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T O C

• 1.1 Chapter 1: Ragnarok Online.........................4


• 1.1.1 What's Different?.................................4

• 1.2 Chapter 2: People of Midgard.......................5


• 1.2.1 Human..................................................5

• 1.3 Chapter 3: Classes..........................................7


• 1.4 Swordsman...............................................8
• 1.4.2 Knight............................................10
• 1.4.3 Crusader.........................................12
• 1.5 Archer......................................................14
• 1.5.2 Hunter.............................................15
• 1.5.3 Bard................................................19
• 1.5.4 Dancer............................................22
• 1.6 Thief........................................................25
• 1.6.2 Assassin..........................................26
• 1.6.2 Rogue.............................................28
• 1.7 Merchant.................................................30
• 1.7.2 Blacksmith.....................................31
• 1.7.3 Alchemist.......................................34
• 1.8 Acolyte....................................................37
• 1.8.2 Priest..............................................38
• 1.8.3 Monk..............................................41
• 1.9 Mage.......................................................43
• 1.9.2 Wizard...........................................44
• 1.9.3 Sage...............................................47

• 1.10 Chapter 4: Backgrounds.............................53


• 1.10.1 Corporation Employeer.....................53
• 1.10.1 Eden Group Staff...............................53
• 1.10.1 Rekenber Agent.................................53

• 1.11 Chapter 5: Equipment.................................54


• 1.11.1 Currency ...........................................54
• 1.11.2 Weapons............................................54
• 1.11.3 Armor................................................57
• 1.11.4 Mounts..............................................58
• 1.11.5 Services ............................................58

• 1.12 Chapter 6: Optional and Changed Rules....59


• 1.12 Changed Rules .....................................59
• 1.12 Optional Rules .....................................59

• 1.13 Chapter 7: Spells ........................................61


C 1: R O
W elcome to the Ragnarok Online homebrew
supplement for Dungeons & Dragons 5th edition.
This add-on is completely free and made from fan to fan,
we have no rights to the game Ragnarok Online or
Dungeons & Dragons, and most of the images used here
were taken directly from the official website of Ragnarok
Online, but if you are the owner of one of these arts and do
not want your art to be used for this purpose, send a
message to my discord (Allan # 8226) and I will remove
your image!

W ' D ?
While this supplement utilizes the base rules of Dungeons
& Dragons 5th Edition, there are significant differences that
will be listed here, broken down by chapter. There is more
information in each chapter, as per the SRD.

C 2: P M
The world of online ragnarok is known only for containing
adventurous humans, so the only race available is Human.
We will add the Doram race in the future.

C 3: C
All of the original Dungeons & Dragons 5th edition classes
are replaced by the listhed in this supplement.

C 4: B
I added some new backgrounds, but I didn't delete the
existing ones in the Player's Handbook and you can use
them in addition to those in this module.

C 5: E
Currency has been changed to Zeny, with roughly 1 gp =
100 Zenny.

All of the original Dungeons & Dragons 5th edition


weapons and equipments are replaced by the listhed in this
supplement. I added some new items, but I didn't delete the
existing ones in the Player's Handbook and you can use
them in addition to those in this module.

C 6: O C
R
Some original rules have been changed and some optional
rules are listed in this chapter.

C 7: S
All of the original Dungeons & Dragons 5th edition spells
are replaced by the listhed in this supplement.
C 2: P M
A visit to one of the great cities in the world of Midgard
overwhelms the senses. Voices chatter in countless
different languages. The smells of cooking in dozens of
E A
Humans who seek adventure are the most daring and
ambitious members of a daring and ambitious race. They
different cuisines mingle with the odors of crowded streets seek to earn glory in the eyes of their fellows by amassing
and poor sanitation. Buildings in myriad architectural styles power, wealth, and fame. More than other people, humans
display the diverse origins of their inhabitants. champion causes rather than territories or groups.
And the people themselves — people of varying size,
shape, and color, dressed in a dazzling spectrum of styles — H T
represent many different cultures, from the powerful
Kingdon of Rune-Midgard, the the advanced republic of Ability Score: One ability scores of your choice increase
Schwartzwald, or the traditional Sacro-Empire of by 2, and one increase by 1.
Arunafeltz.
Size: Humans vary widely in height and build, from barely
Scattered among the members of these more common 5 feet to well over 6 feet tall. Regardless of your position in
countries are the true exotics: The honorable island of that range, your size is Medium.
Amatsu, the mysterious island of Ayothaya, the cheerful
island of Brasilis and even the most distant places such as Speed: Your base walking speed is 30 feet.
the terrible city of the dead Nifflheim and the still unknown
cold city of El Dicastes. Among these, many other cities Skills: You gain two skills proficiency of your choice and
and different places to explore and discover! one tool proficiency of your choice.

Prodigious Talent : Choose one skill in which you have


H proficiency. You gain expertise with that skill, which means
In the reckonings of most worlds, humans are the youngest your proficiency bonus is doubled for any ability check you
of the common races, late to arrive on the world scene and make with it. The skill you choose must be one that isn't
short-lived in comparison to dwarves, elves, and dragons. already benefiting from a feature, such as Expertise, that
Perhaps it is because of their shorter lives that they strive to doubles your proficiency bonus.
achieve as much as they can in the years they are given. Or
maybe they feel they have something to prove to the elder Languages: You can speak, read, and write Common and
races, and that’s why they build their mighty empires on the one extra language of your choice.
foundation of conquest and trade. Whatever drives them,
humans are the innovators, the achievers, and the pioneers
of the worlds.

V A T
Humans are the most adaptable and ambitious people
among the common races. They have widely varying tastes,
morals, and customs in the many different lands where they
have settled. When they settle, though, they stay: they build
cities to last for the ages, and great kingdoms that can
persist for long centuries. They live fully in the present—
making them well suited to the adventuring life—but also
plan for the future, striving to leave a lasting legacy.
Individually and as a group, humans are adaptable
opportunists, and they stay alert to changing political and
social dynamics.

5
PEOPLE OF MIDGARD
C 3: C
A dventures are extraordinary people, driven by a thirst
for excitement into a life that others would never dare
lead. They are heroes, compelled to explore the dark places
Your class gives you a variety of special features, such as a
swordsman’s mastery of weapons and armor, and a mage’s
spells. At low levels, your class gives you only two or three
of the world and take on the challenges that lesser women features, but as you advance in level you gain more and
and men can’t stand against. your existing features often improve. Each class entry in
this chapter includes a table summarizing the benefits you
Class is the primary definition of what your character can gain at every level, and a detailed explanation of each one.
do. It’s more than a profession; it’s your character’s calling.
Class shapes the way you think about the world and interact Classes listed in the Classes table are found in Ragnarok
with it and your relationship with other people and powers world and define the spectrum of typical adventurers.
in Midgard. A swordsman, for example, might view the
world in pragmatic terms of strategy and maneuvering, and
see herself as just a pawn in a much larger game. A acolyte,
by contrast, might see him self as a willing servant in a
Odin’s unfolding plan or a conflict brewing among various
others deities. While the swordsman has contacts in am
ercenary company or army, the acolyte might know a
number of priests, paladins, and devotees who share his
faith.

C
HIT PRIMARY SAVING THROW
CLASS DESCRIPTION DIE ABILITY PROFICIENCIES
Swordsman A Melee weapon combatant who uses armor and weapon varieties to d10 Strenght Srenght and Constituition
fight.
Archer A Warrior of nature who uses a bow to shoot his enemies from a distance. d6 Dexterity Dexterity and Charisma
Thief A stealthy and careful person, who uses his unusual abilities to overcome d8 Dexterity Dexterity and Intelligence
obstacles and enemies.
Merchant A lover of money who has learned to fight bravely for more money. d8 Strenght Strenght and Constituition
Acolyte A servant of Odin who prays and helps his allies with divine magic. d8 Wisdom Wisdom and Charisma
Mage A user of elemental arcane power, able to sweep away a horde of enemies d6 Intelligence Intelligence and Wisdom
with one gesture.
S
SWORDSMAN PROFICIENCY
LEVEL BONUS BONUS FEATURES
C F
1st +2 Fighting Style, Increase As a Swordsman you gain the following class features.
Recuperative Power
2nd +2 Bash, Provoke
H P
3rd +2 Class Promotion Skill Hit Dice: 1d10 per Swordsman level
4th +2 Ability Score Improvement Hit Points at 1st Level: 10 + your Constitution
5th +3 Extra Attack modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
6th +3 Magnum Break, Fatal Blow
Constitution modifier per swordsman level after 1st
7th +3 Class Promotion Skill
8th +3 Ability Score Improvement P
9th +4 Endure Armor: All Armor, shields
Weapons: Simple melee weapons, martial melee weapons
10th +4 ---
Tools: None
11th +4 Class Promotion Skill Saving Throws: Strength, Constitution
12th +4 Ability Score Improvement Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
13th +5 Endure (Two Uses)
Perception, and Survival
14th +5 ---
15th +5 Class Promotion Skill E
16th +5 Ability Score Improvement You start with the following equipment, in addition to the
17th +6 Endure (Three Uses) equipment granted by your background:
• Chain mail or Mink Coat
18th +6 ---
• A Simple Melee Weapon
19th +6 Ability Score Improvement • A Melee Mrtial Weapon and a Shield or (b) two Melee
Martial Weapons
20th +6 Class Promotion Skill
• A dungeoneer's pack or (b) an explorer's pack

S
Swordsmen can wear the best Rune-Midgard armor, which
combined with their high vigor and ability to heal quickly,
make them the front of attack in any type of combat.

They are capable of wielding both spears and one- or two-


handed swords, and are always ready to defend the weakest
and fight back with their incredible battle skills.

8
SWORDSMAN
F S C P
You adopt a particular style of fighting as your specialty. At 3rd level, you choose an archetype that you strive to
Choose one of the following options. You can't take a emulate in you combat styles and techniques. Choose
Fighting Style option more than once, even if you later get Knight or Crusader, all detailed at the end of the class
to choose again. descrption. The Class Promotion you choose grants you
features at 3rd level and agin at 7th, 11 th, 15 th, and 20th
• Sword Mastery When you are wielding a melee level.
weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with * that weapon.
A S I
• Two-Handed Sword Mastery When you roll a 1 or 2 When you reach 4th level, and again at 8th, 12th, 16th, and
on a damage die for an attack you make with a melee weapon 19th level, you can increase one ability score of your choice
that you are wielding with two hands, you can reroll the die by 2, or you can increase two ability scores of your choice
and must use the new roll, even if the new roll is a 1 or a 2. by 1. As normal, you can’t increase an ability score above
The weapon must have the two-handed or versatile property 20 using this feature.
for you to gain this benefit.

E A
R P Beginning at 5th level, you can attack twice, instead of
You have a limited well of stamina that you can draw on to once, whenever you take the Attack action on your turn.
protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your
character level. M B
At 6th level, you can produces a fire blast from the user to
Once you use this feature, you must finish a short or long inflict Fire property physical damage to all enemies in a
rest before you can use it again. area around the user.

As an action, you can explode your fury like fire while


B brandishing your weapon. All creatures 5ft from you must
At 2nd level, you can strikes a single target with a strong do a Dexterity Saving Throw (DC equal to 8 + your
blow to inflict physical damage. With a bonus action, the proficiency bonus + your Strength or Dexterity modifier),
next melee weapon attack you hit a enemy will deal an or take your weapon damage plus 2d6 Fire damage. On
extra 2d6 your weapon's damage to the target, in addition to success, the target does not take your weapon damage, and
the weapon's damage. takes only half fire damage.

You can use this trait a number of times equal to your You can use this trait a number of times equal to your
proficiency bonus until you perform a short or long rest. proficiency bonus until you perform a short or long rest.

P F B
Starting at 2nd Level, you can attempt to compel a creature Starting at 6th Level, you can boost your Bash to even
into a duel. As a action, one creature that you can see within higher levels. When you hit another creature with Bash
a range of 30 feet of you must make a Wisdom saving Attack, you can attempt a Stunning Strike. The target must
throw (DC equal to 8 + your proficiency bonus + your succeed on a Constitution saving throw (DC equal to 8 +
Charisma modifier). On a failed save, the creature is drawn your proficiency bonus + your Strength or Dexterity
to you, compelled by your demand. For 1 minute, it has modifier) or be Stunned until the end of your next turn.
disadvantage on attack rolls against creatures other than
you, and must make a Wisdom saving throw each time it You can use this trait once until you take a short or long
attempts to move to a space that is more than 30 feet away rest, and twice between short or long rests starting as 18th
from you; if it succeeds on this saving throw, this feature level.
doesn’t restrict the target’s movement for that turn. If you
provoke a target concentrating on a spell or similar effect,
and it fails the savign throw, it will lose the concentration. E
Beginning at 9th level, you can reroll a saving throw that
This trait ends if you attack any other creature, if you cast a you fail. If you do so, you must use the new roll, and you
spell that targets a hostile creature other than the target, if a can't use this feature again until you finish a long rest.
creature friendly to you damages the target or casts a You can use this feature twice between long rests starting at
harmful spell on it, or if you end your turn more than 30 13th level and three times between long rests starting at
feet away from the target. 17th level.

Once you have used this, you will not be able to use it again
until you perform a short or long rest.

9
SWORDSMAN
C P K
You started your journey as a Knight recognized by the
Different swordmans choose different ways to perfecting
kingdom of Rune-Midgard. You learn some combat
their fighting prowess. The Class Promotion you choose to
maneuvers to assist you in combat, you can use only one
emulate reflects you way.
maneuver per attack. You can use a combat maneuver a
number of times equal to your proficiency modifier until
K you perform a short or long rest. You learn two manouvers
of your choice.
The gallant Knights, mounted on their Peco-Pecos that
increase their speed and damage with spears, are able to You can replace one maneuver you know with a different
scare the most terrible of opponents. one whenever you gain a level with that class.
They can be the defense of an invincible wall or have
unbelievable speed with two-handed swords. Maneuver save DC = 8 + your proficiency bonus + your
Strenght or Dexterity modifier

• Pierce When you make a weapon attack roll against a


creature, you can roll a d8 die and add it to the roll. You can
use this trait before or after making the attack roll, but before
any effects of the attack are applied. If you hit, add the d8
you rolled to the weapon's damage roll.

• Brandish Spear Once on each of your turns, when you


make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.

• Spear Stab When you hit a creature with a weapon


attack, the target must make a Strength saving throw. On a
failed save, you push the target up to 15 feet in a straight line
from you.

• Spear Boomerang Once on each of your turns, you


can shoot your weapon like a boomerang. Your weapon is
K A considered a Thrown property weapon with a normal range of
20 feet and a long range of 60 feet for this attack.
You started your journey to become a knight and now you
Immediately after the Attack hit or not, the weapon flies back
are recognized as an Knight Apprentice. You gain
spinning like a boomerang to your hand.
proficiency in one of the following skills of your choice:
Animal Handling, History, Insight, Performance, or • Bowling Bash When you hit a creature with a weapon
Persuasion. Additionally, you gain one of the following attack, you can attempt to knock the target down. You roll a
features of your choice. d8 die and add the roll to the attack's damage roll, and if the
target is Large or smaller, it must make a Strength saving
• Charge Attack When you use your action to Dash, throw. On a failed save, you knock the target prone.
you can use a bonus action to make one melee weapon attack
or to shove a creature. K T
Beginning at 11th level, you have entered a path to
• Auto Counter When a creature misses you with a
transcend the power of any knight. You can attack three
melee attack, you can use your reaction to make a melee
times, instead of two, whenever you take the Attack action
weapon attack against the creature.
on your turn, additionally, you can learn two new
• Two-Hand Quicken On your turn, when you score a maneuvers to choose from this list or the previous list.
critical hit with a melee weapon or reduce a creature to 0 hit
points with one, you can make one melee weapon attack as a
bonus action.
• Head Crush Once per turn, when you hit a creature
with a melee weapon attack, you can wound the target. At the
R start of each of the wounded creature's turns, it takes 1d4
Starting at 3rd level, your mastery as a rider becomes damage for each time you've wounded it, and it can then
apparent. You have advantage on saving throws made to make a DC 15 Constitution saving throw, ending the effect of
avoid falling off your mount. If you fall off your mount and all such wounds on itself on a success. Alternatively, the
descend no more than 10 feet, you can land on your feet if wounded creature, or a creature within 5 feet of it, can use an
you’re not incapacitated. action to make a DC 15 Wisdom (Medicine) check, ending
the effect of such wounds on it on a success.
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed.

10
KNIGHT
• Spiral Pierce When you roll a 20 on your attack roll • Nauthiz RuneYou gain proficiency with wisdom
with a melee weapon attack, the target takes an extra 7 saving throws, your wisdom scores increase by 2. Your
damage of the weapon’s type, or 14 damage if if you're maximum wisdom scores is now 22.
wielding the weapon with two hands.
• Uruz Rune You gain proficiency with intteligence
saving throws, your intteligence scores increase by 2. Your
• Joint Beat When you hit a creature with a melee maximum intteligence scores is now 22.
weapon attack, you can attempt to strike at the joints of the
enemy's body, the target must make a Constitution saving • Hagalaz Rune You gain proficiency with charisma
throw. On a failed save, the target has disadvantage on all saving throws, your charisma scores increase by 2. Your
attack rolls against targets other than you until the end of maximum charisma scores is now 22.
your next turn.

L K
Lord Knights are Knights that have received the blessings
of a valkyrie. The Lord Knight is now a master of weapons
with a special affinity for Two-handed Swords and Spears.
A Lord Knight has formidable strength and can crush an
opponent's defense with ease. You gain one of the following
features of your choice.

• Aura Blade If you miss an attack roll, you can reroll it.
You can use this feature only once on each of your turns.

• Parrying When an attacker that you can see hits you


with an attack, you can use your reaction to halve the attack’s
damage against you.

• Tension Relax Out of combat, if you have no more


than half of your hit points left, you can sit down, putting
yourself prone, while sitting, you regain hit points equal to 5
+ your Constitution modifier. You don't gain this benefit if
you have 0 hit points.

• Concentration You can give yourself advantage on all


weapon attack rolls until the end of the current turn. When
you do so, you also gain 15 temporary hit points. You can use
this feature three times. You regain all expended uses of it
when you finish a long rest.

R K
When talking about Runic Knights, the keyword is
versatility. More skillful than ever with blades, these heroes
have greater mobility thanks to Ferus, loyal mounts who are
capable of traveling long distances in a short time.

Their proficiencies also extend to the arcane side, as such


warriors rely on the use of Runes: magical artifacts that
offer both defensive and offensive support.

You can attack four times, instead of three, whenever you


take the Attack action on your turn, additionally, whenever
you take a long rest, you can change the runes marked on
your weapon or armor and you lose the effect of the
previous rune whenever you change runes. Choose one of
the following runes of your choice.

• Thurisaz Rune Your strength scores increase by 2.


Your maximum strength scores is now 22.

• Othila Rune You gain proficiency with dexterity


saving throws, your dexterity scores increase by 2. Your
maximum dexterity scores is now 22.

• Berkana Rune Your constituition scores increase by 2.


Your maximum constituition scores is now 22.
11
KNIGHT
C S
C CRUSADER SPELL SPELLS MAX
Unlike the Knights, the Templars do not honor any king or LEVEL POINTS KNOWN SLOT
warlord. Only God rules your soul, and it is to him that the
1st - - -
Templars sacrifice themselves in long battles and in daily
suffering. It is for God that they fight with all their strength 2nd - - -
and will, and are even ready to die for Him. 3rd 6 3 1st
4th 6 4 1st
Even though the Templars honor the glory of God, they
cannot achieve their goal by working alone. The Templars 5th 14 5 1st
have their shields to protect their fellow soldiers, taking all 6th 14 5 2nd
the damage that each member of their group receives in
7th 17 6 2nd
combat. His place is at the heart of the war, defending his
comrades and leading them to victory. 8th 17 6 2nd
9th 27 7 3rd
10th 27 7 3rd
11th 32 8 3rd
12th 32 8 3rd
13th 38 9 4th
14th 38 9 4th
15th 44 10 4th
16th 44 10 4th
17th 57 11 5th
18th 57 11 5th
19th 64 12 5th
20th 64 12 5th

S
S P
The Crusader table shows how many spell points you have
C A to cast your spells of 1st level and higher. To cast one of
You started your journey to become a crusader and now these crusader spells, you must expend a spell point equal
you are recognized as an Crusader Apprentice. You gain of the spell's level or higher. You can’t reduce your spell
proficiency in Charisma saving throws, and you gain the point total to less than 0, and you regain all spent spell
following feature bellow. points when you finish a long rest.
Your level also determines the maximum-level spell slot
you can create. Even though you might have enough points
• Holy Cross Starting at 3rd level, when you hit a
to create a slot above this maximum, you can’t do so.
creature with a melee weapon attack, you can expend spell
points to deal Holy damage to the target, in addition to the S K 3 L
weapon’s damage. The extra damage is 2d8 for a 1st-level H
spell, plus 1d8 for each spell level higher than 1st, respecting You know three 1st-level spells of your choice from the
the progression of spell points spent by spell level presented crusader spell list.
in chapter 6 , to a maximum of 5d8. The damage increases by
The Spells Known column of the Crusader table shows
1d8 if the target is an undead or a fiend, to a maximum of
6d8.
when you learn more crusader spells of your choice. Each
of these spells must be of a level for which you have spell
slots. For instance, when you reach 6th level in this class,
R you can learn one new spell of 1st or 2nd level.
Starting at 3rd level, your mastery as a rider becomes Additionally, when you gain a level in this class, you can
apparent. You have advantage on saving throws made to choose one of the crusader spells you know and replace it
avoid falling off your mount. If you fall off your mount and with another spell from the crusader spell list, which also
descend no more than 10 feet, you can land on your feet if must be of a level for which you have spell slots.
you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only


5 feet of movement, rather than half your speed.

12
CRUSADER
S A R G
Charisma is your spellcasting ability for your crusader Royal Guards are an elite order of Crusaders and Paladins
spells, since their power derives from the strength of your that originally served under King Schmitz of Glastheim.
convictions. You use your Charisma whenever a spell refers King Schmitz knew that to defend his kingdom from the
to your spellcasting ability. In addition, you use your terrors and chaos of the world he would need a special
Charisma modifier when setting the saving throw DC for a defense unit that answered only to him. That is how the
crusader spell you cast and when making an attack roll with Gryphon-riding Royal Guards came to be.
one.

Spell save DC = 8 + your proficiency bonus + your King's Grace At 20th level, your presence on the
Charisma modifier field of battle is an inspiration to those dedicated to your
cause. You can use your action to gain the following
Spell attack modifier = your proficiency bonus + your benefits for 1 hour:
Charisma modifier
S F • At the start of each of your turns, you regain 10 hit points.
You can use a holy symbol as a spellcasting focus for your • You have advantage on saving throws, as do your allies
crusader spells. within 30 feet of you.
C
You started your journey as a Crusader recognized by the
kingdom of Rune-Midgard.

Devotion Starting at 7th level, you can shield your


allies from harm at the cost of your own health. When a
creature within 10 feet of you takes damage, you can use
your reaction to magically take that damage, instead of that
creature taking it. This feature doesn't transfer any other
effects that might accompany the damage, and this damage
can't be reduced in any way.

At 18th level, the range of this auras increases to 30 feet.

C T
Beginning at 11th level, you have entered a path to
transcend the power of any crusader. You are so suffused
with righteous might that all your melee weapon strikes
carry divine power with them. Whenever you hit a creature
with a melee weapon, the creature takes an extra 1d8 Holy
damage.

P
Do you believe in Odin? Witness the Paladin's might and
see the power of the divine for yourself! Non-believers are
sure to convert and sinners will repent! The Paladin is a
shining symbol of piety and devotion who uses his fighting
ability in the service of Odin and his fellow man. His skills
can punish the wicked or inspire the faithful.

Auto Guard When you are reduced to 0 hit points


and are not killed outright, you can choose to drop to 1 hit
point instead. Once you use this ability, you can't use it
again until you finish a long rest. Additionally, you suffer
none of the drawbacks of old age, and you can't be aged
magically.

13
CRUSADER
A
ARCHER PROFICIENCY C F
LEVEL BONUS BONUS FEATURES
1st +2 Owl's Eye, Arrow Craft As a Archer you gain the following class features.
2nd +2 Charge Arrow, Double
Strafing
H P
3rd +2 Class Promotion Skill Hit Dice: 1d6 per Archer level
4th +2 Ability Score Hit Points at 1st Level: 6 + your Constitution modifier
Improvement Hit Points at Higher Levels: 1d6 (or 4) + your
5th +3 Extra Attack Constitution modifier per archer level after 1st
6th +3 Vulture's Eye
7th +3 Class Promotion Skill
P
Armor: Light Armor
8th +3 Ability Score
Improvement Weapons: Dagger, Main Gauche, Bow, Composite Bow
Tools: Woodcarver’s tools
9th +4 Improve Concentration
Saving Throws: Dexterity, Charisma
10th +4 --- Skills: Choose three from Animal Handling, Athletics,
11th +4 Class Promotion Skill Deception, Insight, Intimidation, Investigation, Nature,
12th +4 Ability Score
Perception, Performance, Persuasion, Stealth, and Survival
Improvement
13th +5 Arrow Shower E
14th +5 --- You start with the following equipment, in addition to the
equipment granted by your background:
15th +5 Class Promotion Skill
• A Composite Bow and a quiver of 20 arrows
16th +5 Ability Score • Adventurer's Suit
Improvement
• Two Daggers
17th +6 --- • A dungeoneer's pack or (b) an explorer's pack
18th +6 ---
19th +6 Ability Score
Improvement
20th +6 Class Promotion Skill

A
Archers are skilled snipers, standing out for their enormous
skill and speed with the bow and arrow. They manage to
take down their enemies over long distances, before they
are even noticed.

Always determined to improve their mastery with the bow


and arrow, Archers have specific abilities for this weapon,
which increases not only their dexterity, but also their
agility.

14
ARCHER
O ' E I C
You gain a +2 bonus to attack rolls you make with ranged At 9th level, when you hit a creature with an attack roll, you
weapons. can mark it on a target for 1 minute or until you lose your
concentration (as if you were concentrating on a spell).

A C The 1rst time on each of your turns that you hit the marked
As an action, you can craft up to five arrows. As a 9th level, enemy and deal damage to it, including when you mark it,
you can craft up to twenty. You must have enough wood on you can increase that damage by 1d6.
hand to produce them.
You can use this feature to mark a enemy a number of times
You can use this trait a number of times equal to your equal to your prociency bonus, and you regain all expended
proficiency bonus until you perform a long rest. uses when you nish a long rest.

This feature’s extra damage increases when you reach


C A certain levels in this class: to 1d8 at 14th.
Beginning 2nd level, as a bonus action, you can tension
your bow to its maximum. Your next attack push the
creature up to 10 feet away from you in a straight line, or A S
until it stops on a wall.. Beginning 13th level, you can use your action to make a
ranged attack against any number of creatures within 10
If the target is 5ft from you, you ignore the disadvantage of feet of a point you can see within your weapon’s range. You
the close-ranged attack, instead, you gain an advantage in must have ammunition for each target, as normal, and you
that attack. make a separate attack roll for each target.

You can use this trait a number of times equal to your


D S proficiency bonus until you perform a long rest.
Starting at 2rd level, when you use the Attack action and
attack with a ranged weapon, you can use a bonus action to C P
attack with a ranged weapon you are holding. Different archers choose different ways to perfecting their
fighting prowess. The Class Promotion you choose to
C P emulate reflects you way.
At 3rd level, you choose an archetype that you strive to
emulate in you combat styles and techniques. Choose H
Hunter, Bard or Dancer, all detailed at the end of the class Hunters are very knowledgeable about animals, to the point
descrption. The Class Promotion you choose grants you of being able to tame a Falcon to help them in battle.
features at 3rd level and agin at 7th, 11 th, 15 th, and 20th
level. Taking advantage of impressive speed with the bow and
arrow, these warriors are able to avoid hand-to-hand
A S I combat, using various traps
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above
20 using this feature.

E A
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

V ' E
At 6th level, attacking at long range doesn't impose
disadvantage on your ranged weapon attack rolls. In
addition, your ranged weapons ignore half cover and three-
quarters cover.

H A
You started your journey to become a hunter and now you
are recognized as an Hunter Apprentice. You gain
proficiency with the Perception skill, if you already have
the Perception skill, choose other skill of the Archer class.
15
ARCHER
Falconry Mastery You gain a Falcon (The falcon's • Flasher The trap triggers when a Small creature or
sheet is detailed at the end of the class descrption.) larger moves into the area of the trap. The triggering creature
companion that accompanies you on your adventures and is must succeed on a Constituition saving throw or be blinded
trained to fight alongside you. for 1 minute. At the end of each of its turns, the target can
make a Constitution saving throw. On a success, the spell
The falcon obeys your commands as best as it can. It takes ends.
its turn on your initiative. On your turn, you can verbally
command the Falcon where to move and you can verbally • Land Mine The trap triggers when a Small creature or
command it to take the Dash, Disengage, or Dodge action larger moves into the area of the trap. The triggering creature
(no action required by you) must succeed on a Dexterity saving throw or takes 11 (2d10)
Fire damage on a failed save, or half as much damage on a
If you use your action, you can command it to take the successful one.
attack action, it will continue to attack the same target
without an action by you until that target dies or falls
unconscious. Once you have the Extra Attack feature, and • Skid Trap The trap triggers when a Small creature or
you take the Attack Action, you may give up one attack to larger moves into the area of the trap. The triggering creature
command the creature to take the Attack Action. must succeed on a Dexterity saving throw or it will slide up
to 10 feet in a straight line in a direction you set when setting
the trap and fall prone.
The Falcon AC, hit and damage deceive a bonus equal to
your proficiency bonus, the Falcon Hit points is equal to 4 +
four times your hunter level, and he falcon has a number of • Talkie Box You implant a Message within a trap, a
Hit Dice (d6s) equal to your hunter level. Message that is uttered when a trigger condition is met. Then
speak the Message, which must be 25 words or less, though it
If you are incapacitated or absent, the falcon acts on its can be delivered over as long as 10 minutes. Finally,
own, focusing on protecting you and itself. The falcon determine what creatures that will trigger the trap to deliver
never requires your command to use its reaction, such as your Message. The trap triggers when a creature that you
when making an opportunity attack. determined moves into the area of the trap, the trap will
recites the Message in your voice and at the same volume
If the falcon dies, you can obtain a new companion by you spoke. Unlike other traps, this trap lasts until activated by
spending 1 hour magically bonding with a falcon that isn’t someone, and only then will it stop working.
hostile to you and that meets the requirements
H • Freezing Trap The trap triggers when a Small creature
You have been approved by the Payon guild and are now or larger moves into the area of the trap. The triggering
creature must succeed on a Dexterity saving throw or takes 5
part of the elite of archers, you're a hunter. As a action, you
(1d8) Water damage on a failed save, and its speed is reduced
use one Trap item to set a trap on a 5-foot square on a flat
by 15 feet until the start of your next turn. Or only half as
surface within 5ft from you. You cannot install a trap in a
much damage on a successful one.
space already occupied by someone. When you finish
seting, the trap is nearly invisible and requires a successful
Intelligence (Investigation) check against your trap save DC • Shockwave Trap The trap triggers when a Small
to be found, but any creature who can see the Hunter laying creature or larger moves into the area of the trap. The
the trap will be able to see the trap until they move out of triggering creature must succeed on a Wisdom saving throw
sight of it. The trap last for one minute before disarming by or suffer one Exhaustion level. Once falling into the effect of
itself, and you can only have as many traps set at the same a shockwave trap, the creature is immune to this trap effect
time as your proficiency level. Once used or disarmed, it again for the next 24 hours.
will turn back into a Trap item on the floor and can be
reclaimed. You know how to set three traps from the list
• Ankle Snare The trap triggers when a Small creature
below. When you take a long rest, you can exchange one of or larger moves into the area of the trap. The triggering
the traps that you know how to set. creature must succeed on a Dexterity saving throw or be
restrained by the trap.
Traps save DC = 8 + your proficiency bonus + your
Wisdom modifier The restrained creature can make a Strenght saving throw at
the end of each of its turns and ends the restrained effect on a
success. Alternatively, another creature that can reach the
• Sandman You need to use two traps to set this trap. restrained creature can use an action to make a Strenght
The trap triggers when a Small creature or larger moves into check against your Trap save DC. On a success, the
the area of the trap. The triggering creature must succeed on a restrained effect ends.
Constituition saving throw or will fall unconscious for 1
minute on a failed save. A creature awakens if it takes
damage or if someone uses an action to shake or slap it
awake.

16
HUNTER
H T
Beginning at 11th level, you have entered a path to
transcend the power of any hunter.

Falcon Assalt When you command your falcon


companion to take the Attack action, the falcon can make
two attacks, in addition, the falcon's attacks now count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

S
One shot, one kill! There is no better way to describe the
Sniper. They specialize in precise and powerful ranged
attacks. The Sniper is the master of the Bow and in a
Sniper’s hands, the bow is a deadly instrument capable of
dealing massive damage and carnage. When friendship
strengthens, so does their power. They also have skills that
amplify their bow mastery, as well as piercing arrow skills.

True Sight Your weapon attacks score a critical hit


on a roll of 19 or 20.

Wind Walk Your walking speed increases by 10 and


your AC incresases by +1.

R
Rangers know nature like the back of their hand. Whether
hunting with a bow or setting traps, they always use the
environment to their advantage, allowing them to ambush
their enemies with ease.

These forest adventurers are accompanied by the agile


Falcons or the bestial Worgs, who help you during combat
and can offer other advantages.

Warg Mastery Allows you to summon a loyal Warg


wolf using a special wolf flute. It manifests in an
unoccupied space that you can see within 90 feets. The
Warg disappears when it drops to 0 hit points, when 1 hour
passes, or until you lose your concentration (as if you were
concentrating on a spell).

The Warg is an ally to you and your companions. In


combat, the creature shares your initiative count, but it takes
its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don’t issue
any, it takes the Dodge action and uses its move to avoid
danger. The warg's attacks now count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

17
HUNTER
F W
Small Brute Medium Brute
• Armor Class 13 + Your PB (natural armor) • Armor Class 16 (natural armor)
• Hit Points 4 + four times your hunter level • Hit Points 105 (20d8)
• Speed 10 ft., y 60 ft • Speed 40 ft., climb 40 ft.

  STR  |   DEX   |   CON    |   INT  |    WIS    |  CHA   |   STR  |   DEX   |   CON    |   INT  |    WIS    |  CHA   |
6(-2) | 16(+3) | 13 (+1) | 8 (-1) | 14 (+2) | 11 (0) | 16(+3) | 14(+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (0) |

• Senses darkvision 60 ft., passive Perception 12 • Senses darkvision 60 ft., passive Perception 12
• Languages understands the languages you speak • Languages understands the languages you speak
• Challenge Equals your PB • Challenge 6

Beast Bane The Falcon doesn’t provoke Warg Dash If the wargon moves at least 20 feet
opportunity attacks when it ies out of an enemy’s straight toward a target and then hits it with a warg
reach. bite attack on the same turn, the target takes an extra
1d6 neutral damage. If the target is a creature, it must
Steel Crow You can add your prociency bonus to succeed on a DC 16 Strength saving or be knocked
any ability check or saving throw that the beast prone
makes.
Warg Rider The warg is an medium creature, but
A it is capable of being a mount for you. He continues
to obey your commands normally and can attack
while you are mounted.
Blitz Beat Melee Weapon Attack: 3 + PB to hit,
reach 5 ft., one target. Hit: 1d4 + 3 + PB Neutral A
damage.

Warg Bite Melee Weapon Attack: +9 to hit,


reach 5 ft., one target. Hit: 1d8 + 9 Neutral damage.

18
HUNTER
B M L
They say that music calms the soul. If that is the case, then You can inspire others through stirring words or music. To
bards are undoubtedly very important. As a support do so, you use a bonus action on your turn to choose one
character, the Bard can help boost the group's morale and creature other than yourself within 60 feet of you who can
more! hear you. That creature gains one Musical Lesson die, a d6.
Once within the next 10 minutes, the creature can roll the
As a support class, the Bard focuses on singing to give die and add the number rolled to one ability check, attack
morale to group members in fighting against enemies, roll, or saving throw it makes. The creature can wait until
although they have the skills of an archer and can fight as after it rolls the d20 before deciding to use the Musical
well. With his music, beautiful and deadly, Bard is a good Lesson die, but must decide before the DM says whether
choice if you want a great storyteller and a skilled singer. the roll succeeds or fails. Once the Musical Lesson die is
rolled, it is lost. A creature can have only one Musical
Lesson die at a time.

You can use this feature a number of times equal to your


Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

Your Musical Lesson die changes when you reach certain


levels in this class. The die becomes a d8 at 5th level, a d10
at 10th level, and a d12 at 15th level.

S
S P
The Bard table shows how many spell points you have to
cast your spells of 1st level and higher. To cast one of these
bard spells, you must expend a spell point equal of the
spell's level or higher. You can’t reduce your spell point
total to less than 0, and you regain all spent spell points
when you finish a long rest.
B A Your level also determines the maximum-level spell slot
You started your journey to become a bard and now you are you can create. Even though you might have enough points
recognized as an Bard Apprentice. You gain proficiency to create a slot above this maximum, you can’t do so.
with Instruments. S K 3 L
H
You know three 1st-level spells of your choice from the
Musical Strike When you use your action to cast a Bard spell list.
spell, you can make one ranged weapon attack as a bonus The Spells Known column of the Bard table shows when
action. You can shoot one arrow at the enemy with your you learn more bard spells of your choice. Each of these
musical instrument with a normal range of 20 feet and a spells must be of a level for which you have spell slots. For
long range of 60 feet. When you attack with a musical instance, when you reach 6th level in this class, you can
strike, you can use your Charisma modifier, instead of learn one new spell of 1st or 2nd level.
Dexterity, for the attack and damage rolls. The damage roll Additionally, when you gain a level in this class, you can
of your this ranged attack is a d6. choose one of the bard spells you know and replace it with
another spell from the bard spell list, which also must be of
a level for which you have spell slots.
S A
Pang Voice When a creature that you can see within
Charisma is your spellcasting ability for your bard spells.
60 feet of you makes an attack roll, an ability check, or a
Your magic comes from the heart and soul you pour into
damage roll, you can use your reaction to expend one of
the performance of your music or oration. You use your
your uses of Musical Lesson, rolling a Musical Lesson die
Charisma whenever a spell refers to your spellcasting
and subtracting the number rolled from the creature's roll.
ability. In addition, you use your Charisma modifier when
You can choose to use this feature after the creature makes
setting the saving throw DC for a bard spell you cast and
its roll, but before the DM determines whether the attack
when making an attack roll with one.
roll or ability check succeeds or fails, or before the creature
deals its damage. The creature is immune if it can't hear you
Spell save DC = 8 + your proficiency bonus + your
or if it's immune to being charmed.
Charisma modifier

Spell attack modifier = your proficiency bonus + your


Charisma modifier
19
BARD
S F • Dissonance Hostiles creatures within 10 feet of you
You can use a musical instrument as a spellcasting focus for have their movement reduced by half while in the area, and
your bard spells. that creature takes psychic damage equal to half your bard
level if it end its turn there.
B S
BARD SPELL SPELLS MAX • A Whistle You and friendly creatures within 10 feet of
LEVEL POINTS KNOWN SLOT you gains 10 feets of movement while this sound lasts.
1st - - -
2nd - - -
• Assassin of Sunset You and friendly creaturesd within
3rd 6 3 1st 10 feet of you, gain a bonus to melee weapon damage rolls
4th 6 4 1st equal to your Charisma modifier (minimum of +1). A
creature can benefit from this feature from only one bard at a
5th 14 5 1st time.
6th 14 5 2nd
7th 17 6 2nd • A Poem of Bragi You and friendly creatures within 10
8th 17 6 2nd feet of you can cast spells up to 1st Level as a bonus action.
9th 27 7 3rd
10th 27 7 3rd • The Apple of Idun You and friendly creatures within
10 feet of you gain temporary hit points at the start of each
11th 32 8 3rd
turn. Equal to half your bard level while this song lasts.
12th 32 8 3rd
13th 38 9 4th B T
Beginning at 11th level, you have entered a path to
14th 38 9 4th
transcend the power of any bard.
15th 44 10 4th
16th 44 10 4th
Encore You regain all of your expended uses of
17th 57 11 5th Musical Lessons when you finish a short or long rest.
18th 57 11 5th
19th 64 12 5th
Adaptation to Circumstances As an action, you
20th 64 12 5th can exchange an active Bardic Performance for another one
on the list of bardic performances you know. You don't need
B to spend Musical Lesson to change the performance.
You are officially considered a bard now, approved by the Changing an active performance doesn't reset the active
best artists of Comodo. time of a performance, the duration of one minute continues
to count from the first performance you started.
A bards musical talent holds a magical power of its own. As
an action, you can expend one use of your Musical Lesson
C
Clown can work miracles. It can make dreams come true, it
and start a performance that lasts 1 minute or until you lose can bring memories of a love from the past, it can even
your concentration (as if you were concentrating on a spell). bring courage back to the most shaken heart. No matter
During that time, you and any friendly creatures around you how desperate the situation, the right note at the hands of a
receive one of the effects you receive one of the effects you clown or gypsy can bring inspiration to the world.
know listed in the list bellow. A creature must be able to
hear you to gain this benefit. The performance ends early if No matter how desperate a situation may seem, the songs of
you is silenced, lose concentration, or if you start another the Clown will inspire you to achieve a miraculous victory.
performance or if you voluntarily end it (no action Despite the name, the Minstrel is a serious factor in any
required). battle, not just because of his ability to keep spirits high but
because of his astounding archery skills as well.
You choose three bardic performances to know and learn
another one in levels, 14 and 18.
Tarot Card of Fate After you cast a bard spell, roll
a d6. If you roll a 4 or higher, you can draw a Tarot card to
• Invulnerable Siegfried Whenever you or a friendly foresee fate. There are 14 different cards, roll on the Tarot
creature within 10 feet of you must make a saving throw, the
card table to create a random magical effect. Once you
creature gains a bonus to the saving throw equal to your
draw a card, the chance of drawing another card is reduced.
Charisma modifier (with a minimum bonus of +1).
Now you consult the Tarot Card table on a roll or 5 or
higher. If you draw another card, afterwards, consult the
Tarot Card table only if you roll a 6. Once you complete a
long rest, the chance of drawing a card is reset to 4 or
higher.
20
BARD
T C
D100 EFFECT
01-07 The Fool. For the next minute, you must shout when you speak.
08-15 The Magician. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
16-23 The High Priest. You regain 2d10 hit points.
24-31 The Chariot. Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
32-39 Strength. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.
40-47 The Lovers. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
48-55 Wheel of Fortune. You can take one additional action immediately.
56-63 The Hanged Man. You are immune to being intoxicated by alcohol for the next 5d6 days.
64-71 Death. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
72-79 Temperance. For the next minute, you regain 5 hit points at the start of each of your turns.
80-87 The Devil. For the next minute, you can see any invisible creature if you have line of sight to it.
88-92 The Tower. You teleport up to 60 feet to an unoccupied space of your choice that you can see.
93-97 The Star. If you die within the next minute, you immediately come back to life.
98-100 The Sun. You regain all expended Music Lessons.

M
Maestros, with their musical instruments, are able to
enchant everyone with music. This art is his main weapon
and inspiration, being able to benefit others and himself, as
well as harm his enemies, by playing ballads or performing
dances.

Harmonize You can mantain two bardic


performances at the same time. Your performance radius
increases to 30ft around you.

21
BARD
D D L
Everything around us follows a rhythm, sometimes You can inspire others through the beauty of your dance
changing only the beat according to the situation. Without a and movements. To do so, you use a bonus action on your
rhythm to follow, order becomes chaos and life dies. The turn to choose one creature other than yourself within 60
secret to dancing is in the hands of a few. The powers of the feet of you who can hear you. That creature gains one
Dancers are to interpret these rhythms and translate them Dancing Lesson die, a d6.
into beautiful movements that can be both constructive and Once within the next 10 minutes, the creature can roll the
destructive for their audience. This is the reason, both for die and add the number rolled to one ability check, attack
the naturalness of Dancer's dances, and for the very roll, or saving throw it makes. The creature can wait until
existence of this class, which appears as an option for after it rolls the d20 before deciding to use the Dancing
evolution for those who are archers. Lesson die, but must decide before the DM says whether
the roll succeeds or fails. Once the Dancing Lesson die is
When the Dancer starts to dance, those who watch her are rolled, it is lost. A creature can have only one Dancing
hypnotized and fall under her control. Trained in the art of Lesson die at a time.
dance, they use their movements to captivate their audience.
They say that some of their movements can even make a You can use this feature a number of times equal to your
person increase their strength to the point where they can Charisma modifier (a minimum of once). You regain any
literally move mountains. expended uses when you finish a long rest.

Your Dancing Lesson die changes when you reach certain


levels in this class. The die becomes a d8 at 5th level, a d10
at 10th level, and a d12 at 15th level.

S
S P
The Dancer table shows how many spell points you have to
cast your spells of 1st level and higher. To cast one of these
dancer spells, you must expend a spell point equal of the
spell's level or higher. You can’t reduce your spell point
total to less than 0, and you regain all spent spell points
when you finish a long rest.
Your level also determines the maximum-level spell slot
you can create. Even though you might have enough points
to create a slot above this maximum, you can’t do so.
S K 3 L
H
You know three 1st-level spells of your choice from the
D A Dancer spell list.
You started your journey to become a dancer and now you
The Spells Known column of the Dancer table shows when
are recognized as a Dancer Apprentice. You gain
you learn more dancer spells of your choice. Each of these
proficiency with Whips.
spells must be of a level for which you have spell slots. For
instance, when you reach 6th level in this class, you can
learn one new spell of 1st or 2nd level.
Musical Strike When you use your action to cast a Additionally, when you gain a level in this class, you can
spell, you can make one ranged weapon attack as a bonus choose one of the dancer spells you know and replace it
action. You can shoot one arrow at the enemy with your with another spell from the dancer spell list, which also
whip with a normal range of 20 feet and a long range of 60 must be of a level for which you have spell slots.
feet. When you attack with your whip, you can use your S A
Charisma modifier, instead of Dexterity, for the attack and Charisma is your spellcasting ability for your dancer spells.
damage rolls. The damage roll of your this ranged attack is Your magic comes from the heart and soul you pour into
a d6. the performance of your dance or movements. You use your
Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when
Wink of Charm As an action, you can expend one
setting the saving throw DC for a dancer spell you cast and
use of your Dancing Lesson and cause each creature in a
when making an attack roll with one.
10-foot cube originating from you to make a Wisdom
saving throw against your dancer spell save DC. The
Spell save DC = 8 + your proficiency bonus + your
creatures that fail their saving throws are all charmed or
Charisma modifier
frightened by you (your choice) until the end of your next
turn.
Spell attack modifier = your proficiency bonus + your
Charisma modifier
22
DANCER
S F • Humming You and friendly creaturesd within 10 feet of
You can use a whip as a spellcasting focus for your dancer you, gain a bonus to melee weapon attack rolls equal to your
spells. Charisma modifier (minimum of +1). A creature can benefit
from this feature from only one dancer at a time.
D S
DANCER SPELL SPELLS MAX • Please Don't Forget Me Hostiles creatures within 10
LEVEL POINTS KNOWN SLOT feet of you have disavantage on melee weapon attack rolls.
1st - - -
2nd - - -
• Fortune's Kiss You and friendly creatures within 10
3rd 6 3 1st feet of you can’t be frigtened. If the creature is already
4th 6 4 1st frightened, the creature has advantage on any next saving
throw against the relevant Effect.
5th 14 5 1st
6th 14 5 2nd
• Into the Abyss You and friendly creaturesd within 10
7th 17 6 2nd feet of you ignores the material components that lack a cost
8th 17 6 2nd and aren’t consumed by a spell.
9th 27 7 3rd
D T
10th 27 7 3rd Beginning at 11th level, you have entered a path to
11th 32 8 3rd transcend the power of any dancer.
12th 32 8 3rd
13th 38 9 4th Encore You regain all of your expended uses of
14th 38 9 4th Dancer Lessons when you finish a short or long rest.
15th 44 10 4th
16th 44 10 4th Adaptation to Circumstances As an action, you
can exchange an active Dancer Performance for another
17th 57 11 5th
one on the list of dancer performances you know. You don't
18th 57 11 5th need to spend Dancer Lessons to change the performance.
19th 64 12 5th Changing an active performance doesn't reset the active
20th 64 12 5th
time of a performance, the duration of one minute continues
to count from the first performance you started.

D
You are officially considered a dancer now, approved by the G
best artists of Comodo. Music can work miracles. It can make dreams come true, it
can bring memories of a love from the past, it can even
A dancer dance talent holds a magical power of its own. As bring courage back to the most shaken heart. No matter
an action, you can expend one use of your Dancing Lesson how desperate the situation, the right note at the hands of a
and start a performance that lasts 1 minute or until you lose minstrel or gypsy can bring inspiration to the world.
your concentration (as if you were concentrating on a spell). Everybody loves the Gypsy's dancing, especially her
During that time, you and any friendly creatures around you enemies. It's the last thing they see before they go to their
receive one of the effects you know listed in the list bellow. graves with a smile on their lips and an arrow through their
A creature must be able to see you to gain this benefit. The hearts. The Gypsy is so alluring that hundreds of acts of
performance ends early if you is restrained, lose heroism (and foolishness) have been performed in her
concentration, or if you start another performance or if you name. With more lithe and agile bodies granted by the gods,
voluntarily end it (no action required). Gypsies are hard to resist especially when one begins her
dance. Not a single drop of sweat can be seen. Every dance
You choose three dancer performances to know and learn and movement seems effortless.
another one in levels, 14 and 18.
Tarot Card of Fate After you cast a dancer spell,
• Invulnerable Siegfried Whenever you or a friendly roll a d6. If you roll a 4 or higher, you can draw a Tarot card
creature within 10 feet of you must make a saving throw, the to foresee fate. There are 14 different cards, roll on the Tarot
creature gains a bonus to the saving throw equal to your card table to create a random magical effect. Once you
Charisma modifier (with a minimum bonus of +1). draw a card, the chance of drawing another card is reduced.
Now you consult the Tarot Card table on a roll or 5 or
higher. If you draw another card, afterwards, consult the
• Ugly Dance You and friendly creatures within 10 feet Tarot Card table only if you roll a 6. Once you complete a
of you can’t be charmed. If the creature is already charmed,
long rest, the chance of drawing a card is reset to 4 or
the creature has advantage on any next saving throw against
higher.
the relevant Effect.
23
DANCER
T C
D100 EFFECT
01-07 The Fool. For the next minute, you must shout when you speak.
08-15 The Magician. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
16-23 The High Priest. You regain 2d10 hit points.
24-31 The Chariot. Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
32-39 Strength. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.
40-47 The Lovers. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
48-55 Wheel of Fortune. You can take one additional action immediately.
56-63 The Hanged Man. You are immune to being intoxicated by alcohol for the next 5d6 days.
64-71 Death. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
72-79 Temperance. For the next minute, you regain 5 hit points at the start of each of your turns.
80-87 The Devil. For the next minute, you can see any invisible creature if you have line of sight to it.
88-92 The Tower. You teleport up to 60 feet to an unoccupied space of your choice that you can see.
93-97 The Star. If you die within the next minute, you immediately come back to life.
98-100 The Sun. You regain all expended Dancing Lessons.

W
Wanderers are the free spirits that don’t want to be restricted
by anything or anyone. They desire true freedom and let the
wind guide them. They love nature and worship the grace
of the gods. Wanderers sing songs that are more than just
simple songs and so, because of the magic in the voices
themselves, the songs and choruses they sing are like
magic.

Harmonize You can mantain two dancer


performances at the same time. Your performance radius
increases to 30ft around you.

24
DANCER
T
THIEF PROFICIENCY C F
LEVEL BONUS BONUS FEATURES
1st +2 Double Attack, Sprinkle As a Thief you gain the following class features.
Sand
2nd +2 Hiding, Envenom
H P
3rd +2 Class Promotion Skill Hit Dice: 1d8 per Thief level
4th +2 Ability Score Hit Points at 1st Level: 8 + your Constitution modifier
Improvement Hit Points at Higher Levels: 1d8 (or 5) + your
5th +3 Steal, Back Sliding Constitution modifier per thief level after 1st
6th +3 Increase Dodge
7th +3 Class Promotion Skill
P
Armor: Light Armor
8th +3 Ability Score
Improvement Weapons: Dagger, Main Gauche, Falchion, Bow,
Composite Bow
9th +4 ---
Tools: Thieves' Tools
10th +4 --- Saving Throws: Dexterity, Inteligence
11th +4 Class Promotion Skill Skills: Choose four from Acrobatics, Athletics, Deception,
12th +4 Ability Score
Insight, Intimidation, Investigation, Perception,
Improvement Performance. Persuasion, Sleight of Hand, and Stealth
13th +5 ---
14th +5 ---
E
You start with the following equipment, in addition to the
15th +5 Class Promotion Skill
equipment granted by your background:
16th +5 Ability Score • A Main Gauche
Improvement
• A Bow and quiver of 20 arrows
17th +6 --- • A burglar's pack, (b) dungeoneer's pack, or (c) an explorer's
18th +6 --- pack
• Adventurer's Suit and thieves' tools
19th +6 Ability Score
Improvement
20th +6 Class Promotion Skill

T
Thief stands out for its unmatched agility. They are masters
of dodging and experts in quick attacks with daggers, being
able to eliminate their opponents with spectacular speed.

They are hardly hit in battle and are able to hide from
enemies by camouflaging themselves in the environment.
They are well versed in the poison arts and experts in
dagger handling. They can make use of good armor, one-
handed swords, and even a bow and arrow.

25
THIEF
D A B S
Beginning at 1st level, you know how to strike subtly and Starting at 5th level, when an attacker that you can see hits
exploit a foe's distraction. Once per turn, you can deal an you with an attack, you can use your reaction to halve the
extra 1d6 damage to one creature you hit with an Attack if attack's damage against you.
you have advantage on the Attack roll. The attack must use
a finesse or a ranged weapon. I D
Beginning at 6th level, you can nimbly dodge out of the
You don't need advantage on the Attack roll if another way of certain area Effects, such as a red dragon's fiery
enemy of the target is within 5 feet of it, that enemy isn't breath or an Ice Storm spell. When you are subjected to an
Incapacitated, and you don't have disadvantage on the Effect that allows you to make a Dexterity saving throw to
Attack roll. take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
fail.
S S
As an bonus action you can throw sand in the target's eyes. C P
Choose a target 10 ft away from you, he needs to pass a Different archers choose different ways to perfecting their
Dexterity Saving Throw (DC equal to 8 + your proficiency fighting prowess. The Class Promotion you choose to
bonus + your Dexterity modifier), or you'll advantage on emulate reflects you way.
your next attack roll on the current turn.
A
Targets that do not need to see are immune to this trait. With the unique ability to handle two weapons at the same
time, Assassins are experts at not being noticed, until it is
too late, or to eliminate their opponents slowly with the use
H of poisons.
At 2nd Level, your quick thinking and agility allow you to Being able to wield both katars, which favor critical attacks
move and act quickly. You can take a Bonus Action to use and ignore defense, are capable of causing incomparable
the Dash, Disengage or Hide action. damage in a few strokes.

S
Starting at 3rd Level, you can use the Bonus Action to
make a Dexterity (Sleight of Hand) check, use your thieves’
tools to Disarm a trap or open a lock, or take the Use an
Object action.

C P
At 3rd level, you choose an archetype that you strive to
emulate in you combat styles and techniques. Choose
Assassin or Rogue, all detailed at the end of the class
descrption. The Class Promotion you choose grants you
features at 3rd level and agin at 7th, 11th, 15th, and 20th
level.

A S I
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above A A
20 using this feature. You started your journey to become a assassin and now you
are recognized as a Assassin Apprentice.

E Katar Mastery. You gain proficiency with Katars


weapons. At 5th level, you can attack twice, instead of
You gain proficiency with the poisoner's kit. once, whenever you take the Attack action with a Katar on
your turn.
D Right-Hand Mastery. When you are wielding a
At 3rd level, you can use a healer's kit stack to remove an melee weapon with the right hand, you gain a +2 bonus to
ally's poisoning condition. damage rolls with that weapon.

Left-Hand Mastery. When you engage in two-


weapon fighting, you can add your ability modifier to the
damage of the second attack.
26
THIEF
A A C
You are officially considered a assassin now, approved by Before you even understand what's going on, you feel your
the best criminals of Morroc. You're now a poisoner master. life running through your fingers. Yes, that shadow that
moved, as fast as a shot, was an Assassin Cross. The
Assassin poisons save DC = 8 + your proficiency masters of poisons, the judges who judge and execute their
bonus + your Intteligence modifier targets. This was your turn. His last one, by the way.

Sonic Blow Makes successive attacks on a target. On Create Deadly Poison The die roll of your Venom
your turn, you can take one additional Attack Action. Dust and Enchant Poison changes to d6.

Once you use this feature, you must finish a short or long
rest before you can use it again. At 17th level, you can use it Enchant Deadly Poison The number of dies of
twice before a rest, but only once on the same turn. your Venom Dust and Enchant Poison increases to d6.

Enchant Poison Your weapon attacks deals a extra G C


1d4 Poison damage. The Guillotine Cross roam the darkness, always on the
prowl. Its advanced stealth skills allow for agile dodging
and direct blocking, leaving the target vulnerable to deadly
Venom Dust You can throw a special mixture of poisons.
poison into the air. All creatures 5ft from a point 30ft from
you, need to make a constitution saving throw or take 2d4
poison damage on a failed save, or half as much damage on Cross Impact You can attack four times, instead of
a successful one. The area where you throw the poison is two, whenever you take the Attack action with a Katar on
infested with a poisonous fog that lasts for one minute or your turn, and your weapon attacks score a critical hit on a
until strong wind disperses it, the first time a creature enters roll of 19 or 20.
the fog or starts its turn in it, it needs to make the
constitution saving throw to avoid the damage.

You can use this trait a number of times equal to your


proficiency bonus until you perform a long rest.

A T
Beginning at 11th level, you have entered a path to
transcend the power of any assassin. You can attack three
times, instead of two, whenever you take the Attack action
with a Katar on your turn.

Cloaking As a action, you can become invisible


along with any equipment you are wearing or carrying for 1
minute or until you take some action.

You can use this feature a number of times equal to your


prociency bonus, and you regain all expended uses when
you nish a long rest.

Grimtooth While invisible, as an action, you can


shoot special spikes at your enemies. Everyone on a 15 ft.
line that is 5 ft. wide from you needs to make a Dexterity
Saving throw or take 4d6 of Earth Damage on a failure or
half on a hit. Using Grimtooth doesn't ends your invisibility.

Poison React You have advantage on saving throws


against poison, and you have resistance against poison
damage, and when another creature attempts to poison you
or deals poison damage to you, you can use your reaction to
attempt to turn the poison back on that creature. The
creature must succeed on a Constituition saving throw be
poisoned by you for 1 minute

27
ASSASSIN
R Gangster Paradise During your rogue training you
Everything is fair in love and war. Rogues seem to take this learned thieves' cant, a secret mix of dialect, jargon, and
motto very seriously. Being unpredictable is one of the most code that allows you to hide messages in seemingly normal
striking qualities of your personality. Rogues manage to conversation. Only another creature that knows thieves' cant
cause absurd damage without taking even a scratch. understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
Thieves taking their trickster skills to a higher level. This is plainly.
one of the best definitions for Rogues, who are proud to be
masters in the art of intimidation. Like any miscreant, they In addition, you understand a set of secret signs and
can take down their opponent's armor in the blink of an eye symbols used to convey short, simple messages, such as
and still do great damage. With several new skills, Rogues whether an area is dangerous or the territory of a rogues'
are certainly a great option for those who want to specialize guild, whether loot is nearby, or whether the people in an
in the dark arts of man-to-man combat. area are easy marks or will provide a safe house for thieves
on the run.

Back Stab Your confidence propels you into battle.


You can give yourself a bonus to your initiative rolls equal
to your Charisma modifier.

You also gain an additional way to use your Raid; you don't
need advantage on the attack roll to use your Raid against a
creature if you are within 5 feet of it, no other creatures are
within 5 feet of you, and you don't have disadvantage on the
attack roll. All the other rules for Raid still apply to you.

Double Strafing When you use the Attack action


and attack with a ranged weapon, you can use a bonus
action to attack with a ranged weapon you are holding.

R
You are officially considered a rogue now, approved by the
R A best criminals of the Rogues Guild.
You started your journey to become a rogue and now you
are recognized as a Rogue Apprentice. Your proficiency
Vulture's Eye Attacking at long range doesn't
bonus is doubled for any ability check you make that uses
impose disadvantage on your ranged weapon attack rolls. In
Thieves' Tools.
addition, your ranged weapons ignore half cover and three-
quarters cover.
Raid The amount of the extra damage of yours
Double Attack feature increases as you gain levels in this
Compulsion Discount You have advantage in any
class, as shown in the Raid Damage column.
charisma tests related to buying items.

ROGUE LEVEL RAID DAMAGE


3rd 2d6 Snatcher You have advantage in any Dexterity
(Sleight of Hand) tests related to stealing someone.
5th 3d6
7th 4d6
Strip Weapon When you hit a creature with a
9th 5d6
weapon attack, you can attempt to disarm the target to drop
11th 6d6 one item of your choice that it's holding. The target must
13th 7d6 make a Strength saving throw (DC equal to 8 + your
15th 8d6
proficiency bonus + your Dexterity modifier). On a failed
save, it drops the object you choose. The object lands at its
17th 9d6 feet.
19th 10d6

28
ROGUE
R T S C
Beginning at 11th level, you have entered a path to The Shadow Chaser are always one step ahead of their
transcend the power of any rogue. opponents, hiding in plain sight, like shadows in the night,
to attack the unsuspecting first. They are also able to use
paints to assist in their strategies, setting traps and revealing
Plagiarism You gain the ability to magically steal opponents.
the knowledge of how to cast a spell from another
spellcaster.
Reproduce You can copy spells up to 5th level with
Immediately after a creature casts a spell that targets you or your Plagiarism trait and the time the spell is copied in your
includes you in its area of effect, you can use your reaction mind increases until you copy the next spell, or cast the
to negate the spell’s effect against you, and you steal the spell.
knowledge of the spell if it is at least 3rd level. For the next
8 hours, you know the spell and can cast this spell once
with this trait and regain the ability to do so when you finish
a long rest. You use the Spell save DC modifier and Spell
attack modifier from the caster who used the spell on you
for this spell.

You can use this trait once until you take a long rest.

Intimidate You gain the ability to kidnap targets in a


blink of an eye. When you hit a creature with a melee
weapon attack, you can force the creature into making a
saving throw Dexterity saving throw (DC equal to 8 + your
proficiency bonus + your Dexterity modifier), on a failure,
you teleport with the creature to an unoccupied space that
you can see within 120 feet of you. That space for both
must be on the ground or on a floor.

You can use this trait once until you take a long rest.

S
Live within four walls, following orders and wearing
uniforms? This is bullshit. Freedom is what governs life.
And this is what the Rowdy Specialists specialize in:
freedom. If they don't want to, you can't even hurt them.
Because you will soon be without any equipment. And you
won't even notice who removed it ...

Reject Sword When a creature hits you with a


melee weapon attack, you can use your reaction to parry the
blow with your hands. The attack automatically misses you
instead.

Once you use this feature, you can't use it again until you
finish a short or long rest.

Chase Walk As a bonus action, you can magically


become invisible, along with any equipment you are
wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your


prociency bonus, and you regain all expended uses when
you nish a long rest.

29
ROGUE
M
MERCHANT PROFICIENCY
LEVEL BONUS BONUS FEATURES C F
1st +2 Enlarge Weight Limit,
Pushcart
As a Merchant you gain the following class features.
2nd +2 Identify, Discount and
Overcharge
3rd +2 Class Promotion Skill
H P
Hit Dice: 1d8 per Merchant level
4th +2 Ability Score
Improvement Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
5th +3 Extra Attack
Constitution modifier per merchant level after 1st
6th +3 Mammonite, Cart
Revolution
7th +3 Class Promotion Skill
P
Armor: Light Armor, Medium Armor, Shield
8th +3 Ability Score Weapons: Simple Melee Weapons, One-HandedAxe,
Improvement
Two-HandedAxe, Flail, Hammer
9th +4 Loud Exclamation, Tools: Two types of artisan’s tools of your choice
Vending
Saving Throws: Sthrengt, Constituition
10th +4 Ability Score
Improvement Skills: Choose any three
11th +4 Class Promotion Skill
E
12th +4 Ability Score
Improvement You start with the following equipment, in addition to the
13th +5 ---
equipment granted by your background:
• Any two simple weapons
14th +5 --- • Adventurer's Suit or Mink Coat
15th +5 Class Promotion Skill • One tools kit at your choice and a dungeoneer’s or explorer’s
pack
16th +5 Ability Score
Improvement
17th +6 ---
18th +6 ---
19th +6 Ability Score
Improvement
20th +6 Class Promotion Skill

M
Merchants are blessed with the power to heal and increase
the strength and determination of themselves, and their
companions in battle.

Dedicated to making the world a better place, supporting


others or by their own hands, freeing Rune-Midgard from
the legions of cursed and dark monsters.

30
MERCHANT
E W L C R
You're used to carrying a lot of goods with you, you count As a action, enemies within 5 ft of you need to make a
as one size larger when determining your carrying capacity dexterity saving throw (DC equal to 8 + your proficiency
and the weight you can push, drag, or lift. bonus + your Strength modifier) or take 3d6 Neutral
damage or 5d6 Neutral damage if your cart weighs more
than 100 lb. On success, the targed takes only half damage.
P
You gain proficiency with vehicles (land), and receive from You can use this trait a number of times equal to your
your guild a special tipe of cart named Pushcart, it is a proficiency bonus until you perform a long rest.
medium sized wagon that can hold up to 250 pounds,
which you carry while traveling.
L E
At 9st level, you learn to channel the power of the voice to
I inspire others. As a bonus action, you unleash a battle cry.
Beginning 2nd level, as a action, you choose one object that Up to five creatures of your choice within 60 feet of you
you must touch throughout during 10 minutes. If it is a that can hear you gain advantage on attack rolls until the
magic item or some other magic-imbued object, you learn start of your next turn.
its Properties and how to use them, whether it requires You can use this trait a number of times equal to your
Attunement to use, and how many Charges it has, if any. proficiency bonus until you perform a long rest.
You learn whether any Spells are affecting the item and
what they are. You can also identify the average selling V
price of an object. You become a born salesman, able to adapt to many
different tasks to suit you as a best seller.
• You can attune to up to four magic items at once.
D O • If you craft a magic item with a rarity of common or
At 2nd level, you have an advantage in any charisma tests uncommon, it takes you a quarter of the normal time, and it
related to buying and selling items, additionally, you can costs you half as much of the usual gold.
add half your proficiency bonus, rounded down, to any
ability check you make that doesn't already include your
proficiency bonus. C P
Different archers choose different ways to perfecting their
C P fighting prowess. The Class Promotion you choose to
At 3rd level, you choose an archetype that you strive to emulate reflects you way.
emulate in you combat styles and techniques. Choose
Blacksmith or Alchemist, all detailed at the end of the class B
descrption. The Class Promotion you choose grants you Blacksmiths can choose between two ways: to forge
features at 3rd level and agin at 7th, 11 th, 15 th, and 20th powerful and elemental weapons, or to possess an
level. extraordinary force capable of defeating the greatest
opponents.
A S I
When you reach 4th level, and again at 8th, 10th, 12th, Great connoisseurs of minerals, they are able to find them
16th, and 19th level, you can increase one ability score of in the least likely places, and to refine them like no other
class.
your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

E A
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

M
At 6th level, no one else knows the power of money like
you do, and you learn the ability to burn that money. Once
per turn, when you hit a creature with a melee weapon
attack, you can expend 100 Zeny to thrown your zeny and
deal a extra 2d8 Neutral damage to the target. You do it a
number of times equal to your proficiency bonus until you
perform a long rest.

The zeny thrown by this ability is lost after hitting the


target.
31
MERCHANT
B A Power Thrust As a bonus action, you and all of
You started your journey to become a blacksmith and now your allies within 30ft of you are blessed with a great boost
you are recognized as a Blacksmith Apprentice. You gain of for; a. For 1 minute, your allies receive the Maximize
proficiency with smith's tools. If you already have this Power trait.
proficiency, you gain proficiency with one other type of
artisan's tools of your choice. Once you use this feature, you can’t use it again until you
finish a short or long rest.
Iron Tempering You gain the ability to imbue B T
magic into a weapon or armor. At the end of a long rest, you Beginning at 11th level, you have entered a path to
can touch one nonmagical object that is a suit of armor or a transcend the power of any blacksmith.
simple or martial weapon. Until the end of your next long
rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC if it’s armor or a +1 bonus to Stell Tempering The bonus you grant with Iron
attack and damage rolls if it’s a weapon. Tempering changes to +2.

Once you use this feature, you can’t use it again until you
finish a long rest. Weapon Perfection As a bonus action, you and all
of your allies within 30ft of you are blessed with perfect
weapon handling. For 1 minute, your Weapon Attacks
Maximize Power Once per turn when you roll ignore enemy resistance to damage.
damage for a melee weapon attack, you can reroll the
weapon's damage dice and use either total. Once you use this feature, you can’t use it again until you
finish a short or long rest.

Adrenaline Rush You can push yourself beyond


your normal limits for a moment. On your turn, you can Hammer Fall As a action, you can impact enemies
take one additional action. like the fury of the god Thor. All enemies in a 15ft cone
from you need to make a dexterity saving throw (DC equal
Once you use this feature, you must finish a short or long to 8 + your proficiency bonus + your Strength modifier) or
rest before you can use it again. Starting at 17th level, you take your weapon damage, plus an additional 5d8 of your
can use it twice before a rest, but only once on the same weapon's damage type, on a hit, targets don't take your
turn. weapon damage, and only half the additional damage.

B Once you use this feature, you can’t use it again until you
You are officially considered a blacksmith recognized by finish a long rest.
the kingdom of Rune-Midgard now, you learn new ways to
improve your refining as a blacksmith. W
When the Blacksmith transcends the limitations of working
with Steel, the realization that any material existing in the
Skin Tempering You gain resistance to fire world can be used to create valuable items naturally
damage. follows. It is this level of artistry in creating weapons that
defines the Whitesmith. The Whitesmith also specializes in
manipulating fire and using Mace and Ax weapons in
Enchanted Stone Craft You conduct an hour-long battle.
work craft that crafts a nonmagical item that must include
some metal: a simple or martial weapon, a suit of armor, ten
pieces of ammunition, a set of tools, or another metal Melt Down When you hit a creature with a melee
object. The creation is completed at the end of the hour, weapon attack, you can try to damage your enemy's
coalescing in an unoccupied space of your choice on a weapon with one attack. If your enemy is using a non-
surface within 5 feet of you. magic weapon and you hit the attack with a Melee Weapon
Attack, you can ignore the damage from the attack and hit
The thing you create can be something that is worth no the weapon. the weapon takes a permanent and cumulative
more than 100 gp. As part of this work, you must lay out -1 penalty to damage rolls. If its penalty drops to -5, the
metal, which can include coins, with a value equal to the weapon is unusable.
creation. The metal irretrievably coalesces and transforms
into the creation at the ritual’s end, magically forming even With an hour of work on the weapon using smith's tools,
nonmetal parts of the creation. you can cumulatively fix 1 penalty for this damage.

The work can create a duplicate of a nonmagical item that


contains metal, such as a key, if you possess the original Cart Boost Whenever you use Cart Revolution, you
during the ritual. can choose a target and give it a disadvantage in the
Dexterity Saving Thrown .
Once you have used this trait, you cannot use it again until
you take a long rest.
32
BLACKSMITH
M
No longer content with forging standard weapons, the
Whitesmiths once again seek a way to expand their skills.
Their quest for fame and fortune has lead them to Juno, and
through research of the ancient Juperos civilization they
discover a bold new technology - a fusion of magic and
machine. Armed with this new knowledge, those elite
Whitesmiths become Mechanics

Magic Gear License As an action, you can


summon and use your Mado Gear, the ultimate combat
armor. You can dismiss your Mado Gear with a bonus
action.

• Mainframe RestructureThe Mado Gear is a Heavy


Armor that you are proficient, it has a AC 18, weighs 60 Lb,
and while you are using it, you have a disadvantage in any
Stealth (dexterity) roll.

• Shape ShiftYou can wear it even though you're


wearing other armor. As long as you have Mado Gear, you do
not receive the base armor bonus from another armor you are
wearing, for exemple, you not receive the 15 + Dex modifier
(max 2) AC for a Padded Armor. But any secondary magic
effects on that armor, such as a +1 refine, or a magic property
such a Cold damage resistance, are replicated by your Mado
Gear.

• Acceleration While you use the Mado Gear, your


walking speed increases by 5 feet.

• Magnetic Field The Mado Gear attaches to you and


can’t be removed against your will. It also expands to cover
your entire body, although you can retract or deploy the
helmet as a bonus action. The armor replaces any missing
limbs, functioning identically to a body part it is replacing.

• Neutral Barrier As a bonus action, you can gain


temporary hit points equal to your level in this class,
replacing any temporary hit points you already have. You
lose these temporary hit points if you doff the armor. You can
use this bonus action a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

• Vulcan Arm A gemlike node appears on one of your


armored fists or on the chest (your choice). It counts as a
simple ranged weapon, with a normal range of 90 feet and a
long range of 300 feet. and it deals 1d6 Fire damage on a hit.
Once on each of your turns when you hit a creature with it,
you can deal an extra 1d6 Fire damage to that target.

• Boost Knukle Each of the armor's gauntlets counts as


a simple melee weapon while you aren't holding anything in
it, and it deals 1d8 Neutral damage on a hit. A creature hit by
the gauntlet has disadvantage on attack rolls against targets
other than you until the start of your next turn, as the armor
magically emits a distracting pulse when the creature attacks
someone else.

33
BLACKSMITH
A P
A ROLL ALCHEMIST POTION
Alchemists are biotechnologists specializing in potions and
the creation of life. Like the Sages, they understand the
value of academic work and are always researching new 1 Pharmacy The drinker regains a number of hit points
equal to 2d4 + 2 + your Intelligence Modifier
formulas. They study the magical properties conceived by
living beings and their interaction with the community. As a
result, they have an intimate knowledge of the elements, 2 Chemical Protection Weapon The drinker can roll a d4
and add the number rolled to every attack roll and saving
plants and animals of Rune-Midgard. throw they make for the next minute.

With science, alchemists can make potions much more 3 Chemical Protection Armor The drinker gains a +1
powerful than those sold in stores. Each of them is made bonus to AC for 10 minutes.
with special ingredients and secret formulas, so each one
has the name of its creator, which attests to all its power and 4 Demonstration As an action, you can throw this flask
quality. up to 20 feet, shattering it on impact. Make a ranged attack
against a creature or object, you're proficient with this
attack, and you can use your intelligence modifier to thrown
the acid, instead to dexterity. On a hit, the target takes 1d8 +
your Intelligence modifier fire damage at the start of each of
its turns. A creature can end this damage by using its action
to make a Dexterity check (DC equal to 8 + your proficiency
bonus + your Intelligence modifier) to extinguish the flames.

5 Acid Terror As an action, you can splash the contents


of this vial onto a creature within 5 feet of you or throw the
vial up to 20 feet, shattering it on impact. You're proficient
with this attack, and you can use your intelligence modifier
to thrown the acid, instead to dexterity. On a hit, the target
takes 2d8 + your Intelligence modifier acid damage.

A
You are officially considered a blacksmith recognized by
the kingdom of Rune-Midgard now, you learn new ways to
improve your knowledge as a alchemist.

Bioethics
Item: A Embryo worth at least 5000 Zeny

A A You learn intricate methods for magically creating a special


You started your journey to become a alchemist and now homunculus that serves you. The item you infuse serves as
you are recognized as a Alchemist Apprentice. You gain the creature’s heart, around which the creature’s body
proficiency with alchemist's supplies. If you already have instantly forms.
this proficiency, you gain proficiency with one other type of
artisan's tools of your choice. As a action, you can Call a Humunculus, roll the Call
Humunculus table for determining the form of the
homunculos.
Learning Potion Beginning at 3rd level, whenever
you finish a long rest, you can magically produce an The homunculus is friendly to you and your companions,
alchemist potion in an empty flask you touch. Roll on the and it obeys your commands. See this creature’s game
Alchemist Potion table for the elixir's effect, which is statistics in the Homunculus Servant stat block, which uses
triggered when someone drinks the elixir. As an action, a your prociency bonus (PB) in several places.
creature can drink the potion or administer it to an
incapacitated creature. In combat, the homunculus takes its turn on your initiative.
On your turn, you can verbally command the homunculus
Creating an alchemist potion requires you to have alchemist where to move and you can verbally command it to take the
supplies on your person, and any potion you create with this Dash, Disengage, or Dodge action (no action required by
feature lasts until it is drunk or until the end of your next you). You can use a action on your turn to command it to
long rest. take another action, that action can be one in its stat block
or some other action. If you are incapacitated, the
When you reach certain levels in this class, you can make homunculus can take any action of its choice. You can
more potions at the end of a long rest: two at 7th level, three make one weapon attack, use Demonstration or Acid Terror
at 11th level and four at 15th level. Roll for each potion's when you command the Homunculus with a action.
effect separately. Each potion requires its own flask.
If you or the homunculus dies, it vanishes, leaving its
Embryo in its space.

34
ALCHEMIST
C H C
No, don't think about test tubes, mixtures, substances or
ROLL HOMUNCULUS TYPE
micro-organisms. The word that describes the Creators is
1 Vanilmirth "life". For your understanding of nature has reached such a
2 Filir point that you are able to repeat the genesis and be your
God yourself. Everything is made up of atoms.
3 Lif
4 Amistr
Slim Potion Pitcher You can create two potions at
A T same time with Pharmacy, and throw two potions at same
Beginning at 11th level, you have entered a path to time with Potion Pitcher.
transcend the power of any alchemist. Whenever a creature
drinks an Alchemist Potion you created, the creature gains Full Chemical Protection The AC you provide
temporary hit points equal to 2d6 + your Intelligence with Chemical Protection Armor increases by +1, and the
modifier (minimum of 1 temporary hit point) roll of your Chemical Protection Weapon increases by 1d8.
Also at 11th level, you've learned how to create a magical
crature and throwing an experimental potion. Using Acid Demonstration Your Demonstration, Acid
alchemist's tools, you can take an action to magically create Terror, Bio Cannibalize and Sphere Mine damage rolls all
a Small or Tiny crature in an unoccupied space on a changes to d8.
horizontal surface within 5 feet of you, or throw an
experimental potion at 15 ft of you. You can use this trait a
number of times equal to your proficiency bonus until you Plant Cultivation You can now have two creatures
perform long rest. You can have only one creature at a time at the same time. You can create two with the same action,
and can't create one while your creature is present. and you can activate both of them with the same bonus
action. You determine whether the creatures are identical to
The creature is a magical object. Regardless of size, the each other or different. You can't create a third creature
creature has an AC of 18 and a number of hit points equal while you have two. And you and your allies have half
to five times your alchemist level. It is immune to poison cover while within 10 feet of a creature you create, as a
damage and psychic damage. If it is forced to make an result of a shimmering field of magical protection that the
ability check or a saving throw, treat all its ability scores as creature emits.
10 (+0). It disappears if it is reduced to 0 hit points or after 1
hour. You can dismiss it early as an action. G
While most Alchemists sought learning in various fields of
When you create the creature, you can decide which type it knowledge, some of them concentrated their studies in the
is, choosing from the options on the Creature table. On each alchemic principles of transformation: these alchemists
of your turns, you can take a bonus action to cause the
were known as the Geneticists among their peers. The
creature to activate if you are within 60 feet of it, or to you Geneticists transformed the reliable Merchant’s Cart, which
throw a experimental potion. As part of the same bonus was primarily used to hold various experimental tools, into
action, you can direct the creature to walk or climb up to 15
an effective weapon. They also upgraded their creation
feet to an unoccupied space. technologies to transmutate existing creatures into
completely different beings.
• Bio Cannibalize Make a ranged attack using your
intelligence modifier, originating from the plant, at one
Cart Remodeling Improves your cart installing a
creature or object within 120 feet of it. On a hit, the target
takes 2d8 Earth damage, and if the target is a creature, it is
powerful cannon in the front. The cannon is considered a
pushed up to 5 feet away from the plant. |
magic weapon, with a normal range of 30 feet and a long
range of 90 feet for this attack and causes a total of 2d6
• Sphere Mine The sphere exhales fire in an adjacent Neutral, Fire, Water, Wind or Earth Damage, of your
15-foot cone that you designate. Each creature in that area choice, plus your intelligence modifier. You use your
must make a Dexterity saving throw (DC equal to 8 + your intelligence modifier for the attack rolls with the cannon.
proficiency bonus + your Intelligence modifier), taking 2d8
fire damage on a failed save or half as much damage on a
successful one. The fire ignites any flammable objects in the Change Material You can transmute one
area that aren't being worn or carried. | nonmagical object – no larger than a 5-foot cube – into
another nonmagical object of similar size and mass and of
• Potion Pitcher You create and throw a experimental equal or lesser value. You must spend 10 minutes handling
potion in a range of 15ft of you that grants each creature of the object to transform it.
your choice within a 10 ft of a place you threw a potion a
number of temporary hit points equal to 1d8 + your
Intelligence modifier (minimum of +1).

35
ALCHEMIST
H
Small Formless (Vanilmirth), Brute (Filir and Amistr),
Demi Human (Lif)
• Armor Class 15 + Your PB (natural armor)
• Hit Points Five times your alchemist level
• Speed 30 ft.; climb 30 ft. (Amistr only); fly 60 ft.
(Filir only); swim 30 ft. (Vanilmirth only)

  STR  |   DEX   |   CON    |   INT  |    WIS    |  CHA   |
16(+3) | 10 (0) | 16(+3) | 16(-+3) | 10 (0) | 6(-2) |

• Senses darkvision 60 ft., passive Perception 10


• Languages understands the languages you speak
• Challenge Equals your PB

Fleet Move (Filir only) The Filir doesn’t provoke


opportunity attacks when it ies out of an enemy’s
reach.

Brain Surgery (Lif only) Lif regains 2 hit points at


the start of its turn if it has at least 1 hit point.

Adamantium Skin (Amistr only) Amistr has


resistance to neutral damage from nonmagical
attacks
A

Moonlight (Filir only) Melee Weapon Attack:


Your Intelligence modifier + PB to hit, reach 5 ft., one
target. Hit: 1d10 + Your Intelligence modifier + PB
Neutral damage.

Caprice (Vanilmirth only) Ranged Weapon


Attack: Your Intelligence modifier + PB to hit, range
30 ft., one target. Hit: 1d8 + Your Intelligence
modifier + PB Fire, Water, Wind, Earth or Ghost
damage.

Blood Lust (Amistr only) Melee Weapon Attack:


Your Intelligence modifier + PB to hit, reach 5 ft., one
target. Hit: 2d6 + Your Intelligence modifier + PB
Neutral damage.

Touch of Heal (Lif and Vanilmirth only) A


creature the Homunculus touch at 5ft of it regains a
number of hit points equal to 1d6 + your
intelligencey modifier + PB.

36
ALCHEMIST
A
ACOLYTE PROFICIENCY BONUS C F
LEVEL BONUS FEATURES
1st +2 Divine Protection As a Acolyte you gain the following class features.
2nd +2 ---
3rd +2 Class Promotion Skill H P
4th +2 Ability Score
Hit Dice: 1d8 per Acolyte level
Improvement Hit Points at 1st Level: 8 + your Constitution modifier
5th +3 ---
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per acolyte level after 1st
6th +3 Demon Bane
7th +3 Class Promotion Skill P
8th +3 Ability Score Armor: Adventurer's Suit, Shields
Improvement
Weapons: Simple Melee Weapons, Flail
9th +4 --- Tools: None
10th +4 --- Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
11th +4 Class Promotion Skill
Persuasion, and Religion
12th +4 Ability Score
Improvement
13th +5 ---
E
You start with the following equipment, in addition to the
14th +5 ---
equipment granted by your background:
15th +5 Class Promotion Skill • A Mace
16th +5 Ability Score • Any simple weapon
Improvement • A priest's pack or (b) an explorer's pack
• A Adventurer's Suit, a shield and a holy symbol
17th +6 ---
18th +6 ---
19th +6 Ability Score
Improvement
20th +6 Class Promotion Skill

A
Dedicated young people, blessed by Odin with the power to
heal and bless people.

Prontera Church members and users of divine magic,


Acolytes see how their mission is to make the world a
better place. To do so, they often help others and use their
sacred powers to rid Rune-Midgard of the legions of cursed
and dark monsters.

37
ACOLYTE
A S
As an acolyte, you are able to cast some acolyte spells to
C P
assist your allies in combat. Different archers choose different ways to perfecting their
fighting prowess. The Class Promotion you choose to
You lear the spell Holy Light. Choose four 1st level spells emulate reflects you way.
from the Acolyte Spell list, you also gain 4 Spell Points to
be able to cast these spells. To cast one of these acolyte
P
spell, you must expend a spell point equal of the spell's Thanks to their great faith and dedication to Odin, Priests
level or higher. You can’t reduce your spell point total to have great divine powers, being able to perform even
less than 0, and you regain all spent spell points when you greater miracles to assist other adventurers.
finish a long rest. You can use a holy symbol as a
spellcasting focus for your acolyte spells. Wisdom is your Your mission is to purify Rune-Midgard, eliminating the
spellcasting ability for your acolyte spells, you use your demons and undead that taint your lands.
Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting
the saving throw DC for a acolyte spell you cast and when
making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your


Wisdom modifier

Spell attack modifier = your proficiency bonus + your


Wisdom modifier

At 2nd level, you can learn one more spell of 1st level of
the acolyte spells, and gain two more Spell Points.

D P
Divine power guards your destiny. If you fail a saving
throw or miss with an attack roll, you can roll 2d4 and add
it to the total, possibly changing the outcome.
S
Once you use this feature, you can’t use it again until you S P
finish a short or long rest. This trait replaces Acolyte's Acolyte Spells trait. The Priest
table shows how many spell points you have to cast your
C P spells of 1st level and higher. To cast one of these priest
At 3rd level, you choose an archetype that you strive to spells, you must expend a spell point equal of the spell's
emulate in you combat styles and techniques. Choose Priest level or higher. You can’t reduce your spell point total to
or Monk, all detailed at the end of the class descrption. The less than 0, and you regain all spent spell points when you
Class Promotion you choose grants you features at 3rd level finish a long rest.
and agin at 7th, 11th, 15th, and 20th level.
Spells of 6th level and higher are particularly taxing to cast.
A S I You can use spell points to cast one spell of each level of
6th or higher. You can’t cast another spell of the same level
When you reach 4th level, and again at 8th, 12th, 16th, and until you finish a long rest. At 18th level you can cast two
19th level, you can increase one ability score of your choice 6th spells before a long rest, and at 19th level you can cast
by 2, or you can increase two ability scores of your choice two 7th spells before a longe rest.
by 1. As normal, you can’t increase an ability score above
20 using this feature. Your level also determines the maximum-level spell slot
you can create. Even though you might have enough points
D B to create a slot above this maximum, you can’t do so.
At 6th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when
you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 Holy damage to the target. When
you reach 14th level, the extra damage increases to 2d8.
You also add your Wisdom modifier to the Holy Light
damage.

38
ACOLYTE
S K 3 L S F
H You can use a holy symbol as a spellcasting focus for your
You know one 1st or 2nd level spell of your choice from the priest spells.
acolyte spell list.
P A
You started your journey to become a priest and now you
The Spells Known column of the Priest table shows when
are recognized as a Priest Apprentice.
you learn more acolyte spells of your choice. Each of these
spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can Slow Poison You have advantage on saving throws
learn one new spell of 1st or 2nd level. Wisdom is your against poison, and you have resistance against poison
spellcasting ability for this acolyte spells. damage, additionally, as an action, once for a short rest you
can neutralize a poison that is afflicting an ally you touch.
Additionally, when you gain a level in this class, you can
choose one of the acolyte spells you know and replace it
with another spell from the acolyte spell list, which also Turn Undead As an action, you present your holy
must be of a level for which you have spell slots. symbol and speak a prayer censuring the undead. Each
undead that can see or hear you within 30 feet of you must
S A make a Wisdom saving throw. If the creature fails its saving
Wisdom is your spellcasting ability for your priest spells. throw, it is turned for 1 minute or until it takes any damage.
The power of your spells comes from your devotion to your
deity. You use your Wisdom whenever a acolyte spell refers A turned creature must spend its turns trying to move as far
to your spellcasting ability. In addition, you use your away from you as it can, and it can't willingly move to a
Wisdom modifier when setting the saving throw DC for a space within 30 feet of you. It also can't take reactions. For
cleric spell you cast and when making an attack roll with its action, it can use only the Dash action or try to escape
one. from an effect that prevents it from moving. If there's
Spell save DC = 8 + your proficiency bonus + your nowhere to move, the creature can use the Dodge action.
Wisdom modifier
At 5th level, when an undead fails its saving throw against
Spell attack modifier = your proficiency bonus + your your Turn Undead feature, the creature is instantly
Wisdom modifier destroyed if its challenge rating is at or below than 1/2. At
8th level the creature is instantly destroyed if its challenge
rating is at or bellow than 1, at 11th level, if its challenge
P S rating is at bellow than 2, at 14th level, at or bellow than 3
PRIEST SPELL SPELLS MAX and at 17th level, at or bellow than 4.
LEVEL POINTS KNOWN SLOT
1st 4 4 1st
P
2nd 6 5 1st You are officially considered a priest recognized by the
3rd 14 6 2nd church of Rune-Midgard now, you learn new ways to
improve your faith as a priest.
4th 17 7 2nd
5th 27 8 3rd
6th 32 9 3rd
Lex Aeterna As an action, you choose one creature
you can see within 30 feet of you, cursing it until the end of
7th 38 10 4th your next turn. The next time you or an ally of yours hits
8th 44 11 4th the cursed creature with an attack, the creature has
9th 57 12 5th vulnerability to all of that attack's damage, and then the
curse ends.
10th 64 14 5th
11th 73 15 6th Once you use this feature, you can’t use it again until you
12th 83 15 6th finish a short or long rest.
13th 83 16 7th
14th 94 18 7th Mace Mastery You can perform the somatic
components of spells even when you have weapons or a
15th 94 19 8th
shield in one or both hands, and you have advantage on
16th 107 19 8th Constitution saving throws that you make to maintain your
17th 107 20 9th concentration on a spell when you take damage.
18th 114 22 9th
19th 123 22 9th
20th 133 22 9th

39
PRIEST
P T
Beginning at 11th level, you have entered a path to
transcend the power of any priest. You learn the Safety Wall
spell, as shown Chapter 7: Spells. This spell counts as a
priest spell for you, but it doesn’t count against the number
of priest spells you know.

Suffragium You can cast a spell of up to 5th level as


a bonus action. You cannot use this trait again until you take
a long rest.

H P
Endowed with transcendental divine powers, the High
Priests represent the utmost dedication to the Church of
Prontera and the mission to free Rune-Midgard from
darkness. Able to perform extremely powerful divine
magic, turning miracles into reality is part of their daily
lives.

Mana Recharge As a bonus action, you can recover


Spell Points equal to half your priest level. You cannot use
this trait again until you take a long rest.

A
The maximum divine blessing was extended to those who
became Archbishops. These devotees had their divine
abilities expanded, making their sacred spells even more
potent. Now, they are not only able to heal everyone, but
also to obliterate those who weaken the Sacred element.

Renovatio You gain the ability to overcome grievous


injuries. As a bonus action when you have fewer than half
of your hit points remaining, you can regain a number of hit
points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you
finish a long rest.

40
PRIEST
M Iron Hand Your practice of martial arts gives you
Having spiritual powers as high as the novices, the monks gain proficiency with Knuckles weapons.
use their high ability to improve their physical strength.
This class is more than an option for the novice; the Monk At 5th level, you can attack twice, instead of once,
can be considered as an ascension, a strong character not whenever you take the Attack action on your turn.
only in spirit, but also in body and mind. Their strength is
beyond physical planes. She travels on the spiritual and Spiritual Cadence While you are not wearing any
mental planes, to seek her balance of power in the eternal armor, your Armor Class equals 10 + your Dexterity
quest to become a complete warrior.
modifier + your Constitution modifier. You can use a shield
and still gain this benefit.
Through faith and physical discipline, monks invoke
spiritual spheres used to crush their enemies. It is through M
the union of mind, body and spirit that they manage to You are officially considered a monk recognized by the
cause incredible damage, crushing all evil with their own church of Rune-Midgard now, you learn new ways to
fists. improve your martial arts as a monk.

Call Spirits You summons five Spirit Sphere, each


of them, a small sphere of energy that orbits you. As a
bonus action, you can make the spheres glow bright light in
a 5-foot radius and dim light for an additional 5 feet
cumulatively for each active sphere. You can turn off the
light on the spheres without having to spend an action. You
regain all spent spheres when you finish a short or long rest.
You can't have more than 5 Spirit Sphere at the same time, .

Throw Spirits You can throw a spirit sphere at your


enemies. You can spend 1 to 2 spirit spheres and, as an
action, make a Ranged Weapon Attack against a target
within 60ft of you. On a hit, the target takes 1d10 + your
dexterity Neutral damage per spirit sphere you throw.

Occult Impaction On your turn, you can spend a


spiritual sphere and gives you advantage on your next
M A melee weapon attack rolls using Strength during this turn, if
You started your journey to become a monk and now you the attack hits, the target takes an extra damage of 1d8
are recognized as a Monk Apprentice. Neutral damage.

Explosion Spirits In battle, you fight with primal Absorb Spirits You can spend a spiritual sphere
ferocity. On your turn, you can enter a fury state as a bonus and, as a bonus action, you can heal a number equal to 1d10
action. plus your monk level.

You have advantage on Strength checks and Strength


saving throws. Body Relocation You can spend a spiritual sphere
and, as a bonus action, you can magically teleport up to 30
When you make a melee weapon attack using Strength, you feet to an unoccupied space you can see. Once you use this
gain a bonus to the damage roll equal a +2. trait, you can't do so again until you finish a long rest.

You have resistance to neutral damage.


Blade Stop You can spend a spiritual sphere and, as
Your rage lasts for 1 minute. It ends early if you are an action, activate a defensive position. You stay in this
knocked unconscious or if your turn ends and you haven't position until the start of your next turn, and while this
attacked a hostile creature since your last turn or taken position lasts, enemies gain an advantage in melee attacks
damage since then. You can also end your fury on your turn against you. If an enemy hits you, you can use your reaction
as a bonus action. to lock both you and the target up in a prison state. For a
minute, or until you end the Blade Stop with a action, you
You can enter in rage number of times equal to your and the target are incapacited, can’t move or speak, and you
proficiency bonus until you perform a long rest. both have immunity to any type of damage.

41
MONK
M T S
Body and mind trained, the Shuras are martial arts warriors.
Triple Attack When you use the Attack action, you Their physical powers go beyond human limits, allowing
can make one melee weapon attack as a bonus action for quick combos and the conjuration of spiritual spheres
for various purposes.
Chain Combo If you hit three Melee Weapon
Attacks in a single turn on an enemy, you can use your Rising Dragon Your Explosion Spirits ends early
reaction and make one weapon attack against this enemy. only if you fall unconscious or if you choose to end it. Your
maximum Spirit Spheres is now 15 instead of 5.
Steel Body When you use the Explosion Spirits trait,
you can spend a spiritual sphere and go into a Steel Body
state when you fury. If you do so, for the duration of your
fury you, you gain some additional effects.

You have resistance you have resistance to all damage


except Ghost damage.

You gain a +2 bonus to your AC

Dodge Your instinctive agility lets you dodge out of


the way of certain area effects. When you are subjected to
an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if
you fail.
C
Zen As a action, you regain all your expended Spirit
Spheres. You can't use it again until you finish a long rest.

Palm Strike While your Explosion Spirits is active,


your melee weapon attacks bonus changes to +4.

Combo Finish If you hit the Chain Combo Attack


on the enemy, as part of this same reaction, you can spend a
Spirit Sphere and make another Melee Weapon Attack
against this enemy with advantage.

Asura Strike Usable only when Explosion Spirits is


active. As an action, you touch one creature within 5 feet of
you, and makes a Special Melee Attack with advantage, on
a hit, and you expend 1 to 10 Spirit Spheres. The target
takes your weapon damage plus 2d6 Neutral damage per
Spirit Sphere spent. Any hit you score against a creature
with Asura Strike is a critical hit. Your Explosion Spirits
ends automatically when you use Asura Strike.

If you have a target incapacited by your Blade Stop feature,


you can end the Blade Stop earlier with an Asura Strike, if
you do, the hit is automatic.

Once you use this feature, you can’t use it again until you
finish or long rest.

42
MONK
M
MAGE PROFICIENCY C F
LEVEL BONUS BONUS FEATURES
1st +2 Mage Spells As a Mage you gain the following class features.
2nd +2 Increase Spiritual Power
3rd +2 Class Promotion Skill H P
4th +2 Ability Score
Hit Dice: 1d6 per Mage level
Improvement Hit Points at 1st Level: 8 + your Constitution modifier
5th +3 ---
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st
6th +3 ---
7th +3 Class Promotion Skill P
8th +3 Ability Score Armor: None
Improvement
Weapons: Dagger, Rod
9th +4 --- Tools: None
10th +4 --- Saving Throws: Inteligence, Wisdom
Skills: Choose two from Arcana, Deception, Insight,
11th +4 Class Promotion Skill
Intimidation, Persuasion, and Religion
12th +4 Ability Score
Improvement
13th +5 ---
E
You start with the following equipment, in addition to the
14th +5 ---
equipment granted by your background:
15th +5 Class Promotion Skill • A Rod or a Dagger
16th +5 Ability Score • A component pouch or an arcane focus
Improvement • A scholar’s pack or an explorer’s pack
17th +6 ---
18th +6 ---
19th +6 Ability Score
Improvement
20th +6 Class Promotion Skill

M
Mages use staffs to amplify their arcane powers, which
combined with an extensive knowledge of the forming
elements of our world, are capable of wreaking havoc in a
matter of seconds.

They cannot wear heavy armor and have low HP, so they
always apply elaborate strategies and quick reactions in
battles, to make the most of their opponents' weaknesses.

43
MAGE
M S
As an mage, you are able to cast some mage spells to
W
destroy your enemies in combat. Magicians become more than mages, having immersed
themselves in the study of magic all their lives thus far and
You learn the spell Napalm Beat. Choose four 1st level accumulating enormous amounts of magical energy that no
spells from the Mage Spell list, you also gain 4 Spell Points one has ever seen. One day, when Tristan III, Lord of Rune-
to be able to cast these spells. To cast one of these mage Midgarts, declares the recruitment of adventurers, Wizards
spell, you must expend a spell point equal of the spell's jump into the midst of the battle to test the magical powers
level or higher. You can’t reduce your spell point total to they have studied.
less than 0, and you regain all spent spell points when you
finish a long rest. You can use an arcane focus as a
spellcasting focus for your mage spells. Intelligence is your
spellcasting ability for your mage spells, you use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a mage spell you cast and
when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your


Intelligence modifier

Spell attack modifier = your proficiency bonus + your


Intelligence modifier

At 2nd level, you can learn one more spell of 1st level of
the mage spells, and gain two more Spell Points.

I S P S
Beginning 2nd ,you have learned to regain some of your S P
magical energy. Once per day when you finish a short rest, The Wizard table shows how many spell points you have to
you can choose expended spell points to recover. The spell cast your spells of 1st level and higher. To cast one of these
points have level that is equal your character level . mage spells, you must expend a spell point equal of the
spell's level or higher. You can’t reduce your spell point
For example, if you’re a 4th-level mage, you can recover 4 total to less than 0, and you regain all spent spell points
spell points. when you finish a long rest.

C P Spells of 6th level and higher are particularly taxing to cast.


At 3rd level, you choose an archetype that you strive to You can use spell points to cast one spell of each level of
emulate in you combat styles and techniques. Choose 6th or higher. You can’t cast another spell of the same level
Wizard or Sage, all detailed at the end of the class until you finish a long rest.
descrption. The Class Promotion you choose grants you
features at 3rd level and agin at 7th, 11th, 15th, and 20th Your level also determines the maximum-level spell slot
level. you can create. Even though you might have enough points
to create a slot above this maximum, you can’t do so.
A S I
When you reach 4th level, and again at 8th, 12th, 16th, and
S K 3 L
19th level, you can increase one ability score of your choice H
by 2, or you can increase two ability scores of your choice You know one 1st or 2nd level spell of your choice from the
by 1. As normal, you can’t increase an ability score above mage spell list.
20 using this feature.
The Spells Known column of the Wizard table shows when
you learn more mage spells of your choice. Each of these
C P spells must be of a level for which you have spell slots. For
Different archers choose different ways to perfecting their instance, when you reach 3rd level in this class, you can
fighting prowess. The Class Promotion you choose to learn one new spell of 1st or 2nd level. Wisdom is your
emulate reflects you way. spellcasting ability for this acolyte spells.

Additionally, when you gain a level in this class, you can


choose one of the acolyte spells you know and replace it
with another spell from the acolyte spell list, which also
must be of a level for which you have spell slots.
44
MAGE
S A W
Intelligence is your spellcasting ability for your mage spells, You are officially considered a wizard recognized by the
since you learn your spells through dedicated study and kingdon of Rune-Midgard now, you learn new ways to
memorization. You use your Intelligence whenever a spell improve your power as a wizard.
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for
a mage spell you cast and when making an attack roll with Estimation You can use a bonus action while you
one. are observing or interacting with another creature, you can
learn certain information about its capabilities compared to
Spell save DC = 8 + your proficiency bonus + your your own. The DM tells you the creature values in regard to
Intelligence modifier two of the following characteristics of your choice:

Spell attack modifier = your proficiency bonus + your • Strength score


Intelligence modifier
• Dexterity score
S F • Constitution score
You can use an arcane focus as a spellcasting focus for your
mage spells. • Intelligence score
W S
• Wisdom score
MAGE SPELL SPELLS MAX
LEVEL POINTS KNOWN SLOT
• Charisma score
1st 4 4 1st
2nd 6 5 1st • Armor Class

3rd 14 6 2nd • Current hit points


4th 17 7 2nd
• Total class levels, if any
5th 27 8 3rd
6th 32 9 3rd • Mage class levels, if any
7th 38 10 4th
8th 44 11 4th
W T
9th 57 12 5th Beginning at 11th level, you have entered a path to
10th 64 14 5th transcend the power of any wizard.
11th 73 15 6th
12th 83 15 6th Soul Drain Your union with magic is such that you
13th 83 16 7th
are able to absorb part of the creatures' vital essence to assist
you in casting your spells.
14th 94 18 7th
15th 94 19 8th When you defeat creatures hostile to you with single-target
16th 107 19 8th
spells, you can use a bonus action to recover 1 Spell Point.
17th 107 20 9th You cannot exceed your maximum number of spell points
18th 114 22 9th with this trait.
19th 123 22 9th
The maximum number of spell points you can recover with
20th 133 22 9th
this trait during the day is equal to your proficiency
modifier.
W A
You started your journey to become a wizard and now you When you finish a long rest, you reset the maximum
are recognized as a Wizard Apprentice. number of spell points you can recover with that trait.

When you cast an spell that affects other creatures that you
can see, you can choose a number of them equal to 1 + the
spell's level. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no
damage if they would normally take half damage on a
successful save, additionally, you learn the Sight Blaster
and Sightrasher spells, as shown Chapter XXX Spells.
These spells counts as a wizard spell for you, but it doesn’t
count against the number of wizard spells you know.

45
WIZARD
H W
Do you know that nature has one of the most destructive
forces in the universe? With one movement, the lands can
open up and swallow everyone. Now, what would you do
against someone who can control the force of nature? Better
yet, what would YOU do with that power? Only the High
Wizard knows this answer.

Magic Power You can increase the power of your


simpler spells. When you cast a wizard spell of 5th level or
lower that deals damage and isn't a cantrip, you can deal
maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
2d12 necrotic damage for each level of the spell,
immediately after you cast it. Each time you use this feature
again before finishing a long rest, the necrotic damage per
spell level increases by 1d12. This damage ignores
resistance and immunity.

At 18th level, you have achieved such mastery over certain


spells that you can cast them at will. Choose a 1st-level
wizard spell and a 2nd-level mage spell you know. You can
cast those spells at their lowest level without expending a
spell point. If you want to cast either spell at a higher level,
you must expend a spell point as normal.

By spending 8 hours in study, you can exchange one or


both of the spells you chose for different spells of the same
levels

W
With their staffs and great intellectual knowledge, Warlocks
are able to read complex magical grimoires. This makes it
possible to memorize spells, allowing them to cast them
without any casting time.

Reading Spellbook In addition, his vast knowledge


makes it possible to use even more varied and powerful
spells, as forces that cause abnormal conditions to his
opponents.

When you reach 20th level, you gain mastery over two
powerful spells and can cast them with little effort. Choose
two mage spells of 3rd level as your signature spells. They
don't count agains the number of mage spells you know,
and you can cast each of them once at 3rd level without
expending a spell slot. When you do so, you can't do so
again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must


expend a spell slot as normal.

46
WIZARD
E W
S At 3rd level, you learn how to manipulate the four elements
Sages use the same attack spells possessed by the Mages, for works to you. Choose Earth, Fire, Water or Wind. Your
but with an extra bit of knowledge. They can take element's manipulation depends on that chosen element, as
advantage of the elements to give their companions' detailed below. You can change your element choice
weapons special powers and use soil enchantment skills to whenever you finish a long rest.
help allies with a combination of enchantments and other
spells. They can also manipulate the elements to counter As a bonus action, you enchants a weapon at 5ft of you that
even the most powerful spells, making them an is not being carried by someone, or that is being carried by
indispensable support in any group. a voluntary creature. The base damage of that weapon
chances to your element choice, and it deals an additional
1d4 damage of that element choice. This enchant lasts for 1
minute. You can enchant weapon a number of times equal
to your proficiency modifier until you complete a long rest,
but you cannot have more than one enchanted weapon at
the same time.

• Seismic Weapon Enchants a weapon with the Earth


element.

• Flame Launcher Enchants a weapon with the fire


element.

• Frost Weapon Enchants a weapon with the Water


element.

• Lightning Loader Enchants a weapon with the Wind


S A element.
You started your journey to become a sage and now you are
recognized as a Sage Apprentice. S
You are officially considered a sage recognized by the
Advanced Book Your study with books opens up colleges of Rune-Midgard now, you learn new ways to
new possibilities for your use of spells. You have advantage improve your knowledge as a Sage. You gains 15 Spell
in any Intelligence (Arcana) skill check, additionally, you Points and learn the Earth Spike spell, this spells doesn't
gains 8 spell points and you learn the Cold Bolt, Fire Bolt count against your number of spells known. You also learn
and Lightning Bolt spells, If you already know these spells, two spells of 2nd level of the mage spells and can cast your
you learn a different mage 1st spell of your choice. These 1st level spells and 2nd spells as 3rd level spells, spending
three spells doesn't count against your number of spells spell points as 3rd level spells.
known.
Auto Spell Whenever you take the Attack action on
At 5th level, you learn two spells of 2nd level of the mage your turn, you can cast the Cold Bolt, Fire Bolt or Lightning
spells and gains 6 more spell points. You can also cast your Bolt spells at 1st level spells in place of one of those attacks.
1st level spells as 2nd level spells, spending spell points as Additionally, being 5ft away from someone doesn't put you
2nd level spells. at a disadvantage in casting Ranged Spell Attacks.

Dragonology You study about dragonology teaches Spell Breaker When you see a creature within 60
you how these creatures fuse magic to their bodies. Your hit feet of you casting a spell, you can spend 5 spell points and
point maximum increases by 3 and increases by 1 again use a reaction to cancel any spell of 3rd level or lower that
whenever you gain a level in this class. Additionally, parts is being conjured. For each spell of 4th level or higher on
of your skin are covered by a thin sheen of dragon-like the target, make an ability check using your spellcasting
magic scales. While you are not wearing any armor, your ability. The DC equals 10 + the spell’s level. On a
Armor Class equals 10 + your Dexterity modifier + your successful check, the spell ends.
Intteligence modifier and you gains proficieny with shields.
When you attack with a melee weapon, you can use your Dispell As a action, spend 5 spell points and and
Intelligence modifier, instead of Strength or Dexterity choose one creature, object, or magical effect within 5ft of
modifier, for the attack and damage rolls. you. Any spell of 3rd level or lower on the target ends. For
each spell of 4th level or higher on the target, make an
At 5th level, you can attack twice, instead of once, ability check using your spellcasting ability. The DC equals
10 + the spell’s level. On a successful check, the spell ends.
whenever you take the Attack action on your turn.

47
SAGE
E C A T
At 7th level, your studs grants you more benefits in your ABRACADABRA
ROLL EFFECT
elemental choice.
1-20 Cast Cold Bolt as a 3rd Spell
As an action, you enchants you or a voluntary creature at 21-40 Cast Fire Bolt as a 3rd Spell
5ft of you with the elemental you choose, this creature have 41-60 Cast Lightning Bolt as a 3rd Spell
resistence agains this element damage for 1 minute.
61-70 Cast Frost Diver as a 4th Spell
You can enchant a creature a number of times equal to your 71-80 Cast Thunder Storm at a 4th Spell
proficiency modifier until you complete a long rest, but you 81-85 Cast Earth Spike at a 5th Spell
cannot have more than one enchanted creature at the same
86-90 You can cast the secret Polymorph spell this
time. turn.
91-95 Your head takes on the appearance of an orc
head for 1d4 days.
• Elemental Change (Earth) Enchants the creature
with the Earth element. 96-99 A random monster chosen by the DM is
summoned on the map. The DM also chooses
what the monster's intention is.
100 Roll this table twice and use both results. If
• Elemental Change (Fire) Enchants the creature with you roll 100 again on these two rolls, ignore
the Fire element. this result and just re-roll.

• Elemental Change (Water) Enchants the creature


E A
with the Water element. At 11th level, you learn to use your mastery of the elements
to enchant even the land. Depending on your elemental
choice, you gain the following feature.
• Elemental Change (Wind) Enchants the creature
with the Wind element.
• Earthquake You can cast Heaven's Drive once without
S T expending Spell Points. You can't do so again until you finish
Beginning at 11th level, you have entered a path to a long rest.
transcend the power of any Sage. You gains 10 Spell Points.
• Volcano As an action, you enchant an area with the
Land Protector Once per long rest, as a action, you essence of a volcano for 1 minute. Fire effects are
can spend 9 Spell Points and create an immobile, faintly strengthened over an area of 5ft radius at a point you choose
shimmering barrier springs into existence in a 10-foot 30 ft away from you. Any attack or spell that causes fire
damage receives a damage bonus equal to half your Sage
radius around you and remains for 1 minute.
level. This bonus is given only once per attack or spell.
Any spell of 5th Level or lower cast from outside the barrier You can't do so again until you finish a long rest.
can't affect creatures or Objects within it, even if the spell is
cast using a higher level spell slot. Such a spell can target
creatures and Objects within the barrier, but the spell has no • Deluge As an action, you enchant an area with the
Effect on them. Similarly, the area within the barrier is essence of a deluge for 1 minute. Water effects are
excluded from the areas affected by such Spells. strengthened over an area of 5ft radius at a point you choose
30 ft away from you. Any attack or spell that causes water
damage receives a damage bonus equal to half your Sage
Magic Rod Once per long rest, when you are level. This bonus is given only once per attack or spell.
targeted by a single target damage spell, you can use a
reaction to halve the damage from this spell. You also gains You can't do so again until you finish a long rest.
spell points equal the level of this spell.
• Violent Gale As an action, you enchant an area with
Abracadabra Once per long rest, as an action, you the essence of a violent gale for 1 minute. Wind effects are
can spend 5 Spell Points to to unleash your inner chaotic strengthened over an area of 5ft radius at a point you choose
magic and randomly cast a spell you know, or a totally new 30 ft away from you. Any attack or spell that causes wind
damage receives a damage bonus equal to half your Sage
and unknown spell. Scroll the Abracadabra table, the result
level. This bonus is given only once per attack or spell.
in the table determines the effect that will come out.
You can't do so again until you finish a long rest.
Cast Cancel Once per long rest, when you miss an
attack roll of a single target spell, you can use a reaction to
cancel the cast of the spell and and recover the Spell Points
spent by that spell.

48
SAGE
P Spirit Control As an Action, you can spend 7 Spell
You are the one who has achieved such a mastery of magic Points and summon a powerfull Elemental Spirit linked to
that you can play with it at your leisure. You can command your elemental choice that helps you in combat. The
it to attack an opponent, or even shape the opponent's spells elemental is friendly to you and your companions for the
against themselves! For you, there is no secret in the world Duration. Roll Initiative for the elemental, which has its
in magic. After all, you are a Professor. You gains 10 Spell own turns. It obeys any verbal commands that you issue to
Points, and can cast your mage spells at a 4th level spell. it (no action required by you). If you don't issue any
commands to the elemental, it defends itself from Hostile
creatures but otherwise takes no Actions.
Double Casting When you casts the Cold Bolt, Fire
Bolt or Lightning Bolt spells, roll a d10 die. On a 1 or 2 roll, Your Elemental disappears 1 hour after you summoned it.
the spell is cast in a normal way. In another roll, the spell is You cannot have more than one elemental active at time.
cast two times. You still need to make a separate attack roll
and spend Spell Points for each one.
• Summon Chandra Summons a Earth Elemental.

Soul Change As an action, you can transfer up to 10


points of your Spell Points to a creature of your choice • Summon Agni Summons a Fire Elemental .
within 30 feet of you. You cannot do this again until you
finish a short or long rest.
• Summon Varuna Summons a Water Elemental.

Spider Web As an Action, you can spend 3 Spell


Points and conjure a mass of thick, sticky webbing at a • Summon Vayu Summons a Wind Elemental.
point of your choice within range. The webs fill a 20-foot
cube from that point for the duration. The webs are difficult
terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such
as walls or trees) or layered across a floor, wall, or ceiling,
the conjured web collapses on itself, and the effect ends at
the start of your next turn. Webs layered over a flat surface
have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw
against your spell save DC. On a failed save, the creature is
restrained as long as it remains in the webs or until it breaks
free. A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed
to fire burns away in 1 round, dealing 2d4 fire damage to
any creature that starts its turn in the fire.
S
Sorcerer are those that awakened by the powers inherited
through ancient bloodlines or affinity with spirits.

Their affinity with nature helps them use the powers of


nature freely, and summon spirits to aid them in battle or to
heal their allies. You gains 15 Spell Points. And can cast
your mage spells at a 5th level spell.

Spell Fist You can cast your Cold Bolt, Fire Bolt or
Lightning Bolt spells as and store on your weapon or fists.
After a long rest, choose a weapon or your fists and assign
it five charges of magic, you can cast, as 1st-level spells,
any of your three Bolt spells in any order and fill the five
charges with them . When you hit a Melee Weapon Attack
with this weapon, you can release one of the Bolt spells
stored in it, which will normally damage and affect the
target you hit. Your Double Casting feature does not work
with this feature. These charges are lost when you take a
long rest.
49
SAGE
C A
Large Formless Large Formless
• Armor Class 17 (Natural Armor) • Armor Class 13
• Hit Points 126 (12d10 + 60) • Hit Points 102 (12d10 + 36)
• Speed 30 ft., burrow 30 ft. • Speed 50 ft.

  STR  |   DEX   |   CON  |   INT   |   WIS   |  CHA  |   STR  |   DEX   |   CON    |   INT  |    WIS    |  CHA   |
20(+5)| 8(-1) | 20 (+5) | 5 (-3) | 10 (0) | 5 (-3) | 10(0) | 17(+3) | 16 (+3) | 6 (-2) | 10 (0) | 7 (-2) |

• Damage Resistances Poison; Neutral from • Damage Resistances Poison; Neutral from
Nonmagical Attacks Nonmagical Attacks
• Damage Immunities Earth • Damage Immunities Fire
• Condition Immunities Exhaustion, Paralyzed, • Condition Immunities Exhaustion, Paralyzed,
Petrified, Poisoned, Unconscious Petrified, Poisoned, Unconscious
• Senses Darkvision 60 ft., Tremorsense 60 ft., • Senses darkvision 60 ft., passive Perception 10
Passive Perception 10 • Languages understands the languages you speak
• Languages understands the languages you speak • Challenge 5
• Challenge 5
Fire Form. The elemental can move through a space
Earth Glide. The elemental can burrow through as narrow as 1 inch wide without squeezing. A
nonmagical, unworked earth and stone. While doing creature that touches the elemental or hits it with a
so, the elemental doesn't disturb the material it melee attack while within 5 feet of it takes 5 (1d10)
moves through. fire damage. In addition, the elemental can enter a
Siege Monster. The elemental deals double damage hostile creature's space and stop there. The first time
to objects and structures. it enters a creature's space on a turn, that creature
takes 5 (1d10) fire damage and catches fire; until
A someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start of
Multiattack. The elemental makes two slam attacks. each of its turns.
Slam Melee Weapon Attack: +8 to hit, reach 5 ft., Illumination. The elemental sheds bright light in a
one target. Hit: 14 (2d8 + 5) Neutral damage. 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.
A
Multiattack. The elemental makes two slam attacks.
Touch Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) fire damage. If the target
is a creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
turns.

50
SAGE
V V
Large Formless Large Formless
• Armor Class 14 (Natural Armor) • Armor Class 15
• Hit Points 114 (12d10 + 48) • Hit Points 90 (12d10 + 24)
• Speed 30 ft., swim 90 ft. • Speed 0 ft., fly 90 ft. (hover)

   STR    |   DEX   |   CON    |   INT  |   WIS   |  CHA  |    STR    |   DEX    |   CON   |   INT  |   WIS   |  CHA  |
18(+4) | 14(+2) | 18 (+4) | 5 (-3) | 10 (0) | 8 (-1) | 14(+2) | 20(+5) | 14 (+2) | 6 (-2) | 10 (0) | 6 (-2) |

• Damage Resistances Poison; Neutral from • Damage Resistances Poison; Neutral from
Nonmagical Attacks Nonmagical Attacks
• Damage Immunities Water • Damage Immunities Wind
• Condition Immunities Exhaustion, Paralyzed, • Condition Immunities Exhaustion, Paralyzed,
Petrified, Poisoned, Unconscious Petrified, Poisoned, Unconscious
• Senses darkvision 60 ft., passive Perception 10 • Senses darkvision 60 ft., passive Perception 10
• Languages understands the languages you speak • Languages understands the languages you speak
• Challenge 5 • Challenge 5

Water Form. The elemental can enter a hostile Air Form. The elemental can enter a hostile creature's
creature's space and stop there. It can move through space and stop there. It can move through a space as
a space as narrow as 1 inch wide without squeezing. narrow as 1 inch wide without squeezing.
Freeze If the elemental takes cold damage, it partially A
freezes; its speed is reduced by 20 feet until the end
of its next turn. Multiattack. The elemental makes two slam attacks.
Slam Melee Weapon Attack: +8 to hit, reach 5 ft.,
A one target. Hit: 14 (2d8 + 5) Wind damage.
Multiattack. The elemental makes two slam attacks. Whirlwind (Recharge 4–6). Each creature in the
Slam Melee Weapon Attack: +7 to hit, reach 5 ft., elemental's space must make a DC 13 Strength
one target. Hit: 13 (2d8 + 4) Water damage. saving throw. On a failure, a target takes 15 (3d8 + 2)
Wind damage and is flung up 20 feet away from the
Whelm (Recharge 4–6). Each creature in the elemental in a random direction and knocked prone.
elemental's space must make a DC 15 Strength If a thrown target strikes an object, such as a wall or
saving throw. On a failure, a target takes 13 (2d8 + 4) floor, the target takes 3 (1d6) Neutral damage for
Water damage. If it is Large or smaller, it is also every 10 feet it was thrown. If the target is thrown at
grappled (escape DC 14). Until this grapple ends, the another creature, that creature must succeed on a DC
target is restrained and unable to breathe unless it 13 Dexterity saving throw or take the same damage
can breathe water. If the saving throw is successful, and be knocked prone.
the target is pushed out of the elemental's space.
If the saving throw is successful, the target takes half
The elemental can grapple one Large creature or up the bludgeoning damage and isn't flung away or
to two Medium or smaller creatures at one time. At knocked prone.
the start of each of the elemental's turns, each target
grappled by it takes 13 (2d8 + 4) Water damage. A
creature within 5 feet of the elemental can pull a
creature or object out of it by taking an action to
make a DC 14 Strength check and succeeding.

51
SAGE
C 4: B
T he background and languages your character speaks
are extremely important for building your character. In
this chapter we list the languages spoken in the world of
F :C
As a member of the Eden Group, you can count on your
guild mates to provide shelter and aid. You and your
Ragnarok Online, and extra background options. companions can find a place to hide or rest in any Eden
Group place, unless you have proven to be a danger to
B them. The members of the group will shield you from
anyone else searching for you, though they will not risk
their lives in this effort.

C E
There are two large corporations spread across Midgard,
which are the Kafra Corporation and the Zonda R A
Corporation. Becoming an adventurer doesn't necessarily The Corporation has spearheaded numerous researches and
require you to relinquish membersip in Kafra or Zonda technological breakthroughs for years. As a prelude to your
Corporation (though you can choose to do so), and it might adventuring career (and in preparation for it), you served as
enhance your status in the Corporation. an agent of the Rekenber Corporation. You might have
oparated openly or secretly, as well as how those goals
• Skills proficiencies Insight, Persuasion mesh with your own. Becoming an adventurer doesn't
• Languages Two of your choice necessarily require you to relinquish membersip in
• Equipment Badge or emblem of your corporation, a code- Rekenber Corporation (though you can choose to do so),
book of your corporation, a set of fine clothes and a pouch and it might enhance your status in the Corporation.
containing 1500 Zeny.
• Skills proficiencies Arcana, Medicine
• Languages Two of your choice
F :C S • Equipment Badge of the Rekenber Corporation, a set of
As an employee or former employee of an corporation, you common clothes, a book of research notes, an ink pen, a
have some perks such as not paying for messaging, storage, bottle of ink, a flask of oil, a glass bottle of unidentified
and transportation services within a city, and paying only slime, and a pouch containing 1000 Zeny
half the cost for inter-city transportation for the organization
you are working with, whether Kafra Corporation or Zonda
Corporation. F :R
When you attempt to learn or recall a magical or scientific
fact, if you don't know that information, you know where
and from whom you can obtain it. Usually, this information
comes form a Rekenber laboratory, or sometimes from a
library, a university, or an independent scholar or other
learned person or creature.
Knowing where the information can be found doesn't
automatically enable you to leran it; you might need to offer
E G S bribes, favoers, or other incentives to induce people to
The Eden Group is guild-like community that aims to help reveal their secrects.
those in Rune-Midgarts who are in distress. They compile Your DM might rule that the knowledge you seek is
missions and post them in a secret headquarter for group secreted away in a inaccessibleplace, or that it simply can't
members who seek to help others. The group also be found. Unearthing the deepest secrets of the multiverse
distributes special gear to group members in order to help can require an adventure or even a whole campaign.
them complete their tasks.

• Skills proficiencies Insight, Persuasion


• Tool proficiencies One of your choice>
• Languages One of your choice
• Equipment A Eden Group insignia, a leather-bound diary, a
bottle of ink, an ink pen, a set of common clothes, and a
pouch containing 1000 Zeny
C 5: E
F
C When Making an Attack with a finesse weapon, you use
Copper, silver, gold, platinum electrum coins are not used in your choice of your Strength or Dexterity modifier for the
this world. Only Zeny currency is used in Midgard. Zeny Attack and Damage Rolls. You must use the same modifier
values remain proportional to traditional Coins values of for both rolls.
D&D 5e, with the proportion of 1 Copper Coin = 1 Zenny,
1 Silver Coin = 10 Zeny, 1 Gold Coin = 100 Zeny, 1
Electrum Coin = 500 Zeny and 1 Platinum Coin = 1000 L
Zeny. A light weapon is small and easy to handle, making it ideal
for use when Fighting with two Weapons.
W
Your class grants proficiency in certain Weapons, reflecting L
both the class’s focus and the tools you are most likely to Because of the time required to load this weapon, you can
use. Whether you favor a Sword or a Composite Bow, your fire only one piece of Ammunition from it when you use an
weapon and your ability to wield it effectively can mean the action, Bonus Action, or Reaction to fire it, regardless of the
difference between life and death while Adventuring. number of attacks you can normally make.

The Weapons table shows the most Common Weapons R


used in the Ragnarok Online, their price and weight, the A weapon that can be used to make a ranged Attack has a
damage they deal when they hit, and any special Properties range in parentheses after the Ammunition or thrown
they possess. Every weapon is classified as either melee or property. The range lists two numbers. The first is the
ranged. A melee weapon is used to Attack a target within 5 weapon’s normal range in feet, and the second indicates the
feet of you, whereas a ranged weapon is used to Attack a weapon’s long range. When attacking a target beyond
target at a distance. normal range, you have disadvantage on the Attack roll.
You can’t Attack a target beyond the weapon’s long range.
W P
Your class grant you proficiency with certain Weapons or R
categories of Weapons. The two categories are simple and This weapon adds 5 feet to your reach when you Attack
martial. with it, as well as when determining your reach for
Opportunity Attacks with it.
Proficiency with a weapon allows you to add your
Proficiency Bonus to the Attack roll for any Attack you
make with that weapon. If you make an Attack roll using a T
weapon with which you lack proficiency, you do not add If a weapon has the thrown property, you can throw the
your Proficiency Bonus to the Attack roll. weapon to make a ranged Attack. If the weapon is a melee
weapon, you use the same ability modifier for that Attack
roll and damage roll that you would use for a melee Attack
W P with the weapon. For example, if you throw a Handaxe,
Many Weapons have special Properties related to their use, you use your Strength, but if you throw a Dagger, you can
as shown in the Weapons table. use either your Strength or your Dexterity, since the Dagger
has the finesse property.
A
You can use a weapon that has the Ammunition property to T -H
make a ranged Attack only if you have Ammunition to fire This weapon requires two hands when you Attack with it.
from the weapon. Each time you Attack with the weapon,
you expend one piece of Ammunition. Drawing the
Ammunition from a Quiver, case, or other container is part V
of the Attack (you need a free hand to load a one-handed This weapon can be used with one or two hands. A damage
weapon). At the end of the battle, you can recover half your value in parentheses appears with the property—the
expended Ammunition by taking a minute to Search the damage when the weapon is used with two hands to make a
battlefield. If you use a weapon that has the Ammunition melee Attack.
property to make a melee Attack, you treat the weapon as
an Improvised Weapon (see “Improvised Weapons” later in D
the section). A sling must be loaded to deal any damage You have advantage on Charisma (Deception) checks made
when used in this way. to hide the nature of a disguised weapon.

54
WEAPONS
F M
A weapon with the fixed property does not fill the hand slot, You have disadvantage when you use a mounted weapon to
but you can’t use the weapon while the hand is full. Attack a target within 5 feet of you. Also, a mounted
Additionally, you have a +10 bonus to ability checks and weapon requires two hands to wield when you aren’t
saving throws to avoid being disarmed of this weapon. mounted.

S M W
NAME COST DAMAGE WEIGHT PROPERTIES

Club 20 Zeny 1d8 10 lb. Two-handed

Dagger 200 Zeny 1d4 1 lb. Finesse, light, thrown (range 20/60)

Mace 500 Zeny 1d6 4lb. --

Rod 20 Zeny 1d6 4 lb. Versatile (1d8)

Spear 100 Zeny 1d6 3lb. Thrown (range 20/60), versatile (1d8)

S R W
NAME COST DAMAGE WEIGHT PROPERTIES

Bow 2500 Zeny 1d6 2lb. Ammunition (range 80/320), two-handed

Rifle 2500 Zeny 1d8 5lb. Ammunition (range 80/320), loading, two-handed

M M W
NAME COST DAMAGE WEIGHT PROPERTIES

One-HandedAxe 1000 Zeny 1d8 4lb. Versatile (1d10)

Two-Handed Axe 3000 Zeny 1d12 7lb. Heavy, two-handed

Flail 1000 Zeny 1d8 2lb. --

Hammer 1000 Zeny 2d6 10lb. Heavy, two-handed

One-Handed Sword 1500 Zeny 1d8 6lb Versatile (1d10)

Two-Handed Sword 5000 Zeny 2d6 6lb. Heavy, two-handed

Main Gauche 1000 Zeny 1d6 2lb. Finesse, light

Rapier 2500 Zeny 1d8 3lb. Finesse

Lance 2000 Zeny 1d10 6lb. Heavy, reach, two-handed

Glaive 1000 Zeny 1d12 6lb. Reach, Mounted

55
WEAPONS
M R W
NAME COST DAMAGE WEIGHT PROPERTIES

Composite Bow 5000 Zeny 1d8 2lb. Ammunition (range 150/600), heavy, two-handed

Shotgun 5000 Zeny 1d10 18lb. Ammunition (range 100/400), heavy, loading, two-handed

Pistol 7500 Zeny 1d6 3lb. Ammunition (range 30/120), light, loading

C E W
NAME COST DAMAGE WEIGHT PROPERTIES

Instrument 2000 Zeny 1d6 3lb. Bard Exclusive, Disguised, Versatile (1d8)

Whip 2000 Zeny 1d6 5lb. Dancer Exclusive, Finesse, Reach

Katar 5000 Zeny 1d8 4lb. Assassin Exclusive, Finesse, Light, Fixed

Knuckle 1500 Zeny 1d6 1lb. Monk Exclusive, Fixed

56
WEAPONS
A P :
A Anyone can put on a suit of armor or strap a Shield to an
Ragnarok Online have a vast tapestry made up of many arm. Only those proficient in the armor’s use know how to
different cultures, each with its own Technology level. For wear it effectively, however. Your class gives you
this reason, adventurers have access to a variety of armor proficiency with certain types of armor. If you wear armor
types, ranging from Adventurer's Suit to Wooden Mail to that you lack proficiency with, you have disadvantage on
costly Legion Plate Armor, with several other kinds of any ability check, saving throw, or Attack roll that involves
armor in between. The Armor table collects the most Strength or Dexterity, and you can’t cast Spells.
commonly available types of armor found in the game and
separates them into three categories: Light Armor, Medium A C (AC):
Armor, and Heavy Armor. Many warriors supplement their Armor protects its wearer from attacks. The armor (and
armor with a Shield. shield) you wear determines your base Armor Class.
H A :
The Armor table shows the cost, weight, and other The armor reduces the wearer’s speed by 10 feet unless the
Properties of the Common types of armor worn in fantasy wearer has a Strength score equal to or higher than the
gaming worlds. listed score.
S :
If the Armor table shows “Disadvantage” in the Stealth
column, the wearer has disadvantage on Dexterity (Stealth)
checks.
L A
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT

Cotton Shirt 500 Zeny 11 + Dex modifier -- Disadvantage 10lb.

Adventurer's Suit 1,000 Zeny 11 + Dex modifier -- -- 10lb.

Thief Clothes 4,500 Zeny 12 + Dex modifier -- -- 13lb.

M A
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT

Mantle 5,000 Zeny 13 + Dex modifier (max 2) -- -- 20lb.

Wooden Mail 5,000 Zeny 14 + Dex modifier (max 2) -- Disadvantage 45lb.

Mink Coat 40,000 Zeny 14 + Dex modifier (max 2) -- -- 20lb.

Padded Armor 75,000 Zeny 15 + Dex modifier (max 2) -- Disadvantage 40lb.

H A
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT

Chain Mail 7,500 Zeny 16 Str 13 Disadvantage 55lb.

Full Plate 20,000 Zeny 17 Str 15 Disadvantage 60lb.

Legion Plate Armor 150,000 Zeny 18 Str 15 Disadvantage 65lb.

S
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT

Shield 1,000 Zeny +2 -- -- 6lb.

57
ARMORS
O T S
M There are several other ways to travel around the world of
There are many incredible mounts in the world of Midgard, Midgard besides the Kafra Corporation and the Zonda
some of which are listed in the following table: Corporation. Like traveling by Airship between the
M kingdoms of Rune-Midgarts, Schwarzwald Republic and
MOUNT PRICE COOKIE COOKIE Arunafeltz Cities, or taking a boat from the various sailors
who reside in the coastal cities.
Alpaca 5,000 Zeny 50 ft. 480 lb.
T S
Ferus 40,000 Zeny 60 ft. 540 lb.
SERVICE PAY
Galleon 2,500 Zeny 40 ft. 195 lb.
Airship's passage 1,200 Zeny
Grand Peco Peco 7,500 Zeny 60 ft. 480 lb.
Ship's passage 10 Zeny per mile
Gryphon 250,000 Zeny 30 ft., fly 80 ft. 420 lb.
Peco Peco 3,000 Zeny 40 ft. 225 lb. Z C
Nine Tail 45,000 Zeny 40 ft., climb 30 ft. 225 lb. The Zonda Corporation is a company that provides
Savage 20,000 Zeny 40 ft. 1,320 lb. transportation services as well as cart rental and Storage
services to adventurers in the Schwarzwald Republic and
Swift Peco 5,000 Zeny 40 ft. 540 lb.
Arunafeltz. Their headquarters' location is not defined.
Z S
S SERVICE PAY
Midgard adventurers can pay to receive help and assistance
Messenger 2 Zeny per
from some organizations around the world. Some of these mile
organizations are known worldwide.
Storage 40 Zeny

C O Transportation (Schwarzwald Republic and


Arunafeltz Cities Only)
The Church of Odin is a group of disciples who worship Between Towns 3 Zeny per
and fight in the name of the god Odin. Any temple, shrine, mile
or other established presence of the Church can provide Within a city 1 Zeny
some spellcasting services.
C O S
SERVICE PAY
Heal (1st level) 1,000 Zeny
Cure 4,000 Zeny
Recovery 45,000 Zeny
Resurrection 125,000 Zeny

K C
The Kafra Corporation is a company that provides
transportation services as well as cart rental and item
storage services to adventurers in the Rune-Midgarts
Kingdom. Their headquarters is located in the city-state of
Aldebaran.
K S
SERVICE PAY
Messenger 2 Zeny per mile
Storage 40 Zeny
Transportation (Rune-Midgarts Cities Only)
Between Towns 3 Zeny per mile
Within a city 1 Zeny

58
MOUNTS AND SERVICES
C 6: O C
R
T his chapter lists the rules that have been changed from
Dungeons & Dragons 5th edition, and some optional
rules recommended for this module. Any rule that is not
F
I did not considered about the optional feat rules when
creating this homebrew and it may not be recommended to
listed in this chapter, remains unchanged by the original use this optional rule.
rules in the SRD.
C R Some traits related to some PHB feats were used in traits of
E /A P some classes, so the use of the feats rule can make some
choices redundant for your players.
Damage types have been changed to suit Ragnarok Online's
Elemental / Attribute Properties, the new damage types are:
S P
Neutral, Water, Earth, Fire, Wind, Poison, Holy, I highly recommend using the optional Spell Points rule in
Shadow, Ghost and Undead. this module, and I wrote it based on this rule. It comes
closer to the experience of playing Ragnarok Online with a
All common non-magic weapons deal neutral damage. spellcaster. To help you use this supplement, the rule is
listed below:
Instead of gaining a number of spell slots to cast your spells
M T from the Spellcasting feature, you gain a pool of spell
Monster types have also been changed to: points instead. You expend a number of spell points to
create a spell slot of a given level, and then use that slot to
Humanoid (Demi-Human), Animal (Brute), cast a spell. You can’t reduce your spell point total to less
Insect, Fish, Dragon, Plant, Formless, Angel, than 0, and you regain all spent spell points when you finish
Devil (Demon) and Undead. a long rest.
Spells of 6th level and higher are particularly taxing to cast.
L You can use spell points to create one slot of each level of
All languages in the Player's Handbook are replaced by the 6th or higher. You can’t create another slot of the same level
languages in the following table. until you finish a long rest.
The number of spell points you have to spend is based on
your level as a spellcaster, as shown in the Spell Points by
L Level table. Your level also determines the maximum-level
LANGUAGE TYPICAL SPEAKERS spell slot you can create. Even though you might have
Aegye Extinct enough points to create a slot above this maximum, you
can’t do so.
Common Civilizations of Midgard
Doram Dorams
Fiendsh Demons
S C
SPELL LEVEL POINT COST
Dwarvish Dwarfs
Cantrip 0
Elvish Elfs and Noels
1 2
Goblinish Goblins
2 3
Kobold Kobolds
3 5
Laphine Laphines, Dogs and Noels
4 6
Orcish Orcs
5 7
Rafle Rafles
6 9
Saphar Saphas and Jotunns
7 10
Utan Utan Tribe of Umbala
8 11

O R 9 13

M
I do not recommend using optional multiclass rules when Casting a Spell at a Higher Level
playing this module. The Classes were not intended to be When a caster casts a spell using at a higher level than the
used using this rule and it can drastically change the balance spell’s normal level, the spell assumes the higher level for
of this game. that casting. For exemple, if a Wizard casts Lighitning Bolt
at 2nd-level, it uses three spell points and that Lighitning
Bolt is 2nd level.
C 7: S
T his capter describes the most common spells in the
world of Ragnarok Online. The chapter begins with
the spell lists of the spellcasting classe. The remainder
9th Level
Coluceo Heal
Canto Candidus
contains spell descriptions, presented in alphabetical order
by the name of the spell. M S
A S Cantrips (0 Level)
Cantrips (0 Level) Napalm Beat
Holy Light
1st Level
1st Level • Cold Bolt
Agua Benedicta • Fire Bolt
Blessing • Energy Coat
Decrease Agility • Fire Ball
Heal • Lightning Bolt
Signum Crucis • Safety Wall
• Sight Blaster
• Soul Strike
2nd Level
Angelus 2nd Level
Cure • Frost Diver
Pneuma • Sight
Ruwach • Sightrasher
Teleportation • Stone Curse
Lex Divina • Thunder Storm

3rd Level
3rd Level • Earth Spike
Increase Agility • Fire Pillar
Resurrection • Frost Nova
Redemptio • Lord of Vermillion
Magnificat • Meteor Storm
Aspersio
Lauda Agnus 4th Level
• Quagmire
• Jupitel Thunder
4th Level
• Water Ball
Magnus Exorcismus
Kyrie Eleison 5th Level
Gloria • Heaven's Drive
Sanctuary • Ice Wall
Assumptio • Storm Gust

6th Level
5th Level
• Magic Crasher
Warp Portal • Napalm Vulcan
Recovery • Chain Light
Basilica • Sienna Execrate

6th Level 7th Level


Curatio • Gravitational Field
Judex • Tetra Vortex

8th Level
7th Level • Hell Inferno
Duple Light • Earth Strain
Epiclesis • March of Abyss
Offertorium
9th Level
8th Level • Frost Misty
Eucharistica • Crimson Rock
Adoramus

61
SPELLS
C S A Drum on the Battlefield
1st Level 2nd level
Faith
• Cost: 3 Spell Points
Heal • Casting Time: 10 minutes
Providence • Range: 30 feet
Reflect Shield • Components: V
Shrink • Duration: Instantaneous
Spear Quicken
Up to six creatures of your choice that you can see within
2nd Level range each regain hit points equal to 2d8 + your spellcasting
Cure ability modifier. This spell has no effect on undead or
Defender constructs.
Shield Boomerang
Shield Charge At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the healing increases by 1d8 for each
slot level above 2nd.
3rd Level
Battle Chant
Grand Cross
Martyr's Reckoning Adoramus
8th level
4th Level • Cost: 11 Spell Points
• Casting Time: 1 action
Gloria Domini
• Range: 150 feet
Shield Chain
• Components: V, S, M (fire and a piece of sunstone)
• Duration: Instantaneous
5th Level
Banishing Point Brilliant sunlight flashes in a 60-foot radius centered on a
Rage Burst point you choose within range. Each creature in that light must
make a Constitution saving throw. On a failed save, a creature
B D S takes 12d6 radiant damage and is blinded for 1 minute. On a
successful save, it takes half as much damage and isn't blinded
1st Level
by this spell. Undead and oozes have disadvantage on this
Lullaby
saving throw.
Service for You
Wand of Hermode A creature blinded by this spell makes another Constitution
saving throw at the end of each of its turns. On a successful
2nd Level save, it is no longer blinded.
Eternal Chaos
Mr. Kim A Rich Man This spell dispels any darkness in its area that was created by a
A Drum on the Battlefield spell.

Loki's Veil
3rd Level Agua Benedicta
Scream 1st-level (Ritual)
Arrow Vulcan • Cost: 2 Spell Points
Frost Joker • Casting Time: 1 action
• Range: Touch feet
4th Level • Components: V, S, M (A Empty Bottle)
Longing for Freedom • Duration: Instantaneous
Moonlit Water Mill
Marionette Control You touch one vial of water and cause it to become holy water.

5th Level
Severe Rainstorm
Moonlit Serenade
Metallic Sound

62
SPELLS
Angelus Assumptio
2nd-level 4th level
• Cost: 3 Spell Points • Cost: 6 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 30 feet • Range: touch
• Components: V S M (A tiny strip of white cloth) • Components: V, S, M (blue gemt worth 100 gp, which the spell
• Duration: 8 hours consumes)
• Duration: Concentration, up to 1 hour
Your spell bolsters your allies with toughness and resolve.
Choose up to three creatures within range. Each target’s hit A hole aura surrounds a creature that you touch and protect it
point maximum and current hit points increase by 5 for the from attack. Until the spell ends, the target has resistance to
duration. Neutral damage.

At Higher Levels: When you cast this spell using a spell slot Banishing Point
of 3rd level or higher, a target’s hit points increase by an 5rd-level
additional 5 for each slot level above 2nd.
• Cost: 7 Spell Points
• Casting Time: 1 bonus action
Arrow Vulcan • Range: Self
3rd level • Components: V
• Cost: 5 Spell Points • Duration: Concentration, up to 1 minute
• Casting Time: 1 action
• Range: Self (60-foot cone) The next time you hit a creature with a weapon attack before
• Components: V, S, M (one piece of ammunition or a thrown this spell ends, your weapon crackles with force, and the
weapon) attack deals an extra 5d10 Holy damage to the target.
• Duration: Instantaneous Additionally, if this attack reduces the target to 50 hit points of
fewer, you banish it. If the target is native to a different plane
You throw a nonmagical weapon or fire a piece of nonmagical of existence than the on you’re on, the target disappears,
ammunition into the air to create a cone of identical weapons returning to its home plane. If the target is native to the plane
that shoot forward and then disappear. Each creature in a 60- you’re on, the creature vanishes into a harmless demiplane.
foot cone must succeed on a Dexterity saving throw. A
creature takes 3d8 damage on a failed save, or half as much While there, the target is incapacitated. It remains there until
damage on a successful one. The damage type is the same as the spell ends, at which point the target reappears in the space
that of the weapon or ammunition used as a component. it left or in the nearest unoccupied space if that space is
occupied.
Aspersio
3rd-level
• Cost: 5 Spell Points
• Casting Time: 1 action
• Range: Touch
• Components: V, S
• Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon.


For the duration, the weapon has a +1 bonus to attack rolls and
deals an extra 1d4 Holy damage of the chosen type when it
hits.

At Higher Levels. When you cast this spell using a spell slot
of 5th or 6th level, the bonus to attack rolls increases to +2 and
the extra damage increases to 2d4.

When you use a spell slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.

63
SPELLS
Basilica Battle Chant
5th level 3rd-level
• Cost: 7 Spell Points • Cost: 5 Spell Points
• Casting Time: 24 hours • Casting Time: 1 action
• Range: Touch • Range: Self
• Components: V, S, M (herbs, oils, and incense worth at least • Components: V
1,000 gp, which the spell consumes) • Duration: Concentration, up to 1 minute
• Duration: Until dispelled
Holy power radiates from you in an aura with a 30-foot radius,
You touch a point and infuse an area around it with holy (or awakening boldness in friendly creatures. Until the spell ends,
unholy) power. The area can have a radius up to 60 feet, and the aura moves with you, centered on you. While in the aura,
the spell fails if the radius includes an area already under the each nonhostile creature in the aura (including you) deals an
effect a hallow spell. The affected area is subject to the extra 1d4 Holy damage when it hits with a weapon attack.
following effects.
Blessing
First, angels, formless, devils, and undead can't enter the area, 1st-level (Ritual)
nor can such creatures charm, frighten, or possess creatures
• Cost: 2 Spell Points
within it. Any creature charmed, frightened, or possessed by
• Casting Time: 1 action
such a creature is no longer charmed, frightened, or possessed
• Range: 30 feet
upon entering the area. You can exclude one or more of those
• Components: V, S
types of creatures from this effect.
• Duration: Instantaneous
Second, you can bind an extra effect to the area. Choose the
effect from the following list, or choose an effect offered by
the DM. Some of these effects apply to creatures in the area; You bless up to three creatures of your choice within range.
you can designate whether the effect applies to all creatures, Whenever a target makes an attack roll or a saving throw
creatures that follow a specific deity or leader, or creatures of before the spell ends, the target can roll a d4 and add the
a specific sort, such as orcs or trolls. When a creature that
number rolled to the attack roll or saving throw. If the
would be affected enters the spell's area for the first time on a
creature is a undead or a fiend, it must make Charisma
turn or starts its turn there, it can make a Charisma saving
throw. On a success, the creature ignores the extra effect until
saving throws. Whenever a target that fails this saving
it leaves the area.
throw makes an attack roll or a saving throw before the
spell ends, the target must roll a d4 and subtract the number
Courage. Affected creatures can't be frightened while in the rolled from the attack roll or saving throw.
area.
Darkness. Darkness fills the area. Normal light, as well as At Higher Levels: When you cast this spell using a spell
magical light created by spells of a lower level than the slot slot of 2nd level or higher, you can target one additional
you used to cast this spell, can't illuminate the area. creature for each slot level above 1st.
Daylight. Bright light fills the area. Magical darkness created
by spells of a lower level than the slot you used to cast this Canto Candidus
spell can't extinguish the light. 8th level
Energy Protection. Affected creatures in the area have • Cost: 11 Spell Points
resistance to one damage type of your choice, except for • Casting Time: 1 action
bludgeoning, piercing, or slashing. • Range: 30 feet
Energy Vulnerability. Affected creatures in the area have • Components: V S M (A shaving of licorice root)
vulnerability to one damage type of your choice, except for • Duration: Concentration, Up to 1 minute
neutral.
Everlasting Rest. Dead bodies interred in the area can't be Choose up to 4 willing creatures that you can see within range.
turned into undead. Until the spell ends, the target’s speed is doubled, it gains a +2
Extradimensional Interference. Affected creatures can't bonus to AC, it has advantage on Dexterity saving throws, and
move or travel using teleportation or by extradimensional or it gains an additional action on each of its turns. That action
interplanar means. can be used only to take the Attack (one weapon attack only),
Fear. Affected creatures are frightened while in the area. Dash, Disengage, Hide, or Use an Object action. When the
Silence. No sound can emanate from within the area, and no spell ends, the target can’t move or take actions until after its
sound can reach into it. next turn, as a wave of lethargy sweeps over it.
Tongues. Affected creatures can communicate with any other
creature in the area, even if they don't share a common
language.

64
SPELLS
Chain Lightning Crimson Rock
6th level 9th level
• Cost: 9 Spell Points • Cost: 13 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 150 feet • Range: 1 mile
• Components: V, S, M (a bit of fur; a piece of amber, glass, or a • Components: V, S
crystal rod; and three silver pins) • Duration: Instantaneous Blazing orbs of fire plummet to the
• Duration: Instantaneous ground at four different points you can see within range. Each
creature in a 40-foot-radius sphere centered on each point you
You create a bolt of lightning that arcs toward a target of your choose must make a Dexterity saving throw. The sphere
choice that you can see within range. Three bolts then leap spreads around corners. A creature takes 20d6 fire damage and
from that target to as many as three other targets, each of 20d6 bludgeoning damage on a failed save, or half as much
which must be within 30 feet of the first target. A target can be damage on a successful one. A creature in the area of more
a creature or an object and can be targeted by only one of the than one fiery burst is affected only once.
bolts.
The spell damages objects in the area and ignites flammable
A target must make a Dexterity saving throw. The target takes objects that aren't being worn or carried.
10d8 lightning damage on a failed save, or half as much
damage on a successful one. Curatio
6th level
At Higher Levels. When you cast this spell using a spell slot
• Cost: 9 Spell Points
of 7th level or higher, one additional bolt leaps from the first
• Casting Time: 1 action
target to another target for each slot level above 6th.
• Range: 60 feet
• Components: V, S
Cold Bolt • Duration: Instantaneous
1st level
Choose a creature that you can see within range. A surge of
• Cost: 2 Spell Points
positive energy washes through the creature, causing it to
• Casting Time: 1 action
• Range: 120 feet
regain 70 hit points. This spell also ends blindness,
• Components: V S deafness, and any diseases affecting the target. This spell
• Duration: Instantaneous has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell
Ten sharp ice darts hits a creature within range. Make a ranged slot of 7th level or higher, the amount of healing increases
spell attack against the target. On a hit, it takes 3d8 Water by 10 for each slot level above 6th.
damage, and its speed is reduced by 10 feet until the start of
your next turn. Cure
2nd-level
At Higher Levels: When you cast this spell using a spell slot • Cost: 3 Spell Points
of 2nd level or higher, the damage increases by 1d8 for each • Casting Time: 1 action
slot level above 1st. • Range: Touch
• Components: V, S
Coluceo Heal • Duration: Instantaneous
9th level You touch a creature and can end either one disease or one
• Cost: 13 Spell Points condition afflicting it. The condition can be blinded,
• Casting Time: 1 action deafened, paralyzed, or poisoned.
• Range: 60 feet
• Components: V, S Decrease Agility
• Duration: Instantaneous 1st-level
• Cost: 2 Spell Points
A flood of healing energy flows from you into injured
• Casting Time: 1 action
creatures around you. You restore up to 700 hit points, divided
• Range: 60 feet
as you choose among any number of creatures that you can see
• Components: V, S
within range. Creatures healed by this spell are also cured of
• Duration: Concentration, up to 1 minute
all diseases and any effect making them blinded or deafened.
This spell has no effect on undead or constructs. You alter time around up to one creature of your choice.
The target must succeed on a Wisdom saving throw or be
affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to
AC and Dexterity saving throws, and it can’t use reactions.
On its turn, it can use either an action or a bonus action, not
both.

A creature affected by this spell makes another Wisdom


saving throw at the end of its turn. On a successful save, the
effect ends for it.
65
SPELLS
Defender Earth Spike
2nd-level 3nd level
• Cost: 3 Spell Points • Cost: 5 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: Self • Range: 120 feet
• Components: V • Components: V, S, M (a piece of obsidian)
• Duration: 1 Minute • Duration: Instantaneous

Until the spell ends, any ranged weapon attacks have Choose a point you can see on the ground within range. A
disadvantage against you. fountain of churned earth and stone erupts in a 20-foot cube
centered on that point. Each creature in that area must make a
Duple Light Dexterity saving throw. A creature takes 3d12 Earth damage
on a failed save, or half as much damage on a successful one.
7th level
Additionally, the ground in that area becomes difficult terrain
• Cost: 10 Spell Points
until cleared. Each 5-foot-square portion of the area requires at
• Casting Time: 1 action
least 1 minute to clear by hand.
• Range: Self
• Components: V, S
At Higher Levels. When you cast this spell using a spell slot
• Duration: 1 hour
of 4th level or higher, the damage increases by 1d12 for each
slot level above 3rd.
Seven motes of light appear and orbit your head until the spell
ends. You can use a bonus action to send one of the motes
streaking toward one creature or object within 120 feet of you. Earth Strain
When you do so, make a ranged spell attack. On a hit, the 8th level
target takes 4d12 Holy damage. Whether you hit or miss, the • Cost: 11 Spell Points
mote is expended. The spell ends early if you expend the last • Casting Time: 1 action
mote. • Range: 500 feet
• Components: V, S, M (a pinch of dirt, a piece of rock, and a
If you have four or more motes remaining, they shed bright lump of clay)
light in a 30-foot radius and dim light for an additional 30 feet. • Duration: Concentration, up to 1 minute
If you have one to three motes remaining, they shed dim light
in a 30-foot radius. You create a seismic disturbance at a point on the ground that
you can see within range. For the duration, an intense tremor
At Higher Levels. When you cast this spell using a spell slot rips through the ground in a 100-foot-radius circle centered on
of 8th level or higher, the number of motes created increases that point and shakes creatures and structures in contact with
by two for each slot level above 7th. the ground in that area.
The ground in the area becomes difficult terrain. Each creature
Drain Life on the ground that is concentrating must make a Constitution
saving throw. On a failed save, the creature's concentration is
7th level
broken.
• Cost: 10 Spell Points
• Casting Time: 1 action
When you cast this spell and at the end of each turn you spend
• Range: 60 feet
concentrating on it, each creature on the ground in the area
• Components: V, S
must make a Dexterity saving throw. On a failed save, the
• Duration: Concentration, up to 1 minute
creature is knocked prone.

A tendril of inky darkness reaches out from you, touching a


This spell can have additional effects depending on the terrain
creature you can see within range to drain life from it. The
in the area, as determined by the DM.
target must make a Dexterity saving throw. On a successful
save, the target takes 2d8 necrotic damage, and the spell ends.
Fissures. Fissures open throughout the spell's area at the start
On a failed save, the target takes 6d8 Shadow damage, and
of your next turn after you cast the spell. A total of 1d6 such
until the spell ends, you can use your action on each of your
fissures open in locations chosen by the DM. Each is 1d10 ×
turns to automatically deal 4d8 necrotic damage to the target.
10 feet deep, 10 feet wide, and extends from one edge of the
The spell ends if you use your action to do anything else, if the
spell's area to the opposite side. A creature standing on a spot
target is ever outside the spell's range, or if the target has total
where a fissure opens must succeed on a Dexterity saving
cover from you.
throw or fall in. A creature that successfully saves moves with
the fissure's edge as it opens. A fissure that opens beneath a
Whenever the spell deals damage to a target, you regain hit
structure causes it to automatically collapse (see below).
points equal to half the amount of necrotic damage the target
takes.

At Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, the damage increases by 1d8 for each
slot level above 7th.

66
SPELLS
Structures. The tremor deals 50 Earth damage to any
structure in contact with the ground in the area when you Eternal Chaos
cast the spell and at the start of each of your turns until the 2nd level
spell ends. If a structure drops to 0 hit points, it collapses • Cost: 3 Spell Points
and potentially damages nearby creatures. A creature within • Casting Time: 1 action
half the distance of a structure's height must make a • Range: 60 feet
Dexterity saving throw. On a failed save, the creature takes • Components: V, S, M (a bit of fleece)
• Duration: Concentration, up to 1 minute
5d6 bludgeoning damage, is knocked prone, and is buried
in the rubble, requiring a DC 20 Strength (Athletics) check
You craft an illusion that takes root in the mind of a creature
as an action to escape. The DM can adjust the DC higher or that you can see within range. The target must make an
lower, depending on the nature of the rubble. On a Intelligence saving throw. On a failed save, you create a
successful save, the creature takes half as much damage and phantasmal object, creature, or other visible phenomenon of
doesn't fall prone or become buried. your choice that is no larger than a 10-foot cube and that is
perceivable only to the target for the duration. This spell has
no effect on undead or constructs.
Energy Coat
1st level The phantasm includes sound, temperature, and other stimuli,
• Cost: 2 Spell Points also evident only to the creature.
• Casting Time: 1 action
• Range: Touch The target can use its action to examine the phantasm with an
• Components: V, S, M (a piece of cured leather) Intelligence (Investigation) check against your spell save DC.
• Duration: 8 hours If the check succeeds, the target realizes that the phantasm is
an illusion, and the spell ends.
You touch a willing creature who isn't wearing armor, and a
protective magical force surrounds it until the spell ends. The While a target is affected by the spell, the target treats the
target's base AC becomes 13 + its Dexterity modifier. The phantasm as if it were real. The target rationalizes any illogical
spell ends if the target dons armor or if you dismiss the spell outcomes from interacting with the phantasm. For example, a
as an action. target attempting to walk across a phantasmal bridge that
spans a chasm falls once it steps onto the bridge. If the target
Epiclesis survives the fall, it still believes that the bridge exists and
7th level comes up with some other explanation for its fall—it was
pushed, it slipped, or a strong wind might have knocked it off.
• Cost: 10 Spell Points
• Casting Time: 1 hour
An affected target is so convinced of the phantasm's reality
• Range: Touch
that it can even take damage from the illusion. A phantasm
• Components: V, S, M (a blue gem worth at least 1,000 gp,
created to appear as a creature can attack the target. Similarly,
which the spell consumes)
a phantasm created to appear as fire, a pool of acid, or lava can
• Duration: Instantaneous
burn the target. Each round on your turn, the phantasm can
deal 1d6 psychic damage to the target if it is in the phantasm's
You touch a dead creature that has been dead for no more than
area or within 5 feet of the phantasm, provided that the
a century, that didn't die of old age, and that isn't undead. If its
illusion is of a creature or hazard that could logically deal
soul is free and willing, the target returns to life with all its hit
damage, such as by attacking. The target perceives the damage
points.
as a type appropriate to the illusion.
This spell neutralizes any poisons and cures normal diseases
afflicting the creature when it died. It doesn't, however, Eucharistica
remove magical diseases, curses, and the like; if such effects 8th level
aren't removed prior to casting the spell, they afflict the target • Cost: 11 Spell Points
on its return to life. • Casting Time: 1 minute
• Range: self
This spell closes all mortal wounds and restores any missing • Components: V, S, M (a tiny reliquary worth at least 1,000 gp
body parts. containing a sacred relic, such as a scrap of cloth from a saint's
robe or a piece of parchment from a religious text)
Coming back from the dead is an ordeal. The target takes a −4 • Duration: Concentration, up to 1 minute
penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is Divine light washes out from you and coalesces in a soft
reduced by 1 until it disappears. radiance in a 30-foot radius around you. Creatures of your
choice in that radius when you cast this spell shed dim light in
Casting this spell to restore life to a creature that has been a 5-foot radius and have advantage on all saving throws, and
dead for one year or longer taxes you greatly. Until you finish other creatures have disadvantage on attack rolls against them
a long rest, you can't cast spells again, and you have until the spell ends. In addition, when a fiend or an undead hits
disadvantage on all attack rolls, ability checks, and saving an affected creature with a melee attack, the aura flashes with
throws. brilliant light. The attacker must succeed on a Constitution
saving throw or be blinded until the spell ends.

67
SPELLS
Faith Fire Pillar
1st-level 3nd level
• Cost: 2 Spell Points • Cost: 5 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: Touch • Range: 150 feet
• Components: V, S • Components: V, S
• Duration: Instantaneous • Duration: 1 minute

A willing creature you touch is imbued with a strong faith. When you cast this spell, you inscribe a glyph that later
Until the spell ends, the creature is immune to being unleashes a magical effect. You inscribe it on a section of floor
frightened and gains temporary hit points equal to your The glyph can cover an area no larger than 10 feet in diameter.
spellcasting ability modifier at the start of each of its turns. The glyph is nearly invisible and requires a successful
When the spell ends, the target loses any remaining temporary Intelligence (Investigation) check against your spell save DC
hit points from this spell. to be found.
When a creature steps in the area marked by the glyph, the
At Higher Levels. When you cast this spell using a spell slot glyph erupts with magical energy in a 20-foot-radius sphere
of 2nd level or higher, you can target one additional creature centered on the glyph. The sphere spreads around corners.
for each slot level above 1st. Each creature in the area must make a Dexterity saving throw.
A creature takes 5d8 Fire damage on a failed saving throw
Fire Ball (your choice when you create the glyph), or half as much
1st level damage on a successful one.
At Higher Levels. the damage of an explosive runes glyph
• Cost: 2 Spell Points
increases by 1d8 for each slot level above 3rd
• Casting Time: 1 action
• Range: 120 feet
• Components: V S Fire Wall
• Duration: Instantaneous 2nd level
• Cost: 3 Spell Points
As you hold your hands with thumbs touching and fingers • Casting Time: 1 action
spread, a thin sheet of flames shoots forth from your • Range: 60 feet
outstretched fingertips. Each creature in a 15-foot cone must • Components: V, S, M (A bit of tallow, a pinch of brimstone,
make a Dexterity saving throw. A creature takes 3d6 Fire and a dusting of powdered iron)
damage on a failed save, or half as much damage on a • Duration: Concentration, up to 1 minute
successful one.
A 15 feet in diameter, 10 feet high, and 1 foot thick wall of fire
The fire ignites any flammable objects in the area that aren't
appears in an unoccupied space of your choice within range
being worn or carried. and lasts for the duration. When the wall appears, each
creature within its area must make a Dexterity saving throw,
At Higher Levels: When you cast this spell using a spell taking 3d6 Fire damage on a failed save, or half as much
slot of 2nd level or higher, the damage increases by 1d6 for damage on a successful one. The wall deals 3d6 Fire damage
each slot level above 1st. to each creature that ends its turn within 5 feet of it or when it
enters the wall for the first time on a turn or ends its turn there.
Fire Bolt
1st level At Higher Levels: When you cast this spell using a spell slot
• Cost: 2 Spell Points of 3rd level or higher, the damage increases by 1d6 for each
• Casting Time: 1 action slot level above 2nd.
• Range: 120 feet
• Components: V S Frost Diver
• Duration: Instantaneous 2nd level
• Cost: 3 Spell Points
You hurl a mote of ten fire darts at a creature or object within
• Casting Time: 1 action
range. Make a ranged spell attack against the target. On a hit,
• Range: 30 feet
the target takes 3d8 Fire damage. A flammable object hit by
• Components: V, S, M (a piece of ice)
this spell ignites if it isn’t being worn or carried.
• Duration: Instantaneous
At Higher Levels: When you cast this spell using a spell slot
A line of ice spikes with 30 feet long and 5 feet wide emanates
of 2nd level or higher, the damage increases by 1d8 for each
from you in a direction you choose. Each creature in the line
slot level above 1st.
must make a Dexterity saving throw. A creature takes 3d8
Water damage and its speed is reduced by 10 feet until the
start of your next turn. on a failed save, or half as much
damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.

68
SPELLS
Frost Joker Frost Nova
3rd level 3nd level
• Cost: 5 Spell Points • Cost: 5 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 30 feet • Range: 120 feet
• Components: V, S, M (a blue gem worth at least 50 gp) • Components: V, S, M (a piece of obsidian)
• Duration: Concentration, up to 1 minute • Duration: Instantaneous

When you cast this spell, you tell a terrible joke completely A hail of rock-hard ice pounds to the ground in a 20-foot-
boring, choose any number of creatures within range that can radius, 40-foot-high cylinder centered on a point within range.
see you. Each target must succeed on a Wisdom saving throw Each creature in the cylinder must make a Dexterity saving
or be charmed by you until the spell ends, or until you or your throw. A creature takes 2d8 Neutral damage and 4d6 Water
companions do anything harmful to it. While charmed in this damage on a failed save, or half as much damage on a
way, the creature can do nothing but use its movement to successful one.
approach you in a safe manner. While an affected creature is
within 5 feet of you, it cannot move, but simply stares you into Hailstones turn the storm's area of effect into difficult terrain
complete disappointment. until the end of your next turn.

At the end of each of its turns, an affected target can make a At Higher Levels. When you cast this spell using a spell slot
Wisdom saving throw. If it succeeds, this effect ends for that of 5th level or higher, the bludgeoning damage increases by
target. 1d8 for each slot level above 4th.

Frost Misty Gloria


9th level 4th-level
• Cost: 13 Spell Points • Cost: 6 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 1000 feet • Range: Self (30-foot radius)
• Components: V, S, M (a small, nine-pointed star made of ice) • Components: V
• Duration: Concentration, up to 1 minute • Duration: Concentration, up to 10 minutes

You create a 20-foot-radius extreme low temperature sphere Purifying energy radiates from you in an aura with a 30-foot
centered on a point you can see within range. For the spell's radius. Until the spell ends, the aura moves with you, centered
duration, the sphere and any space within 100 feet of it are on you. Each nonhostile creature in the aura (including you)
difficult terrain, and nonmagical objects fully inside the sphere can't become diseased, has resistance to Poison damage, and
are frozen if they aren't being worn or carried. has advantage on saving throws against effects that cause any
of the following conditions: blinded, charmed, deafened,
A creature that starts its turn within 100 feet of the sphere has frightened, paralyzed, poisoned, and stunned.
its movement speed reduced by half. A creature that enters the
sphere for the first time on a turn or starts its turn there takes Gloria Domini
5d10 Water damage and is restrained by the cold until it is no 4rd-level
longer in the sphere. If the sphere is in the air, the restrained
• Cost: 6 Spell Points
creature hovers inside the sphere. A creature can use its action
• Casting Time: 1 action
to make a Constituition check against your spell save DC,
• Range: 30 feet
ending this restrained condition on itself or another creature in
• Components: V, S
the sphere that it can reach. A creature killed by this spell
• Duration: Instantaneous
becomes a frozen statue until it thaws.
A giant cross over a creature of your choice that you can see
within range, draining moisture and vitality from it. The target
must make a Dexterity saving throw. The target takes 8d8
Holy damage on a failed save, or half as much damage on a
successful one.

At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.

69
SPELLS
Grand Cross Heaven's Drive
3rd-level 5th level
• Cost: 5 Spell Points • Cost: 7 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: Self (15-foot radius) • Range: 120 feet
• Components: V, S • Components: V, S
• Duration: Instantaneous • Duration: Instantaneous

You strike the ground, creating a burst of divine energy that


You cause up to six pillars of stone to burst from places on
ripples outward from you. Each creature you choose within 15
feet of you must succeed on a Constitution saving throw or
the ground within a 20 ft cube that you see within range.
take 6d6 Holy damage. The effort to cast this spell is so much,
Each pillar is a pointed that has a height of up to 10 feet,
you receives 1d6 Holy when you cast it, the damage you and you can target the ground under a creature if that
receive cannot be reduced in any way. The damage you creature is Medium or smaller. Each pillar has AC 5 and 20
receive from this spell does not affect your concentration on hit points. When reduced to 0 hit points, a pillar crumbles
spells. into rubble.
If a pillar is created under a creature, that creature must
Gravitational Field succeed on a Dexterity saving throw or be pierced by the
7th level pillars and takes 6d6 Earth damage and is restrained,
• Cost: 10 Spell Points
pinched by the pillar. The restrained creature can use an
• Casting Time: 1 action action to make a Strength or Dexterity check (the creature's
• Range: 100 feet choice) against the spell's save DC. On a success, the
• Components: V, S, M (a lodestone and a pinch of dust) creature is no longer restrained.
• Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you can create one additional
This spell reverses gravity in a 50-foot-radius, 100-foot-high pillars for each slot level above 5th.
cylinder centered on a point within range. All creatures and
objects that aren't somehow anchored to the ground in the area Hell Inferno
fall upward and reach the top of the area when you cast this 8th level
spell. A creature can make a Dexterity saving throw to grab • Cost: 11 Spell Points
onto a fixed object it can reach, thus avoiding the fall. • Casting Time: 1 action
• Range: 150 feet
If some solid object (such as a ceiling) is encountered in this • Components: V, S
fall, falling objects and creatures strike it just as they would • Duration: Concentration, up to 1 minute
during a normal downward fall. If an object or creature
reaches the top of the area without striking anything, it A swirling cloud of smoke shot through with white-hot embers
remains there, oscillating slightly, for the duration. appears in a 20-foot-radius sphere centered on a point within
range. The cloud spreads around corners and is heavily
At the end of the duration, affected objects and creatures fall obscured. It lasts for the duration or until a wind of moderate
back down. or greater speed (at least 10 miles per hour) disperses it.

Heal When the cloud appears, each creature in it must make a


1st-level Dexterity saving throw. A creature takes 10d8 fire damage on
• Cost: 2 Spell Points a failed save, or half as much damage on a successful one. A
• Casting Time: 1 action creature must also make this saving throw when it enters the
• Range: 60 feet spell's area for the first time on a turn or ends its turn there.
• Components: V
• Duration: Instantaneous The cloud moves 10 feet directly away from you in a direction
that you choose at the start of each of your turns.
A creature of your choice that you can see within range
regains Hit Points equal to 2d6 + your Spellcasting Ability Holy Light
modifier. This spell has no Effect on Constructs. If you target Cantrip
a Undead with this spell, Make a ranged spell attack against • Cost: 0 Spell Points
the target. On a hit, the target takes 4d6 Holy damage, and the • Casting Time: 1 action
next attack roll made against this target before the end of your • Range: 60 feet
next turn has advantage, thanks to the mystical dim light • Components: V, S
glittering on the target until then. • Duration: Instantaneous

At Higher Levels: When you cast this spell using a spell slot Radiance light descends on a creature that you can see within
of 2nd Level or higher, the Healing and the Damage increases range. The target must succeed on a Dexterity saving throw or
by 1d6 for each slot level above 1st. take 1d8 Holy damage. The target gains no benefit from cover
for this saving throw. The spell's damage increases by 1d8
when you reach 5th Level (2d8), 11th level (3d8), and 17th
level (4d8).

70
SPELLS
Ice Wall Judex
5th level 6th level
• Cost: 7 Spell Points • Cost: 9 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 120 feet • Range: Self (60-foot line)
• Components: V, S, M (a small block of ice) • Components: V, S, M (a magnifying glass)
• Duration: Concentration, up to 10 minutes • Duration: Concentration, up to 1 minute

A nonmagical wall of solid ice springs into existence at a point A beam of brilliant light flashes out from your hand in a 5-
you choose within range. The wall is 6 inches thick and is foot-wide, 60-foot-long line. Each creature in the line must
composed of ten 10-foot-by-10-foot panels. Each panel must make a Constitution saving throw. On a failed save, a creature
be contiguous with at least one other panel. Alternatively, you takes 6d8 radiant damage and is blinded until your next turn.
can create 10-foot-by-20-foot panels that are only 3 inches On a successful save, it takes half as much damage and isn't
thick. blinded by this spell. Undead and oozes have disadvantage on
this saving throw.
If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (your choice). If a You can create a new line of radiance as your action on any
creature would be surrounded on all sides by the wall (or the turn until the spell ends.
wall and another solid surface), that creature can make a
Dexterity saving throw. On a success, it can use its reaction to For the duration, a mote of brilliant radiance shines in your
move up to its speed so that it is no longer enclosed by the hand. It sheds bright light in a 30-foot radius and dim light for
wall. an additional 30 feet. This light is sunlight.

The wall can have any shape you desire, though it can't Jupitel Thunder
occupy the same space as a creature or object. The wall 4th level
doesn't need to be vertical or rest on any firm foundation. It
• Cost: 6 Spell Points
must, however, merge with and be solidly supported by
• Casting Time: 1 action
existing stone. Thus, you can use this spell to bridge a chasm
• Range: 150 feet
or create a ramp.
• Components: V, S
• Duration: Concentration, up to 1 minute
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can
A 20-foot-radius sphere of whirling electricity springs into
crudely shape the wall to create crenellations, battlements, and
existence, centered on a point you choose within range. The
so on.
sphere remains for the spell's duration. Each creature in the
sphere when it appears or that ends its turn there must succeed
The wall is an object made of ice that can be damaged and
on a Strength saving throw or take 2d6 Wind damage. The
thus breached. Each panel has AC 15 and 30 hit points per
sphere's space is difficult terrain.
inch of thickness. Reducing a panel to 0 hit points destroys it
and might cause connected panels to collapse at the DM's
Until the spell ends, you can use a bonus action on each of
discretion.
your turns to cause a bolt of lightning to leap from the center
of the sphere toward one creature you choose within 60 feet of
If you maintain your concentration on this spell for its whole
the center. Make a ranged spell attack. You have advantage on
duration, the wall becomes permanent and can't be dispelled.
the attack roll if the target is in the sphere. On a hit, the target
Otherwise, the wall disappears when the spell ends.
takes 4d6 Wind damage.

Increase Agility Creatures within 30 feet of the sphere have disadvantage on


3rd-level Wisdom (Perception) checks made to listen.
• Cost: 5 Spell Points
• Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
• Range: 30 feet of 5th level or higher, the damage for each of its effects
• Components: V S M (A shaving of licorice root) increases by 1d6 for each slot level above 4th.
• Duration: Concentration, Up to 1 minute

Choose a willing creature that you can see within range. Until
the spell ends, the target’s speed is doubled, it gains a +2
bonus to AC, it has advantage on Dexterity saving throws, and
it gains an additional action on each of its turns. That action
can be used only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until
after its next turn, as a wave of lethargy sweeps over it.

71
SPELLS
Kyrie Eleison Lighitning Bolt
4th-level 1st level
• Cost: 6 Spell Points • Cost: 2 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: Touch • Range: 120 feet
• Components: V, S • Components: V S
• Duration: 8 hours • Duration: Instantaneous

You touch a creature and grant it a measure of protection from Lightning springs from your hand to deliver a shock to a
death. creature within range. ake a ranged spell attack against the
target. On a hit, it takes 3d8 Wind damage, and it can't take
The first time the target would drop to 0 hit points as a result Reactions until the start of its next turn.
of taking damage, the target instead drops to 1 hit point, and
the spell ends. At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for each
If the spell is still in effect when the target is subjected to an slot level above 1st.
effect that would kill it instantaneously without dealing
damage, that effect is instead negated against the target, and Loki's Veil
the spell ends. 2nd-level
• Cost: 3 Spell Points
Lauda Agnus • Casting Time: 1 action
3rd-level • Range: 120 feet
• Cost: 5 Spell Points • Components: V, S
• Casting Time: 1 action • Duration: Concentration, Up to 10 minute
• Range: 30 feet
• Components: V, S For the duration, no sound can be created within or pass
• Duration: Concentration, up to 1 minute through a 20-foot-radius sphere centered on a point you
choose within range. Casting a spell that includes a verbal
This spell bestows hope and vitality. Choose any number of component is impossible there.
creatures within range. For the duration, each target has
advantage on Wisdom saving throws and death saving throws, Longing for Freedom
and regains the maximum number of hit points possible from 4th level
any healing.
• Cost: 6 Spell Points
• Casting Time: 1 action
Lex Divina • Range: Touch
2th-level • Components: V, S, M (a leather strap, bound around the arm or
• Cost: 3 Spell Points a similar appendage)
• Casting Time: 1 action • Duration: 1 hour
• Range: 120 feet
• Components: S You touch a willing creature. For the duration, the target's
• Duration: Concentration, up to 1 minute movement is unaffected by difficult terrain, and spells and
other magical effects can neither reduce the target's speed nor
Choose a creature within the range of the spell, the creature cause the target to be paralyzed or restrained.
must succeed in a Wisdom Saving Throw or its mouth will be
silenced for the duration of the spell. On failure, the creature The target can also spend 5 feet of movement to automatically
will be unable to speak and cast any spell that requires vocal escape from nonmagical restraints, such as manacles or a
components to cast. creature that has it grappled. Finally, being underwater
imposes no penalties on the target's movement or attacks.
At the end of the affected creature's turn, it can repeat the
Wisdom Saving Throw, ending the spell's effect on a success.

72
SPELLS
Lord of Vermillion Magic Crasher
3nd level 6th level
• Cost: 5 Spell Points • Cost: 9 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 120 feet • Range: 60 feet
• Components: V, S, M • Components: V, S, M (a lodestone and a pinch of dust)
• Duration: Concentration, up to 10 minutes • Duration: Instantaneous

A storm cloud appears in the shape of a cylinder that is 10 feet A thin green ray springs from your pointing finger to a target
tall with a 60-foot radius, centered on a point you can see that you can see within range. The target can be a creature, an
within range directly above you. The spell fails if you can't see object, or a creation of magical force, such as the wall created
a point in the air where the storm cloud could appear (for by wall of force.
example, if you are in a room that can't accommodate the
cloud). A creature targeted by this spell must make a Dexterity saving
throw. On a failed save, the target takes 10d6 + 40 Ghost
When you cast the spell, choose a point you can see under the damage. The target is disintegrated if this damage leaves it
cloud. A bolt of lightning flashes down from the cloud to that with 0 hit points.
point. Each creature within 5 feet of that point must make a
Dexterity saving throw. A creature takes 3d10 Wind damage A disintegrated creature and everything it is wearing and
on a failed save, or half as much damage on a successful one. carrying, except magic items, are reduced to a pile of fine gray
On each of your turns until the spell ends, you can use your dust. The creature can be restored to life only by means of a
action to call down lightning in this way again, targeting the true resurrection or a wish spell.
same point or a different one.
This spell automatically disintegrates a Large or smaller
If you are outdoors in stormy conditions when you cast this nonmagical object or a creation of magical force. If the target
spell, the spell gives you control over the existing storm is a Huge or larger object or creation of force, this spell
instead of creating a new one. Under such conditions, the disintegrates a 10-foot-cube portion of it. A magic item is
spell's damage increases by 1d10. unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 4th or higher level, the damage increases by 1d10 for each of 7th level or higher, the damage increases by 3d6 for each
slot level above 3rd slot level above 6th.

Lullaby Magnificat
1st level 3rd-level
• Cost: 2 Spell Points • Cost: 5 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: 90 feet • Range: Self (30-foot radius)
• Components: V, S, M (a pinch of fine sand, rose petals, or a • Components: V
cricket) • Duration: Concentration, up to 1 minute
• Duration: 1 minute
Healing energy radiates from you in an aura with a 30-foot
This spell sends creatures into a magical slumber. Roll 5d8; radius. Until the spell ends, the aura moves with you, centered
the total is how many hit points of creatures this spell can on you. You can use a bonus action to cause one creature in
affect. Creatures within 20 feet of a point you choose within the aura (including you) to regain 2d6 hit points.
range are affected in ascending order of their current hit points
(ignoring unconscious creatures). Magnus Exorcismus
4th-level
Starting with the creature that has the lowest current hit points,
• Cost: 6 Spell Points
each creature affected by this spell falls unconscious until the
• Casting Time: 1 action
spell ends, the sleeper takes damage, or someone uses an
• Range: 30 feet
action to shake or slap the sleeper awake. Subtract each
• Components: V
creature's hit points from the total before moving on to the
• Duration: 8 hours
creature with the next lowest hit points. A creature's hit points
must be equal to or less than the remaining total for that
A Large cross appears and hovers for the duration in an
creature to be affected.
unoccupied space of your choice that you can see within
range. The cross occupies that space and emit light every 3
Undead and creatures immune to being charmed aren't
seconds.
affected by this spell.
Any creature hostile to you that moves to a space within 10
At Higher Levels. When you cast this spell using a spell slot
feet of the cross for the first time on a turn must succeed on a
of 2nd level or higher, roll an additional 2d8 for each slot level
Dexterity saving throw. The creature takes 20 Holy damage on
above 1st.
a failed save, or half as much damage on a successful one. The
cross vanishes when it has dealt a total of 60 damage.

73
SPELLS
March of Abyss Martyr's Reckoning
8th level 3rd-level
• Cost: 11 Spell Points • Cost: 5 Spell Points
• Casting Time: 1 action • Casting Time: 1 bonus action
• Range: 150 feet • Range: Self
• Components: V, S, M (a shard of onyx and a drop of the • Components: V
caster's blood, both of which the spell consumes) • Duration: Concentration, up to 1 minute
• Duration: Concentration, up to 1 minute
During the duration of this spell, your Melee Weapon Attacks
This spell creates a Swamp covered with Niflheim fog cause an additional 2d6 Holy damage on the hit. The effort to
centered on a point you choose within range. The swamp and perform this attack is so much, you receives 1d6 Holy damage
the fog can have a radius of up to 40 feet. The area within this every time you hit an attack, the damage you receive cannot
swamp is filled with magical darkness. be reduced in any way. The damage you receive from this
spell does not affect your concentration on spells.
For the duration, the spell's area is difficult terrain. A
creature with darkvision can't see through the magical
darkness, and nonmagical light can't illuminate it. No sound Metallic Sound
can be created within or pass through the area. Any creature 5th level
or object entirely inside the swamp are deafened while • Cost: 7 Spell Points
entirely inside it. Casting a spell that includes a verbal • Casting Time: 1 action
component is impossible there. • Range: 120 feet
• Components: V, S
Any creature that enters the spell's area for the first time on
• Duration: Instantaneous
a turn or starts its turn there must make a Constitution
saving throw. The creature takes 8d10 Earth damage on a You choose a point within range and cause psychic energy to
failed save, or half as much damage on a successful one. A explode there. Each creature in a 20-foot-radius sphere
creature reduced to 0 hit points by this damage is centered on that point must make an Intelligence saving throw.
disintegrated. A disintegrated creature and everything it is A creature with an Intelligence score of 2 or lower can't be
wearing and carrying, except magic items, are reduced to a affected by this spell. A target takes 8d6 psychic damage on a
pile of fine gray dust. failed save, or half as much damage on a successful one.

Marionette Control After a failed save, a target has muddled thoughts for 1
4th level minute. During that time, it rolls a d6 and subtracts the
• Cost: 6 Spell Points number rolled from all its attack rolls and ability checks, as
• Casting Time: 1 action well as its Constitution saving throws to maintain
• Range: 30 feet concentration. The target can make an Intelligence saving
• Components: V, S throw at the end of each of its turns, ending the effect on itself
• Duration: Concentration, up to 1 minute on a success.

Creatures of your choice that you can see within range and Meteor Storm
that can hear you must make a Wisdom saving throw. A target 3nd level
automatically succeeds on this saving throw if it can't be
• Cost: 5 Spell Points
charmed. On a failed save, a target is affected by this spell.
• Casting Time: 1 action
Until the spell ends, you can use a bonus action on each of
• Range: 150 feet
your turns to designate a direction that is horizontal to you.
• Components: V, S, M (a tiny ball of bat guano and sulfur)
Each affected target must use as much of its movement as
• Duration: Instantaneous
possible to move in that direction on its next turn. It can take
its action before it moves. After moving in this way, it can
For fire meteors fall in a from a point of your choice within
make another Wisdom saving throw to try to end the effect.
range. Each creature in a 20-foot-radius sphere centered on
that point must make a Dexterity saving throw. A target takes
A target isn't compelled to move into an obviously deadly
8d6 Fire damage on a failed save, or half as much damage on
hazard, such as a fire or pit, but it will provoke opportunity
a successful one.
attacks to move in the designated direction.
The fire spreads around corners. It ignites flammable objects
in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6 for each
slot level above 3rd.

74
SPELLS
Moonlit Serenade Mr. Kim A Rich Man
5th level 2nd level
• Cost: 7 Spell Points • Cost: 3 Spell Points
• Casting Time: 1 action • Casting Time: 1 action
• Range: Touch • Range: Self
• Components: V, S • Components: V, S
• Duration: Concentration, up to 1 hour • Duration: 1 minute

Your magic deepens a creature's understanding of its own Three illusory duplicates of yourself appear in your space.
talent. You touch one willing creature and give it expertise in Until the spell ends, the duplicates move with you and mimic
one skill of your choice; until the spell ends, the creature your actions, shifting position so it's impossible to track which
doubles its proficiency bonus for ability checks it makes that image is real. You can use your action to dismiss the illusory
use the chosen skill. duplicates.

You must choose a skill in which the target is proficient and Each time a creature targets you with an attack during the
that isn't already benefiting from an effect, such as Expertise, spell's duration, roll a d20 to determine whether the attack
that doubles its proficiency bonus. instead targets one of your duplicates.

Moonlit Water Mill If you have three duplicates, you must roll a 6 or higher to
4th level change the attack's target to a duplicate. With two duplicates,
you must roll an 8 or higher. With one duplicate, you must roll
• Cost: 6 Spell Points
an 11 or higher.
• Casting Time: 10 minutes
• Range: 120 feet
A duplicate's AC equals 10 + your Dexterity modifier. If an
• Components: V, S, M (a thin sheet of lead, a piece of opaque
attack hits a duplicate, the duplicate is destroyed. A duplicate
glass, a wad of cotton or cloth, and powdered chrysolite)
can be destroyed only by an attack that hits it. It ignores all
• Duration: 24 hours
other damage and effects. The spell ends when all three
duplicates are destroyed.
You make an area within range magically secure. The area is a
cube that can be as small as 5 feet to as large as 100 feet on
A creature is unaffected by this spell if it can't see, if it relies
each side. The spell lasts for the duration or until you use an
on senses other than sight, such as blindsight, or if it can
action to dismiss it.
perceive illusions as false, as with truesight.
When you cast the spell, you decide what sort of security the
spell provides, choosing any or all of the following properties: Napalm Beat
Cantrip
Sound can't pass through the barrier at the edge of the warded • Cost: 0 Spell Points
area. • Casting Time: 1 action
• Range: 120 feet
The barrier of the warded area appears dark and foggy,
• Components: V S
preventing vision (including darkvision) through it. • Duration: Instantaneous
Sensors created by divination spells can't appear inside the
protected area or pass through the barrier at its perimeter. A beam of crackling energy streaks toward a creature within
Creatures in the area can't be targeted by divination spells. range. Make a ranged spell attack against the target. On a hit,
Nothing can teleport into or out of the warded area. the target takes 1d10 Ghost damage.
Planar travel is blocked within the warded area. The spell creates more than one beam when you reach higher
Casting this spell on the same spot every day for a year levels: two beams at 5th level, three beams at 11th level, and
makes this effect permanent. four beams at 17th level. You can direct the beams at the same
target or at different ones. Make a separate attack roll for each
At Higher Levels. When you cast this spell using a spell beam.
slot of 5th level or higher, you can increase the size of the
cube by 100 feet for each slot level beyond 4th. Thus you
could protect a cube that can be up to 200 feet on one side
by using a spell slot of 5th level.

75
SPELLS
The transformation lasts for the Duration, or until the target
Napalm Vulcan drops to 0 Hit Points or dies. The new form can be any
6th level Brute whose Challenge Rating is equal to or less than the
• Cost: 9 Spell Points target's (or the target's level, if it doesn't have a Challenge
• Casting Time: 1 action rating). The target's game Statistics, including mental
• Range: 150 feet Ability Scores, are replaced by the Statistics of the chosen
• Components: V, S, M (a lodestone and a pinch of dust) beast. It retains its Alignment and Personality.
• Duration: Instantaneous
The target assumes the Hit Points of its new form. When it
A sphere of negative energy ripples out in a 60-foot-radius
sphere from a point within range. Each creature in that area
reverts to its normal form, the creature returns to the
must make a Constitution saving throw. A target takes 12d6
number of Hit Points it had before it transformed. If it
Ghost damage on a failed save, or half as much damage on a reverts as a result of Dropping to 0 Hit Points, any excess
successful one. damage carries over to its normal form. As long as the
excess damage doesn't reduce the creature's normal form to
At Higher Levels. When you cast this spell using a spell slot 0 Hit Points, it isn't knocked Unconscious.
of 7th level or higher, the damage increases by 2d6 for each
slot level above 6th. The creature is limited in the Actions it can perform by the
Nature of its new form, and it can't speak, cast Spells, or
Offertorium take any other action that requires hands or Speech.
7th level
• Cost: 10 Spell Points The target's gear melds into the new form. The creature
• Casting Time: 1 minute can't activate, use, wield, or otherwise benefit from any of
• Range: Touch its Equipment.
• Components: V, S, M (a prayer wheel and holy water)
• Duration: 1 hour Providence
1st-level
You touch a creature and stimulate its natural healing ability. • Cost: 2 Spell Points
The target regains 4d8 + 15 hit points. For the duration of the • Casting Time: 1 action
spell, the target regains 1 hit point at the start of each of its • Range: Touch
turns (10 hit points each minute). • Components: V S M (Holy water or powdered silver and iron,
which the spell consumes)
The target's severed body members (fingers, legs, tails, and so • Duration: Concentration, up to 10 minute
on), if any, are restored after 2 minutes. If you have the
severed part and hold it to the stump, the spell instantaneously Until the spell ends, one willing creature you touch is
causes the limb to knit to the stump. protected against certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead. The protection
Pneuma grants several benefits. Creatures of those types have
2nd-level disadvantage on attack rolls against the target. The target also
can’t be charmed, frightened, or possessed by them. If the
• Cost: 3 Spell Points
target is already charmed, frightened, or possessed by such a
• Casting Time: 1 action
creature, the target has advantage on any new saving throw
• Range: 120 feet
against the relevant effect.
• Components: V S M (A tiny fan and a feather of exotic origin)
• Duration: Concentration, Up to 1 minute
Quagmire
A wall of strong light rises from the ground at a point you 4th level
choose within range. You can make the wall up to 20 feet long, • Cost: 6 Spell Points
10 feet high, and 1 foot thick. The wall lasts for the duration. • Casting Time: 1 action
• Range: 90 feet
Any ranged weapon attack that enters the wall’s space has • Components: V, S, M (a small bone)
disadvantage on the attack roll. • Duration: Concentration, up to 1 minute

Polymorph A gross swamp appears at 20-foot square on ground that you


Abracadabra Spell can see within range. For the duration, these swamp turn the
ground in the area into difficult terrain.
• Casting Time: 1 action
• Range: 60 feet
When a creature enters the affected area for the first time on a
• Components: V S
turn or starts its turn there, the creature must succeed on a
• Duration: Concentration, Up to 1 hour
Dexterity saving throw or take 3d6 Earth damage and be
restrained by the swamp until the spell ends. A creature that
This spell transforms a creature with at least 1 hit point that
starts its turn in the area and is already restrained by the
you can see within range into a new form. An unwilling
swamp takes 3d6 Earth damage.
creature must make a Wisdom saving throw to avoid the
Effect.
A creature restrained by the swamp can use its action to make
a Strength or Dexterity check (its choice) against your spell
save DC. On a success, it frees itself.

76
SPELLS
Rage Burst Reflect Shield
5rd-level 1st-level
• Cost: 7 Spell Points • Cost: 2 Spell Points
• Casting Time: 1 bonus action • Casting Time: 1 action
• Range: Touch • Range: Self
• Components: V • Components: V S M (a shield that is equipped in your hand)
• Duration: Concentration, up to 1 minute • Duration: 1 hour

You imbue a weapon you touch with holy power. Until the A protective magical force surrounds you, manifesting as a
spell ends, the weapon emits bright light in a 30—foot radius spectral light that covers you and your gear. You gain 5
and dim light for an additional 30 feet. In addition, weapon temporary hit points for the duration. If a creature hits you
attacks made with it deal an extra 2d8 Holy damage on a hit. If with a melee attack while you have these hit points, the
the weapon isn’t already a magic weapon, it becomes one for creature takes 5 Holy damage.
the duration. As a bonus action on your turn, you can dismiss
this spell and cause the weapon to emit a burst of radiance. At Higher Levels. When you cast this spell using a spell slot
Each creature of your choice that you can see within 30 feet of 2nd level or higher, both the temporary hit points and the
ofyou must make a Constitution saving throw. On a failed Holy damage increase by 5 for each slot.
save, a creature takes 4d8 Holy damage, and it is blinded for 1
minute. On a successful save, a creature takes half as much Resurrection
damage and isn’t blinded. At the end of each Ofits turns, a 3rd-level
blinded creature can make a Constitution saving throw, ending
• Cost: 5 Spell Points
the effect on itselfon a success.
• Casting Time: 1 action
• Range: Touch
Recovery • Components: V, S, M (gem worth 300 gp, which the spell
5th level consumes)
• Cost: 7 Spell Points • Duration: Instantaneous
• Casting Time: 1 action
• Range: Touch You touch a creature that has died within the last minute. That
• Components: V, S, M (blue gem worth at least 100 gp, which creature returns to life with 1 hit point. This spell can't return
the spell consumes) to life a creature that has died of old age, nor can it restore any
• Duration: Instantaneous missing body parts.

You imbue a creature you touch with positive energy to undo a Ruwach
debilitating effect. You can reduce the target's exhaustion level 2nd-level
by one, or end one of the following effects on the target:
• Cost: 3 Spell Points
• Casting Time: 1 action
One effect that charmed or petrified the target
• Range: Self
One curse, including the target's attunement to a cursed magic
• Components: V, S
item
• Duration: Concentration, 1 hour
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
For the duration, you see invisible creatures and objects as if
they were visible, and you can see into the Ethereal Plane.
Redemptio Ethereal creatures and objects appear ghostly and translucent.
3rd-level
• Cost: 5 Spell Points Safety Wall
• Casting Time: 1 action 1st level
• Range: 30 feet
• Cost: 2 Spell Points
• Components: V, S
• Casting Time: 1 bonus action
• Duration: Instantaneous
• Range: 30 feet
• Components: V S M (A blue gem)
You sacrifice some of your health to mend another creature's

injuries. You take 4d8 Shadow damage, which can't be
reduced in any way, and one creature of your choice that you
Duration: 1 minute You ward a creature within range
can see within range regains a number of hit points equal to against attack. Until the spell ends, any creature who
twice the Shadow damage you take. targets the warded creature with an attack or a harmful
spell must first make a Wisdom saving throw. On a failed
At Higher Levels. When you cast this spell using a spell slot save, the creature must choose a new target or lose the
of 4th level or higher, the damage increases by 1d8 for each attack or spell. This spell doesn't protect the warded
slot level above 3rd. creature from area effects, such as the explosion of a
fireball.

If the warded creature makes an attack, casts a spell that


affects an enemy, or deals damage to another creature,
this spell ends.

77
SPELLS
Sanctuary Severe Rainstorm
4th-level 5th level
• Cost: 6 Spell Points • Cost: 7 Spell Points
• Casting Time: 1 action • Casting Time: 1 bonus action
• Range: 30-foot radius • Range: Touch
• Components: V • Components: V, S, M (a quiver containing at least one piece of
• Duration: Concentration, up to 10 minutes ammunition)
• Duration: Concentration, up to 1 minute
Purifying energy radiates from you in a space of your
choice that you can see within range, emiting a green light You transmute your quiver so it produces an endless supply of
aura a 30-foot radius. Each nonhostile creature in the aura nonmagical ammunition, which seems to leap into your hand
(including you) has resistance to Shadow damage, and its when you reach for it.
hit point maximum can't be reduced. In addition, a
nonhostile, living creature regains 1d6 hit point when it On each of your turns until the spell ends, you can use a bonus
starts its turn in the aura, undeads and demon creatures action to make two attacks with a weapon that uses
takes 1d6 Holy Damage if they enter in this area, or starts ammunition from the quiver. Each time you make such a
its turn here. ranged attack, your quiver magically replaces the piece of
ammunition you used with a similar piece of nonmagical
Scream ammunition. Any pieces of ammunition created by this spell
3rd level disintegrate when the spell ends. If the quiver leaves your
• Cost: 5 Spell Points possession, the spell ends
• Casting Time: 1 action
• Range: Self (30-foot cone) Sienna Execrate
• Components: V, S, M (a white feather or the heart of a hen) 6th level
• Duration: Concentration, up to 1 minute • Cost: 9 Spell Points
• Casting Time: 1 action
You scream in terrible horror and project a phantasmal image • Range: 60 feet
of a creature's worst fears. Each creature in a 30-foot cone • Components: V, S, M (a pinch of lime, water, and earth)
must succeed on a Wisdom saving throw or drop whatever it is • Duration: Concentration, up to 1 minute
holding and become frightened for the duration.
You attempt to turn one creature that you can see within range
While frightened by this spell, a creature must take the Dash into stone. If the target's body is made of flesh, the creature
action and move away from you by the safest available route must make a Constitution saving throw. On a failed save, it is
on each of its turns, unless there is nowhere to move. If the restrained as its flesh begins to harden. On a successful save,
creature ends its turn in a location where it doesn't have line of the creature isn't affected.
sight to you, the creature can make a Wisdom saving throw.
On a successful save, the spell ends for that creature. A creature restrained by this spell must make another
Constitution saving throw at the end of each of its turns. If it
Service for You successfully saves against this spell three times, the spell ends.
1st level If it fails its saves three times, it is turned to stone and
• Cost: 2 Spell Points subjected to the petrified condition for the duration. The
• Casting Time: 1 action successes and failures don't need to be consecutive; keep track
• Range: 30 feet of both until the target collects three of a kind.
• Components: V, S
• Duration: 1 hour If the creature is physically broken while petrified, it suffers
from similar deformities if it reverts to its original state.
You attempt to charm a humanoid you can see within range. It
must make a Wisdom saving throw, and does so with If you maintain your concentration on this spell for the entire
advantage if you or your companions are fighting it. If it fails possible duration, the creature is turned to stone until the
the saving throw, it is charmed by you until the spell ends or effect is removed.
until you or your companions do anything harmful to it. The
charmed creature regards you as a friendly acquaintance. Sight
When the spell ends, the creature knows it was charmed by 2nd-level
you. • Cost: 3 Spell Points
• Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell slot • Range: Self
of 2nd level or higher, you can target one additional creature • Components: V, S
for each slot level above 1st. The creatures must be within 30 • Duration: Concentration, 1 hour
feet of each other when you target them.
For the duration, you see invisible creatures and objects as if
they were visible, and you can see into the Ethereal Plane.
Ethereal creatures and objects appear ghostly and translucent.

78
SPELLS
Sight Blaster Shield Boomerang
1st level 2nd-level
• Cost: 2 Spell Points • Cost: 3 Spell Points
• Casting Time: 1 reaction, which you take in response to being • Casting Time: 1 bonus action
damaged by a creature within 60 feet of you that you can see • Range: 60 feet
• Range: 60 feet • Components: V, S
• Components: V S • Duration: 1 Minute
• Duration: Instantaneous
You create a floating, spectral shield within range that lasts for
You point your finger, and the creature that damaged you is the Duration or until you cast this spell again. When you cast
momentarily surrounded by hellish flames. The creature must the spell, you can make a melee spell Attack against a creature
make a Dexterity saving throw. It takes 2d10 Fire damage on a within 5 feet of the shield. On a hit, the target takes Holy
failed save, or half as much damage on a successful one. damage equal to 1d8 + your Spellcasting Ability modifier.

At Higher Levels. When you cast this spell using a spell slot As a Bonus Action on Your Turn, you can move this shield up
of 2nd level or higher, the damage increases by 1d10 for each to 20 feet and repeat the Attack against a creature within 5 feet
slot level above 1st. of it.

Sightrasher At Higher Levels: When you cast this spell using a spell slot
2nd level 3rd Level of or higher, the damage increases by 1d8 for every
two slot levels above the 2nd.
• Cost: 3 Spell Points
• Casting Time: 1 action
• Range: 120 feet Shield Chain
• Components: V, S 4rd-level
• Duration: Instantaneous • Cost: 6 Spell Points
• Casting Time: 1 bonus action
You create three rays of fire and hurl them at targets within • Range: Self
range. You can hurl them at one target or several. • Components: V, M (a shield that is equipped in your hand)
• Duration: Concentration, up to 1 minute
Make a ranged spell attack for each ray. On a hit, the target
takes 2d6 Fire damage. The next time you hit a creature with a melee weapon attack
during this spell’s duration, your shield hits both body and
At Higher Levels. When you cast this spell using a spell slot mind, and the attack deals an extra 4d6 psychic damage to the
of 3rd level or higher, you create one additional ray for each target. The target must make a Wisdom saving throw. On a
slot level above 2nd. failed save, it has disadvantage on attack rolls and ability
checks, and can’t take reactions, until the end of its next turn.
Signum Crucis
1st-level Shield Charge
• Cost: 2 Spell Points 2nd-level
• Casting Time: 1 action • Cost: 3 Spell Points
• Range: 60 feet • Casting Time: 1 bonus action
• Components: V • Range: Self
• Duration: Concentration, Up to 1 minute • Components: V, S, M (a shield that is equipped in your hand)
• Duration: Concentration, up to 1 minutee
Each object in a 20-foot cube within range is outlined in blue,
green, or violet light (your choice). Any creature in the area The first time you hit with a melee weapon attack during this
when the spell is cast is also outlined in light if it fails a spell’s duration, you can hits it with your shield, and the attack
Dexterity saving throw. For the Duration, Objects and affected deals an extra 3d6 Neutral damage to the target. Additionally,
creatures shed dim light in a 10-foot radius. if the target is a creature, it must succeed on a Strength saving
throw or be pushed 10 feet away from you and knocked prone.
Any Attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature or Shrink
object can't benefit from being Invisible. 1st-level
• Cost: 2 Spell Points
• Casting Time: 1 bonus action
• Range: 60 feets
• Components: V S M (A small parchment with a bit of holy text
written on it)
• Duration: Concentration, up to 10 minute

A shimmering shield appears and surrounds a creature of your


choice within range, granting it a +2 bonus to AC for the
duration.

79
SPELLS
• Duration: Instantaneous
Soul Strike
1st level A blast of cold air erupts from your hands. Each creature in a
• Cost: 2 Spell Points 60-foot cone must make a Constitution saving throw. A
• Casting Time: 1 action creature takes 8d8 Water damage on a failed save, or half as
• Range: 120 feet much damage on a successful one.
• Components: V S
• Duration: Instantaneous A creature killed by this spell becomes a frozen statue until it
thaws.
You create three glowing darts of magical force. Each dart hits
a creature of your choice that you can see within range. A dart At Higher Levels. When you cast this spell using a spell slot
deals 1d4 + 1 force damage to its target. The darts all strike of 6th level or higher, the damage increases by 1d8 for each
simultaneously, and you can direct them to hit one creature or slot level above 5th.
several.
Teleportation
At Higher Levels: When you cast this spell using a spell slot 2nd-level
of 2nd level or higher, the spell creates one more dart for each
• Cost: 3 Spell Points
slot level above 1st.
• Casting Time: 1 bonus action
• Range: Self
Spear Quicken • Components: V
1st-level • Duration: Instantaneous
• Cost: 2 Spell Points
• Casting Time: 1 bonus action Briefly surrounded by a pale blue shimmer, you teleport up to
• Range: Self 30 feet to an unoccupied space that you can see.
• Components: V
• Duration: Concentration, up to 1 minute
Tetra Vortex
You attack like the wind. Until the spell ends, your movement 7th level
doesn't provoke opportunity attacks.
• Cost: 10 Spell Points
• Casting Time: 1 action
Once before the spell ends, you can give yourself advantage
• Range: 100 feet
on one weapon attack roll on your turn. That attack deals an
• Components: V, S, M (a lodestone and a pinch of dust)
extra 1d8 your weapon's damage on a hit. Whether you hit or
• Duration: Concentration, up to 1 minute
miss, your walking speed increases by 30 feet until the end of
that turn.
Eight multicolored rays of light flash from your hand. Each
ray is a different color and has a different power and purpose.
Each creature in a 60-foot cone must make a Dexterity saving
Stone Curse throw. For each target, roll a d8 to determine which color ray
2nd level affects it.
• Cost: 3 Spell Points
• Casting Time: 1 action 1-Red. The target takes 10d6 Fire damage on a failed save, or
• Range: 60 feet half as much damage on a successful one.
• Components: V, S, M (a red gem) 2-Orange. The target takes 10d6 Earth damage on a failed
• Duration: Concentration, up to 1 minute save, or half as much damage on a successful one.
3-Yellow. The target takes 10d6 Wind damage on a failed
Choose a humanoid that you can see within range. The target save, or half as much damage on a successful one.
must succeed on a Wisdom saving throw or be paralyzed for 4-Green. The target takes 10d6 Poison damage on a failed
the duration. At the end of each of its turns, the target can save, or half as much damage on a successful one.
make another Wisdom saving throw. On a success, the spell 5-Blue. The target takes 10d6 Water damage on a failed save,
ends on the target. or half as much damage on a successful one.
6-Indigo. On a failed save, the target is restrained. It must
At Higher Levels. When you cast this spell using a spell slot then make a Constitution saving throw at the end of each of its
of 3rd level or higher, you can target one additional humanoid turns. If it successfully saves three times, the spell ends. If it
for each slot level above 2nd. The humanoids must be within fails its save three times, it permanently turns to stone and is
30 feet of each other when you target them. subjected to the petrified condition. The successes and failures
don't need to be consecutive, keep track of both until the target
collects three of a kind.
7-Violet. On a failed save, the target is blinded. It must then
Storm Gust
make a Wisdom saving throw at the start of your next turn. A
5th level
successful save ends the blindness. If it fails that save, the
• Cost: 7 Spell Points creature is transported to another plane of existence of the
• Casting Time: 1 action DM's choosing and is no longer blinded. (Typically, a creature
• Range: Self (60-foot cone) that is on a plane that isn't its home plane is banished home,
• Components: V, S, M (a small crystal or glass cone) while other creatures are usually cast into the Astral or
Ethereal planes.)
8-Special. The target is struck by two rays. Roll twice more,
rerolling any 8.
80
SPELLS
Many major temples, guilds, and other important places
Thunder Storm have permanent teleportation circles inscribed somewhere
2nd level within their confines. Each such circle includes a unique
• Cost: 3 Spell Points sigil sequence - a string of magical runes arranged in a
• Casting Time: 1 action particular pattern. When you first gain the ability to cast this
• Range: 60 feet spell, you learn the sigil sequences for two destinations on
• Components: V, S, M (a chip of mica) the Material Plane, determined by the DM. You can learn
• Duration: Instantaneous
additional sigil sequences during your adventures. You can
commit a new sigil sequence to memory after studying it
A sudden loud ringing noise, painfully intense, erupts from a
for 1 minute.
point of your choice within range. Each creature in a 10-foot-
radius sphere centered on that point must make a Constitution
saving throw. A creature takes 3d8 Wind damage on a failed You can create a permanent teleportation circle by casting
save, or half as much damage on a successful one. A creature this spell in the same location every day for one year. You
made of inorganic material such as stone, crystal, or metal has need not use the circle to teleport when you cast the spell in
disadvantage on this saving throw. this way.

A nonmagical object that isn't being worn or carried also takes


the damage if it's in the spell's area. Water Ball
4th level
At Higher Levels. When you cast this spell using a spell slot • Cost: 6 Spell Points
of 3rd level or higher, the damage increases by 1d8 for each • Casting Time: 1 action
slot level above 2nd. • Range: 90 feet
• Components: V, S M (a droplet of water)
• Duration: Concentration, up to 1 minute
Wand of Hermode
1st level You conjure up a sphere of water with a 5-foot radius at a
point you can see within range. The sphere can hover but no
• Cost: 2 Spell Points
more than 10 feet off the ground. The sphere remains for the
• Casting Time: 1 action
spell's duration.
• Range: 30 feet
• Components: V, S
Any creature in the sphere's space must make a Strength
• Duration: 1 hour
saving throw. On a successful save, a creature is ejected from
that space to the nearest unoccupied space of the creature's
You awaken the sense of mortality in one creature you can see
choice outside the sphere. A Huge or larger creature succeeds
within range. A construct or an undead is immune to this
on the saving throw automatically, and a Large or smaller
effect. The target must succeed on a Wisdom saving throw or
creature can choose to fail it. On a failed save, a creature is
become frightened of you until the spell ends. The frightened
restrained by the sphere and is engulfed by the water. At the
target can repeat the saving throw at the end of each of its
end of each of its turns, a restrained target can repeat the
turns, ending the effect on itself on a success.
saving throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot
The sphere can restrain as many as four Medium or smaller
of 2nd level or higher, you can target one additional creature
creatures or one Large creature. If the sphere restrains a
for each slot level above 1st. The creatures must be within 30
creature that causes it to exceed this capacity, a random
feet of each other when you target them.
creature that was already restrained by the sphere falls out of it
and lands prone in a space within 5 feet of it.

Warp Portal As an action, you can move the sphere up to 30 feet in a


5th level straight line. If it moves over a pit, a cliff, or other drop-off, it
• Cost: 7 Spell Points safely descends until it is hovering 10 feet above the ground.
• Casting Time: 1 action Any creature restrained by the sphere moves with it. You can
• Range: 10 ft ram the sphere into creatures, forcing them to make the saving
• Components: V, S, M (A Blue Gem with 50 gp, witch the spell throw.
consumes)
• Duration: Instantaneous When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any
As you cast the spell, you draw a 10-foot-diameter circle on creature restrained by the sphere is knocked prone in the space
the ground inscribed with sigils that link your location to a where it falls. The water then vanishes.
permanent teleportation circle of your choice whose sigil
sequence you know and that is on the same plane of existence
as you. A shimmering portal opens within the circle you drew
and remains open until the end of your next turn. Any creature
that enters the portal instantly appears within 5 feet of the
destination circle or in the nearest unoccupied space if that
space is occupied.

81
SPELLS

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