfborn member took the
In their transformed shape they take on an upright half- norn surname Wolfsdottir); married couples may not always share
half-animal form, taking after one of the animals of the Spirits of surnames either (though some may, e.g., Knut and Gaerta
the Wild. The were-form is furred, fanged and clawed and grants Whitebear). Some norn may also take titles instead of a surname
the norn attributes depending on the animal they transform if it fits them and their legend more (e.g., Borje the Sun Chaser).
into.
Norn Traits
Skalds and Moots Your Norn has an assortment of natural traits.
Norn culture is highly individualistic with a focus on personal Ability Score Increase Your Strength score increases by 2.
success and glory—particularly when gained from the hunt or in Age A norn might live to 120 and maintain their good health
a battle. The norn do not fear death as they believe the bold and and vitality for a long time, though very few die of old age.
strong can achieve immortality, but they do fear they will be Alignment A Norn seeks glory above all else and thus tends
weak and end up forgotten. As a result each norn seeks to prove to be more Chaotic and reckless. Norn are quick to anger but
themselves, to build their legend through feats of individual quicker to forgive and most tend to be Good hearted.
valor and great victories. Size Norn are between 8 and 9 feet tall and weigh between
Every norn hopes their legend will be told by the skaald and 300 and 350 pounds. Your size is Medium.
celebrated at a moot with story and song. Norn usually have a Speed Your base walking speed is 30 feet.
great sense of personal honor, for a norn without respect from Natural Athlete You have proficiency in the Athletics skill.
others is already forgotten. For many norn, the focus on prestige Powerful Build You count as one size larger when
means they're willing to accept any challenge which will prove determining your carrying capacity and the weight you can
their worth. They will never give up on their battle, quarry or push, drag, or lift.
friends, even if it means years spent tackling a strong enemy or Mountain Born You're acclimated to high altitude, including
difficult task. Yet for other norn the pursuit of prestige elevations above 20,000 feet. You're also naturally adapted to
translates to bragging, bullying, unwise snap decisions and an cold climates, as described in chapter 5 of the Dungeon Master's
unwillingness to listen to reason Guide.
Languages You can speak, read, and write Common and
Spirits of the Wild Norn.
Favored Spirit (Subrace) Although all norn revere all
The norn have a shamanistic religion where they revere totem
Spirits of the Wild, most norn live their life focusing on the
animals of the Spirits of the Wild, the spirits of the strongest,
teachings of one. Choose one from Bear, Raven, Snow Leopard or
bravest, wisest, or most cunning animals of the Shiverpeaks. The
Wolf and gain additional traits below:
Great Spirit is Bear, who is seen as the strongest of all the spirits
and is said to have granted the norn with the ability to 'become
the bear'. The worship of the spirits Snow Leopard, Raven and
Wolf is also prevalent because of the assistance they gave the
norn in the past on their exodus south. There are many other
totem spirits among the norn, such as Ox, Eagle, and Wurm, but
they are not as widely revered. Norn Names
Most norn follow a Northern European or Viking-style first
name system, though some like the famous explorer Captain
Romke and his crew have Dutch and Frisian names.
10
Bear
Bear represents fortitude and self-reliance and is said to be the
mightiest of all the Spirits of the Wild in the norn culture.
Ability Score Increase Your Constitution score increases by
1.
Monster Wrestler You count as one size category larger
when grappling creature larger than yourself, in addition you
can use a bonus action to attempt to escape a grapple.
Thick Hide You have resistance to Cold damage.
Raven
Raven represents, cunning, trickery, and knowledge and is the
animal spirit of the norn that is associated with the Underworld
and the spirits of the dead.
Ability Score Increase Your Charisma and Wisdom scores
both increase by 1.
Honor of the Ancestors You are proficient in the Religion
skill.
Raven Messenger At 3rd level you call upon Raven to send a
message for you. As an action you summon a spiritual raven and
cast animal messenger on it. The raven lasts for the duration of
the spell. Once you’ve used this trait you can’t use it again until
you finish a long rest.
Snow Leopard
Snow Leopard represents independence, strategy, and laughter
in the face of danger and is considered to be stealthy and
solitary.
Ability Score Increase Your Dexterity score increases by 1.
Hidden Stalker As a bonus action, you can magically turn
invisible until the start of your next turn or until you attack,
make a damage roll, or force someone to make a saving throw.
Once you use this trait, you can't use it again until you finish a
short or long rest.
Wolf
Wolf represents the virtues of loyalty, ferocity, and strength in
numbers and is often invoked for help in tracking the norn’s
prey.
Ability Score Increase Your Wisdom score increases by 1.
Born Tracker You have advantage on Wisdom (Survival)
checks made to track beasts and monstrosities.
Call Pack Starting at 5th level you can use an action you
summon 3 wolves in an empty space within 30 feet. You roll
initiative for the wolves as a group and they obey any command
from you (no action required). The wolves last for 1 hour or
until reduced to 0 hit points. Once you’ve used this trait you
can’t use it again until you finish a long rest.
11
Sylvari
The sylvari are omnivorous humanoid plants. Some sylvari
closely resemble humans but with a fey cast to their features
Sylvari Traits
such as tilted eyes and pointed ear tips; most display plant like Your Sylvari has an assortment of natural traits.
features such as hard wood for bone structure, have foliage and Ability Score Increase Your Dexterity score increases by 2.
petals for hair, and bark acting as flesh. They glow during the Age Sylvari started awakening from their pods fully grown
night. Golden sap moves through their veins instead of blood only decades ago. It is unknown how long a Sylvari can live.
and pollen falls off of them as they move. They are much more Alignment Sylvari are curious by nature, and though they
slender than the average human and about a head shorter. While often respect it they disregard law and order, favoring the
sylvari can seemingly absorb sunlight and become rejuvenated, chaotic growth of nature. Most are empathetic creatures and
they still must eat and drink to survive. follow a good allignment.
Size Sylvari are around 5 feet in height and have slender
Born of the Pale Tree builds. Your size is Medium.
Speed Your base walking speed is 30 feet.
Prior to emergence they share a bond through the Pale Tree
Darkvision Accustomed to twilight forests and the night sky,
which they call the Dream of Dreams. In this dream, a growing
you have superior vision in dark and dim conditions. You can
sylvari is exposed to the consciousness of the Pale Tree and the
see in dim light within 60 feet of you as if it were bright light,
vast pool of knowledge accumulated by all previous sylvari.
and in darkness as if it were dim light. You can't discern color in
When a new one emerges, a portion of this knowledge remains
darkness, only shades of gray.
with them, including basic wisdom and understanding from the
Feyborn Plants Your creature type is Plant, in addition you
Pale Tree and a small fraction of what other sylvari have seen
have advantage on saving throws against being charmed, and
and experienced, though this rarely includes specific memories.
magic can't put you to sleep.
After emergence, the bond with the Pale Tree is weaker but it
links all sylvari and, to an extent, other plants. On rare occasion, Languages You can speak, read, and write Common.
twins can emerge from the same pod and they exhibit a greater Subrace The cycle in which a sylvari is born determines
empathy toward one another. multiple trait about the newborn sylvari.
Dawnborn
Newborn Race Sylvari awakened at dawn are natural talkers, diplomats, and
Sylvari are usually honest, direct and focused, taking most forward-thinkers. We are intimately connected with our
things at face value. With the dream ensuring there is so much surroundings and markedly empathic toward all, even other
in common with the other sylvari, experience is cherished for races.
creating uniqueness between them. They are eager to learn, Ability Score Increase Your Charisma score increases by 1.
experience and understand. Natural Diplomat You can speak, read, and write two extra
Sylvari morality and ethics are based on those of the Pale languages of your choice.
Tree. These were formed by following the lives of Ronan and Empathy You understood other creatures even before you
Ventari, during the early growth of the Pale Tree and later awoke from the dream. You can focus your mind on a creature
written on Ventari's Tablet situated at the base of the tree. After you can see for 1 minute given that you have line of sight the
emergence a sylvari is guided by older sylvari to understand entire time and you learn the dominant emotion in the creature
what they have dreamed and ensure they have a clear at the time, such as anger, fear, happiness, nerYousness, serenity
understanding of the tablet, their history and the world. Despite etc.
the kick start of knowledge from the dream they still seem naive
as there are some matters which seem beyond their
comprehension. Emotions and tact, in particular, are difficult for
them to grasp, so often a sylvari will state out loud something
which would normally be politely avoided by other races. Death
too is not fully understood but viewed as something to be
embraced and, as with many things in a sylvari's life, is viewed
with a great degree of curiosity. These views serve to form an
acceptance of and fascination with death that other races may
find disturbing. Sylvari Names
Sylvari names, as well as place names in Caledon Forest, are
generally inspired by Celtic (Irish, Scots Gaelic and Welsh)
names. Sylvari do not have surnames, as they're all part of the
same "family," though to each other they are more like distant
relatives except in special cases.
Sylvari do not "choose" their names nor are they outright
given by the Pale Tree or other sylvari. Instead, the sylvari
simply 'know' their names upon awakening, though why is
never explored and the sylvari do not question why this is.
12
Noonborn
Sylvari awakened mid-day solve problems by attacking them
head-on. We are the warriors, hunters, and travelers who
experience life first-hand and enjoy the rush of taking risks in
order to feel truly alive.
Ability Score Increase Your Wisdom score increases by 1.
Weapon Training You are proficient with the shortsword,
longsword, shortbow and the longbow.
Forest Runner Your base walking speed is 35 feet. In
addition you are proficient in either acrobatics or athletics.
Duskborn
Sylvari awakened at dusk are naturally curious and thoughtful.
We love to learn and spend time reading and studying. We are
intelligent and drawn toward the luscious complexities of magic.
Ability Score Increase Your Intelligence score increases by
1.
Nature’s Attunement You may choose a cantrip from the
druid list. Intelligence is your spellcasting ability for this cantrip.
Magic Sense You may cast the detect magic spell with this
trait. Once you’ve cast the spell you can’t cast it again until you
finish a long rest.
Nightborn
Sylvari awakened at night are secretive and cautious with
information. We make our own decisions, and we come and go
as we please, nimble of mind and body.
Ability Score Increase Your Charisma score increases by 1.
False Appearance You may cast Disguise Self, Charisma is
your spellcasting ability for this spell. Once you’ve used this trait
you can’t use it again until you finish a short or long rest.
Keeper of Secrets You are proficient with the deception
skill.
13
Tengu
The tengu are a race of avian humanoids that make their home
which they call the Dominion of Winds. They are extremely
wary of all the races, and do not allow outsiders into their city.
Ability Score Increase Your Dexterity score increases by 2,
and your Intelligence or Wisdom score increases by 1.
Age Tengu reach maturity by age 3. Compared to humans,
tengu don’t usually live longer than 30 years.
Alignment The Tengu are currently neutral in all conflicts,
although the individual tengu may have their own ideals.
Size Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision You have a bird’s keen senses, especially in the
dark. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Avian Rush Your reflexes and agility allow you to move with
a burst of speed. When you move on your tum in combat, you
can double your speed until the end of the tum. Once you use
this trait, you can't use it again until you move O feet on one of
your turns.
Talons Your talons are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal slashing
damage equal to ld4 + your Dexterity modifier.
Eagle Eye You have proficiency in the Perception skill.
Wind Gliding If you are not wearing heavy armor and you
are falling, you descent slows to 60 feet per round and you land
safely on your feet.
Tengu Training You are proficient with one martial weapon
of your choice and shields.
Languages You can speak, read, and write Common and
Tengu.
14
PART II
Tyria Subclasses
Chronomancer - Fighter Archetype
Those who choose the path of the chronomancer gain new Chronomancer Spellcastig
abilities that allow them to rend both space and time. Being able Fighter Level 1st 2nd 3rd 4th
to use both temporal magic and wells, their skill set focuses on
3rd 2 - - -
past versus future and fast versus slow as key themes.
4th 3 - - -
Spellcasting 5th 3 - - -
When you reach 3rd level, you augment your martial prowess
6th 3 - - -
with the ability to cast certain spells.
Spell Slots. The Chronomancer Spellcasting table shows how 7th 4 2 - -
many spell slots you have to cast at first level or higher. To cast 8th 4 2 - -
one of these spells, you must expend a slot of the spell's level or
9th 4 2 - -
higher. You regain all expended spell slots when you finish a
long rest. 10th 4 3 - -
For example, if you know the 1st-level spell Mage Armor and 11th 4 3 - -
have a 1st-level and a 2nd-level spell slot available, you can cast
12th 4 3 - -
Mage Armor using either slot.
Spellcasting Ability Wisdom is your spellcasting ability for 13th 4 3 2 -
your spells and wells you learn through your studies of time 14th 4 3 2 -
manipulation. You use your Wisdom whenever a spell refers to 15th 4 3 2 -
your spellcasting ability. In addition, you use your Wisdom
modifier
when setting the saving throw DC for the spells you 16th 4 3 3 -
cast and when making an attack roll with one. 17th 4 3 3 -
18th 4 3 3 -
Spell / Well Save DC = 8 + your proficiency bonus + 19th 4 3 3 1
your Wisdom modifier 20th 4 3 3 1
Spell attack modifier = your proficiency bonus +
Chronomancer Spells
your Wisdom modifier At 3rd level, you sacrifice your use of Heavy and Medium Armor
to make the complex hand movement and gestures for the
following spells.
Chronomancer Spells
Fighter Level Spells
3rd Mage Armor, Silent Image
7th Blur, Invisibility, Minor Image, Misty Step
13th Counterspell, Haste, Slow, Major Image
19th Confusion
Temporal Points
At 7th level you learn how to use your temporal magic to create
magical temporal wells. Each wells cost temporal points, which
mess with the fabric of time. You have to limit your over all
manipulation to not gather the attention of higher beings. The
amount of tempral points you have is equal to your Wisdom
modifier + proficiency bonus. The fabric of time around you
mends itself after long rest.
Alacrity Well of Precognition
At 10th level your brain automatically see a few seconds ahead
Creates a well that gives allies the ability to see the future and
allowing you to add your proficiency bonus initiative roll.
allows them to block incoming attacks.
Once per long rest you can give this ability to ally you can see
For 3 temporal points create, a well with a diameter of 20 feet.
with 30 feet or have a target within 30 feet makes a Wisdom
Allies inside of the circle gain an additional +2 bonus to their AC
saving throw or takes a penalty equal to your proficiency
until the end of their next turn.
modifier.
Wells
Each well has a different effect as well as a temporal point cost.
It takes an action to use them, some of which require targets to
make saving throws against your spell DC.
You can place the center of the well up to 60 feet away from
you that you can see.
Well of Eternity
Create a well that speeds up time healing and removing certain
conditions form your allies.
For 1 temporal point, create a well with a diameter of 10 feet.
Allies inside the circle can spend a number of hit dice equal up
to your Wisdom modifier to heal themselves, while at the same
time they are cured of the poisoned, burning, fatigued, or
stunned condition.
Well of Action
Create a well of quick time that speed up the movement of your
allies.
For 3 temporal points, create a well with a diameter of 10 feet.
Until the end of your next turn allies inside the well can use
their bonus action as an action. (This could allow allies cast two
spells, interact with two objects or use two action requiring
abilities in one turn.)
Well of Calamity
Creates a well that rends time, damaging, weakening and
crippling foes in the area.
For 2 temporal points, create a well with a diameter of 20 feet.
Enemies inside the circle must make a Wisdom saving throw,
taking 3d8 physic damage and can't use their reactions on a
failed save or half as much on a successful save.
17
Mirage - Fighter Archetype
The mirage moves through battle like shifting sand, cloaking Mirage Spellcastig
themselves rather than dodging attacks. Their graceful, swirling Fighter Level 1st 2nd 3rd 4th
hand weapons and prismatic mirrors are as deceptively
3rd 2 - - -
beautiful as they are deadly.
4th 3 - - -
Spellcasting 5th 3 - - -
When you reach 3rd level, you augment your martial prowess
6th 3 - - -
with the ability to cast certain spells.
Spell Slots. The Mirage Spellcasting table shows how many 7th 4 2 - -
spell slots you have to cast at first level or higher. To cast one of 8th 4 2 - -
these spells, you must expend a slot of the spell's level or higher.
9th 4 2 - -
You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Mage Armor and 10th 4 3 - -
have a 1st-level and a 2nd-level spell slot available, you can cast 11th 4 3 - -
Mage Armor using either slot.
12th 4 3 - -
Spellcasting Ability Charisma is your spellcasting ability
for your spells and mirage skills you learn through your studies 13th 4 3 2 -
of illusion magic. You use your Charisma whenever a spell refers 14th 4 3 2 -
to your spellcasting ability. In addition, you use your Charisma 15th 4 3 2 -
modifier when setting the saving throw DC for the spells you
cast and when making an attack roll with one. 16th 4 3 3 -
17th 4 3 3 -
Spell / Mirage Mirror DC = 8 + your proficiency bonus + 18th 4 3 3 -
your Charisma modifier 19th 4 3 3 1
20th 4 3 3 1
Spell attack modifier = your proficiency bonus +
your Charisma modifier Mirage Spells
At 3rd level, you sacrifice your use of Heavy and Medium Armor
to make the complex hand movement and gestures to cast the
minor illusion cantrip and for the following spells.
Mirage Spells
Fighter
Level Spells
3rd Disguise Self, Mage Armor, Silent Image,
7th Invisibility, Minor Image, Phantasmal Force
13th Counterspell, Hypnotic Pattern, Major Image
Greater Invisibility, Hallucinatory Terrain,
19th
Phantasmal Killer
Mirage Illusions
At 3rd level, while not wearing Heavy or Medium Armor when
Mirage Skills
you take the Attack action you can replace one attack to create Each mirage has a different effect as well as a Illusion point cost.
an illusion of yourself within 5 feet of you that lasts for 1 minute They can use your action, bonus action, or reaction, with some
or until you dismiss it as a bonus action. The illusion can of requiring targets to make saving throws against your spell
immediately takes an attack for you, but the damage dealt is DC.
only equal to your Strength or Dexterity Modifier.
You can have up to 3 illusions of yourself and the illusions are Mirage Mirror
identical copies of yourself with the same Weapon and Armor Create a mirage of a shining gem that's surface act like a mirror.
Class as you, but only have 1 health and can move up to half As an action create a Mirage Mirror for 1 Illusion Point on an
your movement speed. They automatically fail all saving throws. open space within 5 feet of your location. Once a creature
If an enemy leaves melee range with one of your illusions you touches the mirage they take 1d10 physic damage and the
can spend your reaction to take an attack of opportunity from mirage disappears. You can only have up to five Mirage Mirrors
the illusion. Enemies must succeed on an Intelligence at any given point.
(Investigation) check against your Spell DC, on a failed save they
treat the closest illusion as if it were you. False Oasis
All your illusions attack the same target and disappear Create a mirage at your current location and heals. When the
(shatter at higher levels) when the target has been killed. mirage expires, it spawns a Mirage Mirror.
When a target is killed you can use your reaction to make all As an action create a False Oasis for 3 illusion points over an
your illusions target something else. area of a circle with a diamater of 10 feet centered on you. Allies
inside the circle or that end their turn in the circle heal 2d4 hit
Mirage Illusions points. At the start of your next turn the mirage fades leaving
At 7th level you learn how to use your illusionary magic to behind a Mirage Mirror inside the earlyer circle.
create mirages. Each mirage cost illusion points. The amount of
illusion points you have equal to your Charisma modifier + Crystal Sands
proficiency bonus. You regain all spent illusion points after a Draw in shards of crystal sand to create a Mirage Mirror at a
long rest. target location.
As an action create a Mirage Mirror for 2 illusion points in an
Shatter unoccupied space within 60 feet of your current location.
At 10th level you learn how to shatter your illusions upon taking
damage or as a bonus action after moving the illusion(s) into Illusionary Ambush
melee range of the target. Shattering a illusion can do one of the You and all your illusions teleport to a random point around
following to a single target: your target and attack.
As an action you can spend 3 illusion points to teleport you
Take 1d8 psychic damage per illusion
and all your illusion within melee range of a target that you can
Must succeed on a Dexterity saving throw against your spell
see within 60 feet. Then you and all your illusions can make 1
DC or be knocked prone.
melee attack against said target.
Can't take reaction until the start of their next turn.
You swap places with the shattered illusions.
Mirage Ambush (Mirage Ambush / Retreat)
Illusion Dodging Teleport and unleash an attack that blinds your target and
At 15th level, you can use your reaction to have your illusions nearby foes. Then return to your starting point, leaving behind a
nimbly dodge out of the way of certain area effects. When a illusion at your previous location.
illusion is subjected to an effect that allows you to make a As a bonus action you can spend 3 illusion points to teleport
Dexterity saving throw to take only half damage, it instead take to a target you can see within 60 feet and then spend your
no damage if it succeed on the saving throw, or getts destroyed action to attack said target. The target must make a Consitution
on a failed save. saving throw against your Spell DC or be blinded until the end of
their next turn. At the end of your turn, you teleport back to the
Perfect Illusions location you started at, leaving behind a illusion.
At 18th level, your illusions are so life like that only creature
with intelligence score of 20 or more can determine if your
illusions aren't you. They still need to make an Intelligence
(Investigation) check against your Spell DC.
Sand Through Glass
Evade backward and leave behind a Mirage Mirror.
As a reaction form taking damage from a melee attack you can
spend 2 illusion points to evade backward up to 15 feet, leaving
behind a Mirage Mirror where you once stood.
Jaunt
Teleport to a target location and confuse nearby foes.
As an action you can spend 6 illusion points to teleport up to
60 feet to an unoccupied space. All enemies within 5 feet of you
after you teleport must make a Wisdom saving throw or be
under the affects of the confusion spell until the end of your next
turn.
20
Spellbreaker - Fighter Archetype
Spellbreakers use their blades to strike at the very fabric of
magic and strip it from their foes. They meditate to see past Meditations
their enemies' defenses and strengthen their offensive During combat you can spend a bonus action to meditate on one
capabilities. of the following meditations. You can meditate a number of
times equal to your wisdom modifier per long rest. Some
Counter meditations require a target(s) to make a saving throw, the DC is
At 3rd level you learned how to absorb part of the next attack
calculated by the following formula,
against you, allowing you to counterattack a near by foe.
As a bonus action you can attempt to counter the next attack
against you. The next attack made against you that hits has it's Meditation Save DC = 8 + your proficiency bonus +
damaged halfed against you, and you can use your reaction to your Wisdom modifier
then make an attack against an enemy within melee range
dealing an equal amount of damage you just took. Featherfoot Grace
After spending your bonus action to complete the Featherfoot
Battle Meditations Grace meditation your movement speed doubles and you don't
At 7th level you have learned how to mediate during battle to provoke opportunity until the end of your turn.
see past your enemies' defenses or strength your offensive
capabilities. What and how these meditations work can be Imminent Threat
found at the end of this section. After spending your bonus action to complete the Imminent
Threat meditation you unleash a horrible roar. All hostile
Natural Healing creatures within a 20 feet diameter centered on you must make
At 10th level through meditation you have learned how to a Wisdom saving throw or spend their next action attacking you.
empower your second wind.
Now when you use your second wind ability you can also Break Enchantments
remove one of the following conditions: Blinded, Charmed, After spending your bonus action to complete the Break
Deafened, Frightened, Incapacitated, Poisoned, or 1 point of Enchantments meditation until the end of your turn your
exhaustion. attacks ignore any magical defenses like Mage Armor, Shield or
You may use this ability the same amount of times equal to other spells that add to your AC. Range attacks can go through
the amount of times you can use the second wind ability. things like Wall of Force.
In addition these strikes ignore magical resistances.
Sight beyond Sight
At 15th level through meditation you have learned how to focus
your mind giving you True Sight with a range of 60 feet for one
hour.
You may use this ability a number of times equal to your
Wisdom Modifier.
Winds of Disenchantment
At 18th level through meditation you have learned how to create
an Antimagic Field. You can use this ability a number of times
equal to your Wisdom modifier, maximum of 5 times per long
rest.
This acts as the spell Antimagic Field, except you can only
concentrate on this for up to 1 minute.
21
Oath of the Dragonhunter - Paladin
Archetype
The Oath of the Dragonhunter is that of Paladin thats personal Daily Light
past or god has an extreme hatred for Dragons. They hone their At 7th level you have learned how use your light magic to create
light magic into physical nature that's sharp and deadly enough magical light traps. Each trap takes a portion of your daily light,
to pierce scales. They tend to viciously purge the lands of which you have an amount equal to your charisma modifier +
dragons and their ilk, with longbow and traps made of their own proficiency bonus. You regain your daily light after a long rest.
light.
The description for the traps and how they work can be found
on the next page.
Tenets of Dragonhunter
Though the exact words and strictures of the Oath of the
Dragonhunter vary, most paladins of this oath share these
Resist Draconic Elements
At 15th level you can use your reaction to resist damage from an
tenets.
attack that deals acid, cold, fire, lightning, or poison damage.
Spear of Justice. Be the first spear in the fight against
At 18th level, you can give this resistance to an ally that you
dragons.
see within 20 feet as a reaction.
Hunter's Verdict. Be swift and quick when killing a foe that
could smarter then themselves. Wings of Resolve
Chromatic Bane. Slay all Chromatic dragons you come At 20th level, as an action you can use your light magic to
across, none are worthy of mercy. manifest angelic wings to fight the dragons in the sky. For 1
Metallic Terror. Not all Metallic Dragons are good, so don't hour, you gain the following benefits:
let their color mean anything.
Wings sprout from your back and grant you a flying speed of
Oath Spells 60 feet.
You gain oath spells at the paladin levels listed. As a bonus action you can Dash (flying) with your wings.
When you make a successful save against a dragons breath
Oath of the Dragonhunter Spells weapon, you take no damage rather then half.
Paladin Level Spells
Once you use this feature, you can't use it again until you
3rd Hunter's Mark, Absorb Elements finish a long rest.
5th Cordon Of Arrows, Locate Animals or Plants
9th Flame Arrows, Lightning Arrow Radiant Traps
13th Locate Creature, Charm Monster Some traps require a saving throw, the DC is your spell DC when
17th Swift Quiver, Conjure Volley placed. You can up to three traps out at anytime. When you place
a trap you must decide who is your Allies and Enemies. The trap
will last for up to 1 minute, someone / thing activates it, or you
Channel Divinity dismiss it.
When you take this oath at 3rd level, you gain the following two
When a creature walks into the radius of your trap or you
Channel Divinity options.
command it to activate as a bonus action the trap will activate.
Radiant Bow. As a bonus action, you can summon a longbow
Sometimes the trap will only affect enemies other's affect both.
into your open hands. This longbow uses your charisma
modifier for it's to hit and attack rolls, rather then dexterity Purification Trap
modifier. It naturaly fires arrows of light that deal radiant
For 3 Daily Light you can place a Purification trap when placed.
damage rather then piercing damage, although it can fire normal
The trap has a radius of 10 feet centered on your location. Allys
and magical arrows as well.
within the trap heal 2d10 hit points. Enemies must make
The Radiant Bow lasts for 1 minute, until you drop it, dismiss
constitution saving throw taking 2d10 radiant damage and
it, or you fall unconscious.
become blinded until the end of their next turn or half the
Dragons Bane As a bonus action, you can call upon you or damage on a successful save
your god's hatred of dragons to help you deal more damage. For
the next minute on a hit you deal an extra 1d6 radiant damage
once per turn.
At level 10 this extra damage increases to 2d6, and 3d6 at
level 20.
Fragments of Faith Trap
For 2 Daily Light you can place a Fragment of Faith trap.
This trap has a 10 feet diameter circle centered on your
location when placed. Once triggered shards of light explode
from the center of the trap. Allies within the radius get a +1 to
their AC until the end of their next turn. Enemies within the
radius must make a dexterity saving throw get taking 2d8
radiant damage and half as much on a successful save.
23
Oath of the Firebrand - Paladin
Archetype
The Oath of the Firebrand is that of Paladin thats are zealous Mantra's
lorekeepers skilled in conjuring magical fire. They use mantras At 7th level thanks to you lore and book keeping you figured out
in close combat to rebuke enemies and protect allies. one of the lost ways of magic manipulation, Mantra's. How they
work and what Mantra's you know can be found on the next
Tenets of Firebrand page.
Though the exact words and strictures of the Oath of the
Firebrand vary, most paladins of this oath share these tenets.
Control of Fire
Knowledge. Knowledge is power, which is why only the At 15th level you have figured out how to cast some fire based
chosen should no the full truth. cantrips that Paladons normally can't cast. These cantrips use
Resolve. Never falter in your beliefs, for they must be your charisma modifier for the Spell Attack and DC.
supported by facts.
Courage. Never be afraid to learn new information, even if it Fire Bolt
doesn't support your beliefs. Control Flames
Fire. While you will cause destruction in your path, leave Create Bonfire
behind the seeds to start anew like fire.
Tome of Fire
Oath Spells At 20th level your knowledge and mastery of Fire allow you to
You gain oath spells at the paladin levels listed. cast higher level spells that normal Paladin could never cast.
These spells use your charisma modifier for the Spell Attack and
Oath of the Dragonhunter Spells DC.
Paladin Level Spells You can cast the following spells a total number of three times
per long rest.
3rd Burning Hands, Hellish Rebuke
5th Flame Blade, Flaming Sphere Investiture of Flame
Delayed Blast Fireball
9th Fireball, Melf's Minute Meteors
Fire Storm
13th Fire Shield, Wall of Fire Meteor Swarm
17th Flame Strike, Legend Lore
Manatra's
Channel Divinity Manatra's are one of the many ways to manipulate the magic
When you take this oath at 3rd level, you gain the following two around someone with out using spell slots. During a long rest
Channel Divinity options. you pick mantra (s) to place on yourself. The amount of
Firey Aura As a bonus action you can summon a magical Mantra's you can place on yourself is equal to half your
flame to surround your body that lasts for 1 minute, or until you proficiency bonus rounded down. Each Mantra has it's own
lose your concentration (as if you were concentrating on a trigger condition that must be meet in order for the Mantra to
spell). When enemies makes a melee attack against you, they activate. A Mantra can activate a number of times equal to your
must take disadvantage on the attack roll, or take a 1d4 + your charisma modifier before it can no longer trigger.
Charisma Modifier. They can only take this damage once per You can swap out your Mantra's Recharge during the long rest
round. as well as recharge the ones that have already been spent.
Phoenix Fire As a bonus action you can make any fire
damage you deal magically infused so that it hurts even the Mantra of Solace
most resilient creatures. For the next hour the creatures that are You prepare a chant to heal yourself from a fatal blow.
normally immune fire damage take half damage, while creatures Once you are knocked unconscious by an attack or spell, blast
with resistance take full damage. of healing flame surrounds them. The wearer immediately
regains 5 hit points and is lifted to their feet. All enemy
creatures within 10 feet of the wearer must make a saving
throw. They suffer 3d6 fire damage (half if succeeded).
Mantra of Flame
Prepare a chant to sear your enemies.
As you deal damage, you deal an additional 1d6 fire damage
until the end of your turn. This damage increases to 1d8 at level
10, 1d10 at level 15 and 1d12 at level 20.
24
Mantra of Lore
Recite the ritual of cleansing that activates after a conditions is
applied.
Once you get a condition this mantra activates cleansing the
conditions.
Mantra of Truth
Prepare the tenets of truth to debilitate your foes.
Once a condition is applied to you, it get moved over to the
applier instead. If you had to fail a saving throw in order to get
the condition, the applier must roll the same save in order to
have it applied to them. This doesn't transfer damage, only
conditions.
This doesn't work on the grapple or restrained condition.
Mantra of Potence
Recite a hymn from the annals of Zephyr to hasten yourself and
allies.
The next time you try to spend your action to dash, this
mantra activates allowing you to dash as a bonus action. This is
assuming you haven't already used your bonus action.
Mantra of Liberation
Echo remnants of an ancient pamphlet urge ones for freedom.
This mantra breaks you out of a grapple or free you if your
restrained.
25
The Soulbeast - Ranger Archetypes
There are no stronger bond between man and beast than that of
the Soulbeast and their pets. Their bond is so powerful that they Companion Table
can become one in spirit. By channeling their pet, they become a Ranger Level Number of Beasts Max CR Max Size
single entity, granting the Soulbeast an increase to health, their 3rd 2 1/4 Medium
pets attack and abilities.
7th 3 2 Medium
Soulbeast Features 11th 4 3 Large
Ranger 15th 5 5 Large
Level Feature
Soulbeast Magic, Animal Companions, Beastmode
3rd
Beastmode At 3rd level the bond with your beasts are so strong that you can
7th Stronger Bond merge into one gaining the following benefits:
11th Spell Sharing Your AC becomes their AC if yours is lower then theirs.
15th Ultimate Bond You can use their Attacks as if it was your own as a bonus
action.
Soulbeast Magic You become proficient in any skills they are proficient in.
Starting at 3rd level, you learn an additional spell when you Your Max HP increases by 1/4 of your beasts current health.
reach certain levels in this class, as shown in the Soulbeast (It can't be more then 1/4 of your normal health)
Spells table. These spells count as a ranger spells for you, but it You can only enter Beastmode once per long rest and it only
doesn't count against the number of ranger spells you know. lasts up to one hour, or you die.
Ranger Level Feature
Stronger Bond
3rd Entangle At 7th Level your bond is so stong that when you go into beast
5th Enhance Ability mode you also gain your beasts resistances, senses (like
darkvision, blindsense, or tremorsense), their movement speeds
9th Wall of Water
if it more than yours (such as flight, Swim, etc), even if you
13th Dominate Beast didn't have it to begin with.
17th Awaken
Spell Sharing
Animal Companions Beginning at 11th level, when you or an ally cast a spell that
At 3rd level, you have a number of beast companions that targets you, you can also have it affect your current beast
accompany you alongside your adventures. You can only have companion with the spell if the beast is within 30 feet of you.
one companion out at a time, the others are stored in an amulet,
necklace or ring that you wear at all times. The number of beast,
Ultimate Bond
At 15th level your bond is so great that if you were to die while
size and challenge rating your companions can have can be
in beast mode your companion would rather sacrifice its life
found by in the Companion Table found bellow. While the beast
then let you go down.
is out alongside you, you can add your proficiency bonus to the
beast's AC, attack rolls, and damage rolls, as well as to any Instead of dropping to zero hit points while in beastmode,
saving throws and skills it is proficient in. your beastmode will end and you will stay up with 1 HP.
The beast obeys your commands as best as it can. It takes its
turn on your initiative, though it doesn't take an action unless
you command it to. On your turn, you can verbally command the
beast where to move (no action required by you). You can use
your bonus action to verbally command it to take the Attack,
Dash, Disengage, Dodge, or Help action.
While traveling through your favored terrain with only your
beasts, you can move stealthily at a normal pace.
lf the beast dies, or you find another one you want to tame,
you can obtain another one by spending 8 hours magically
bonding with another beast that isn't hostile to you.
26
The Deadeye - Roguish Archetypes
The Deadeye is a rogue who stalks their targets with patience, Collateral Damage
brutal accuracy and dark powers. They use long bows and heavy Starting at 9th level, as a reaction when a creature marked by
crossbows to snipe at a long range, marking targets to harass your Deadeye's Gaze dies, you may trigger a burst of shadow
them with harmful effects. They can manipulate darkness and energy against each creature within 5-feet of the marked
shadows which grants them additional abilities. creature forcing them to make a Dexterity save. On a failed save,
Some Deadeye have managed to get their hand on and train the creature takes 1d8 necrotic damage for each point of Malice
with a recently discovered type of weapon know as firearms. you currently have built, or half damage if the save succeeds.
While they prefer marking their targets at distance to harass
them with harmful effects. They are not afraid to get up close Shadow Meld
and personal with a concealed pistol that doesn't make a sound Starting at 13th level, you can hide in areas of darkness or dim-
when fired. Only a gunslinger can rival the Deadeye's mastery of lighting. When you hide in such an area you are Invisible until
fire arms. you Attack or take another Move or Dash action. When you are
hidden in the shadows your voice becomes deep and tenebrous.
Bonus Proficiency You gain Advantage on Intimidation checks made from the
When you choose this archetype at 3rd level, you gain shadows (the target only needs to hear your voice) and, if the
proficiency with longbow, heavy crossbow, and firearms (At target is marked by your Deadeye's Gaze, you may apply your
DM's discretion) allowing you to add your proficiency bonus to current points of Malice as a bonus towards the check (using
attacks made with those weapons. Malice in this manner does not consume it).
Firearm
Name Cost Damage Weight Range Properties
Pistol 250g 1d10 piercing 3 lbs (100/400) Reload 4, misfire 1
Musket 500g 1d12 piercing 10 lbs (200/800) Two-handed, reload 1, misfire 2
Pepperbox 450g 1d10 piercing 5 lbs (150/600) Reload 6, misfire 2
Silencer 800g ─ 0.5 lbs ─ Silences your shots
Sniper 700g 2d12 piercing 25 lbs (600/1200) Two-handed, reload 1, misfire 3
29
School of the Reaper - Wizard Subclass
An inexorable force on the battlefield, the reaper empowers
itself enough to wield a cleaving greatsword to harvest its foes. Shouts
Slow and hard-hitting, these deadly combatants call out the The School of the Reaper teaches their students to imbue the
impending doom of their enemies with piercing shouts. Upon recently collected Life Force into magical shouts. You may use a
accumulating sufficient life force, they can enter the reaper’s shout as a bonus action as long as you have the Life Force to
shroud, a deadly form that grants them a dark scythe of spend.
malevolent energy and the abilities to match it. Capable of
heavily afflicting their victims with chill and other conditions, "Your Soul is Mine!""
the reaper wades into melee receiving and dealing blows Heal yourself by striking the foes around you, turning their Life
knowing nothing can save its foes! Force into your own Health.
For 5 Life Force, shout "Your Soul is Mine!". Until the end of
Necromancy Savant your next turn all Life Force you collected now gets converted
Beginning when you select this school at 2nd level, the gold and
into your Health
time you must spend to copy a necromancy spell into your
spellbook is halved.
"Nothing Can Save You!"
In addition you learn to extra necromancy cantrips of your
Shout at a target making them easier to hit.
choice form any spell list.
For 3 Life Force, shout "Nothing Can Save You!" at a target you
can see within 120 feet. That target must make a Wisdom saving
Bonus Proficiency throw against your spell DC, on a failed save they are frightened
Starting at 2nd level the school of the reaper has taught you how
of you. The frightened target can repeat the saving throw at the
to use a greatsword useing your intelligence modifier rather
end of each of its turns, ending the effect on itself on a success.
then your strength modifier for To-Hit and Damage rolls.
Soul Eater
At 14th level, you have masterd the harvesting of Life Force from
the recently killed.
When you kill a target, all the damage you just dealt gets
turned into Life Force rather then just half
Reaper Shroud Skills
While you are Reaper Shroud you can use the following skills as
an action. Each skill has a Life Force Cost, using a skill that cost
more Life Force you have triggers the skill, but the shroud ends
and the remaining Life Force is taken out of your normal Health.
Life Slash
Using your shadow scythe, cleave foes in front of you.
For 3 Life Force, imbue your scythe with necrotic energy, and
strike a foe you dealing 4d6 necrotic damage. The Life Force is
still spent if you miss your attack.
Life Blast
Blast a foe with Life Force.
For 4 Life Force, blast a target with Life Force you see within
120 feet. On hit the target take 3d12 necrotic damage. The Life
Force is still spent if you miss your attack.
Death's Charge
Slide forward, hurting all foes in your path. Blind foes at your
destination.
For 7 Life Force, charge forward 25 feet. Any creature in your
path must make a constitution save against your spell DC. No a
failed save they become blind until the end of your next turn and
take 3d6 necrotic damage or half as much on a successful one.
Infusing Shadow
Shroud yourself with dark armor making you harder to hit.
For 5 Life Force per round, taken at the end of your turn, add
your intelligence modifier to your AC.
Soul Spiral
Spiral and damage nearby foes, dealing high damage.
For 12 Life Force, swing your scythe around yourself causing
all creatures within 5 feet of you to make a dexterity saving
throw. On a failed save they take 4d10 necrotic damage and half
as much on a successful save.
Executioner's Scythe
Deliver a powerful overhand strike to stun a single target.
For 15 Life Force, make a two strike with your scythe that cuts
into the soul of your target. The target must make a constitution
save against your spell DC. On a failed save they can't take
actions until the end of your next turn and take 4d12 necrotic
damage or half as much on a successful save.
31
School of the Scourge - Wizard Subclass
Scourges channel their life force into the desert sands to
summon biddable sand shades that damage enemies and create Sand Shades
shields for their allies. The School of the Scourge teaches their students to imbue the
recently collected Life Force into magical Sand Shades. While
Necromancy Savant summoning a Sand Shade takes an action, consuming Life Froce
Beginning when you select this school at 2nd level, the gold and
to use one of their abilities takes a bonus action. You can have up
time you must spend to copy a necromancy spell into your
to three Sand Shades up at once. They disappear after one
spellbook is halved.
minute, you dispel, or detonate them.
In addition you learn to extra necromancy cantrips of your
Sand Shades can't take damage, nor be targeted by spells
choice form any spell list.
much like the Spiritual Weapon spell.
Targets affected by these abilities can only be affected once
Life Force per cast.
At 6th level you gain the ability to reap the life force of a foe on
every hit. Once per turn, half the damage dealt to a single target Manifest Shade
gets turned into your Life Force. You can expend Life Force to
Manifest a sand shade using some of your life force. Whenever
summon a Sand Shade and use them in battle. You can have a
you use a shade ability, your sand shades strike nearby enemies.
max amount of Life Force equal to your max Health. You lose all
For 3 Life Force summon a sand shade to an unoccupied space
accumulated Life Force after a long rest.
you can see within 60 feet.
Feed from Corruption Nefarious Favor
At 10th level your soul has become so tainted from the
harvesting of Life Force that you can use necrotic energy to heal Your shades takes a bite out of the closes enemy target.
yourself For 4 Life Force your sand shade will take a bite at an enemy
As a reaction to having a necromancy spell or necromantic target within five feet of the shade dealing 1d8 necrotic damage
ability cast on you, if it deals necrotic damage, you can use the on hit.
energy to heal yourself rather then damage you. You can use this This damage increases to 2d8 at 14th level and 3d8 at 18th
ability a number of times equal to your intelligence modifier per level.
long rest.
Sand Cascade
Desert Shroud Sand rises up near your shades to shield nearby allies.
At 14th level you have figured out to fuse your own Life Force For 5 Life Force allies within a 10 feet circle of centered on
and turn yourself into a Sand Shade. sand shade gain a +2 to their AC.
Once per long rest you can turn yourself into a Sand Shade.
While a Sand Shade you gain the following traits as part of your Garish Pillar
transformation. Induce fear in enemies around your sand shades.
For 5 Life Force your sand shades
emit a wave of fear.
Your base movement speed doubles Creatures within a 10 feet circle centered on the shade must
Any Sand Shade ability you spend Life Force on also affects make a Wisdom Saving throw, on a failed save they become
you frighten of you.
You resist Necrotic and Fire Damage They can repeat the save at the end of their turn until they
While in this form, your Life Force acts as your Health pass the save. Once the save has been made the target can't be
You don't collect Life Force while in this form frightened by this ability for another 24 hours.
After all your Life Force is consumed you drop your Sande
Shade form Sand Flare
You lose 3 Life Force at the end of your turn Grant nearby allies temporary health and distracting enemies.
For 4 Life Force your sand shades emit a healing wave in a 10
feet circle that gives allies a 2d8 temporary health. Enemies
within that wave have disadvantage on their next attack.
Desiccate
Command your sand shades to explode in necrotic energy.
For 5 Life Force your sand shades explode requiring all
creatures within a 20 feet circle to make a constitution saving
throw. On a failed save they take 4d10 necrotic damage and half
as much on a successful save.
Sand Swell
Have your sand shades plunge into the ground, creating a portal
through the world for you and your allies to use.
For 3 Life Force, and at least two sand shades, your sand
shades will temporarily turn into portals. You or your allies can
go through the portal and appear at another one of your choice.
Your shades stay in portal form until the start of your next
turn.
33
PART III
New Classes
34
Elementalist Class
The Elementalist class is an entirely new class based on the
Elementalist from the popular MMO Guild Wars 2 and its Creating an Elementalist
expansions. It uses similar mechanics to that of the Mystic Class. When making an Elementalist, consider why your character has
close bond with the elemental planes. Did your adventurous
Elementalists parents travel through the planes often, in doing so their
children have been touched by the elemental planes. Maybe
An Elf in elegant robes walks calmly through the forest not
your character was born near an active portal to one of the
noticing that a rouge is aiming a crossbow right at them. As the
elemental planes, the proximity effecting your birth.
bolt is let go, but before it hits the Elf’s body becomes covered in
Where you always an adventure or did you spend a good
stone and the bolt bonces of the dense rock.
portion of your life guiding people through some of the harsher
A group of bandits have managed to catch themselves a well-
natural areas. It wouldn’t be uncommon for an Elementalist to
known adventure, and a removed all of his magical gear in order
be living alone until they feel they have learned enough about
to waterboard the man. To the bandit’s surprise waterboarding
the elementals in order to safely manipulate them.
seems to have no effect on the man they have captured.
Although the group of adventures spent a small fortune hiring
Quick Build
their guide. They all agreed this self-proclaimed Mistress of the
You can make an Elementalist quickly by following these
Land was worth every gold. Not only could she summon more
suggestions. First, Wisdom should be your highest ability score,
water than the cleric and paladin combined for all them and
followed by Strength or Dexterity. Second, choose the hermit
their rides. Her Earth Elemental was scouting out the land
background.
ahead of them completely undetectable by the local creatures.
These individuals are all Elemantalists, manipulators of the
four elements. Elemantalists have a connection to the elemental Class Features
planes which they use to preform acts of raw elemental power. As an Elementalist, you gain the following class features
35
The Elementalist
Level Proficiency Bonus Features Auras Known Power Points Power Limit
1st +2 Elemental Powers, Elemental Specialization, Elemental Blast 1 4 2
2nd +2 Elemental Recovery, Primordial Language 1 6 2
3rd +2 Elemental Specialization feature 2 14 2
4th +2 Ability Score Improvement 2 17 3
5th +3 ─ 2 27 3
6th +3 Elemental Specialization feature 3 32 3
7th +3 ─ 3 38 5
8th +3 Ability Score Improvement, Potent Elements (1d8) 3 44 5
9th +4 ─ 4 57 5
10th +4 Elemental Specialization feature 4 64 6
11th +4 Consumptive Power 4 64 6
12th +4 Ability Score Improvement 4 64 6
13th +5 ─ 5 64 7
14th +5 Potent Elements (2d8), Elemental Specialization feature 5 64 7
15th +5 ─ 5 64 7
16th +5 Ability Score Improvement 5 64 7
17th +6 ─ 6 64 7
18th +6 ─ 6 71 7
19th +6 Ability Score Improvement 6 71 7
20th +6 Elemental Duplicity 6 71 7
36
Elemental Focus
You can focus elemental energy on one of your elemental auras
Ability Score Improvement
to draw ongoing benefits from it. As a bonus action, you can When you reach 4th level, and again at 8th, 12th, 16th, and 19th
choose one of your elemental auras and gain its elemental focus level, you can increase one ability score of your choice by 2, or
benefit, which is detailed in that aura’s description. The benefit you can increase two ability scores of your choice by 1. As
lasts until you are incapacitated or until you use another bonus normal you can't increase an ability score above 20 using this
action to choose a different focus benefit. feature.
You can have only one elemental focus benefit at a time and
using the elemental focus of one aura doesn't limit your ability
to use other auras.
Potent Elements
At 8th level, you gain the ability to infuse your weapon attacks
Elemental Ability with elemental energy. Once on each of your turns when you hit
Wisdom is your elemental ability for your elemental auras. You a creature with a weapon, you can deal an extra 1d8 elemental
use your Wisdom modifier when setting the saving throw DC for damage to that target. When you reach 14th level, this extra
an elemental aura or when making an attack roll with one. damage increases to 2d8.
The elemental damage type is determined by what aura you
have. Water aura makes it cold damage, Fire is fire damage, Air
Elemental Save DC = 8 + your proficiency bonus +
is lightning damage, and Earth is force damage.
your Wisdom modifier
Wind
Air Tempest Specialization
You focus the elemental force of air around your body.
Elemental Focus. While focused on this aura, you take no
fall damage
Wind Step (1 -7 pp). As part of your move on your turn, you
can fly up to 20 feet for each power point spent. If you end this
flight in the air, you fall unless something else holds you aloft.
Wind Stream (1-7 pp). As an action, you create a line of
focused air that is 30 feet long and 5 feet wide. Each creature in
that area must make a Strength saving throw, taking 1d8 force
damage per power point spent and being knocked prone on a
failed save, or half as much damage on a successful one.
Cloak of Air (3 pp; conc., 10 min.). As a bonus action, you
seize control of the air around you to create a protective veil.
Until your concentration ends, attack rolls against you have
disadvantage, and when a creature you can see misses you with
a melee attack, you can use your reaction to force the creature to
repeat the attack roll against itself.
Wind Form (5 pp; conc., 10 min.). As a bonus action, you
gain a flying speed of 60 feet, which lasts until your
concentration ends.
Wind Warhorn
Air Weaver Specialization
Focus the elemental energy of air so when it goes through
your warhorn it has power effects.
Elemental Focus (R: Warhorn). While focused on you can
spend your bonus action to increase your elemental spell DC by
2.
Attack Signal (2 pp). As an action blow your horn in an
upbeat way to inspire all your allies in a 20 feet radius circle
centered on you giving them advantage on their next hit.
Warning Signal (2 pp). As a reaction to seeing someone
about to be hit you play a warning signal threw your warhorn
giving an ally
42
Revenant Class
The Revenant class is an entirely new class based on the Quick Build
Revenant from the popular MMO Guild Wars 2 and its You can make an Revenant quickly by following these
expansions. suggestions. First, Charisma should be your highest ability
score, followed by Strength or Dexterity. Second, choose the Far
Revenant Traveler background.
A group of goblins surround an armored man thinking they've
found a meal. To their surprise he smirks, and seconds after
crystal wings form around the man and blow all the back.
Class Features
As a Revenant, you gain the following class features
An armored tabaxi with a longbow looks
down at her team
shouting a heroic speech that inspires them to fight until the last
breath.
Hit Points
Hit Dice: 1d8 per Revenant level
An man dressed for war preaches for peace as a large
Hit Points at 1st Level: 8 + Constitution Modifier
translucent rock floats next to him.
Hit Points at Higher Levels: 1d8 (or 5) + Constitution
All these individuals channel the legendary powers of
modifier per Revenant level after 1st
individuals from legends all throughout the astral sea to
slaughter foes, unleash chaos and aid allies while on the battle Proficiencies
field. Armor: Heavy armor
Weapons: Simple Melee and Ranged Weapons, as well as
Blindfolded yet not Blind material weapons.
Tools: None
It isn't that strange to find a revenant that is beginning to use
their invoking magic to be wearing a blindfold. The blindfold aving Throws: Charisma, Constitution
helps them differentiate between what they see in their current
kills: Choose two skills from Athletics, Acrobatics, Arcana,
plane and what is in the astral sea.
History, Intimidation and Survival
Eventually they will no longer need the blindfold, assuming
they need one at all. Ether way the blind fold doesn't hinder the Equipment
use of their eyes. You start with the following equipment, in addition to the
equipment granted by your background:
Endless Sea of Powers (a) a Quarterstaff or (b) a Axe (c) a Mace
A Revenant gets their power from the legends that are told (a) a Short Sword or (b) a Long Sword
throughout the astral sea. For a Revenant the astral sea acts as (a) a bow and 20 arrows or (b) a light crossbow and 20 bolts
nexus of power that the Revenant invokes their magic from. In (a) Ring mail or (b) Chain Mail
many ways this magic is similar to that of a warlock pact, but an explorer's pack
almost as if the revenant could swap their patron. Yet unlike the
warlock, these "patrons" don't sign any pacts with the revenant.
Now these "patrons" are entities that have significantly changed
the world that they come from. This means the possibility for
new legends is almost guaranteed.
Creating an Revenant
When making an Revenant, consider why your character has
close bond with the astral sea. Did your adventurous parents
travel through the planes often, in doing so their children have
been touched by the unending astral sea. Maybe your character
was born on a spelljammer causing you to have a connection to
the astral sea and all the legends told throughout it.
How long did it take you to realize you had a connection to the
astral sea? Do you still wear the blindfold to help with focusing
the magic? Lastly, do the legends you invoke control you, or do
you control them?
The Revenant
Proficiency Terrestrial Weapon Legends Energy Energy
Level Bonus Features Skills Known points Limit
Legend's Powers, Elite Legendary Stance,
1st +2 ─ 1 4 2
Energy
2nd +2 Terrestrial Weapon Skills 2 1 6 2
3rd +2 Elite Legendary Stance Feature 2 1 14 2
4th +2 Ability Score Improvement 2 1 17 3
5th +3 Extra Attack 3 2 27 3
6th +3 ─ 3 2 32 3
7th +3 Elite Legendary Stance 4 2 38 5
8th +3 Ability Score Improvement 4 2 44 5
9th +4 ─ 5 3 57 5
10th +4 Energy Siphon 5 3 64 6
11th +4 ─ 5 3 64 6
12th +4 Ability Score Improvement 6 3 64 6
13th +5 ─ 6 4 64 7
14th +5 Elite Legendary Stance Feature 6 4 64 7
15th +5 ─ 7 4 64 7
16th +5 Ability Score Improvement 7 4 64 7
17th +6 ─ 7 5 64 7
18th +6 ─ 8 5 71 7
19th +6 Ability Score Improvement 8 5 71 7
20th +6 Master of Legends 8 5 71 7
Legendary Stances are the main focus of the Revenant. Each Combining Legend Effects
legendary stance comes from a different legend allowing the The effects of different legendary stances add together while the
Revenant to be one of the most versatile combatants out there. durations of the disciplines overlap. Likewise, different options
from a legendary stance combine if they are active at the same
Stance time. However, a specific option from a legendary stance doesn’t
The Invocation section of a stance describes the benefit you gain combine with itself if the option is used multiple times. Instead,
when you choose that Legend. the most potent effect, usually dependent on how many energy
points were used to create the effect, applies while the durations
of the effects overlap.
Legendary Stance abilities and spells are separate effects, and Protective Solace (3 ep; conc., 1 min). As an action,
therefore their benefits and drawbacks overlap. An legendaries Summon a protective barrier in a 20 feet diameter around the
effect that reproduces a spell is an exception to this rule. tablet that blocks enemy projectiles. This blocks any magical
and non-magical single targeting projectiles.
Legend Descriptions Natural Harmony (1-7 ep). As an action, collect your
energy and release it healing allies next to the tablet a number
The Legendary Stances are presented here in alphabetical order. of d4 equal to the amount of energy points spent.
Purifying Essence (5 ep). As an action, use the tablets
Legendary Assassin Stance healing aura to remove one of the following conditions from
Invoke the power of the legendary assassin Shiro Tagachi. Once each ally next to the tablet. The conditions it removes are blind,
a guardsman then body for the emperor, he started to deal in charmed, deafened, 1 point of exhaustion, frightened, paralyzed,
dark magic after being feed a lies by demons. He soon killed his petrified, poisoned and stunned.
emperor and unleashed the Jade Wind on his home. The Jade
Energy Expulsion (7 ep). As an action detonate the tablet.
Wind turned everything within 100 miles into solid jade. As
Enemies next to the tablet must make a strength saving throw.
punishment for his actions was turned into an Envoy upon
On a failed save the target is knocked prone and back 20 feet
dying, yet he used his new power to create an army. With his
and only knocked back 10 feet on a successful save.
army he was able to return back to life, only to get killed again
by another hero whose name was lost to the legends of time. Legendary Demon Stance
Invocation. While invoking the power of Shiro, he is forced Invoke the power of the legendary demon Mallyx the Unyielding.
to translate thieves cant to you. He was once a holy knight of a now fallen dark god. He spends
Enchanted Daggers (R: Six Daggers; 2 ep; conc., 1 his time now gathering an army to avenge his fallen god.
min). As a bonus action, enchant your daggers so that the next Invocation. While invoking the power of Mallyx your soul
several attacks siphon health. While concentrating you regain become temporarily darker. You have advantage on all deception
1d4 health upon hitting your target. skill checks.
Phase Traversal (2 ep). As an action step through the Empowering Misery (2 ep). As a reaction to being blinded,
Astral Plane and attack a target you can see within 60 feet. charmed, deafened, frightened or poisoned your darker soul
Riposting Shadow (3 ep). As a reaction to making a absorbs the affect healing you 1d10 hit points.
dexterity saving throw, dodge backward through the Astral Pain Absorption (4 ep). As a bonus action, harden your
Plane. If you make the save you take no damage, and half darker soul to resist all damage types except physic and radiant
damage on a failed save. damage until the end of your next turn.
Impossible Odds (5 ep, per round). As a bonus action, Banish Enchantment (3 ep; conc., 1 min). As a bonus
empower yourself with Shiro's incredible speed and destructive action, cover your weapons with darkness that cuts through
prowess, gaining an additional +20 to your movement speed enchantment based spells like nothing. This make it so your
and an additional 1d8 damage striking foes. The ep, are weapons ignore the additional AC bonus that spells like Shield
consumed at the start of your turn if this is active. give.
Jade Winds (7 ep). As an action, call upon the Jade Wind to Call to Angusih (5 ep). As an action, leap toward an
turn nearby enemies into jade, petrifying if they fail to make a unoccupied space you can see within 30 feet ignore attacks of
constitution saving throw. A petrified individual may repeat the opportunity. Creature around the space you land must make a
saving throw at the end of their turn until they make the save. constitution saving throw. The effected creatures must take 3d8
necrotic damage on a failed save and half as much on a
Legendary Centaur Stance successful one.
Invoke the power of the legendary centaur Ventari. In his youth
Embrace the Darkness (7 ep per round). As an action
he was a proud warrior who fought against humans, however
embrace the power of Mallyx gain the following traits, the
over time he grew to abhor the violence that engulfed the two
energy points are taken at the beging of your turn after this
species. Through a seres of spectacular events and his peaceful
turn.
caring nature he created Ventari's tablet. His tablet radiated so
much positive energy it ended up turning the offspring of a You are immune to necrotic damage.
powerful evil jungle dragon into peaceful race. Your attacks deal necrotic damage rather then their normal
Invocation. While invoking the power of Ventari, you you damage.
become more caring and compassionate. This allows you to + You deal an extra 1d8 damage upon hitting a target.
your charisma modifier any time you heal an ally. Enemies that see you transform must make a wisdom saving
Projected Tranquility (1 ep). As a bonus action, summon throw or be frightened of you until this power ends.
a projected image of Ventari's tablet into an empty space you You become weak to radiant damage.
can see within 30 feet or move the tablet 60 feet. The tablet
stabilizes or heals an ally 1 hit point upon it moving through
their space while in combat. The tablet must end in an
unoccupied space and can't take damage or be destroyed only
dispelled by you or someone else who casts dispel magic.
Legendary Dwarf Stance Elite Legendary Renegade Stance
Invoke the power of the legendary dwarf King Jalis Ironhammer. Invoke the power of the legendary renegade, Kalla Scorchrazor.
The Last King of Deldrimor Dwarf clan. With the backing of his Legends say that she was a fierce warrior that lead a revolution.
people he, preformed the Rite of the Great Dwarf. They turned Revenants that invoke her also get to summon her warband that
into living stone in order to fight an ancient subterranean she lead. While she did win the revolution, the defeated was so
enemy. shamed by his defeat that he stabbed her with a poisoned
Invocation. While invoking the power of King Jalis, you gain dagger. Now poisoned and dying, Kalla ripped the dagger from
an additional +1 to your AC. her body and stabbed it into her assailant mouthing the words,
Soothing Stone (1 ep; conc., 1 min) As a bonus action, "At least I die knowing my sisters are free and you go down with
you can start the process of mending your body. Every round me."
you can spend one of your To Hit dice to heal yourself. Invocation. While invoking Kalla Scorchrazor, if a melee
Inspiring Reinforcement (2 ep). As an action create a attack brings you to 0 hit points, instead of going unconscious
stone road in front of you that becomes difficult terrain and immediately, you can make one melee attack as a reaction. After
damages foes that walk across it. For every space a foe walks the melee attack you go unconscious.
across it, they take 1d4 piercing damage. Breakrazor's Bastion (2 ep). Summon the spirit of Era
Forced Engagement (3 ep; 1 min). As an action launch a Breakrazor to help heal your allies while shielding them.
chain at foe you can see within 60 feet. That foe must make a As an action summon the spirit of Era Breakrazor. Until the
wisdom saving throw. On a failed save the target must keep end of your next turn, if you or any of your allies within a 10 feet
attacking you until they make the wisdom save, you are knocked diameter circle heal. Then gain an additional dice role worth of
unconscious, or the magic ends. health.
Vengeful Hammers (5 ep; conc., 1 min). As an action, Razorclaw's Rage (3 ep). Summon the spirit of the
invoke hammers to circle around you, requiring enemies next to Centurion Jas Razorclaw from the to enhance the attacks of your
you to make a strength saving throw. On a failed save they take allies.
4d10 force damage and half as much on a successful one. As an action summon the spirit of Jas Razorclaw. Until the end
Rite of the Great Dwarf (7 ep). As a bonus action, channel of your next turn, if you or any of your allies within a 10 feet
the power of the Rite of the Great Dwarf to you and your allies diameter circle hit on an attack. Then deal an additional dice
next to you turning your skin into stone giving resistance to all role worth of damage.
damage type, but physic damage until the end of the next turn. Darkrazor's Daring (4 ep). Summon the spirit of Kus
Darkrazor to disrupt your enemies.
Elite Legendary Dragon Stance Icerazor's Ire (5 ep). Summon the spirit of Visk Icerazor to
Invoke the power of the legendary dragon Glint. Legends say magically bombard your enemies with debilitating fire.
that she protected her world from total annihilation thanks to As an action summon the spirit of Visk Icerazor. Until the end
her precognitive abilities. She put into motion a legacy that of your next turn enemies within a 10 feet diameter circle have
would one day unit all the races of the world in and stop the disadvantage on concentrating on spells.
world cycle of destruction and rebirth. Soulcleave's Summit (7 ep). Summon Lieutenant Ofela
Invocation. While invoking the power of Glint, you have Soulcleave to grant your allies' strikes incredible bloodthirst,
advantage on all constitution saving throws that involve making inflicting damage and restoring health.
concentration checks for facets. As an action summon the spirit of Ofela Soulcleave. Until the
Facet of Light (1 ep per round ; conc.). As a bonus action, end of your next turn, you or any of your allies within a 10 feet
place the Facet of Light on yourself that heals you and nearby diameter add your charisma modifier, and half the damage dealt
allies within a 20 feet diameter circle 2 hit point per round at to an enemy gets siphon into heal.
the start of your turn.
Facet of Darkness (1 ep per round; conc.). As a bonus
action, place the Facet of Darkness on yourself that gives you
Terrestrial Weapon Skills
and nearby allies within a 20 feet diameter circle an increases Terrestrial Weapon Skills are minor abilities that requires the
critical hit range to be 19-20. Revenants unique magic. While some do require energy points,
Facet of Elements (1 ep per round; conc.). As a bonus all of them only work for a certain weapon that you must be
action, place the Facet of Elements on yourself that gives you wielding in order to use the skill.
and nearby allies within a 20 feet diameter circle a +10 to their The talents are listed by what weapon they require.
base movement speed.
Facet of Strength (1 ep per round; conc.). As a bonus Bloodbane Path
action, place the Facet of Strength on yourself that gives you and Requires a short or longbow (1 ep)
nearby allies within a 20 feet diameter circle a +1 to their to hit As a bonus, conjure a portal through the astral sea so that
and damage rolls. your arrows strike from unexpected directions until the end of
Facet of Chaos (3 ep per round; conc.). As a bonus action, your turn. This allows you to attack ignoring the AC bonus of
place the Facet of Chaos on yourself that gives you and nearby cover.
allies within a 20 feet diameter circle a +2 to their AC.
Sevenshot Shacking Wave
Requires a short or longbow (5 ep) Requires a Sword
Once per long rest you can use your action to make seven Empower your your sword so that it slices the air around a
shots through your bow. After using this skill you take one point target you can see within 40 feet. (It gives your sword a range of
of exhaustion. 40 feet)
Crystal Hibernation
Requires a Shield (2 ep)
As an action create a dome around yourself that block you
from all damage types except psychic damage until the start of
your next turn. While inside the dome you can spend an amount
of hit dice up to your proficiency bonus assuming you have
some. You can not move will inside the dome.
50
PART IV
Legendary Items
51
Guild War 2 Legendary Weapons
Guild War 2 Legendary Items. This includes The Bifrost (Staff),
Bolt (longsword), The Dreamer (shortbow), The Flameseeker Bolt
Prophecies (shield), Frostfrang (handaxe), Incinerator (dagger),
The Juggernaut (Warhammer), Kudzu (Longbow), Kraitkin Longsword, legendary (requires attunement)
(trident), Kamohoali'i Kotaki (Spear), Meteorlogicus (Scepter), Bolt is a golden lightning sword with dragons twisting up the
The Minstrel (Focus), The Moot (Mace), The Predator (Riffle), blade. While drawn the weapon is surrounded by purple, blue and
Quip (Pistol), Sunrise (Greatsword), Twilight (Greatsword), white lightning.
Eternity (Greatsword), Astralaria (Axe), Chuka and Champawat
(short bow), Eureka (Mace), The HMS Divinity (Riffle), H.O.P.E. Dormant State
(Pistol), Nevermore (Staff), Sharur (Hammer), The Shining
The wielder gains a +1 bonus to attack and damage rolls
Blade (Short Sword), Shooshadoo (shield), The Binding of Ipos
made with this weapon. Additionally, a target that is hit with
(Focus), Claw of the Khan-Ur (dagger), Xiuquatl (Scepter),
this weapon takes an additional 1d6 lightning damage.
Pharus (Longbow), Exordium (Greatsword), Envoy Armor
The wielder base speed becomes 35 feet per round.
(Heavy, Medium, Light), Ad Infinitum, The Ascension, and
Warbringer. Awakened State
The ones not included are, Frenzy (Harpoon gun), Howler
(Warhorn), Rodgort (Torch), Flames of War (Torch), and The bonus to attack and damage rolls increases to a +2, and
Verdarach (Warhorn). the additional damage taken increases to 1d8 lightning
damage.
The Bifrost The wielder can dash as a bonus action.
Exalted State
Staff, legendary (requires attunement by a
spellcaster) The bonus to attack and damage rolls increases to a +3.
Whenever a creature is struck with a critical hit from Bolt,
The Bifrost is a rainbow staff surrounded by an ever glowing
the target must make a DC 13 Constitution saving throw or
rainbow aura, and has crystalline shapes floating around the tip.
become paralyzed.
Dormant State
While holding the shield, the wielder has a +1 bonus to AC. The wielder gains a +1 bonus to attack and damage rolls
This bonus is in addition to the shield’s normal bonus to AC. made with this weapon.
The wielder reads three times faster then they normally The dagger emits dim light in 10 feet radius circle centered
would. on the dagger.
The wielder can cast scrying through the shield once per
long rest. Awakened State
Awakened State The bonus to attack and damage rolls increases to a +2.
Additionally, a target that is hit with this weapon takes an
The bonus to AC increases to a +2. additional 1d10 fire damage.
The wielder can read and thoroughly understand any written As an action the wielder can cast fire bolt dealing 3d10 fire
language. damage.
The wielder can cast scrying twice per long rest.
Exalted State
Exalted State
The bonus to attack and damage rolls increases to a +3, and
The bonus to AC increases to a +3. the additional damage taken increases to 1d12 fire damage.
The wielder gains resistance to physic damage. The fire bolt damage increase to 4d10 fire damage.
The wielder cannot be sryed on.
The scepter’s charges increase to a maximum of 15, and it The bonus to attack and damage rolls increases to a +2.
regains 1d6+4 charges at dawn daily. Additionally, a target that is hit with this weapon takes an
The following spells to the list of spells the staff may be used additional 1d6 psychic damage.
to cast are added: The wielder gains proficiency in performance skill.
Dimension Door (4 charges)
Teleportation Circle (5 charges) Exalted State
Plane Shift (7 charges)
The bonus to attack and damage rolls increases to a +3, and
While holding this scepter, the wielder gains a +1 bonus to
the additional damage taken increases to 1d8 psychic
spell attack rolls, and their spell save DC increases by 1.
damage.
The DC to resist dancing from a critical hit increases to 15.
The Minstrel Once per day the wielder can cast Power Word Heal through
the mace.
Focus, legendary (requires attunement by a bard)
The Minstrel is a golden rooster harp. While stowed, faint music
notes float away from the focus. While drawn, a purple aura
The Predator
appears and large musical notes float away from the focus. Riffle, legendary (requires attunement)
Dormant State The Predator is a fiery sniper-rifle-esque rifle skin with a charr
head that breathes fire when drawn.
While playing this harp, the wielder has advantage on
performance checks. Dormant State
Whenever the Bardic Inspiration feature is used, the wielder
The Predator has a base damage of 1d12 + Dex Modifier
gains advantage on attacks until the end of their turn.
force damage, with a range of (200/800).
Awakened State The wielder gains a +1 bonus to attack and damage rolls
made with this weapon.
While holding this harp, the wielder gains a +1 bonus to spell The gun never seems to run out of ammo.
attack rolls, and their spell save DC increases by 1.
Whenever the wielder uses their Cutting Words feature Awakened State
while wielding this harp, the target has disadvantage on their
The bonus to attack and damage rolls increases to a +2.
next saving throw.
Additionally, a target that is hit with this weapon takes an
Exalted State additional 1d4 fire damage.
As an action the wielder can cast fireball as a 5th level spell
While wielding this harp, the wielder's charisma becomes once per day (10d6 fire damage), with a DC of 13.
22.
While wielding this harp, whenever a vocal spell is casted the Exalted State
dice used cannot be less then half the max total.
The bonus to attack and damage rolls increases to a +3.
The fireball casted through the riffle is now 9th level (14d6
The Moot fire damage)
Fire damage from this riffle cannot be reduced.
Mace, legendary (requires attunement)
The Moot is a mace with a disco ball as its head. While drawn, the
head will light up and reflect light as well as spin around
Quip
clockwise. Additionally, the three figures start rotating, the Pistol, legendary (requires attunement)
trumpets animate and spray confetti, and red, yellow, and blue
Quip is a pistol that resembles a toy party favor.
lights appear in the circular section near the base.
Dormant State
Dormant State
Quip has a base damage of 1d10 + Dex Modifier force
The wielder gains a +1 bonus to attack and damage rolls
damage, with a range of (100/400).
made with this weapon.
The wielder gains a +1 bonus to attack and damage rolls
Whenever a creature is struck with a critical hit from The
made with this weapon.
Moot, must make a DC 13 Wisdom saving throw or start
The gun never seems to run out of ammo.
dancing until the end of the targets next turn.
Awakened State
Sunrise rolls.
Awakened State
Greatsword, legendary (requires attunement by a
The bonus to attack and damage rolls increases to a +2.
Lawful Good character)
Additionally when the wielder hits with an attack using this
Sunrise is an angelic greatsword whose blade can best be
weapon, the target takes an additional 1d4 necrotic damage.
described as a window into the morning sky. The blade's edge is a
As an action the wielder can cast Darkness through the great
painterly design whose texture shifts and rotates. Moving or
sword as a 5th level spell.
swinging the blade leaves a painterly afterimage that also acts as
a window into the morning sky. While drawn, the blade is Exalted State
surrounded with a soft aura that reflects its color; and white
sparkles pop off the blade. The bonus to attack and damage rolls increases to a +3.
The necrotic damage dealt by attacks with this weapon
Dormant State increases to 1d6.
When attacking a good nature, the sword deals an 2d6
The wielder gains a +1 bonus to attack and damage rolls
necrotic damage.
made with this weapon.
Necrotic damage from this sword cannot be reduced.
As a bonus action the wielder can light up the sword bright
light for 40 feet and dim light for another 40 feet.
Eternity
Awakened State
Greatsword, legendary (requires attunement by a
The bonus to attack and damage rolls increases to a +2.
Additionally when the wielder hits with an attack using this
Lawful character)
Rumor has it that Twilight and Sunrise can be fused together to
weapon, the target takes an additional 1d4 radiant damage.
create an even more powerful greatsword known as Eternity.
As an action the wielder can cast Daylight through the great
sword as a 5th level spell.
Dormant State
Exalted State The wielder gains a +2 bonus to attack and damage rolls
The bonus to attack and damage rolls increases to a +3. made with this weapon.
The radiant damage dealt by attacks with this weapon The wielder of the greatsword gains advantage on stealth
increases to 1d6. rolls.
When attacking a evil nature, the sword deals an 2d6 radiant As a bonus action the wielder can light up the sword bright
damage. light for 40 feet and dim light for another 40 feet.
Radiant damage from this sword cannot be reduced. The wielder of the sword also knows what time of day it is.
Awakened State
The bonus to attack and damage rolls increases to a +4. The wielder gains a +1 bonus to attack and damage rolls
The radiant or necrotic damage dealt by attacks with this made with this weapon.
weapon increases to 1d8. The wielder also gains advantage on survival and stealth
When attacking a evil nature, the sword deals an 2d8 radiant checks in savannah and jungle areas.
damage.
When attacking a good nature, the sword deals an 2d8 Awakened State
necrotic damage. The bonus to attack and damage rolls increases to a +2.
The radiant and necrotic damage from this sword cannot be Additionally when the wielder hits with an attack using this
reduced. weapon, the target takes an additional 1d4 poison damage.
Once per day the wield can summon a Tiger to fight with in
Astralaria battle.
Awakened State
Mace, legendary (requires attunement)
Eureka is an interesting mace that makes the user Brains and
The bonus to attack and damage rolls increases to a +2. Bronze stronger while at the same time making the target dumb.
The handaxe has 6 charges and regains 1d4 expended
charges daily at nightfall Dormant State
While holding the staff, the wielder can expend one charge to The wielder gains a +1 bonus to attack and damage rolls
cast moonbeam at 2nd level, DC is 15. made with this weapon. In addition, targets damaged with
this weapon take an additional 1d4 points of force damage.
Exalted State
The wielder gains a +2 to intelligence.
The bonus to attack and damage rolls increases to a +3.
The force damage dealt by attacks with this weapon Awakened State
increases to 1d8. The bonus to attack and damage rolls increases to a +2.
When a shapechanger is struck by this weapon it instantly Whenever Eureka damages a living creature, that creature
reverts to its original form and can’t assume a different form must roll a Intelligence saving throw (DC 12). On a failed
until the end of their next turn. save, Eureka drains one point from the creature's
Intelligence score and transfers it to the wielder (increasing
Chuka and Champawat to a maximum of 25 Intelligence) until the next short rest or
long rest. Creatures brought to 3 or lower intelligence by this
Shortbow, legendary (requires attunement) weapon cannot cast spells.
Chuka and Champawat is a tiger-themed shortbow, sporting an
Exalted State
intricate design with a red and gold color scheme. The grip of the
bow is decorated by a glowing red tear-shaped orb, framed by two The bonus to attack and damage rolls increases to a +3.
symmetrically positioned rearing gilded red-eyed tigers, both The force damage dealt by attacks with this weapon
facing the outer tips of the bow. The tails of the tigers are increases to 1d6.
intertwined below the gemstone and are above the wielder's hand The DC for the saving throw increases to 14.
when the weapon is drawn. Both upper and lower limb of the bow When the target of the attack is concentrating on a spell they
are primarily covered by red, slightly curved wood ornaments, have disadvantage on maintaining it until the end of there
which emit a faint black and red aura. next turn.
Staff, legendary (requires attunement by a
The HMS Divinity spellcaster)
Nevermore is a rune-inscribed raven staff. While stowed, three
Riffle, legendary (requires attunement) glowing cyan orbs float among the branches of the staff; and an
The HMS Divinity was once a great seafaring vessel, but after an animated raven is perched on the center branch. While drawn, the
in counter with water genasi went poorly it became a riffle that cyan orbs and raven are replaced by a spirit raven that
has the power of cannon behind it. encompasses the staff.
Dormant State Dormant State
The HMS Divinity has a base damage of 1d12 + Dex Modifier The staff has 8 charges and regains 1d4 + 2 expended
force damage, with a range of (200/800). charges daily at dawn.
The wielder gains a +1 bonus to attack and damage rolls While holding the staff, the wielder can expend some of its
made with this weapon. charges to cast one of the following spells from it, using their
The Wielder swim speed becomes the same of their races spell save DC and spellcasting ability:
base walking speed. Ray of Sickness (1 charge)
Darkness (2 charges)
Awakened State
Crown of Madness (2 charges)
The bonus to attack and damage rolls increases to a +2.
Awakened State
When the wielder hits with an attack, they can declare a
cannon shot. The target takes an additional 8d10 force The staff’s charges increase to a maximum of 12, and it
damage, and they must make a DC 15 Constitution saving regains 1d6+2 charges at dawn daily.
throw or be knocked prone. They cannot use this ability The following spells to the list of spells the staff may be used
again until they finish a short rest. to cast are added:
Fear (3 charges)
Exalted State
Fly (3 charges)
The bonus to attack and damage rolls increases to a +3. Negative Energy Flood (5 charges)
Additionally when the wielder hits with an attack using this Whenever a spell that deals necrotic or physic damage is cast
weapon, the target takes an additional 1d4 fire damage. and the wielder rolls a 1 on a damage die, they can reroll the
The wielder can use the cannon shot ability twice between die and must use the new result.
rests.
Exalted State
Nevermore
Awakened State Awakened State
The bonus to attack and damage rolls increases to a +3. The bonus to AC increases to a +2.
The wielder cannot be blinded by normal means. The wielder can breath underwater.
The wielder can cast Comprehend Languages on themselves The wielder can swim their normal walking speed
once per long rest. underwater.
The Quaggan spirit can ritual cast Create or Destroy Water at
Exalted State 1st level.
The bonus to attack and damage rolls increases to a +4. Exalted State
During the day the wielder can cast Daylight at 3rd level once
per long rest. The bonus to AC increases to a +3.
During the night the wielder can cast Darkness at 3rd level The Quaggan spirit in the shield will warn you of danger it
once per long rest. sees while you sleep.
The wielder can now cast Create or Destroy Water once per The Quaggan spirit in the shield can cast Control Water or
long rest. Watery Sphere, both with a DC 15.
The bonus to attack and damage rolls increases to a +2. While carrying the tome, you understand the abyssal
The DC for Zone of Truth is now 15. language.
The base damage of the sword increases to a 1d10. If your right hand is empty, you can use action to attack with
The wielder also gains True Sight to 30 feet. your demonic hand. It deals 1d6 + Your Spellcasting modifier
necrotic damage.
Exalted State The book has 6 charges and regains 1d4 + 1 expended
charges daily at nightfall.
The bonus to attack and damage rolls increases to a +3.
While holding the book, the wielder can expend some of its
The DC for Zone of Truth is now 17.
charges to cast one of the following spells from it, using their
While attacking any holy or demonic being the sword does
spell save DC and spellcasting ability:
an extra 3d6 slashing damage.
Inflict Wounds (1 charge)
Ray of Enfeeblement (2 charges)
Shooshadoo Awakened State
Armor (shield), legendary (requires attunement by The book’s charges increase to a maximum of 10, and it
a non-evil character) regains 1d6+1 charges at nightfall.
This unusual shield is forged to look like a giant bowl that has a The following spells to the list of spells the staff may be used
spirit of a quaggan in it. Why anyone would put a quaggan spirit to cast are added:
in the shield is just as big of mystery as who made the shield. Vampiric Touch (3 charges)
Speak with Dead (3 charges)
Dormant State Shadow of Moil (4 charges)
While holding the shield, the wielder has a +1 bonus to AC. Exalted State
This bonus is in addition to the shield’s normal bonus to AC.
The Quaggan spirit in the shield will translate aquan for you. The book’s charges increase to a maximum of 18, and it
regains 1d8+1 charges at nightfall.
The following spells to the list of spells the staff may be used
to cast are added:
Circle of Death (6 charges)
Finger of Death (7 charges)
While holding this book, the wielder gains a +1 bonus to
spell attack rolls, and their spell save DC increases by 1.
Your demonic hand now does 1d8 necrotic damage.
Exalted State
Claw of the Khan-Ur While holding the scepter, the wielder gains a +1 bonus to
spell attack roles, and their spell save DC increases by 1.
Dagger, Legendary (requires attunement) You can now cast Dragon's Breath three times per day rather
The Claw of the Khan-Ur is an ancient artifact of a beast like race. then once
It is a symbol of this races unity, signifying the last time when they When you cast Dragon's Breath it now acts as a 5th level
were fully united. It is an ungue, a four-bladed weapon with a spell (6d6)
central grip, having two blades above and two blades below the
handle. The Claw's handle is made out of gold, with four gems set
at the base of each handle; red, black, gray, and gold, for each of
the children of the first Khan-Ur
Pharus
Dormant State
Longbow, Legendary (requires attunement)
Pharus was once wielded by a power Archangel that somehow
The wielder gains a +1 bonus to attack and damage rolls found it way to the material plane. Some say that the same
made with this weapon. Archangel is still waiting for the day that worthy mortal wields
As a bonus action the wielder can attack with the underside the bow in battle.
of the blade as an additional strike with the dagger.
Dormant State
Awakened State
The wielder gains a +1 bonus to attack and damage rolls
The bonus to attack and damage rolls increases to a +2. made with this weapon.
The daggers damage now has base damage of 1d6 rather Additionally as a free action the wielder can make the
then 1d4. (For both sides of the blade) damage radiant for any non-magical arrows fired using this
weapon.
Exalted State
Awakened State
The bonus to attack and damage rolls increases to a +3.
As an action the wielder can cast one of the following The bonus to attack and damage rolls increases to a +2
cantrips through the dagger: Non-magical arrows fired from this bow now deal 1d12
Fire Bolt (3d10 fire damage) damage.
Minor Illusion
Primal Savagery (The dagger damage increases to Exalted State
2d10 until until the end of the attack.)
The bonus to attack and damage rolls increases to a +3.
Mending
Once every 7 days as an action the wielder can summon a
Deva to fight along side them in battle. The Deva will attack
Xiuquatl any hostile target you command it to attack. Once the battle
has ended the Deva will disappear in flash of blinding white
Scepter, Legendary (requires attunement by a and gold light.
spell caster)
Xiuquatl was crafted for an ancient civilization that worshiped
some type of flying snake deity. The scepter is made to look like a
obelisk that two snakes curl around
Dormant State
Awakened State
Dormant State
Awakened State
Exalted State
The wearer gains a +1 bonus to AC while wearing this armor. Dormant State
The wear has advantage on death saving throws.
The wearer gains a +1 bonus to AC while wearing this armor.
Awakened State The wear has advantage on death saving throws.
Dormant State
Awakened State
Exalted State
Dormant State
As an action the wearer can expand the wings, giving you the
affect of spell Feather Fall.
The wearer also gains a +1 in charisma.
Awakened State
Now the wearer can expand the wings as a bonus action, and
they have a fly speed equal to half their walking speed.
The wearer has advantage on all Persuasion checks.
Exalted State
63
Legendary Trinkets
Aurora Vision
Wondrous Item, Legendary (requires attunement) Wondrous Item, Legendary (requires attunement)
After attunement this item will take the shape of a golden amulet, After attunement this item will take the shape of a orange amulet,
ring or another type of wearable trinket. No matter what form it ring or another type of wearable trinket. No matter what form it
takes it always has four small pearls depicted in the center. takes it always has six side star with an eye in the center.
Dormant State Dormant State
One of the small orbs on the trinket projects a celestial body Once attuned the wearer gains advantage to all perception
giving you a +1 to any stat of your choice. checks.
You always know what plane of existence you are in. The wear also gains Superior Darkvision, a range of 120 feet.
Awakened State Awakened State
Another orb activates giving you another +1 to any stat of
The wearer gains a +1 to all To Hit rolls.
your choice.
The wearer gains Blindsight to 120 feet.
You can cast misty step a number of times equal to your
intelligence modifier (minimum of 1, maximum of 5) per Exalted State
long rest.
The wear can cast the Scrying spell through the trinket once
Exalted State a day, the spell has a DC of 17.
The wearer gains True sight to 60 feet.
The other two orbs activate giving you a total of four +1 to
any stat of your choice.
You learn how to cast plane shift once per long rest.
Coalescence
Wondrous Item, Legendary (requires attunement)
Not much is known about this legendary item besides that after
attunement, this item will take the shape of a amulet, ring or
another type of wearable trinket. No matter what form it takes it
has a blood red ruby that seems to burn a chafe any skin as it
writhes on your body, furiously hissing.
Dormant State
Awakened State
While you are raging a fourth of the damage you deal regain
as hit points
Your eyes always have a red hue to them.
Exalted State
You can now rage like a Barbarian twice per day. These rages
have no longer have a time limit.
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