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guilherme cosenza (Order #31471313)

guilherme cosenza (Order #31471313)


Credits
Author: Miguel Colon
Additional Material By: Ismael Alvarez, Pedro Coelho, Robert J. Grady, Jason Nelson
Editing and Development: Jason Nelson
Artists: Simon Aan, Bruno Balixa, Daniel Cotter, Jacqueline Hines, Cristian Huerta, Michael
Jaecks, Jason Juta, Tim Kings-Lynne, Jethro Lentle, Andrea Montano, Evan Surya Nugraha,
Beatrice Pelagatti, Dylan Reader, Arrahman Rendi, Júlio Cesar Oliveira Rocha, Phil Stone, Bob
Storrar, Takashi Tan, Steve Wood, Marco Morales Yáñez (Peyeyo)
Design and Layout: Daniel Marshall
Chief Executive Officer: Jason Nelson
Chief Strategic Officer: Shirline Wilson
Chief Business Officer: Rachel Ventura

About Legendary Games


Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of Necromancer Games
and coordinated by Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring you, the
RPG fan, the best expansion material for your game. We are gamers and storytellers first, and we believe that
passion shows in our products. Check us out and Make Your Game Legendary!
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Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official 5E
System Reference Document and 5eSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule
is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in
accessing the rules, especially those from newer books or that you may not have memorized.

Boricubos: The Lost Isles (5E) © 2021,


Legendary Games; Author Miguel Colon. Legendary Games
ISBN: 978-1-955320-04-7 524 SW 321st St.
First printing September 2021. Federal Way, WA 98023-5656
Printed in USA. makeyourgamelegendary.com

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Foreword
My name is Miguel Colon, the author of this project. Ever since I was a little kid, I was taught to be proud of my
Puerto Rican heritage and as such, took frequent long visits to the island every year to visit family. Months at a
time would be spent in Aguada, where my grandfather lived and I would often listen to stories and local folk tales;
the ones that stick out in mind the most are the stories of Juan Bobo, the trickster child and the scary stories of the
chupacabra. Of course, there were also tales of the massive expanse of El Yunque, the rainforest which dominates
part of Puerto Rico’s beautiful landscape. Learning about all the different flora and fauna of Puerto Rico was a
treat for me, and growing up, I couldn’t be prouder that my family came from such a place. Every year while
growing up in the states, I simply couldn’t wait to go back to Puerto Rico, that island I loved so much. Not only
this, but being able to visit replicas of Taíno villages made me think about my roots as an Afro-Caribbean man.
As an adult, I couldn’t help but notice the lack of representation the Caribbean as a whole got in fantasy. Sure,
there were the occasional books about pirates with a tropical flair, but very little of the Caribbean proper, so
I decided to write this book as a way of celebrating my culture and giving the world a small taste of a fantasy
setting that is heavily inspired by not just Puerto Rico, but other island nations in the Caribbean such as Cuba and
Jamaica. Even the name Boricubos is derived from the word Boricua, which is a term used by Puerto Ricans to
refer to each other, coming from the Taíno word Boriken. This entire book is a love letter to the culture I love so
much, and I hope that you grow to love it as well.
— Miguel Colon

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Contents
Introduction�������������������������������������������������5
Introduction������������������������������������������������� 5 The Shaman Class Class������������������������������76
����������������������������� 76
Deities of Boricubos���������������������������
Boricubos���������������������������12 12 Animist Spirit Pacts�������������������������
Pacts�������������������������78 78
Races of Boricubos
Boricubos������������������������������15
����������������������������� 15 Spirit Boons
Boons���������������������������������������82
�������������������������������������� 82
Anabagua���������������������������������������������15
Anabagua �������������������������������������������� 15 Spirit Guardians�������������������������������
Guardians�������������������������������85 85
Baracúden��������������������������������������������20
Baracúden ������������������������������������������� 20 Shaman Spells
Spells�����������������������������������88
���������������������������������� 88
Coquían������������������������������������������������
Coquían ������������������������������������������������25
25 New Spells����������������������������������������������
Spells����������������������������������������������90 90
Hurákan������������������������������������������������
Hurákan ������������������������������������������������30
30 New Equipment�������������������������������������
Equipment�������������������������������������97 97
Iguaca�����������������������������������������������������
Iguaca �����������������������������������������������������35
35 GM’s Guide to Boricubos������������
Boricubos������������ 101
Taínem���������������������������������������������������40
Taínem �������������������������������������������������� 40 Names in Boricubos����������������������
Boricubos���������������������� 110
Wolákan�������������������������������������������������45
Wolákan ������������������������������������������������ 45 Magic Items�������������������������������������������
Items������������������������������������������� 111
Classes of Boricubos
Boricubos��������������������������50
������������������������� 50 Monsters������������������������������������������������ 120
Monsters
Barbarian����������������������������������������������50
Barbarian ��������������������������������������������� 50 Adaro�������������������������������������������������� 120
Adaro
Bard�������������������������������������������������������
Bard �������������������������������������������������������5252 Benthonir������������������������������������������� 123
Benthonir
Cleric������������������������������������������������������54
Cleric ����������������������������������������������������� 54 Dragon, Brine ��������������������������������� 124
Druid������������������������������������������������������
Druid ������������������������������������������������������5656 Drake, Coral������������������������������������
Coral������������������������������������ 127
Fighter����������������������������������������������������58
Fighter ��������������������������������������������������� 58 Drake, Jungle����������������������������������
Jungle���������������������������������� 128
Monk������������������������������������������������������
Monk ������������������������������������������������������6161 Drake, Lava��������������������������������������
Lava�������������������������������������� 129
Paladin����������������������������������������������������63
Paladin ��������������������������������������������������� 63 Drake, Mist
Mist��������������������������������������� 130
Ranger����������������������������������������������������66
Ranger ��������������������������������������������������� 66 Formian�����������������������������������������������
Formian ����������������������������������������������� 131
Rogue�����������������������������������������������������68
Rogue ���������������������������������������������������� 68 Open Game License Version 1.0a 1.0a� 135
Sorcerer������������������������������������������������70
Sorcerer ����������������������������������������������� 70
Warlock��������������������������������������������������72
Warlock ������������������������������������������������� 72
Wizard����������������������������������������������������
Wizard ����������������������������������������������������74
74

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Introduction Yokaho would not interfere with his brother’s new
role as the god of war so long as the original mortals
Boricubos: The Lost Isles is a different kind of campaign created, those on the archipelago of Boricubos could
setting. It is steeped in the legends and lore of the live in peace with each other, never to come to blows.
fantasy Caribbean, specifically the pre-Columbian And so, the people of Boricubos would only have
Taino and Arawak cultures, though with its own fantasy struggles with other lands, protecting their own
spin. The details of the islands and their inhabitants are territory and never venturing out to fight in wars they
fairly broadly drawn, rather than naming every river, had no business in. Boricubos was a paradise. But one
mountain, bay, and forest, with chapter upon chapter day, Guacando went back on his word. He sparked
of ancient history, this book is set up with adventure conflict between the races of Boricubos after he grew
and at-the-table play in mind. The focus of the book is jealous of his brother’s creation of the wolákani along
on how you can use this setting at the table. There are with the goddess Boina and confronted Yokaho. This
adventure hooks and conflicts and secrets aplenty in sparked a conflict between Yokaho and Guacando
the GM’s Guide section of this book, but the majority is which escalated until the two met in the field of battle
devoted to exciting new player and GM options to use, with one another. They fought for hundreds of years
including fantastic new playable races with detailed and despite being the more experienced combatant,
social interconnections across the setting, dozens of Guacando lost the upper hand and was mortally injured
class archetypes and options, dozens more new spells, by his brother. His last words were “They must grow
magic items, monsters, equipment, and more, all ready stronger for what is to come.”
to unleash upon your players. The action of Boricubos
takes place against a backdrop of conflict between the Ataba was grief stricken. Her two sons had not
gods, menacing invaders from the deep oceans beyond, only fought one another, but Yokaho had slain his
an ancient rivalry between dragonkin and the peoples own twin. Though Yokaho claimed this act to be an
of the archipelago, and so much more. We will be accident, Ataba would not hear his words. Not wanting
expanding the islands and oceans of Boricubos in future to destroy her only son, she instead called out to the
adventures that delve more deeply into the secrets of mortal races on Boricubos most in tune with the sea,
the islands beneath a sweltering sun and a caressing the air-water elemental hybrid hurákani and the ocean-
breeze, and we hope you find them an exciting place dwelling baracúden to make war with the races most
of adventure whether your heroes were born among in tune with the land, the earth-fire elemental hybrid
these jewels of the ocean or braced the encircling seas wolákani and the human tribe known as the taínem.
to encounter this place and its people from somewhere Other races on the island such as the flowery anabaguas
over the horizon. and the frog-like coquían decided to stay neutral in the
conflict, while the opportunistic iguaca chose to make
War in the Tropics themselves mercenaries in this proxy war of the gods.
And so, once a paradise, Boricubos quickly erupted
In Boricubosan legend, it is said that there was originally into civil war. Heroes and villains exist on both sides,
just one deity, the sea goddess Ataba. She ruled over and even amongst the individual races, there is no
the world in peace but grew lonely after millennia.
clear decision as to what to do about the conflicts their
Therefore, she created two other deities to be her sons
gods have forced them into. There is one thing for sure,
and the gods of a new creation: land. Guacando and
however. War is hell. And it is here to last.
Yokaho, as these new gods were named, were twin
brothers who populated the land and the heavens with
new creatures and new gods who in turn did the same. The Races of Boricubos
Thus, Ataba was pleased with her decision and ruled There are seven primary races of people within
over the seas without interfering with her sons’ domain. Boricubos, with each playing an important role in the
But with new life comes conflict, with conflict cycle of life on the island as well as their roles in the civil
eventually transforming into war. Yokaho wanted to war that has recently broken out. The first and most
remain neutral in the struggles of mortals, however, common of these races are a tribe of humans called the
his brother Guacando wanted to aid those he believed taínem. Before the war, their expansive populace made
most righteous in their causes and so abandoned his them the de facto leaders on the island of Boricubos,
domain as a god of the land and became the god of war. with many towns being structured around their priests
Years passed after this decision was made, and though known as behiques as a council that advises the cacique
Yokaho was not pleased with his brother’s decision, he (chief) of each community. Though other races are
understood it and made an agreement with Guacando. allowed to be behiques and caciques, however the

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position is traditionally filled by a taínem except in they were fun loving people, laid back and attempted
communities deep in the forest and underwater. This is to ease the burdens of other people by helping with
because the taínem sustain their way of life by growing miscellaneous tasks wherever they could so that they
crops and fishing by the coasts of each island on the too could live a fulfilling life. This changed with the
archipelago, with trade happening between villages of war, and now the hurákani and wolákani are at each
different races in order to gain materials and crops that other’s throats, and though they were once the greatest
a singular village could not get by themselves. of allies, they are now the bitterest of enemies.
The main ally of the taínem in the war and before Ever since the war started the hurákani have found
the war are the wolákani, hybrids between earth and fast allies with the baracúden, the primary warriors
fire elementals given a greater sense of sentience by the on the island and defenders of Boricubosan shores.
gods. Whereas the taínem mainly provide for each of Boricubos has always been at threat from the adaro and
their villages by producing food through crops, fishing, sahuagin peoples, who each come from foreign waters.
and occasionally hunting, the wolákani are builders Lately they have settled in nearby waters, waiting to
and craftspeople, aiding in their own way by creating attack the people of Boricubos whenever they can in
homes, weapons, and jewelry, even teaching the other order to steal resources and make the archipelago their
races on the archipelago how to tattoo themselves using own, however, the baracúden have pushed them back
superheated bits of wood or bone. The opposite of the at nearly every turn, defending the archipelago to the
wolákani are the hurákani, who were made up of the best of their ability. This resilience and bravery is not
gods fusing water and air elementals and giving them to be forgotten however, the baracúden have been less
a soul. The hurákani were primarily magic users on and less able to defend the borders from the adaro and
Boricubos, helping out whenever mundane methods sahuagin invaders as the civil war moves on as they
were ineffective and especially adamant in aiding the now have to worry about threats from the land as well
defense of the archipelago’s borders. Before the civil war, as the sea.

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Meanwhile on the mainland, honing their skills ripe for the picking by the adaro and sahuagin, and
as warriors are the iguacas, avian humanoids who recent developments show that dragons once lived in
are self-proclaimed masters of magic. According to or near Boricubos making them a potential threat for
Boricubosan legend, they were the ones who originally the future; will they rise again, and if so, what does the
invented magic, but the gods found it far too powerful a oldest race on Boricubos, the anabaguas, know about
gift to leave in the hands of one race, and so distributed them? They claim nothing, but the anabagua elders are
it amongst the other races of Boricubos. The iguacas all dead from The Blight, so there is no telling what is
meanwhile were soon forgotten as the original creators the truth.
and never given the proper respect that they deserve; as
such they grew jealous of the other races and before the
war were rather introverted. Once the civil war began,
The Islands of The
however, they were quick to offer up their services as Archipelago
mercenaries to both sides of the war in an attempt to There are many islands which make up the Boricubosan
prove themselves as worthy warriors and mages and Archipelago, though there are five primary ones which
climb the social ladder of Boricubos so that when are settled. The largest is known as Datiao, an island
the war is over, the other races will respect them and dominated by jungle and rivers which run throughout
perhaps even see them as the new leaders of the island the island. This island is primarily populated by
rather than the taínem. anabaguas and coquían as its jungles are the most
But there are two races who want nothing to do with untouched by the other races. The people of Datiao are
the war: the anabaguas and the coquían. The anabaguas proud of their waters, be they the rivers and lakes which
are a race of flower-like people who are the oldest race dot the landscape or the beaches which are inhabited
on the island, and though they often refuse positions of by the baracúden as one of the primary islands that
leadership, they are happy to offer their ancient advice have been attacked by adaro and sahuagin invaders.
to the other races whenever possible. Recently, however, The island remains for the most part untouched by the
they have begun to suffer a disease known only as The civil war, as the other races respect the autonomy of the
Blight, which is killing off all the elders. Though they coquían and anabaguas, however, there are doubts as to
keep this a secret such that only the coquían know the how long this will last until one side or another drags
extent of the devastation caused by The Blight, around both the other races into the war. Some speculate that
twenty-five percent of the anabagua population has if this happens, the anabaguas and coquían would form
been wiped out by this mysterious disease. Anabaguas their own faction and fight against both sides in order
who have survived The Blight have attributed the war to restore the peace their own way.
on Boricubos as the cause of the disease, stating that To the Northwest of Datiao is an island known
as the first race on the archipelago, so long as things as Karayan is largely uninhabited by the natives of
in Boricubos are out of balance, they will continue to Boricubos, having lost that territory to calculated adaro
die off. As such, they try their best to negotiate peace and sahuagin attacks ever since the civil war started.
wherever possible and keep themselves safe by isolating The only race truly defending the island’s inhabitants,
themselves in Boricubos’ massive jungles. the taínem, were the baracúden, and since they are on
Finally, there is the main ally of the anabaguas, the opposite sides of the civil war, they recently stopped in
coquían. Though they are also neutral in the war, they hopes of taking the island back in the future when the
are heavily sought out by all races on the island as war is won. The remaining taínem, dismayed that the
behiques who deal with spirits of the dead who can deal baracúden would use such a tactic to weaken them, fled
with aiding the passage of the dead onto the afterlife to the other islands on the archipelago, leaving entire
and the creation of zemi, idols which host the spirits of villages and cities intact. The only ones remaining to
the dead. These zemi are necessary to appease powerful fight against the sahuagin invaders are the coquían
people who have died in life and do not want to be who are fiercely territorial of the jungles on the island,
forgotten by the family and friends they left alive. Not and the anabaguas who stubbornly refuse to leave their
all zemi are beneficial however, with some becoming cities deep in the jungle.
malicious constructs that attack those who leave them To the Southeast of Datiao is the island of Lukiyo,
neglected for too long. Whenever this happens a which is dominated by mountainous terrain in the
coquían behique is called to talk down the zemi, or in jungle and most prominently a massive volcano named
the worst-case scenario, destroy it completely. Boina’s Breath, named after the goddess of the sun and
These races once lived in harmony, but the civil volcanos, Boina. This island is populated by taínem
war changed all of that. Boricubos’ borders are now and wolákani, but the primary race on this island are

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the iguacas who call the mountainous jungle home. North of Lukiyo is the smallest of the major islands
It is notable that Boina’s Breath is a perpetually active but perhaps the most densely populated as all the races
volcano which has never erupted in such a way that of the archipelago call it home. Kukachi as the island
it has harmed the inhabitants of the archipelago, is known, used to be an island of peace and cultural
even if it has forced quite a few of them to evacuate blending between the races of Boricubos, where the
from their locations throughout the millennia. The Boricubosan capital of Caríbite is located. But ever
people of Boricubos pray to Boina daily that she gives since the war broke out, there is no safe place on the
them ample time to flee from the destructive power island, with even the capital of Caríbite being the
of the volcano and she has always obliged them this site of destructive attacks and large-scale battles and
request. Another distinguishing feature of Lukiyo is occupations. As a coastal city, Caríbite is home to
that it is the birthplace of magic on Boricubos, as the several thousand people of all different races, including
mountains of this island are where the iguacas not the anabaguas and coquían who have moved outside
only set up their villages today, but also where they of their usual jungle environment to blend with the
invented magic, or so it is said. There seems to be truth other races. Now, however, people in Caríbite live in
to these words as the mountaintops of this island are fear just to walk outside of their homes as the smallest
perpetually supercharged with magical energy and disagreement between two people can turn into bloody
spells which should have minimal effect instead turn conflict, especially if they are of races which oppose each
out to be far more powerful than intended. Despite all other in the war. More than a few of innocent bystanders
the iguaca mercenary groups such as Freedom’s Flight have been accidentally or purposely drawn into battles,
and those who oppose them all being located on this making it a dangerous place to live nowadays with
island, none of them ever attack each other’s homes in frequent aerial bombardments from magical warriors
some sort of unspoken agreement to leave the fighting such as iguacas, taínem fishermen being attacked by
to other battlefields. baracúden while they are simply trying to do their jobs,

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and homes being razed to the ground by religious zealots
who claim that they are simply doing their gods’ will. Problems in Paradise
On the other side of things, the taínem and wolákani The main conflict which has the people of Boricubos
have recently been polluting the waters in Caríbite in occupied is by far the civil war between the races on the
hopes that this would harm and weaken the baracúden island. With Ataba’s chosen races on one side, Yokaho’s
and hurákani who live by the shore. Control over the on the other, iguacan mercenaries fighting for both
city frequently flips back and forth between sides of the sides, and the anabaguas and coquían caught square
war, and recently there has been a mass exodus out of in the middle, this war has taken a toll on everyone in
the capital to safer areas of the archipelago. Boricubos, from civilians, to priests, to warriors. It is
Finally, to the Southeast of Kukachi is the island of impossible to overstate the effects that the war has had
Choreto, which is another major battleground in the on people, from entire villages to being burned to the
war. Before the war began, it was the site of the primary ground to religious persecution where members of
temples of all the gods in the Boricubosan pantheon, certain faiths were killed because of their religious beliefs
so the area is hotly contested, with a combination of or just their race, this being a highly racial war, after all.
people attempting pilgrimages to these temples while Not only this, but differences within the same racial
there are battles going on all over the island. The groups have begun to arise, with the baracúden being a
temples of Ataba and Yokaho are largely guarded by prime example of this. When given the call to destroy the
warriors of their respective faiths making them prime taínem and wolákani, many members of the baracúden
targets for attacks by rival factions, with each side race were conflicted; they were meant to be defenders of
hoping that by taking the temple of their opposed god, all people on the archipelago, not fight against them. At
that they would be able to end the war much sooner the same time, who are they to ignore mandates from
than later. So far, this has yet to happen, but there have the gods themselves? This has led to a split into two
been bloody battles fought over these religious sites separate factions amongst the baracúden: the religious
that do not seem to end. zealots known as Ataba’s Faithful and the group that
There are many other islands in the archipelago, opposes them at every turn known as the Defenders of
each with their own names and traditions, with battles the Archipelago. Ataba’s Faithful are some of the most
occurring on them from time to time, but the ones extreme members of her faith actively hunting down
aforementioned are by far the most prominent. There is those who worship Yokaho amongst their own people
one smaller island, however, that is gaining prominence and readily joining the front lines on any battle with
in the archiepelago is Piraguen, a small island to the the taínem and the wolákani. Though Ataba is meant to
West of Kukachi. Before the war, there was little that be a good goddess, her subtly condoning the actions of
was special about it, but now it serves as a place for Ataba’s Faithful in imprisoning and executing members
refugees of the war to come and lay down new roots. of other faiths and races has led many, especially the
Perhaps most importantly, besides the refuge that it Defenders of the Archipelago, to believe that the goddess
offers survivors of battles and raids on various villages has gone mad in the grief of losing her son. As of yet,
are the dragon skeletons which have been found in Ataba’s Faithful and the Defenders of the Archipelago
deeper parts of the waters by baracúden hoping to have come to blows but have not killed each other for the
escape conflict. Before this, dragons had only been a bonds of racial kinship still stand, but some wonder how
rumor, something that adaro and sahuagin spoke of much longer this tenuous peace will last.
from distant shores, but these were real skeletons which Also worrisome for some is the ever-expanding
have been unearthed, showing that the dragons may power of the iguacas and their mercenary companies,
have lived on the Boricubosan archipelago long ago. especially the one known as Freedom’s Flight. While
With this discovery, many turned to the anabaguas, the Freedom’s Flight not so subtly favors Ataba’s side of the
supposed oldest race on the island, but with The Blight war, only ever siding with the baracúden and hurákani
having killed all the anabagua elders who would have in conflicts, there are many other iguacan mercenary
remembered a time where dragons roamed Boricubos, groups who choose to side with Yokaho’s chosen
none can say for sure how those skeletons got there people. In supporting both sides of the war, the iguacan
or if the dragons would become a threat in the future. people are collecting quite a bit of social capital and
After all, no one knows what lurks deep in the waters of material possessions such as magic items which would
Boricubos, not even the baracúden who are acclimated by far make them some of the most powerful people on
to living by the shores. Boricubos. Though most people dismiss the idea that
the iguacas would ever do anything to harm the people
on the archipelago, there are many taínem who feel that

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9
their time as the dominant race in Boricubos is swiftly In an event known as The Week of Blood, sahuagin and
coming to an end. Freedom’s Flight themselves make it adaro forces attacked the island in full force, oftentimes
clear that they support Ataba’s side of the war because simply bypassing areas that would normally have been
should they win, that means the iguacas would be the defended by the baracúden but were abandoned because
de facto masters of both the land and the sky, a prospect of the war effort. Countless taínem and wolákani died
which is fine by some so long as it results in peace, but that week, and those that survived quickly fled to other
scares others as they fear that the iguacas would make islands. Part of the reason the combined threat of the
cruel rulers who have not forgotten the gods stealing adaro and the sahuagin is so effective is because the
away their gift of magic and distributing it to all the sahuagin have seemingly developed ways of creating
other races. Freedom’s Flight denies such claims, with magic items which allow them to breathe perpetually
its leader, Reapok, stating that she would lead the on land, allowing them to roam the jungles and cities
people of Boricubos to greater heights than ever before, of the taínem and wolákani freely. Meanwhile, the
revolutionizing the island with magics yet unseen by adaro are fearsome combatants within the water, with
the rest of the world and finally help rid the seas of the one adaro being more than a match for the standard
adaro and sahuagin threats. hurákani or baracúden warrior.
And threats they are. The adaro and sahuagin Besides the violence caused by the war and vicious
appeared in Boricubos at different times, but quickly outsiders, the Blight has affected the anabagua
became fast allies with one another, hoping to take population to such an extreme that an estimated
the land and sea for themselves, using the sahuagin twenty-five percent of all anabaguas have died. This
as shock troops to clear the land of any valuables and pandemic has no clear cause and worse yet, no cure,
bringing them to their underwater lairs. So far this has with the anabaguas and coquían working together to
proved an effective strategy by the coalition, especially search for one but to no avail. Worse yet, the prayers
considering that the civil war in Boricubos has left the to the gods have left them with no answers regarding
island of Karayan undefended and ripe for the taking. The Blight, meaning that they have to find out for
themselves how exactly to deal with such a malady.
Selfless as they are, the surviving anabaguas are less
so worried about themselves dying off, thought that is
a concern, but rather, they are afraid that The Blight
will mutate and eventually start affecting other races
besides themselves. This is a fear that the coquían
share, as Boricubosan legend states that the other races
started off as seeds planted by the anabaguas. If this is
true, then it is not a stretch to believe that The Blight
could spread to other races.

Adventure Ideas
• The high priest of an anabagua village has just died of
The Blight, and it is necessary for a new high priest
to be named. Because of the secretive nature of
the deaths of the anabagua elders, however, the
party is contacted in private by an anabagua
ambassador who has heard of the party’s
exploits. He explains that the ritual
site where the new high priest has
been chosen has been haunted
by zemi, objects such as
statues and weapons with
the spirits of the dead stuck
inside of them. They explain
that the sudden dying off of
the anabagua elders has left
their spirits restless, and he
wants the party to either destroy

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10
the zemi, thus releasing the spirits from their physical fighting the baracúden and hurákani, and the party
prisons, or find a way to exorcise them entirely by will be paid handsomely for their assistance. If for
putting them at peace. one reason or another, the party refuses this offer, the
• The party is approached by a baracúden who is iguacan mercenaries ready their weapons and say,
desperate, particularly if there is a baracúden in “Well, I think that being ambushed on our way to
the party. He explains that some of Ataba’s Faithful the battle is as good a reason as any not to show and
and the Defenders of the Archipelago have started aid our allies.” With this, they attack the party half-
a war of words which he soon believes will escalate heartedly. It is a DC 15 Wisdom (Insight) check to
into violence if the party does not intervene. When see that they are not fighting with their full strength.
the party arrives at the sight, they find that Ataba’s Once they are at about half health, the iguacas quickly
Faithful had been attacked by a rogue wolákan and surrender and tell the party where their encampment
won’t be satisfied until he has been found and brought is so that they could get a reward out of ransoming
to justice, however, the Defenders of the Archipelago them as prisoners.
are afraid that if it is up to the members of Ataba’s • The party encounters a group of taínem having a
Faithful, they’ll kill the first wolákan they find, hence serious debate with a group of coquían. The party
the argument. The Defenders of the Archipelago gathers that the taínem need more land because
plead with the party to find the guilty wolákan so that they have been pushed away from the coasts by
they can stand trial. baracúden members of Ataba’s Faithful, a militant
• The party is approached by three coquían druids, religious group that took Ataba’s mandate to destroy
who immediately greet them by saying it must be all of the taínem and wolákani to an extreme and
divine favor that they met together. The clerics were are showing no quarter to any they encounter. The
in search of someone to settle a dispute between a taínem here are simple farmers, not warriors, and
group of hurákani and wolákani. The two groups are they simply want to clear a bit of land in order to
about to come to blows near a coquían village, and be safe from Ataba’s Faithful. The coquían, however,
the druids are afraid innocents will be caught in the have their bows drawn and are forcing the taínem
crossfire. They ask the party to help settle the dispute to either adapt to farming and gathering, or leave
peacefully, hoping that by healing the tensions back to their coastal city that they just escaped
between the two races, they can also begin healing from. Upon seeing the party, the taínem plead with
the land. them to talk some sense into the coquían, as they
• The party comes across a group of hurákani who are simple commoners, not warriors who could
appear wounded. They came across an ancient zemi handle the dangers of the jungle. And if they go
in the forest and instead of paying it the proper back to their coastal city, they are just liable to be
respects, decided that it would be a good idea to free attacked and killed by members of Ataba’s Faithful.
the spirit trapped inside, and hope that a coquían The taínem promise to pay what little gold they have
could exorcise it, as there was no one around to in order to help them resolve the situation they just
worship it anymore. As it turns out, the zemi was need somewhere safe to live.
abandoned for a reason, as it contained a malicious • A wolákani smith approaches the party and seems
spirit that attacked them before they could reach the pleased to have found a group of adventurers,
coquían. They beg the party to find the zemi or the exclaiming, “The gods must be smiling upon me
spirit that was trapped in it, and put a stop to it before today!” They explain to the party that there is a secret
it harms anyone else. material that they use in some of their weapons to
• A group of iguacas calls the party over and explains give them extra strength and durability beyond what
that they are in a bind. They are supposed to fight mundane materials alone can provide, however,
against a group of baracúden and hurákani later that the site where they get the metal has been overrun
day along with a group of taínem who hired them, but with disturbed spirits from a battle which occurred
their commander made a mistake and sent iguacan there not too recently between a group of taínem and
mercenaries to both sides of the conflict: themselves baracúden. The smith asks for the site to be cleared
and another group. They explain this mistake to the so that they could get back to the location and gather
party, along with the fact that they cannot get out of some more of the precious ore, promising to create
their obligations to fight, without good reason, or it weapons for the party beyond anything they’ve ever
would reflect badly on their mercenary company. seen before if they succeed.
They propose an idea to the party: join them to
fight the other group of iguacas while they focus on

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Deities of Boricubos since the death of Guacando, however, she has been
the patron to those who have faced grief in some form
or another, especially the death of a loved one. She has
The pantheon of Boricubos was harmonious and had
no true conflicts until the death of Guacando by the also gained significant following for those looking for
hands of his brother Yokaho. Whether or not Yokaho righteous vengeance when wronged.
truly meant to kill his brother remains to be seen, but Her temples tend to be constructed on structures that
Ataba certainly thinks that the best way to punish her sit over the ocean and her clergy varied in race. As the
son is to attack his chosen peoples on the Boricubosan first goddess, she commands much respect despite the
archipelago. This has led to a fracturing of the pantheon fact that she was the one who instigated the civil war
into different sects: those who side with Ataba, those now plaguing the archipelago. She was once known to
who side with Yokaho, and those who simply wish to be a good-natured goddess, but she has grown much
remain neutral. The people of Boricubos still care for more vindictive ever since the death of her child,
their gods deeply, and even though the war is on racial protecting the weak and punishing those who she feels
lines, there are still plenty of behiques that prove it is have wronged her chosen mortals. Even her behiques
possible to worship a god that is largely trying to destroy (priests) have noted the change in her demeanor and
their race; these priests are largely seen as traitors to their fear that if it changed much further, she would no
own people, however, and are not accepted by the other longer be the shining pillar of morality that she was
side of the conflict either so usually act independently once known to be. Some go even further and say that
towards their own goals. Still, it is not impossible to see she has already fallen, pushing a war onto mortals that
a taínem behique, for example, fighting alongside their they have no business to be fighting, as the war should
supposed enemies the baracúden and the hurákani have remained in the heavens.
because they all happen to worshp Ataba.

Boina
Ataba Alignment: Lawful Neutral
Symbol: A volcano spewing lava
Alignment: Lawful Good
Portfolio: Sun, Volcanos, Wolákani
Symbol: A wave in the ocean
Boina is the goddess of both the sun and volcanos, as well
Portfolio: Creation, Grief, Oceans, Water, Vengeance as the patron goddess of the wolákani, who she helped
Ataba is the mother of the original two gods, Guacando create along with Yokaho. She is often credited with being
and Yokaho. Her domains used to be focused on the the goddess who created the archipelago of Boricubos in
movement of the tides, the power of the seas, and the the first place, using the power of volcanos in order to
creation of sea-creatures to fill the vast oceans. Ever create the land upon which people walk today. Due to

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12
her connection with Yokaho, she has mostly sided with
him during this war from the heavens. It is said she does
so partly out of obligation to Yokaho himself, but mostly
to protect the wolákani that she created.

against outside invaders, including those from both


land and sea.

Guabanca Guacando was worshipped as a god that not only


studied and aided in war, but also peace negotiations.
Alignment: Chaotic Neutral He was not one to fight for a fight’s sake and preferred
when conflicts would be over as quickly as possible.
Symbol: A storm cloud As such, he was also the god of differences between
Portfolio: Hurákani, Rain, Storms peoples, helping bridge the gaps between cultures or
Guabanca is the goddess of tropical storms, rain, and is issues which needed to be resolved. With the civil war in
the patron deity of the hurákani who she helped create Boricubos now rising, there are those who desperately
along with Ataba. Though in the years before Guacando’s pray to him in hopes that this aspect of him can still be
death, she was very distant with her creations, once the reached, so that friends and families could stop killing
war began, she quickly joined Ataba’s cause in order to one another.
protect her chosen people, making theologians believe
that she cares for them a lot more than she initially let
on. She uses storms, both in this war and in previous
Maketaori
wars against invaders, in order to protect the people of Alignment: Neutral
Boricubos from danger, wiping out invading ships to Symbol: A dead taínem
protect the archipelago’s interests. Portfolio: Coquían, Dead, Zemi

Guacando Maketaori was once a


mortal, the first of the
Alignment: Chaotic Good coquían, who became
a hero amongst his
Symbol: Two spears crossed together people for his good
Portfolio: Conflict, Differences, Peace, Virtue, War deeds and miracles
Guacando is now a dead god, though his influences he performed for
can still be felt in the world today to the extent that both his own race and
some of his old priests still claim to have remnants of the anabaguas who
the power he’s granted them, though these claims are came before him. He
to be taken with suspicion. He was a good-natured god grew older though
in life, and though was not quick to anger, was quick and eventually died
to aid any causes he found to be good and virtuous. of natural causes,
He would regularly protect the people of Boricubos becoming the first of the

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13
dead. The other gods were so moved by the reaction
to his death that they took his soul and made him the
god of the dead, forever to harbor those who pass on
into the afterlife or stay on the world as zemi. Though
a coquían god, he is worshipped by all in Boricubos,
remaining completely neutral in the civil war that is
going on.

Yokaho
Alignment: Neutral Good
Symbol: Three palm trees
Portfolio: Brotherhood, Harvest, Jungles, Land, Plants
Yokaho is a god that is focused solely on his duties
Maroyal maintaining the land and everything on it. He is a
quiet god that keeps to himself for the most part
Alignment: Chaotic Neutral and was caught completely off guard by his mother’s
Symbol: A crescent moon declaration of war on his chosen mortals. He claims
Portfolio: Moon, Strength, Tsunamis that when he went to battle with his twin brother, he
did not mean to kill him, however an errant blow left
Mayoral is the goddess of both the moon and his brother dead instead of incapacitated. Many of his
tsunamis. She has been a source of constant agony for followers believe him and see him rallying his favored
the people of Boricubos with her natural disasters, races as a means of self-defense against his mother,
but always makes sure that whenever a tsunami hits who herself believes herself in the right for wanting to
the archipelago, there are few if any deaths. She is a punish him for killing Guacando.
goddess who believes in strength above all else, and
frequently tells her followers that she only beats them Most of Yokaho’s temples are located by the borders
down so that they could rise back even stronger than of Boricubos’ jungles, with wild animals strangely
before. She has been strangely neutral in the war in never causing any trouble for those traveling to and
the heavens, despite her connection to the ocean and from these holy places. Some temples are located even
rumored romance with Guacando. further into the jungle, with these being seen as even
more special to the god. The anabaguas have been
praying to him more often as of late to aid them in a
pandemic that is spreading amongst their people only
known as the Blight.

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Races of Boricubos
So long as the people of Boricubos have existed,
there were many cultural differences between them,
but also a deep understanding that each played an
important role in the natural ecosystem that was the
archipelago. This of course changed with the civil war
that is brewing on the islands of Boricubos, but there
are many who remembered the harmony that existed
before the conflict between the gods. The anabaguas
and coquían served as protectors of the jungle, making
sure no one race desecrated the lands. The iguacas
advanced magical studies beyond what was thought
imaginable. The baracúden protected the borders
from the invading adaro and sahuagins. The taínem,
hurákani, and wolákani all made the coasts and cities
a lively place, building where they were permitted by
their brethren and increasing not only in technological
prowess but in culture as well, as heroes and priests alike
were remembered through story. But now that peace
and harmony is broken. The races of Boricubos seem
more fractured than ever before, and it is unknown if
things can ever go back to the way they were.

Anabagua
The anabagua people are the cultivators of the land here
in Boricubos. It would be fair to state that we are the land
The Beauty of the Land
incarnate and that all other races owe their existence to The anabaguas take pride in their dominance over
our continued wellbeing over the years. After all, who is the jungles of Boricubos, often seeing themselves as
it that replants the forests when the others take for food superior to the other races because of their positions
and lumber? After all, who is it that taught the people of as leaders of the land and growth on the archipelago.
the land to properly treat the soil in order to avoid the They tend to hide this haughtiness well around
land from becoming barren? It was us, the true inheritors others, disguising it as knowing better for the people
of the land who were here before all else, and who shall of Boricubos due to their long lives and well known
be here after all others have left this world. Nature will tradition of saving the other races during times of
always prevail over the destructive forces of civilization crisis, such as during hurricanes or volcanic eruptions.
and we are just the harbingers of that message. Though they cannot physically affect the earth like the
wolákani or divert waters like the hurákani, they know
–Anabagua Druid the secrets of the archipelagos better than anyone else,
Before all the races on Boricubos came to be, there including the magically protected sanctuaries that
were the anabaguas, plant-like humanoids who are also stay pristine in any conditions.
known as the “Eldest” because of their unique position But what the anabaguas are most proud of is being
as the archipelago’s original inhabitants, created by the first race created by the gods to populate Boricubos,
the gods to watch over not only the archipelago of a fact that they never fail to mention if it becomes even
Boricubos, but also the people who would be sent to tangentially relevant. In the rare interactions mortals
populate it in future years. In the Boricubosan creation have with the gods, it is usually a divinity speaking with
story, it was the anabaguas themselves who were given one of the anabaguas, which only cements the idea that
seeds presented by the gods in order to plant the other the anabagua people are, in fact, special. Because of their
races that now populate the archipelago, all save for status as Eldest, the coquían, iguaca, and taínem often
the hurákani and the wolákani, who arose from the consult them before jumping headfirst into decisions
elements naturally many centuries later. Because they regarding any important matters. Though with the
are the Eldest, many of Boricubos’ other races often gods currently divided and at war, this position has
look to them as spiritual leaders and see what advice become tenuous, with less and less people coming to
the anabaguas give before acting. the anabaguas for advice.

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With the current war in the heavens, the land of The Great Jungle
Boricubos is dying, and with them, the lifespans of the
anabaguas have shortened dramatically. What used to The anabaguas people are expected to be responsible
be a several-thousand-year lifespan has been reduced for the jungle on Boricubos as a whole, and with that
to about two hundred years today, a fact which was only responsibility comes a great deal of pressure. With the
discovered when the oldest of the anabaguas began to elders dying off without necessarily having passed on
wilt and die of old age, all at the same time. This event, the practices of keeping the jungle safe from the greed
known as The Blight, has ravished the population of the of other races, it is up to the younger generations to find
anabaguas, and because of this, the current population their own methods.
of anabaguas are made up of only the youngest and most And so, the Eldest have taken to weaponizing
inexperienced to make decisions. Though they act just what they call The Great Jungle, making it deadlier
as if they are just as knowledgeable as their deceased for the people who live in the coastal regions of
elders, they are a race in panic, not sure if they can live Boricubos to traverse and therefore destroy with
up to the legacy their ancestors left behind. their civilizations. So instead of meeting with
other racial and community leaders and teaching
Delicate Flowers them about how to properly care for the jungle,
The anabaguas are plant-like people to take the form the anabaguas have been creating all sorts of traps
of the orchids which are native to Boricubos. Though within the jungle’s most highly travelled routes,
their leaves may be different colors, ranging from white such as deadfalls, falling log traps, and even spiked
to bright pink, all anabaguas have the same distinctive pits. They have even gone as far as digging up and
five white petals that are attached to their heads, replanting certain dangerous flora near safe ones in
surrounding their humanoid faces. The body of an order to trick bypassers into deadly scenarios and
anabagua is thin in frame, and green, just like the stem agitating local wildlife whenever intruders to the
of a flower, with their arms and legs resembling giant forest are near so that they attack said intruders.
green leaves. At the bottom of an anabagua’s feet are These are not necessarily meant as malicious attacks
roots that they use to scramble along the ground, and on others, but they are legitimately the only ways
also plant themselves in order to absorb nutrients. An the younger generation of anabaguas knows how to
anabagua plants new seeds every 50 years or so in order protect the jungle.
to grow new anabaguas as their children.
There are other anabaguas, however, that have Anabaguas Names
different looks to them depending on where they live The anabaguas all take names which either describe
and what they consume to survive. There are anabaguas themselves, or a plant that they particularly enjoy,
who live in coastal waters in harmony with baracúden. with each anabagua choosing their own name when
These kelp anabaguas are much less naturally beautiful it comes of adult age. Before they become adults, they
than their orchid cousins, however, they make up for it simply refer to themselves as “this one” or “that one”.
in sheer flexibility. There is also a carnivorous variant All anabaguas are female, so there is no distinction
of the anabaguas that resemble the pinguicula plant, between names.
which rather than getting their nutrients from the
environment, attract insects to them to stick onto their Names
skin and slowly digest. These pinguicula anabaguas Beautiful Orchid, Colorful Lily, Flowing Kelp, Powerful
resemble orchid anabaguas, however, have a noticeable Magnolia, Red Hibiscus, Ripe Avocado, Slender Grass,
sticky sap on their bodies. Sour Lemon, Strong Vine, Tall Palm
Draining Caretakers Society & Lands
The anabaguas all have the ability to transfer life from The anabaguas tend to live in communities, often within
one organism to another, using necrotic energies to sap secret glades found within the jungle, away from other
attackers or predators from their life forces in order to races. This is to keep both a sense of privacy so as to
channel that into positive energies which can be used enjoy the unspoiled beauty of nature, and so that they
to grow the natural environment in Boricubos, or heal could hide their rapidly dwindling numbers due to the
themselves if need be. There are some anabaguas who elders dying off in an unnatural fashion. The anabaguas
refuse to use this power, seeing it as a violation of life, are said to be in touch with the land more than any
but the youngest anabaguas see this as just a gift to be other race, so when the land is sick, the anabaguas are
used in order to preserve the few lives they have left, said to suffer as well, though it has never happened
after their elders have begun dying off. to this scale, where nearly 50 percent of the anabagua

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16
population was wiped out in the past three years alone. to them. Sometimes, we even allow a select few of them
Because of this, they have become even more reclusive to stay in our communities to learn exactly how to help
than they were before, hoping no other race takes treat the land and pass on these teachings to the taínem
advantage of their relative weakness at the moment. people, who have grown less and less likely to visit us as
This has not worked to their advantage as other races of late.
have only become more and more curious about the Hurákan
anabaguas’ situation.
Though they are indeed nature incarnate, they will
Each anabaguas village is led by the eldest anabagua never have the title of the first being created by the gods
in said village, a tradition that has held despite The to have such an honor. The hurákani are by no means
Blight killing off the anabagua elders. This is to keep a dangerous race, but to praise them like they are
some semblance of normalcy despite these hard times, anabaguas is just ridiculous. So what, they can blow a
and because it is hard to simply change a mindset that little wind and water, that’s just fine with us. What they
has lasted for thousands of years. represent though, the force of a hurricane, is dangerous.
We shouldn’t act on this just yet, but there may come a
Relations day when we have to.
The anabaguas have always been a reclusive race, but
Iguaca
this has only been amplified by their elders dying off
en masse. Even so, they are widely respected by the Like the taínem, the iguaca have been coming to us less
coquían, iguaca, and taínem, who often come to them and less as time goes on. It’s such a shame too; they used
for advice, whether it be because of disputes with other to be wonderful students, loving the ways of nature and
local communities, spiritual advice in godly matters, or taking care of it with the utmost importance, but now
even the most trivial of tasks. The elder anabaguas used they have been tricked and deceived by the wolákan, who
to do this with ease, however, the younger generation promise industry and the spread of civilization into The
has taken this role rather reluctantly, still believing Great Jungle. The fact that they play mercenaries for both
themselves superior minds to think about such matters sides, is just a sad reminder of how far they have fallen.
as anabaguas are wont to do, however, being much more Taínem
cautious and less decisive in their decision making for
fear of making mistakes. The baracúden tend to leave We are most disappointed in them for associating with
the anabaguas alone, seeing them as neither friend nor the wolákan as they do, but there is still hope for them.
foe, and even live with the kelp anabaguas in harmony Many still traverse the jungles in hopes of finding us and
as they neither have to fight for territory nor resources. gaining our advice, but we must be careful. If they knew
to what extent The Blight has diminished our numbers,
The hurákani and the wolákani are a different we would certainly be getting a visit from their wolákan
matter entirely, with the anabaguas seeing them with puppet masters and be forced to go to war.
jealousy, as the anabaguas used to be the only race in
touch with nature before these living elementals were Wolákan
created about three hundred years ago as the newest How dare they think themselves our equal! They claim to
races for the gods. They especially despise the wolákan, be the earth, but are they not also fire? The same fire that
who they feel represent all that is wrong in the world: would threaten to destroy the jungle if left unchecked?
technological process, the advance of industry, and the And their talk of civilization growing and advancing
spread of civilization into the natural world. into the jungles, deforestation, and encroaching on our
Baracúden natural habitats! It’s hideous to think about what they
would do if left to their own devices. They need to be
We rarely interact, except for the kelp anabaguas, who stopped at all costs.
live in communities with them. The baracúden don’t try
and eat us like they might with other races, because we Religion
are more akin to plants than meat creatures. In turn, The two main deities that the anabaguas worship are
our kelp sisters help keep these ocean communities clear Yokaho, the god of the land and harvest, and Boina,
from any harm that might come from the coastal cities, the goddess of the sun and volcanos, though most
or from deeper within the depths. anabaguas tend to disregard the second part of her
Coquían domain in favor of the first.
They, unlike so many other races on Boricubos, The anabaguas regularly hold festivals in these two
understand what it is like to respect nature. They come deities’ honor, believing them to be the most important
to us for advice often and willingly, and we gladly give it for all life on Boricubos. After all, what would the

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people be without land? And what life would there be
on said land if not for good harvest? And how could the Anabagua Quirks
harvest come to be if not for the sun? d8
Quirk
Roll
Adventurers I occasionally have to remind myself that no,
Most anabaguas adventurers are rarely seen outside of just because I am an anabagua, does not mean
the jungle, not enjoying going to the coastal cities which 1
that I am better than those around me. That is
they see as the potential destruction of the archipelago. a tradition that should die due to The Blight.
That said, there are a select few anabaguas adventurers I can’t help but correct others, except for
who are not so choosy about where they adventure, other anabaguas, even when I am not entirely
and simply relish the opportunity to help the races they 2
100 percent sure about something. After all, I
see as needing their protection. As a result, most of the would know better than they do.
Eldest become druids, hunters, and rangers. A select
few also become barbarians, shifters, and spiritualists. Whenever I am nervous, I rub one of my petals
3 anxiously, The coloration has been worn down
Reasons for Adventuring by the amount of times I’ve done this.
d8 I am secretly terrified that The Blight is going
Reason to get worse, and the anabagua people are
Roll
4 going to start dying younger and younger.
Civilization slowly creeps in on The Great It keeps me up at night to think that I might
1 Jungle. It is your job to make sure that it doesn’t succumb to it.
extend too far, else disaster would surely strike.
I like to hide in the forest and wait for people
Your mother was one of the village elders 5 to pass by, thinking that I’m an actual plant,
who died mysteriously of The Blight, and you then jump out and scare them.
2
are one waiting. You will find a cure for this
land and The Blight along with it. Unlike most anabaguas, I am addicted to
everything that comes with city life. The
All this talk of city folk being evil dastards 6 progress, the people, the different races,
who don’t care about the land can’t be all true. everything! It’s a shame my mother doesn’t
3
You want to see the coastal cities for yourself see it the same way.
in all their splendor.
I try to convince my non-anabaguas friends
Nearly everyone you knew has died of The to stay away from the jungle as much as
Blight. You have nothing to live for now, 7 possible and steer them clear of where I know
4
except to stop the corruption spreading there are traps. How do I know where they
through the land. are? I put them there.
Your village was burned to embers, and there The jungle is my life. I would never willingly
is evidence that it was a group of wolákan 8 leave it unless it is threatened by outside
5
who did the deed. You won’t stop until you forces. Which is unfortunately often.
find the ones responsible.
An adventuring party came to your village one Anabagua Traits
day in need of advice. One of the surviving
6 Anabaguas have the following racial traits as well as the
elders gave you to them as a partner, telling
you to teach them the ways of the anabaguas. subrace traits listed.
The war in the heavens has wreaked havoc on Ability Score Increase. Your Wisdom score increases by 2.
the earth below. You will become powerful Age. Most anabaguas reach maturity by age 30 and can
7
enough to prevent even the gods from live up to 200 years old.
fighting one another. Alignment. Most anabagua NPCs are Chaotic Good,
You have just discovered that for whatever though there are those that are both Neutral Good and
reason, you cannot plant seeds of your own. Chaotic Neutral.
8
None of the healers in your village have an Languages. You can speak, read, and write Common
explanation. You will find one on your own. and Terran.
Size. Most anabaguas are 3 to 4 feet tall and weigh
anywhere from 30 to 50 lbs. Your size is Small.

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Speed. Your base walking speed is 25 feet. Additional Abilities
Ingrain. As a bonus action you can root yourself to the The anabaguas are a varied race of creatures that are
ground or unroot yourself. While rooted, you cannot highly in tune with nature, and so can use it to their
move willingly, and any checks made to move you advantage when need be. With their dwindling
forcibly have disadvantage. numbers due to The Blight, they have to be ready for
Plantlike. Instead of eating or sleeping, you must use any situation.
your Ingrain racial ability to rest in the same spot for 4
hours every day. The 4 hours spent ingrained give the New Feats
full benefits of a long rest. If you fail to do this daily,
you gain 1 level of exhaustion. Floral Resistance
Siphon Life. As an action, you can choose one Prerequisite: Anabagua
creature within 30 feet. That creature must attempt
a Constitution saving throw or take 2d6 necrotic Unlike their other anabagua sisters, this anabagua is
damage. The DC for this saving throw equals 8 + resistant to the effects of heat and flames. You gain the
your Wisdom modifier + your Proficiency Bonus. A following benefits:
creature takes 2d6 damage on a failed save, and half • You no longer have the Weakness to Fire racial ability.
as much damage on a successful one. The damage • Your Constitution score increases by +1, to a
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 maximum of 20.
at 16th level.
Ingrained Strength
As a bonus action after the creature takes damage, you
can heal another creature within 30 feet for an amount Prerequisite: Anabagua
equal to the damage done to the initial creature. While ingrained into the ground, the anabagua gains
After you use this ability, you cannot use it again until resilience beyond what is normal, but their body can only
you take a long rest. handle so much per day. You gain the following benefits:
Fire Weakness. You have vulnerability to fire damage. • When using your Ingrain racial ability and are
damaged, you can as a reaction gain resistance to that
Kelp Anabagua type of damage until the start of your next turn. You
can use this ability a number of times equal to your
Ability Score Increase. Your Dexterity score increases Constitution modifier. You must take a long rest to
by 1. reset the uses of this ability.
Underwater Adaptations. You gain a swim speed of 20 • While using your Ingrain racial ability, you can
feet. In addition, you can breathe underwater. choose to make all adjacent squares of your choosing
Orchid Anabagua: difficult terrain.
Ability Score Increase. Your Constitution score Vine Lasso
increases by 1. Prerequisite: Anabagua
Nutritious Feeding. While using your Ingrain ability, The anabagua is able to conjure and shoot thorned
you gain a number of temporary hit points at the vines from its body in order to entangle their foes or
start of each of your turns equal to half your level conjure vines to aid them in their quests. You gain the
(minimum of 1). following benefits:
• As an action, you can conjure a vine into your hand
Pinguicula Anabagua and throw it at a creature within 30 feet. Make an
Ability Score Increase. Your Charisma score increases attack roll. If you hit, you deal 1d4 piercing damage
by 1. to the creature and the creature is restrained until the
end of your next turn.
Charm Spore. As an action, you can target 1 creature
within 30 feet as if they were the target of a charm • You can conjure a regular vine as an action that
person spell. The DC for this saving throw equals 8 + acts as a 60-foot-long hemp rope. This vine lasts
your Charisma modifier + your Proficiency Bonus. for 1 hour and you cannot summon another vine
This is a non-magical effect. until it disappears.
After you use this ability, you cannot use it again until
you take a short or long rest.

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Baracúden
It is honestly demeaning for the other races who share
Boricubos’ lands to believe us baracúden mindless
savages. They think us warlike, when they have never
seen us do anything except protect our borders, they
think us violent because our entire existence is made up
of self defense against threats they never have to deal
with. The truth is, in their shoes, I might have thought
the same. But I’ve fought the terrors of the deep. I’ve seen
with my own two eyes what we are actually protecting
the archipelago from. And the revelation is frightening.
What I fight against would want nothing more than to
wipe out the baracúden as well as the rest of the races in
order to make the archipelago their own.
–Baracúden Paladin
At first glance, the baracúden are merely a strong and
proud race of warriors who are constantly fighting for
territory against other races that come from deeper
waters. The truth is, the average baracúden’s life is one
of struggle against creatures of the depths, without any
hope of help from the surface races of Boricubos. The
baracúden are strong because they have to be in order
to save their communities and families as well as the
people who live on the surface, while seeing their work
unappreciated. But now, with the war in the heavens,
the baracúden people are conflicted. Do they answer
the call of the gods, and pick up arms against their
fellow Boricubosans? Or do they ignore their deities races have of the baracúden. Because their existence is
and act as they always have: as protectors against the made up of fighting for territory against these dangers,
violence on the surface? it often appears as if the baracúden are doing naught
but starting pointless wars over territory and are
Deep Culture refusing to share the ecosystem with other races who
It is said that when the gods gave the other races to are just as deserving of a place in Boricubosan society.
the anabaguas as seeds to plant, the anabaguas planted This couldn’t be further from the truth, as the sahuagin
them in different locations. The taínem were planted are a slaver race who would like nothing more than to
in the dirt, the coquían were planted between a pond take the surface dwellers and drag them back into the
and a tree, and the iguaca were planted in the tree itself. depths of the ocean to perform heinous experiments on
Left with only one last seed, the anabaguas made the them, while the adaro see surface dwellers as nothing
decision to plant it in the ocean. From this last and final but cattle: free food to be rounded up and eaten should
seed, the baracúden were born. they get the opportunity.
As the only civilized race in Boricubos to live solely in This is to say nothing about the creatures who live in
the sea, the baracúden live in coastal shores to remain even deeper waters than the sahuagin and the adaro.
close to the other races on the archipelago, and to keep Creatures that even those two monstrous races are
as far away as possible from the insidious creatures that afraid of and it is rumored they learned their cruelty
would come from the depths of the ocean in order to from. Most of these creatures have no names, for not
enslave or kill the archipelago’s inhabitants. From the even captured prisoners of war would tell the baracúden
commonplace sahaugin to the monstrous and sharklike about them, however, there is one name that always
adaro, to terrors that have yet to be given a name for seems to slip. A race that hides in the darkest depths of
they exist only in rumor, the baracúden act as protectors Boricubos’ waters: the dragons.
against all such threats.
Fearsome Appearance
The only problem with this is the perception the other
The baracúden very closely resemble the fish known as

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20
barracudas, which are named after the baracúden. They people they swore to protect would be as unthinkable
all have long, slender, yet powerful bodies that grow to the baracúden as is disobeying a direct order from
up to 7 feet long, but only about 2 to 3 feet tall. While Ataba, the First Goddess.
swimming, they tend to move in a spear-like fashion, This has caused a great rift in baracúden society,
perfectly straight forward, using their webbed hands to where religious zealots known as Ataba’s Faithful have
move through the water faster. The baracúden do not appeared, willing to fight against the wolákani and
actually have any feet, so whenever they must venture the taínem, however, a separate branch of baracúden
on land, they are forced to slither along, again like a known as the Defenders of the Archipelago have taken
snake, staying upright using their strong core muscles. to fighting against these religious paragons in order
The most prominent features of any baracúden, to maintain the peace of the archipelago. So far, these
however, is most certainly its razor-sharp teeth that clashes have not ended in any deaths, but some predict
they can and often do use as weapons. that as the war in the heavens rages on, the war on earth
But though this describes the average coastal will grow bloodier.
baracúden quite well, it also describes the variant
subspecies that have emerged over the years. One variant Baracúden Names
actually lives in the deeper waters of the ocean near Baracúden often have names that directly translate
Boricubos, and have adapted quite nicely to the depths, from Aquan into Common. Some such names might
as their eyes are able to pierce the deepest darkness. translate into “Defender”, “Guardian”, or even grander
There are also the commonly known “landhunters” names such as “Oathkeeper”. A baracúden’s name is its
who have adapted in such a way that they have lungs as pride and joy, and most take to emulating them.
well as gills, and so can live on land quite well. All three
subspecies of baracúden look quite similar, however, Female Names
with the differences being minor enough to miss upon Agoja, Cajara, Figui, Guala, Kajula, Mejoni, Pingui,
first glance. The coastal baracúden have smaller teeth Rajila, Sajori, Tengua
than their deep-water cousins, but swim more fluidly Male Names
through the water. The deep water baracúden have a
small film over their eyes which some believe is related Aronguo, Bejillo, Darelom, Eguojo, Guolom, Ijulo,
to them being able to see in the dark. Finally, the Lijimo, Oguopo, Quojilom, Wujo
landhunter baracúden are known for the perpetually
dry look of their scales, which they do not have to soak
Society & Lands
regularly like their cousins in the seas. All baracúden, except for the landhunters live in
underwater cities near on land coastal cities. The
baracúden have managed to build underwater
Bloodthirsty Warriors structures from rock and kelp, as well as great
Though they tend not to show it in the presence cathedrals and statues dedicated to Ataba. Though the
of others, the baracúden have a love for battle that water erodes these structures over time, the baracúden
surpasses that of any art or music that they come up love nothing more than to rebuild once the ocean’s
with. This is mostly seen by the baracúden using currents have worn the structures down to where they
their teeth as weapons and gaining enjoyment out of are unrecognizable. This keeps the baracúden busy
gnashing at the flesh of their foes, before killing them with tasks other than warfare with the sahuagin and
with more conventional weapons, such as spears or the adaro.
razorpoint swords. It is almost as if tasting the blood of The cities that the baracúden live in are often
their foes allows them to more accurately target them populated by not only other baracúden, but hurákani
with follow up attacks with hand crafted weapons. and kelp anabaguas, who they live with in relative
peace and comfort, as there is enough food and space
To Fight or To Defy the Gods? to accommodate everyone, not to mention the fact
The baracúden have been put in a very precarious that each individual race gets its resources in different
situation due to the war in the heavens. While they manners. Overall, only those who live in baracúden
would very much like to follow their religion to the cities can truly appreciate that they are not simply
fullest, and listen to their primary goddess Ataba, warmongering brutes.
they cannot do so without falling into the stereotypes The strongest warrior of each baracúden city is
associated with their race, and by extension, failing their normally the cacique, with the position of leader
goals as protectors of Boricubos. To fight against the changing infrequently. Either the current cacique is

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challenged to an honorable and non-lethal duel, usually against the terrors of the deep. This is not to say we
due to an unpopular decision being made or due to are ungrateful to them, only that we should be hesitant
old age, and must fight to keep their position, or the entering a holy war with them as our allies. Still, the
current cacique steps aside to allow the challenger to movement of Ataba’s Faithful is growing larger and
take the leadership position as the city’s new cacique. larger by the day, and more and more of us baracúden
are looking to join the fight with them against the taínem
Relations and the wolákani. We cannot blame them either. It was
The baracúden have strained, yet not unfriendly a mandate from Ataba herself.
relations with most of Boricubos’ inhabitants, especially Iguaca
those who do not understand the importance that the
What despicable creatures. Though they used to be in
baracúden play in keeping the balance between the
touch with nature and used their innate magic for the
sea and the land. The baracúden try their very best to
good of Boricubos, they now act as sellswords who fight
stay neutral in matters on land, however, the mandate
for the highest bidder. And in this war on earth, that looks
by the goddess Ataba to fight against the taínem and
to mean they are going to be fighting on both sides of the
the wolákani have made that close to impossible. In
conflict, especially when they find out what treasures are
a similar manner, Yokaho, the god of the land and
hidden away beneath the waves. We’d rather not deal
harvest, has made it clear that the taínem and the
with them at all than become friendly with them, but
wolákani should be fighting against the baracúden
still, the enemy of my enemy is my friend. And from the
and the hurákani, and so there have been unprovoked
looks of things, we are going to need lots of friends in the
attacks against baracúden towns and cities. This has led
near future.
to rising tensions in the baracúden community, as there
are many such as Ataba’s Faithful, who believe that the Taínem
baracúden should no longer remain neutral, despite It is a shame that Ataba ordered us to kill them on sight.
their past history as being the protectors of Boricubos. Though some baracúden will follow her orders without a
Anabagua second thought, they have been our allies for many years,
in trade and even occasionally helping fight against
Though we don’t interact with the ones who dwell on
the sahuagin and adaro. They should at least be given
the surface, the kelp anabaguas are sure and true allies
humane treatment if we are to fight them.
who would never allow the archipelago of Boricubos
to be invaded by the sahuagin and adaro threats. Wolákan
Unfortunately, their numbers have grown thinner for We had no significant problems with the wolákani before
some reason, and when asked about it all we can get the mandate from Ataba. Now, with tensions higher than
are murmurings about some calamity that occurred ever before, we have had plenty of skirmishes with them
called The Blight. We certainly hope they could push on both land and sea. If they see us as enemies, despite
through their troubles; it would be a shame to lose all we have done to protect Boricubos, then they will pay
such a valuable ally against the monsters of the deep. for their foolishness.
We also very much appreciate the fact that they are
staying neutral in the war in the heavens. We don’t Religion
want another ally turned enemy. The baracúden primarily worship the goddess Ataba,
Coquían the goddess of the waters, who they believe is the
They tend to stick to their treetop jungle villages, so it patron deity of the entire baracúden race. They shun
is hard to say exactly where they stand in the grand her son, Yokaho, the god of the land as they see his
scheme of things. We hear that they plan to stay neutral, domain as naturally exclusive to her own. Where there
just like the anabaguas, which is good for us, though we is land, there is no water, therefore, there is naturally to
know that they are warlike in their own ways. In fact, be conflict between the two. These tensions have only
they might be a wildcard in this holy war, swayed to been raised by Ataba and Yokaho declaring war on
help one side or another. We should definitely send in each other in the heavens, and the other gods choosing
emissaries to ensure they, like the anabaguas, remain sides. Though not particularly zealous before the war
neutral in the conflict. in the heavens, the group known as Ataba’s Faithful has
risen up as a militant branch of Ataba’s will, in order
Hurákan to do her bidding in this war on earth: attacking the
Though our goddess Ataba says that the hurákani wolákani and the taínem.
should be our allies, they have done little to show this
other than living in our communities and helping us

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Adventurers Baracúden Quirks
Most baracúden have a propensity for more martial d8
focuses, fighting with spears and razorpoint swords. Due Quirk
Roll
to their many battles with creatures from the deep, many
baracúden become fighters, barbarians, and slayers though I enjoy just bathing in the sun for as long as
the more religiously minded, such as Ataba’s Faithful have possible, despite the fact that I can only breathe
1
been known to become paladins and warpriests. underwater. The surface world is so deadly,
but so beautiful and warm at the same time.
Reasons for Adventuring Sometimes if I go too long without eating,
d8 I nibble on my friends, just enough to draw
Reason 2
Roll blood and satiate that desire for meat that I
have. Never enough to hurt them, I swear!
You feel the tides of battle in the war in the
heavens are turning towards Ataba’s favor. When above the water’s surface, I enjoy
1 curling up with my allies, keeping them close
Now is the time to join her army on Boricubos 3
and defeat the taínem and wolákani enemies. by just as I would my own eggs. It makes me
feel as if I could protect them better.
The baracúden have been protectors of the
archipelago for centuries, and your family in I have never been too religious, but the fact that
2 particular is well known to both the peoples of Ataba asked me directly to engage in a holy
land and sea. You will uphold their traditions 4 war against Yokaho, his devotees, and chosen
and honor their name. people makes me think that I should really start
paying attention to this war in the heavens.
The war in the heavens is a terrible thing for the
archipelago of Boricubos to be experiencing. When I was still a child, I swam down
3 deep into the ocean. It was pitch black and
You will find a peaceful resolution to this, no
matter what the cost to yourself. I couldn’t see a thing, but I swear there was
5
The petty fighting on land is just a distraction. something watching me. It touched me, but
There are still threats out under the waves let me go, and now I am afraid to ever go
4 down too far again.
which require your attention and will not
wait for this “war in the heavens” to end. If Ataba tells me to slay the taínem and the
Unlike most of your baracúden brethren, you wolákani, then who am I to say no to a divine
fight because you enjoy the thrill of battle, not 6 mandate? I’m just a mortal. Besides, way
5 I hear it, they got the same message from
because of some sense of obligation to those
on the archipelago. Yokaho, so all’s fair in this war.
The war in the heavens has made its way to I’ve recently lost my faith in the gods due
the earth and your family was on the wrong to the war in the heavens. All this pointless
6 side of it according to Ataba’s Faithful. They 7 fighting in Boricubos has nothing to do with
captured your brother and are holding him us, it’s a petty squabble between the gods.
hostage somewhere on the archipelago. Why couldn’t they leave us out of it?
You’re not sure exactly what to do about All my life I was taught to defend the surface
Ataba’s mandate to kill any taínem and world but was also taught to follow Ataba’s
7 8 teachings. Now these two doctrines conflict
wolákani. You have decided to take a spiritual
journey before making any rash decisions. with one another. I should just stay indecisive,
The taínem and wolákani have never and let my allies choose what I do for me…
bothered you before, and you have never
8 been the religious sort. Ataba’s orders were to
kill them, but you’d rather get to know them
on a personal level.

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Baracúden Traits Tripping Maneuver. As an action, you can try to trip
a non-flying creature, causing them to fall prone if
Baracúden have the following racial traits as well as the they fail a Dexterity saving throw. The DC for this
subrace traits listed. saving throw equals 8 + your Strength modifier +
Ability Score Increase. Your Strength score increases your Proficiency Bonus. The creature you target has
by 2. disadvantage on this saving throw.
Age. Most baracúden reach maturity by age 20 and can
live up to 90 years old. Additional Abilities
Alignment. Most baracúden are Lawful Good, though The baracúden are a fearsome race of foes, who are able
there are a few that are Neutral Good, and some that to use their brute strength to their advantage in order
are Lawful Neutral, particularly Abata’s Faithful. to turn the tides of battle.
Languages. You can speak, read, and write Common New Feats
and Aquan. Grasping Bite
Size. Most baracúden are 7 to 8 feet long and weigh Prerequisites: Baracúden
anywhere from 300 to 400 lbs. Your size is Medium.
The baracúden is able to grapple foes that it bites,
Speed. Your base walking speed is 20 feet.
making it much easier to deliver attacks. You gain the
Natural Swimmer. You have a swimming speed of 30 feet. following benefits:
Bite. Your teeth are natural weapons, which you can • Whenever you use your Bite racial ability to
use to make unarmed strikes. If you hit with them, successfully attack a creature, you may choose to
you deal piercing damage equal to 1d4 + your Strength attempt to grapple that creature as a reaction. The
modifier, instead of the bludgeoning damage normal creature must succeed a Strength saving throw
for an unarmed strike. with a DC of 8 + your Strength modifier + your
Bloodlust. You damage a creature with your Bite racial Proficiency Bonus or become grappled by you.
ability, your next melee weapon attack or unarmed • When a creature is grappled by you, you may use your
strike against them has advantage. Bite racial ability to attack them as a bonus action.
Coastal Baracúden Rough Skin
Prerequisites: Baracúden
Ability Score Increase. Your Dexterity score increases
by 1. The baracúden’s scales are rougher than average,
Enhanced Swim Speed. Your swimming speed allowing it to deal damage to a creature every time such
increases to 40 feet. a creature damages the baracúden without a weapon.
You gain the following benefits:
Underwater Dodge. Whenever you are underwater
• If a creature makes a melee weapon attack against
and are attacked by a creature that is not adjacent to
you, without using a manufactured weapon
you, that creature has disadvantage to their melee and
ranged weapon attack rolls. (such as an unarmed strike, or a claw attack), it
immediately takes 1d4 slashing damage + your
Deep Water Baracúden Constitution modifier.
Ability Score Increase. Your Constitution score • Your Constitution score increases by +1, to a
increases by 1. maximum of 20.
Darkvision. You can see in dim light within 60 feet of Water Superiority
you as if it were bright light, and in darkness as if it Prerequisites: Baracúden
were dim light. You can’t discern color in darkness,
only shades of gray. The baracúden is an expert at fighting underwater, and
it shows whenever someone tries to challenge them to
Strong Jaw. Your piercing damage from your Bite racial combat. You gain the following benefits:
ability increases to 1d6 + your Strength modifier.
• Whenever a creature your size or smaller makes a
Landhunter Baracúden: melee weapon attack against you underwater, they
Ability Score Increase. Your Charisma score increases by 1. roll with the attack roll with disadvantage.
Land Strider. Your base walking speed increases to • You gain 5 additional feet to your swim speed.
30 feet.

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Coquían
It’s not as if we don’t care about the holy war that’s going
on between the various other races on the archipelago. No,
far from it, we want it to be over as soon as possible and
put it behind us as quickly as possible. The anabaguas are
dealing with their Blight, whatever that is. The iguaca are
killing each other for a bit of coin. Even the baracúden
are in revolt, fighting each other over whether or not they
should join the war to begin with. This isn’t even getting
into the fact that the wolákani are trying to develop
weapons of war rather than for domestic life, and the poor
taínem are being recruited en masse for a war they never
signed up for and arguably have nothing to do with! Why
do we stay out of the war? Because our involvement will
only cause more problems in the long term.
–Coquían Bard
The coquían are a froglike race that act as spiritual
advisors in all matters relating to death and the
creation of zemi on Boricubos. The zemi are cultural
artifacts related to all of the archipelago’s residents
and are physical items that contain various sorts of
spirits inside of them, usually the spirits of ancestors or
disquieted undead which have been trapped within the
mortal world for one reason or another, usually relating
to their cause of death. The coquían create zemi for the
people of Boricubos in order to honor their ancestors
and help exorcise zemi that were created by accident
or for ill intent. It is said that there even some coquían
who can exorcise spirits directly after death in order
to prevent them from becoming evil zemi in the first It is because of this legacy that the coquían continued
place, making them the absolute experts in all matters to learn about death, spirits, and the zemi, learning how
where there are particularly gruesome or violent deaths to communicate with them through the power of song:
which might cause the creation of an evil spirit or zemi. just like the musical coquí frogs that dot the archipelago
of Boricubos. Every night, the coquían and coquís alike
Speakers for the Dead raise a song, with the coquían tradition being to honor
It is said that when the world was created, and the the dead and their ancestors every night, so that they
anabaguas planted the other races as seeds, the first to may rest easily in either the heavens or within the zemi
sprout out and grow was a coquían. This myth is used in which their spirits are housed. These distinctive
to explain the tight-nit connection between the coquían songs can be heard throughout all of Boricubos in the
and the Eldest, who to this day, see the coquían as some night, lulling the people of the archipelago to sleep.
of their closest allies on Boricubos. But the tale does not But lately, the war in the heavens has the coquían
end there. As the oldest of all the new races, the newly concerned. As a neutral party, simply looking to have
sprouted coquían grew up and lived to be a prosperous the war end in a decisive manner, the coquían are
and fertile hero, growing the coquían race so that their left with the burdens that come with the war: there
presence was felt all throughout Boricubos’ jungles. But are many dead who have not been turned into zemi
eventually, this coquían hero grew old and eventually or exorcised into the afterlife because they died in
died, becoming the first of the dead. His descendants battle, The Blight has wiped out massive populations
honored him, turning his spirit into the first of the zemi. of the anabaguas, and all of this combined has led to
The other gods saw how affected the mortals were by many evil spirits rising and haunting the archipelago
the death of this one person and transformed his soul of Boricubos. This has had a profound effect on the
and the zemi that encased him into a god. Today, this relations others have with the coquían, including the
god is known as Maketaori, the god of death and zemi. baracúden, who do not honor their dead in the same

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25
way as the rest of Boricubos, preferring to eat their emphasis on translating it from the Coquían language
dead instead of turning them into zemi. Because the into the Common tongue such that the names are
shores and coastline are now haunted with undead, the beautiful and dainty sounding.
baracúden are not being prepared for these new threats Female Names
and now all races look to the problems of restless spirits
with caution. Alia, Binili, Dalia, Falii, Hallea, Junipi, Kisi, Pilinea,
Jiliai, Silii
Harmless Looks Male Names
Compared to races such as the baracúden, the hurákani, Fari, Garimi, Jiriomi, Kiri, Moria, Orimi, Quirisi, Siria,
and the wolákani, the coquían look absolutely fragile, Tirii, Virili
though they are far from it. The coquían have small-
framed bodies that are actually very powerful for Society & Lands
their size, such that they can swim and climb with
The coquían tend to live in either treetop or riverside
surprising agility.
communities within the jungle which dominates
There are three main types of coquían: the pond Boricubos, depending on their subspecies. Most
coquían who have webbed feet and can swim underwater often they live with others of their own kind, however
with grace and speed, the tree coquían who have sticky occasionally there will be enclaves of coquían and
pads on their hands and feet which help them climb anabaguas living together in harmony. These conclaves
even the smoothest of surfaces, and finally the singing have only recently formed, with the coquían acting as
coquían, who are often heard at night, with their lilting protectors of the Eldest, who they view as particularly
voices overcoming that of other night creatures. vulnerable to attack now that there is war in Boricubos.
They almost never live in the coastal cities alongside
Magical Songs the taínem, but when they do, there are only a few who
Besides being speakers for the dead, the coquían are act as spiritual advisors for the community to go to
most known for their magical songs, which they use for whenever there is a death.
a variety of different effects, such as stunning enemies,
exorcising the dead, and dispelling magical effects on Each conclave is run communally and actually does
their allies. Outside of combat, these songs are used to not have a leader or a cacique to speak of. Whenever
honor the ancestors of everyone on Boricubos. important decisions must be made, all adult coquían
come together and vote as to what they should do.
The Creation of Zemi Though there is no cacique, the conclaves’ top spiritual
advisor, known as a Bohique, tends to have the most
The coquían create zemi through a mixture of songlike
weight when it comes to decision making, and the tribe
prayer to Maketaori, and the physical creation of the
tends to vote on whatever he or she thinks is the best
physical object the spirit is to be placed in. The coquían
course of action.
most often use bone (of the deceased), hardwood, or
stone in order to create zemi, sometimes in the form of a Relations
spirit, and sometimes in an abstract form of a guardian
that might protect the family who keeps it. Whether or The coquían tend to have outwardly neutral relations
not they are effective as protective charms remains to with all the races except for three in particular: the
be seen, but what is known is this: the spirit trapped first being the anabaguas, who they see as not only the
within the zemi, so long as it is appreciated and treated Eldest and therefore worthy of respect on that basis
with respect, will do no harm to those who worship it. alone, but as worthy friends who respect nature and
If treated with disrespect or forgotten about, a coquían the jungles. Only the coquían know the full extent of
might have to be brought in to exorcise the spirit within how The Blight has affected the anabaguas, and so want
the zemi, or it might do serious harm to a family in its to end the war in the heavens by any means necessary,
fury at being neglected. which is why they absolutely loathe the hurákani
and wolákani; the coquían see these two races as the
The construction of a zemi requires 3 hours and a
absolute reason that the land is dying, and the Eldest
successful DC 10 Intelligence (Religion) check. Failure
along with it. According to the coquían, the war in the
by 5 or more creates an angry spirit in the form of an
heavens would not have extended to the earth had these
undead, which attacks all it sees.
two races not been created by Ataba and Yokaho, and
Coquían Names so their existence is to blame for the current calamities
on Boricubos.
The names of the coquían are usually rhythmic, with an

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26
Anabagua tricked by the wolákani into abandoning nature entirely.
The only other race to be completely neutral about the With this betrayal, we can understand why the Eldest
war in the heavens. They have their own problems to are trapping the jungles the way they do; however, we do
deal with, The Blight and all, and can’t afford to lose believe there is hope. The taínem were once the anabaguas
any more lives. They should really be more honest about greatest students, even more so than us coquían! It is not
their situation though. If the other races only understood impossible to believe they can be brought back into the
that their war is literally killing the Eldest, then they’d be fold and relearn what they have so obviously forgotten,
sure to come to some sort of peaceful resolution. As it is, hopefully saving the anabaguas in the process.
the anabaguas are suffering and dying off in droves, a Wolákan
situation which must be remedied by bringing peace to
These creatures of earth and fire claim to be servants of
the land or finding some other solution.
creation itself, saying that without the destructive power
Baracúden of the volcano and fire, there would be no archipelago
They don’t bother us, and we don’t bother them, and of Boricubos. That there would be no civilization.
that’s how we’d rather keep things. It’s the teeth, you Though we agree with the first bit, there is no way that
know? It’s like they’re always eyeing you to be their next we can simply allow them to continue on attacking the
meal. Okay, okay, that’s unfair, we know that they have baracúden as they have been or going into destructive
that whole “honor to guard us from the creatures of the battle with the hurákani! When the elements are out of
deep” thing going on, but, honestly, how much of that alignment, the land starts to die. If they are so proud of
is really what they say it is, and how much of it is just the destructive power of volcanos, why don’t they ask the
them trying to expand their territory? We’re not ones to great goddess Boina to make them a new archipelago, so
take a guess but, with this war going on, they might be this silly conflict can finally come to an end?
doing just that on the actual archipelago of Boricubos:
“expanding their territory”. Religion
Hurákan The only god that the coquían truly worship is
Maketaori, who they see as their patron deity as he was
Elemental beings of wind and water, the elements of a
not only the first of the dead, but also a coquían in life
hurricane. Now we’re not saying they are as destructive
as a mortal. It is through this worship that the coquían
as a storm of that nature, but what we do know is
are so close with the spirits of the dead, and thus the
this: their presence along with that of the wolákani are
zemi that the spirits are placed in.
killing the Eldest with The Blight. If the hurákani really
cared about the archipelago of Boricubos, they’d leave The coquían do not have a good relationship with the
and never come back; it’s not as if they don’t have the other gods, particularly those that have chosen a side
ability to live anywhere in the ocean they want. Until in the war in the heavens, believing the feud pointless
they do that, they are officially enemies of true nature. and not caring if Yokaho did indeed murder his twin
We don’t care that the gods declared a racial war to go brother Guacando, or fought him in a fair dual to the
along with their holy war, this madness must stop, and death. They believe Ataba’s proclamation of war against
it must stop now! her surviving son, and Yokaho answering in kind are
Iguaca the cause of The Blight, which is ravishing the anabagua
population, and so all gods complicit in the war are not
Poor, poor, creatures. Once they were like us and went to gods worth worshipping.
the Eldest for every conceivable problem there is. But they
have been corrupted over time, and I’m afraid this war in Adventurers
the heavens showed their true colors. They’re nothing but
The coquían normally adventure to find a cure for The
mercenaries who care about material possessions rather
Blight, which is destroying the lives of their Eldest allies,
than the effects this war is having on the archipelago
and its people. They side with whatever side pays them though sometimes adventure to put a stop to the war
the most in food and supplies, forgetting the true face of by any means necessary. They make excellent rangers
nature and turning towards corrupting civilization with and rogues due to their skill with finesse and ranged
every passing day. weapons, though many have been known to become
bards and mesmerists because of their proficiency with
Taínem songs and music. Even more become mediums and
Ah, how foolhardy the taínem are. They once held such occultists due to their racial obligations to take care of
promise as the true inheritors of the land but have been the zemi on the archipelago.

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27
Reasons for Adventuring Coquían Quirks
d8 d8
Reason Quirk
Roll Roll
The Blight must come to an end one way or I’ve worked with so many spirits, that I still
another. If there is not going to be peace on 1 hear them talking to me sometimes, giving
1
this archipelago, I will make sure one side me advice or distracting me
wins decisively. I carry the zemi of my best friend with me.
An anabagua friend of mine recently died of He was a warrior, so he is sure to bring me
2
The Blight but gave me a keepsake to bring to luck whenever I charge into battle and fight
2
an old friend. But she died before telling me in his honor.
which friend. I listen to everything that an anabagua has to
My old town was destroyed because of the say with the utmost attentiveness and respect.
3
war in the heavens. I have chosen that I will The Eldest deserve that much from us, even if
3
fight for myself in this war, cleansing both they are being weakened by The Blight.
sides of evil. I do not worship any of the gods or pay them
In trying to create my first zemi, I accidentally and their followers any mind. If they wanted
4 released an evil spirit out into Boricubos. It is 4 my praise and devotion, they wouldn’t have
now up to me in order to find it and lay it to rest. started a war that is killing the races they are
My oldest friend died in the war, and now their supposed to protect.
spirit is haunting a battlefield somewhere on I may be haunted by a zemi I failed to create.
5
the archipelago. I want to make sure they are Every time I try to get rid of it, I find it at the
5
put to rest. most inopportune times. I even threw it into
The war in the heavens is an abomination. the ocean once, and it still came back to me.
The gods should not be fighting, turning I am openly antagonistic towards the
6 the holy war into one fought by the races on 6 hurákani and the wolákani. Creatures such as
earth. I will bring peace to this land through those don’t deserve my respect.
my words and actions. I have been known to aid the anabaguas in
I pretended to be a holy person who could creating traps within the jungle, though less
7
create a zemi for a family. I failed, and the lethal than the Eldest would like. The goal is to
7
spirit killed them all. I am now an outlaw for scare people away from the jungle, not kill them.
being a charlatan and a murderer. I enjoy sitting in pools of water, watching the
I travel from village to village in search of world go by as it all falls to pieces around me.
8
8 people who need help from someone who can There’s nothing I could do, so why bother
create zemi. Rarely are my services refused. trying at all?

Coquían Traits Speed. Your base walking speed is 25 feet.


Coquían have the following racial traits as well as the Amphibious. You can breathe both on land and
subrace traits listed. underwater.
Ability Score Increase. Your Dexterity score increases by 2. Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
Age. Most coquían reach maturity by age 10 and can were dim light. You can’t discern color in darkness,
live up to 65 years old. only shades of gray.
Alignment. Most coquían are Chaotic Good, though Dazing Song. As an action, you can start a song that
a few are either Chaotic Neutral and very few are affects all creatures within 15 feet. A creature that fails
Chaotic Evil. a Wisdom saving throw is stunned for 1 round. The
Languages. You can speak, read, and write Common DC for this saving throw equals 8 + your Charisma
and Coquían. modifier + your Proficiency Bonus. Once you have
Size. Most coquían are 3 to 4 feet tall and weigh used this ability, you must take a short or long rest
anywhere from 50 to 100 lbs. Your size is Small. before doing so again.

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Pond Coquían • As an action, you can begin to sing a song which
disables the effects of all enchantment spells with
Ability Score Increase. Your Wisdom score increases
verbal components, as well as any effects which
by 1.
cause the charmed or frightened condition. In order
Swimming Speed. You have a swimming speed of 25 feet. to prevent this, the originator of such effects must
Poison Resistance. You have resistance to poison damage, succeed a Charisma saving throw with a DC of 8 +
and you have advantage against all poison effects. your Charisma modifier + your Proficiency Bonus.
Once you use this ability, you cannot use it again
Singing Coquían until you take a long rest.
Ability Score Increase. Your Charisma score increases • Your Charisma score increases by +1, to a maximum
by 1. of 20.
Charming Song. You are able to cast charm person as Dirge of the Dead
an action against one target that can hear you. The Prerequisites: Coquían
DC for this saving throw equals 8 + your Charisma
modifier + your Proficiency Bonus. You can do this Coquían occasionally gain the ability to exorcise zemi
without using any somatic components, only verbal and other spirits from this earth with a song, making it
components. much harder for them to be resurrected. You gain the
following benefits:
After you use this ability, you cannot use it again until
you take a short or long rest. • As an action, you can stand over a creature that has
died within the past 24 hours. You can gain a number
Tree Coquían of temporary hit points equal to its Challenge Rating.
Once you use this ability, you cannot use it again until
Ability Score Increase. Your Strength score increases you take a long rest.
by 1.
• In addition, when you use this ability, the creature
Climbing Speed. You have a climbing speed of 20 feet.
cannot be raised from the dead or turned into an
Poison Skin. As a bonus action, you can coat a weapon undead unless the caster passes a Charisma saving
or piece of ammunition such as an arrow with a poison throw with a DC of 8 + your Charisma modifier +
directly from your skin. This poison lasts until you your Proficiency Bonus.
strike a foe with the weapon or for one hour, whichever
happens first. If you hit a creature with a poisoned
Prehensile Tongue
weapon, you deal an extra 1d8 poison damage. The Prerequisites: Coquían
damage increases to 2d8 at 6th level, 3d8 at 11th level, These coquían have long, sticky tongues that they can
and 4d8 at 16th level. use to steal weapons or shields from their enemies, pick
After you use this ability, you cannot use it again until up items, or search their packs for goods. You gain the
you take a short or long rest. following benefits:
• You can attempt to steal a held item from a creature
Additional Abilities within 10 feet as an action. The creature must succeed
The coquían are a race of creatures that have learned to a Dexterity saving throw with a DC of 8 + your
utilize their natural talents to the best of their abilities Dexterity modifier + your Proficiency Bonus. If your
and turn the tide of any battle to their favor. opponent fails this check, they lose the item and you
are holding it with your tongue.
New Feats
• You can pick up an unheld item within 10 feet
Countersong or within your bag, pouch, or belt as an object
Prerequisites: Coquían interaction using your tongue. It takes a bonus
The coquían’s song is able to dispel enchantment effects action to switch an item held with your tongue to
and mind control, given that the coquían is powerful your hand and vice versa.
enough. You gain the following benefits:

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Hurákan
There are a couple of misconceptions about we hurákani
that I’d like to clear up. First of all, no, we are not
lumbering brutes with a minimal amount of intelligence
like air or water elementals. No, I didn’t study to learn
my magic, but if you ask if that means I’m an idiot, I’m
liable to shoot a lightning bolt at you. Secondly, under no
circumstances are you allowed to ask how it feels to hover
above the ground. I might as well ask you how it feels
to walk. See? Now we both feel stupid. Finally, and most
importantly, never, ever ask to put your hand inside our
bodies to see how it feels. How would you like it if I did
that to you? I’m willing to be quite a lot that it’ll hurt as
much as that lightning bolt I threatened.
–Hurákan Sorcerer
These elemental beings of water and air personified
are known as “living storms” to some, and “elemental
monsters” to others, but their proper name is the
hurákani. Unlike their namesake, the destructive force
of a hurricane, the hurákani are actually a quite jovial
and safe people to be around, despite their prankster
antics. And pranksters they are. The hurákani take life
one day at a time, not too seriously, though are quick
to lash out at those who they feel might be a threat to
themselves, and for lack of a better term, tend to have
“stormy” demeanors. But as one of the newest races to
be introduced to Boricubos, and currently being caught
in the midst of a holy war amongst the gods of the While the people of Boricubos prepared for
Boricubosan pantheon, they have learned very quickly devastation, the newly created hurákani came together
how to defend themselves, and have begun planning to defend their new home and under Ataba’s command,
attacks and raids against taínem and wolákan villages, defeated the air elemental in glorious combat. This
just as their patron goddess Ataba demands. quickly ingratiated the new elemental race to the locals,
who named the hurákani after the storm they defeated
Living Hurricanes in combat.
Unlike the anabaguas who were created as the first race But not all things were meant to last. Not a month
on Boricubos, or the baracúden, coquían, igacuas, and after the hurákani came to Boricubos, were the wolákani
taínem, who were planted by the Eldest, the hurákani created by the god Yokaho, the god of the land, and
are a relatively new race, only having been created Boina, the goddess of the sun and volcanos. At first, the
about three hundred years ago by the goddesses two races got along in harmony, as there was balance
Ataba and Guabanca, the deities of waters and winds between the four elements that they made up, and the
respectively, while they were having a dispute about gods were happy with that balance. But soon, Yokaho’s
who could make the most beautiful race. After many twin brother, Guacando, the god of war and discord grew
elemental beings were made, and none were found jealous of these new creations and challenged Yokaho
satisfactory for a winner to be determined, the two to a fight. This battle lasted three hundred years, until
goddesses decided to work together on a race, and the finally, Yokaho slew his twin brother. This is what caused
hurákani were born: beings made up of the primary the current war in the heavens between Yokaho and his
elements of the two goddesses, wind and water. While mother Ataba: Yokaho claims that he slew his brother
Ataba loved this new race and took them as her own in fair combat, while Ataba claims that he murdered
children, Guabanca quickly grew tired of them and the Guacando after he had yielded. Though the truth is now
original competition, and quite literally stormed away, lost, this has led to a rift between not only the gods, but
placing the new race in the midst of a hurricane, which the races of Boricubos as well, especially the hurákani
was actually a great and powerful air elemental. and the wolákani, who are now bitter rivals.

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Storms Personified not as good-natured, and go from town to town, causing
havoc in town and leaving before they are discovered.
The hurákani can be classified into three main
categories: gale hurákani, lightning hurákani, and Hurákani Names
typhoon hurákani. All hurákani look like air elementals
Hurákani do not have genders as they are naturally
that have taken on humanoid form, with specks of
formed during storms, so there is no difference in
water flowing through them. Hurákani have twisters
between the names. They normally take on names
near their bottoms, which appear to be similar to
in Aquan or Common that generally mean the same
miniature tornados. All hurákani have these twisters,
thing: something related to storms, winds, or the sea.
whether they are on the ground or travelling the air
and cannot control the winds or water that come out Aquan Names
of them, which causes them to make a mess wherever Ajona, Dojaro, Fajora, Guaropo, Kuala, Majoro,
they travel. Gale hurákani, like all their kind, float Nilijom, Panguo, Tipliro
several feet off of the ground and though they do not
Common Names
have faces in a common sense, have features that form
what appear to be eyes and a mouth. Gale hurákani are Deafening Roar, Even Breeze, Heavy Gale, Jolly
the least in tune with the element of water, which leads Storm, Kiss of Wind, Low Squall, Major Cyclone, New
to the lightning hurákani, who are balanced perfectly Typhoon, Parting Clouds, Thunderous Lightning
between the elements of water and air, being darker
in color, almost as black as thunderclouds with small Society & Lands
bits of electricity flowing through them as well. Finally, The hurákani tend not to have towns or cities of their
there is the typhoon hurákani, who are least in tune own, due to their recent arrival on the archipelago of
with the element of air and seem to be swirling masses Boricubos but have been able to fit in naturally within
of water with brief gusts of wind shooting out of them. society due to their friendly nature and the general
receptive welcome they first received when they
Breath of Fresh Air were placed on Boricubos and fought the massive air
Though they cannot slam into creatures with the elemental Guabanca created in a fit when she was done
force of an actual storm, the hurákani do take after creating the race alongside Ataba. They lived in coastal
their elemental brethren in that primarily attack cities along with the taínem, in underwater baracúden
using their bodies, though they have no problems cities along with the kelp anabaguas, and even in the
whatsoever handling and manipulating objects such jungle along with iguacas.
as manufactured weapons and armor. The greatest This all began to change, however, with Ataba’s
strength a hurákani has, however, is its ability to literally mandate that her newest children and the baracúden
suck the air from a creature’s lungs and fill them with should fight against the taínem and the wolákani,
water, suffocating them if given enough time. who they had friendly relationships with before the
god Yokaho killed his twin brother. Over the past few
Good-Hearted Pranksters years, since they received this message, the mass of the
Though fierce warriors and deadly mages when they hurákani population has moved into the sea along with
have to be, the hurákani are naturally good natured the baracúden and kelp anabaguas, hoping to avoid
and fine people to be around, if not a bit mischievous. unnecessary conflicts with any other races.
Though they rarely turn to crime in order to let off
steam, they will cross certain personal boundaries that Relations
they may regret later, whether it is because others will There was once a time when the hurákani got along
be angry with them, or because they genuinely feel bad with every race, laughing and joking along with them
about what they have done when they see the reactions and integrating into whatever towns they came into.
of the people they’ve affected. An example of a hurákani However, with the start of the war in the heavens,
prank would be moving a family’s zemi around their this has changed relations with the taínem and most
home when they are not looking, in order to make the importantly the wolákani most dramatically. The
family believe that the spirit inside the zemi is angry hurákani and wolákani used to be the greatest of
with them. friends, seeing themselves as two halves of the same
The hurákani tend to be silver-tongued, however, and who despite the fact that they were created by different
get away with their pranks with nothing more than a gods entirely. But with the war in the heavens spilling
few laughs, especially because their tricks tend not to down to earth, there is a brewing enmity between the
hurt people. There are a few hurákani, however, that are two groups that started with a village of hurákani and

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31
wolákani being destroyed and most of its inhabitants Wolákan
being killed, with members of both races saying that They are enemies to be destroyed. They were once our
the other side started the conflict. After this event, friends, but it was their fires that started the conflict
there has been open war between the hurákani with between us, and now that bond has been severed. We
their allies and the wolákani with their allies. will not stop until the very last of the wolákan have been
Anabagua punished for their crimes against us.
We definitely understand their importance to the
community, however, they are far too proud of being
Religion
the Eldest race. We’re just as much a part of nature as Even though Ataba is the patron deity of the hurákani
they are, but they like to shove that we are a relatively and the goddess of waters, they do not solely worship
new race in our faces. This doesn’t stop us from going to her, also paying respects to the goddesses Guabanca,
them for aid and advice every now and then, as is only the goddess of storms and winds, as well as Maroyal, the
respectful; after all, they’ve been on Boricubos for a lot goddess of the moon and tsunamis. They believe that
longer than we have. by appeasing these last two goddesses, they could avoid
incurring their wrath in the form of natural disasters.
Baracúden
The baracúden were kind enough to let us into their Adventurers
underwater cities and help with their problems with Most hurákani are naturally talented with the magical
the adaro and sahuagin. Sure, they are a bit uptight, arts, not having to study for their magic so much as
but they are great allies to have in general and due to they will it into existence. It is for this reason that most
the war in the heavens. They are amazing fighters and hurákani become bards, skalds, and sorcerers. There
have taught us everything they know about combat. Still, are some, however, that take up more martial pursuits
there is a rift between Ataba’s Faithful and the Defenders and become barbarians or bloodragers.
of the Archipelago, which is causing large problems in
their community. We wish more would turn to Ataba’s
doctrines and commands, but we’ll take whatever help Reasons for Adventuring
we can get. d8
Reason
Coquían Roll
Just a few years ago, they were fine with our existence, Well, your patron goddess Ataba gave a
but now they seem to despise us, spitting wherever we mandate to destroy the taínem and the
1
go, exiling us out of their communities for the smallest of wolákani. You may not like the order, but you
pranks, and even getting a bit hostile if there are more of will fight in this war nonetheless to please her.
them than us. We try to keep our distance nowadays, as You are the survivor of a wolákan raid on your
that’s all we can do. village. They burned everything, including
2
Iguaca the people. You will have your revenge on
Being winged creatures, you’d really think they’d have them and their kind.
sided with us in the war, but I suppose this is a conflict You’ve realized that the best way to stop the
between land and sea, with Guabanca staying neutral, war in the heavens may in fact be to show
or at least harassing us all equally. It’s no wonder they that there is peace on earth. You adventure to
3
decided to turn into mercenaries and fight for both sides. taínem and wolákan villages in order to help
We really can’t blame them one bit. them and show that not all hurákani are the
monsters Yokaho makes them out to be.
Taínem
You may have been born of a storm, but
It’s a shame that we have to fight them. They used to
you do not know what it truly means to be
be some of our strongest allies, and now it’s come to
4 a storm. You will transform yourself into a
bloodshed. Still, not all of them are as excited about the
storm the likes of which Boricubos has never
war as the wolákan, and so some actually leave us alone
seen before.
rather than harassing us. It’s like with the baracúden,
it seems that they have splintered into factions with You may have played one too many pranks
some believing that peace is achievable, while others in the village you come from and have been
are blindly following the orders of Yokaho. We hold no 5 exiled for it. Perhaps you shouldn’t have
enmity towards them as a whole, as even in conflict, they dropped the village elder’s guardian zemi
try not to kill us, but take us prisoner. down the well.

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Reasons for Adventuring Hurákani Traits
d8 Hurákani have the following racial traits as well as the
Reason subrace traits listed.
Roll
Before all this fighting on earth, you had a Ability Score Increase. Your Charisma score increases
wolákan friend who promised that you’d by 2.
6 be together until the very end. They went Age. Hurákani are created into maturity, and it is
missing when the mandates came from your currently unknown how long they can live, though the
respective gods. You intend to find them. answer is at least 300 years.
You don’t believe that Ataba is correct in her Alignment. Most hurákani are Chaotic Neutral, though
orders to go to war. You will go and find out there are a select few that are Chaotic Good and a few
7
what really happened between Yokaho and that are Chaotic Evil.
Guacando the night Guacando was slain. Languages. You can speak, read, and write Common
In a rage at being accused of a crime, you and Aquan.
accidentally killed a taínem. You must now
8 Size. Most hurákani are 5 to 6 feet tall from cyclone
go on the run to avoid the consequences of
to head and weigh anywhere from 25 to 150 lbs
your actions.
depending on how much water is within your body.
Your size is Medium.
Hurákan Quirks Speed. Your base walking speed is 30 feet.
d8
Quirk Limited Flight. You have the ability to fly 20 feet above
Roll
any source of ground or water with a flying speed of
I believe that the best way to go about things 30 feet. You also have the permanent effects of feather
is to leave it to chance. Flip a coin, roll a die, fall on you.
1
do anything other than leave hard choices to
thought. The gods will sort things out. Breathless. You do not need to breathe.
I occasionally like to hide things from my Slam. Your body is a natural weapon, which you can
2 friends in unexpected places. A zemi in a spice use to make unarmed strikes. If you hit with them, you
cabinet! Who would think to look there?! deal slashing and bludgeoning damage equal to 1d4 +
your Strength modifier.
I train to blast gusts of winds from my vortex
to ”accidentally” knock over items while I’m Stop Breath. As an action, you can choose one
3 creature within 15 feet. That creature must succeed
hovering away and apologize profusely for
my clumsiness. a Constitution saving throw with a DC of 8 + your
Charisma modifier + your Proficiency Bonus or have
I often give my friends big hugs “forgetting” that a 50% chance of failing to cast any spell with verbal
4 the process will soak them with water. I have to components. The spell slot is not expended if the
sneak up on them now in order to do this. spell fails. You can continue this effect each turn by
I actually worship Guabanca over Ataba. spending a bonus action at the start of your turn. Each
After all, what doesn’t kill you makes you turn, the creature is allowed a new saving throw to end
5 stronger, and I don’t think her hurricanes the effect.
are meant to kill us, but to prepare us for Once you use this ability, you must take a short or
challenges to come. long rest before using it again.
I love the feeling of diving in between the air
6 and water, having the freedom to be on land, Gale Hurákan
the wind, and the ocean.
Ability Score Increase. Your Constitution score
I sometimes give my friends a bit of an increases by 1.
7 electric shock when I think they’re dozing
off. It keeps them on their toes. Expanded Flight. Instead of being limited 30 feet above
any ground or water while flying, you are limited to 40
I just can’t follow Ataba’s orders to kill the feet above ground or water sources.
wolákani. They were our friends not a few
8 Gust of Wind. You can cast the spell gust of wind,
years ago and now we’re expected to go to
war with them? though can only concentrate on it until the end of your
next turn. The DCs for any saving throws provoked by

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33
this spell are equal to 8 + your Charisma modifier + succeed a Strength saving throw or take bludgeoning
your Proficiency Bonus. Once you use this ability, you and slashing damage equal to 1d6 + your Strength
must take a short or long rest before using it again. modifier and be flung 20 feet in a random direction
away from you. If a thrown creature strikes a wall
Lightning Hurákan or an object, it takes an additional 1d6 bludgeoning
Ability Score Increase. Your Dexterity score increases damage if it traveled more than 10 feet. If the target is
by 1. thrown at another creature, the second creature must
succeed a Dexterity saving throw or both creatures
Expanded Flight. Instead of being limited to 20 feet take 1d6 bludgeoning damage and are both knocked
above any ground or water while flying, you are limited prone. The DCs for any saving throws provoked by
to 30 feet above ground or water sources. this ability are equal to 8 + your Charisma modifier +
Swim Speed. You have a swimming speed of 20 feet. your Proficiency Bonus.
Electric Shock. Any creature that damages you with • You can lift and carry unheld items that eight up to
a melee weapon attack must succeed at a Dexterity 10 lbs. using the winds you can create and maneuver
saving throw with a DC of 8 + your Charisma modifier them in a distance up to 20 feet away from you.
+ your Proficiency Bonus or suffer 2d6 lightning Steal Breath
damage, taking half damage on a successful save. The
Prerequisites: Hurákan
damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level. These hurákani have the ability to not only make it
more difficult for others to breathe, but to steal the
Once you use this ability, you must take a short or long
rest before using it again. breath from other creatures entirely.
• When using your Stop Breath racial ability, you can
Typhoon Hurákan choose to stop the creature from casting any spells
Ability Score Increase. Your Strength score increases with verbal components instead of them having a
by 1. 50% chance of success.
Swim Speed. You have a swimming speed of 30 feet. • Your Charisma score increases by +1, to a maximum
of 20.
Swimming Superiority. While swimming, you have
advantage on melee attack rolls made against other Water Vortex
swimming creatures. Prerequisites: Hurákan, a swimming speed
Additional Abilities These hurákani have the uncanny ability to create
vortexes in water, making it impossible for creatures to
The hurákani are a clever race of elementals who have escape from them.
learned to use their bodies as weapons against those
who would threaten them. • As an action when swimming in water, you have the
ability to create a vortex around you with a 20-foot
New Feats radius. You can choose whether or not a creature is
affected by this vortex. Each creature affected by the
vortex must succeed a Strength saving throw or move
Cyclone adjacent to you. If there are no squares adjacent to you,
they move as close to you as possible before stopping.
Prerequisites: Hurákan The DC of this saving throw is 8 + your Charisma
These hurákani have learned to control the winds modifier + your Proficiency Bonus. This vortex lasts
around them to blow with extreme force, or to use for 1 minute, and at the start of each turn, creatures
them for gentle precision maneuvers. You gain the affected by it must succeed the Strength saving throw
following benefits: in order to move, else, their speed for that round is 0.
• As an action, you can blow away creatures • Your Strength score increases by +1, to a maximum
surrounding you. Each creature adjacent to you must of 20.

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Iguaca
There are a million and one reasons why the iguacas
are interested in the war in the heavens, and just about
all of them have to do with material possessions. We
are natural warriors, being able to engage forces on the
ground without setting foot on the ground with our bows,
and when we run out of arrows, many of us are practiced
in the magical arts, and so are able to rain down arcane
destruction on our enemies. Why shouldn’t we sell
skills like that in the war to end all wars? And more
importantly, why shouldn’t we hedge our bets and choose
to support both sides, unlike what the anbaguas and
coquían are doing and choosing to support neither? It is
simply a matter of positioning ourselves as the linchpin of
Boricubosan society
–Iguaca Wizard
There is a saying amongst the iguacan people: “Why
bother putting off tomorrow, what you can do today,
especially when what you can do today will help you
tomorrow?” It is because of this saying that the iguacas
have formed into differing paramilitary organizations
shortly after the war in the heavens started and begun
hiring out their services as mercenaries in this war. As
far as they are concerned, the war is simply a means to
an end; no longer will the iguacas be treated as simply
a lesser race that has no culture or special talents of
their own. Instead, people will see the iguacas for what
they always wanted to be: a proud military-oriented
race that can strategize, plan, and win a war. The first
war they plan to stop and win is the war started by the
deities Ataba and her son Yokaho, then they plan on
aiding the baracúden in defending the archipelago’s
borders from any invaders to protect whatever is left
after this first war.
coquían, or alongside the taínem in their coastal cities.
Deprived Mercenaries The iguacas were dissatisfied with their position in
It is said that when the anabaguas planted all the races life, being favored by no gods in particular, being given
as seeds in the beginning of time, each race laid claim less than the other races, and being forced to share
to a domain when it sprouted. The taínem claimed what they had. And so they isolated themselves on the
the lands outside of the jungles, believing them to be archipelago, rarely interacting with others, and using
ripe for fishing and farming. The coquían claimed the their superior intellect to invent something that they
lands within the jungles, promising to be protectors of could call their own: magic. But even with this amazing
its beauty alongside the Eldest. The baracúden claimed discovery, this too was taken from the iguacas, and
the ocean, believing that Boricubos’ borders had to distributed amongst the people of Boricubos, for what
be defended by at least one race. Finally, the iguacas good would it do for only one race to have such special
claimed the sky, for they were planted atop a treetop gifts? Some races from that time onwards were to be
and could see all the sky’s majesty. But they were told by born with innate magical prowess, and yet the iguacas
Ataba that they could not have the sky, for it belonged despite having discovered it, would not be granted such
to the goddess Guabanca, who did not want to share a gift, for they had no god who favored them above any
it with anyone. And so, the iguacas were denied their other race.
wish and left without a place to call their own. They So it was for millenia. The iguacas would be able to
would live in the jungles alongside the anabaguas and study magic in a way no other race could, however,

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they were naturally born without it. They could fly further from the case. Those iguacas that happen to
as no other race could but could not claim the skies meet each other in battle tend to focus their fighting on
they so desperately wanted. And so when the war in non-iguacas opponents, and when fighting is inevitable
the heavens started, many iguacas had the same idea: between the iguacan groups, they do their best to make
make themselves indispensable to the world by selling sure it is all non-lethal, taking prisoners whenever
themselves off as mercenaries. With the most numerous possible. The purpose of the prisoners is to eventually
and powerful wizards on Boricubos, they could do ransom back to the iguacan mercenary companies
exactly that, and ensure that when the war was over, to which they belong, as the iguacas believe there is
they had something to call their own: authority over nothing worse than killing one of your own kind.
the entire archipelago. Even the most powerful of these mercenary groups,
What the other races tend to fail to understand is Freedom’s Flight, has a strict code of honor regarding
that the iguacas are not a greedy race, far from it. They the release of prisoners, even trying their best to avoid
simply want what they believe they are owed: some iota killing non-iguacas so as the gain social capital with
of respect. the other races of the archipelago, so that when the war
ends, they can more easily take power.
Beautiful Killers To the other races, it looks like the iguacas are fighting
Whether it be with magic or arrows, the iguacas are each other over coin and material wealth. To a member
a deadly race and this is being proven day by day as of one of these mercenary groups the truth becomes
the war in the heavens rages on, and the war on earth clear: the ultimate goal is iguacan supremacy after the
continues alongside with it. The most distinct features war is over.
of any iguaca are its bright and colorful feathers, which
range anywhere from a beautiful green to a crimson red
Iguaca Names
and all colors in between. The most common type of Iguacan names tend to translate into Common about
iguacas on Boricubos, the first ones to discover magic, things that have to do with the sky and wind, though
are called arcane iguacas. They are almost entirely green also trees, plants, and more recent names allude to the
with specks of red around their beaks, and blue tipped fact that the iguacas are fearsome warriors.
wings. The second most common type of iguaca are the Female Names
red-throated iguacas, so named because of their looks, Andaconi, Cocushaw, Kuwumara, Mankanois,
who are slower, but more charming than their cousins, Mishcos, Ounossa, Pagator, Reapok, Tinda, Weheepens
playing off their mercenary work as simply a labor that
must be done to benefit all of Boricubos. The last type of Male Names
iguaca is the rarest of all as they were originally created Ascolo, Chachaquites, Keasowoc, Machicomic,
magically, to enhance the strength of the typical iguaca, Meaquois, Mowcotowish, Papoguso, Ricotiqui,
are the scarlet iguacas, whose feathers start off red, turn Tamabic, Wironso
yellow midway through their wings, and finally end off
in a beautiful shade of blue. Society & Lands
The iguacas have no lands to call their own, living in
Natural Born Fliers treetop communities that are usually quite close to
The iguacas were born without any special traits anabaguas or coquían villages. They build no permanent
unlike so many of the other races on Boricubos, other structures in the jungle, as that would be swiftly
than their ability to fly unrestricted, as high into the punished by the Eldest before The Blight, which the
sky as they want: an ability they use in combat to iguacas have no idea has occurred. And so, the iguacas
form hit-and-run ambushes from the sky with both travel the jungle as nomads, coming and going in what
magic and arrows. Very few races actually have a way they call “flocks” of around 20. The mercenary groups
of countering such ambushes, which is what makes which have recently appeared on the archipelago,
them such highly valued mercenaries, and ones that however, are made up of at least 100 different iguacas,
are difficult to kill at that. most of them mages and the rest, archers.
Before the war, there was no clear leadership amongst
Battle Between Iguacas the iguacas, however, now each mercenary group
As the iguacas have formed into mercenary groups takes on a cacique as its leader, and this leader’s word
fighting on different sides of the same war, one might is answered without question. Usually such a leader is
come to believe that there would be animosity between not voted in, or chosen, but arises naturally through
different mercenary companies, but this couldn’t be the various battles which take place, with the iguacas

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noticing who the strongest among them is. The cacique anabaguas up as the rightful rulers of Boricubos. But
in these mercenary groups is almost always a mage of those are problems for the future.
some sort, and they are in charge of all the military Hurákan
planning as far as plans of attack, which members of the
mercenary groups fight for which side of the war, and Honestly, they are odd creatures. Too playful in war for
all the finances that come into the company’s ownership. our liking, but they come up with interesting strategies
This is not a complete control, however, and the cacique that usually result in absolute chaos for the enemy. The
will often take on advisors who they believe feel best mercenary group Freedom’s Flight seems to favor them
represent the interests of the mercenary company. above the other side of the conflict, and they’re our de
facto leaders in this whole conflict, so we better hope that
Relations they chose the right side to back. If not, there are plenty
of other mercenary factions backing the taínem and the
The iguacas generally have a low opinion of all other
wolákani to say that they don’t speak for us.
races on the archipelago, believing them all to be
favored by the gods while they were disregarded and Taínem
cast aside. This doesn’t stop them from pretending to be They are the race which most use our services in war, however
friendly with all the different races, however, and doing they are by no means weak. Our thinking is that they are
business with them when it comes to matters of magic conserving their energy for some greater threat. Perhaps
and warfare. As the greatest mages on the archipelago a play for power, like we’re thinking of after the war in the
of Boricubos, they are indispensable to the rest of the heavens is over? That would make sense, as they are the most
archipelago’s inhabitants, a fact that they make sure to populous people on Boricubos. Even so, it doesn’t seem in their
remind others of often. nature to come up with such a crafty plan. They already have
Anabagua everything they could ever want, except perhaps more land.
In fact, we’d be happy to give them exactly that if they just stay
The Eldest are certainly worthy of respect, however, we
out of our way when this is all over.
have no idea why they have not decided to choose a side
in the war or even sell themselves out as mercenaries as Wolákan
we have. With their help, any one side would quickly Uninteresting. They have crafted new weapons of war,
overwhelm the other, so them not joining at all seems which is commendable, including the ever-useful magical
illogical. The only explanation is that they can’t join materials they make, however, if that is all they have to
the war for some reason. Which, while unfortunate for bring to the table, then they won’t pose much of a threat
them, means that they won’t be getting in our way of the to us when we iguacas take control of the archipelago.
takeover of Boricubos once this war is over.
Baracúden Religion
Annoying to fight against due to them enjoying staying Ironically enough, most iguacas worship the goddess
in the water, but it’s always a pleasure to be fighting by who spurned them and refused to stick up for them to
their side. With their physical might and our magic, we Ataba, Guabanca, the goddess of the winds and storms.
make quite an excellent pairing. As far as we know, they The iguacas are absolutely devoted to her worship,
have no aspirations to rule the archipelago and would be believing that if they impress her enough in the war on
happy to stay in their coastal cities, guarding us against Boricubos, that she will acknowledge them and give
whatever threats they claim come from the bottom of the them domain over the skies.
ocean, which suits us well. Yet another race we don’t have Other iguacas have actually taken to worshipping
to worry about trying to kill us when the war is over. That the now dead god Guacando, who they believe serves
said, those Ataba’s Faithful folk might try and retaliate their ideals well. War and conflict are how the iguacas
against us, should they win the war, so we have to be plan on becoming a recognized and respected part of
ready for that possibility. Boricubosan society, and so they praise him for starting
Coquían the war that will get them to their desired positions.
The coquían are interesting little creatures. Not only do Adventurers
they refuse to choose a side in the ongoing conflict and
The naturally intelligent iguacas are renowned for
the war in the heavens, but they seem to stick by the side
their talent with magic, and so many take to becoming
of the anabaguas closer than ever before. They, of all the
alchemists, arcanists, and wizards. Others still train
races, may prove to be a problem when we make our move
tirelessly with the bow and when joining mercenary
to take over this archipelago. They cling to the Eldest like
companies, magi, rogues and fighters are well respected
little children do to their parents and may try to put the

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37
members. There are very few, if any iguacan sorcerers,
as they tend to be born without any magical gifts, Iguaca Quirks
having to learn them with training. d8
Quirk
Roll
Reasons for Adventuring I like to see how far in the air I can fly before
d8 1 getting out of breath. I do this every day to
Reason
Roll push myself to my absolute limit.
You recently joined a mercenary company They say that if you are a skilled warrior
that is just getting on its feet. You were or mage, you may gain the attention of
1 ordered to make a name for yourself for the Guabanca. I must already be one of the most
2
good of the company, and that is exactly what skilled out there because she speaks to me
you intend to do. regularly. At least, I hope it’s her and not
You keep hearing from the other races that some malicious zemi.
you need to choose a side in this war, and so I absolutely hate getting my feathers wet. The
you’ve decided that instead of choosing a side rain in the jungle, the ocean’s spray, it’s just
2 3
you’ll strike out on your own and become the worst and affects my ability to fly freely if
wealthy over solving other people’s problems my feathers get soaked.
for them. They’re welcome. I think it goes without saying that the
My flock was attacked in the middle of the iguacas are the greatest warriors and mages
night, and I was the only survivor. All I know in all of Boricubos. It bothers me when
3 4
is that whoever did this had access to very other races downplay our abilities or think
powerful magics. of us as mere mercenaries. We’ll show
The zemi containing my mother went missing them, once this war is over.
in the middle of the night. I don’t know what I don’t fight for material possessions, rather,
4 this means, but if it’s a thief I will catch them. favors. After all, the more social capital one has
If it’s something else… well I’ll figure out 5 once the war is over, the better. The trick is doing
what to do when the time comes. enough for both sides, so that when a winner is
I will gain the attention of the gods one way decided, they’ll be friendly towards you.
or another. They have ignored the iguacas for I’ve jumped around from mercenary
5
too long, and I find this unacceptable. We company to mercenary company depending
6
will be respected. on what side of the war I think is winning at
Though you are not a part of any mercenary any given time. I can’t seem to stay still.
company, you don’t correct people when they The truth is, I care very deeply about who
6
assume you are, so end up taking odd jobs to wins the war. I have a lot of friends on my
7
fight off whatever threat needs killing. chosen side, and I want them to succeed, and
The other races mock us for not having a so I fight for them.
domain of our own. I’ll show them. Guabanca I scam people out of their money, saying that
7
will listen to my demands once I grow strong I’m part of a mercenary company when I’m
enough and give the sky to the iguacas. really not. It’s not like this will ever come
8
I adventure to test my limits in combat, back to bite me, I skip town whenever I am
8 whether that be with spells or with a bow, and paid upfront and refuse any jobs that don’t
become the strongest there is. pay immediately.

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Iguaca Traits Airborn Superiority. Whenever you are flying and
attack a non-flying creature that is not adjacent to any
Iguacas have the following racial traits as well as the of its allies, you gain advantage on your attack roll.
subrace traits listed.
Ability Score Increase. Your Intelligence score Additional Abilities
increases by 2. The iguacas are a race of extremely talented mages who
Age. Most iguacas reach maturity by age 50 and can learn from birth what it is like to be a Wizard, so it is no
live up to 400 years old. surprise that some take this to new extremes.
Alignment. Most iguacas are Lawful Neutral, though New Feats
there are a few who fall under the purview of Lawful
Evil. Very few iguacas are Lawful Good.
Eclectic Training
Languages. You can speak, read, and write Common
and Iguacan. Prerequisites: Iguaca, Magical Creators racial ability
Size. Most iguacas are 5 to 6 feet tall and weigh anywhere These iguacas are trained in more than one school of
from 100 to 175 lbs. Your size is Medium. magic, combining disciplines. You gain the following
benefits:
Speed. Your base walking speed is 20 feet.
• Gain an additional spell for your Magical Creators
Flying Speed. You have a flying speed of 40 feet. racial ability, using a different spell list. You can
cast both your original spell, and this one once
Arcane Iguaca each before having to take a short rest or long rest
Ability Score Increase. Your Dexterity score increases by 1. to cast it again.
Arcane Mastery. You gain proficiency in Arcana. You • Your Intelligence score increases by +1, to a
add double your proficiency bonus to ability checks maximum of 20.
made with this skill. Pecking Strike
Magical Creators. Choose a level 1 spell from any spell Prerequisites: Iguaca
list. You gain the ability to cast it as a wizard of your
level, treating it as if it were cast in the highest spell slot These iguacas have learned how to utilize their beaks
a wizard of your level has. Once you cast this spell, you as weapons to rapidly jab at their enemies. You gain the
must take a short or long rest before casting it again. following benefits:
• Your beak is a natural weapon, which you can use
Red-Throated Iguaca to make unarmed strikes. If you hit with it, you
Ability Score Increase. Your Charisma score increases deal piercing damage equal to 1d4 + your Strength
by 1. modifier, instead of the bludgeoning damage
normal for an unarmed strike.
Naturally Persuasive. You gain proficiency in
Persuasion. You add double your proficiency bonus to • You can make attacks with your beak as a bonus
ability checks made with this skill. action when you are wielding a finesse weapon.
Specialization in Enchantment. Choose one Slow Fall
enchantment spell. You may cast it normally on any Prerequisites: Iguaca
creature, even if that creature would normally be These iguacas have learned how to slow their falls so
immune to its effects. Creatures that are not immune that when crash landing or falling unconscious mid-
to its effects suffer disadvantage on their first saving flight they do not suffer permanent injury or death. You
throw against this spell. Choose another enchantment gain the following benefits:
spell at 5th level, at 10th level, and at 16th level.
• While you are conscious, you take no damage
Scarlet Iguaca from falling damage. If you fall unconscious while
flying, you only take half the falling damage that
Ability Score Increase. Your Strength score increases you normally would.
by 1.
• Your Dexterity score increases by +1, to a
Athleticism. You gain proficiency in Athletics. You add maximum of 20.
double your proficiency bonus to ability checks made
with this skill.

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Taínem
I have been the cacique of my village for thirty years now,
and each year I seem to have my faith tested just a bit
more. Now, with Yokaho asking me to go to war with my
Boricubosan brothers and sisters, I cannot be sure of my
decisions anymore. For so long, we were told that peace
and unity was the way forward, but now even this very
notion is being strained. Is this a test from the gods? If so,
it is one that we are failing miserably, with so many dead
already due to the countless battles we have been in. Are
we truly supposed to fight others, solely based on their
race and patron gods? If so, then I want no part of this,
even if it does mean I lose my divine gift. Yokaho forgive
me, I cannot do as you ask of me.
–Taínem Cleric
The taínem people are by far the most numerous in all
of Boricubos, and what they lack in magical prowess
like the iguacas, they ability to move from sea to air
like the hurákani, or even the advanced knowledge of
metallurgy such as the wolákani, they make up for in
tenacity and sheer numbers. This is not to say that the
taínem do not have their own place in Boricubosan
society, as they have learned before any other race how
to bend the land to their will in both matters of hunting
and farming, combining both in order to feed their
population and ensure that the land remains cultivated
and fresh, techniques which they learned from the
Eldest originally, but perfected and soon made their
own. The taínem people are by far the most adaptable
people on the archipelago as well, being able to fit nearly tired of this job, they can become a hunter. This suits
any role and travel to any location on the archipelago the taínem people well.
and be able to survive there despite seeming scarcity
The taínem people held the utmost respect for the
of food and water or dangers the location might pose.
land and held the anabaguas in such high regard that
Varied Roles they would not do anything without their approval first,
quite similarly to the coquían. This allowed the three
When the taínem people first came into being, sprouting races to live in relative harmony with one another. Even
out of the ground where the anabaguas planted them, the taínem who lived in coastal cities were able to easily
they immediately looked around and smiled. They get along with the baracúden who lived in the waters
knew for a fact that the land was ripe with a variety directly next to them and occasionally helped fight
of means for them to survive, but also many dangers: against sahuagin and adaro threats. Overall, the other
poisonous plants, wild animals, tropical storms. And races of Boricubos were not bothered by the presence
so the first of the taínem got to work, building cities of the taínem, and in many cases were pleased to have
in every location they could: in the caves hidden away them as allies.
on the land, in the jungles alongside the Eldest and
the coquían, and on the coastal borders of Boricubos, This was, of course, before the arrival of the hurákani
where most of them stayed. This diversity in where they and the wolákani to the archipelago about 300 years
lived did not bother the first taínem, and nor does it ago. When Ataba and Yokaho created these two races,
seem to bother the taínem who live on the archipelago the taínem immediately became infatuated with the
today. The taínem people actually live quite happy lives, wolákani who seemed to promise a new way of life for
being able to freely switch what they do at a moment’s the taínem: progress, industry, and new technologies
notice. When a potter grows tired of their job, they can were all at the fingertips of the taínem. All they had to do
choose to become a farmer. When this farmer grows was ask for help in learning them. And so, the wolákani

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quickly found a place in taínem coastal villages, where the gods, including the knowledge to create magically
they were welcomed with open arms in exchange for strengthened tools and weapons. The taínem, without
the knowledge that they possessed concerning different natural weapons of their own, relied primarily on
technologies such as windmills, and most importantly, bone weapons before, which were brittle and would
how to create magical materials. The production of be destroyed after only a few uses, while this was
these materials was very important to the taínem way fine enough, as all races tended to do the same, these
of life moving forward, as they used it in their tools, other races also tended to have built in mechanisms to
weaponry, and when the war in the heavens broke defend themselves besides crafted weapons. A wooden
out, some even took to wearing metal armors to better spear with a bone tip would do little to fight off a shark,
protect themselves. especially if it were to break midway through the fight.
More so than the weapons, the taínem were grateful for
Plainly Human the wolákani’s tools which allowed them to expand their
The taínem are a subrace of humans, and they show it cassava farms to even greater expanses, and windmills
in their plain features. They are usually very lean, yet which allowed them to process grain more easily.
muscular and stand at no more than 5 ½ to 6 feet tall, This increased usage of technology, however, came
though there are some that are both shorter and taller at a cost. The taínem people are no longer as in touch
than this height. Their tanned skin often covered in with the land and jungle as they once were and have
either paints symbolizing various cultural or religious begun clearing small portions of land near the edges of
symbols, while their bodies tend to be covered in the jungle in order to expand their farmland. Though
tattoos representing the same, yet in a more permanent farming is a lot less difficult than hunting and gathering,
and personal fashion. This paint and tattoos tend to the deforestation of the land, no matter how small, also
be colored white to reflect easily on the taínem’s dark upsets the Eldest and coríquen both. Though they have
tanned to black skin tone. not taken any action against the taínem, they have
Unlike many of the archipelago’s residents, the taínem begun to trap the jungle in order to prevent the taínem
pose a real risk of burning themselves due to the sun’s from venturing too far within and spoiling its natural
beaming rays, and so they tend to wear more clothing beauty with their new wolákani allies.
than the other races do, usually settling on cotton
clothes that cover their faces and upper bodies, as well
Taínem Names
as a cloth around their waists for decency. Taínem have names that translate directly into the
Common tongue as either beautiful things in the world,
Myriads of Skills or as aspirations any parent would want for their child.
The taínem are experts at adaptation and teamwork, Female Names
both in martial pursuits such as warfare, but also Agucati, Bajaril, Cajayan, Ectorem, Guabina, Itan,
in the more mundane practices, such as farming or Karayan, Niten, Rahem, Sarobeya
hunting and gathering. They have an uncanny ability
to seemingly switch their talents overnight, a gift that Male Names
they believe the gods granted them in exchange for Araguacin, Bijiritan, Caciken, Futitol, Guamin, Iririn,
being among the more mundane races, with no innate Lukiom, Nanakil, Rien, Yarorin
magical abilities of their own, nor the ability to swim or
fly like the hurákani, baracúden, or iguacas. Society & Lands
It is because of this adaptational prowess that the The taínem can live anywhere on the archipelago of
taínem see themselves as favored by not just one god, Boricubos, from the caves deep within the jungle, to
but all the gods. After all, what else could explain their the jungle itself, dealing with the harsh weather and
ability to be completely untrained with a bow one day, environment. But most often, the taínem live in coastal
and become an expert hunter the next? What else can cities, which are usually side by side with baracúden
explain not knowing the first thing about herbology, cities underwater. Before the war in the heavens started,
and suddenly being able to craft both medicines and these two groups lived together peacefully, but since
poisons on a whim? then, the taínem have been moving further and further
inland in order to avoid conflict with their once friends.
A Changed Way of Life Each taínem village and city is run by a cacique, who
More than any other race, the taínem were most affected usually holds the title of village elder. They attempt to
by the arrival of both the hurákani and the wolákani. rule fairly and justly, usually gathering the opinions
The wolákani brought with them the knowledge of of all of those under their domain before making any

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important decisions. Sometimes, there will be a single see a baracúden approaching you, it’s best to get ready
cacique for multiple cities or villages, and they are for a fight just in case. Hope for the best, prepare for the
interconnected by trade or familial relations. The only worst, as they say.
time a taínem cacique abandons their position is either Coquían
when they die or when the village votes them out of
the position, and even then there is usually a set line of Even more so than the Eldest, these creatures have taken a
lineage: the cacique’s eldest son or daughter will become militant approach to protecting the jungle, even attacking
the next cacique, but if there are no direct offspring of some of our villages which they claim encroach on their
the taínem cacique, the entire city or village holds a “natural environments”. We’re sorry that civilization
vote to see who will become the next cacique. marches forth. We need more land due to a rising
population and a war that has made our previous homes
Relations hostile, so if we have to take the jungle by force, we’ll do it.
Before the war in the heavens and on earth, the taínem Hurákan
had good relations with every race, especially the I will never understand how relations between us and
anabaguas, baracúden, and the coqúian. They would them became so bad. It is because of the gods’ mandates
not only live in harmony, but have the same goals, with that we kill each other? What if the gods ordered us all
the taínem helping the Eldest and coquían maintain the to bury ourselves alive, would we do it? Of course not! So
jungle of Boricubos, and aiding the baracúden in their why the hurákani are acting even more violently than the
plight against the sahuagin, adaro, and other creatures coquían and baracúden combined is unthinkable. At this
which come from the depths of the ocean in order to do point, we’re convinced that there’s no such thing as a good
the Boricubosan people harm. hurákani. They have to leave this archipelago, and never
But ever since the wolákani have arrived on the come back or die.
archipelago, they and the taínem have become fast Iguaca
friends, angering the anabaguas and coquían greatly,
believing the taínem to have betrayed everything they We hire them often to fight our battles for us. It’s not
have been taught about respecting the land. This is in because we can’t fight on our own, but because it is far
part due to jealousy over the wolákani on the Eldest’s more convenient to let the mercenary groups do their
part, and partially due to the fact that the taínem have thing and put their own lives at risk than to allow us
begun cutting down small portions of the jungle in taínem to fight and die in a war we never asked for. At
order to make room for more farmland. least the iguacas seem to enjoy fighting.
The taínem have a strange relationship with the iguacas, Wolákan
who they pay to almost exclusively fight their battles for They have taught us so much in the few lifetimes
them. This is not because the taínem do not know how they’ve been here, but their greatest gift to us has to
to fight, but because the taínem do not care for fighting be the production of magically enhanced bone, stone,
races they considered their friends not a few years ago. and wood. It can be used for farming, cutting our way
Anabagua through the jungles, or more importantly now that the
war in the heavens has started, weapons and armor.
They have been disappointed in us as of late, we know, We are better equipped than our enemies thanks to the
but that doesn’t mean we don’t still respect them and wolákani, but that won’t matter if Freedom’s Flight, that
our ways. It’s a shame they’ve taken to trapping the iguacan mercenary group, keeps siding with the hurákani
jungle, but can you really blame them? They have and baracúden.
constantly warned us about the dangers of destroying
the jungle, but it’s also not our fault that we need more Religion
land, especially now that the coastal cities have become Before the war in the heavens began, the taínem
far more dangerous to live near! were perhaps the most eclectic when it came to their
Baracúden faith, worshipping all gods, from Ataba, to Yokaho,
In our experience, there are two sorts of baracúden. to Guabanca and her children Boina and Maroyal,
There’s Ataba’s Faithful, who claim to be religious folk, and especially Maketaori in order to ensure that their
but are really just zealots who are looking for any excuse zemi were properly cared for and remained stable. The
to go to war with us and the wolákani. Then there’s the only god that they did not worship was the now dead
Defenders of the Archipelago. This second group seems to god Guacando, who they believed went against the
be as concerned about the war as we are, however, telling fundamental philosophies of the taínem: peace and
the two apart at a glance is difficult. Honestly, when you discourse over war and discord.

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After the war began, however, the taínem began to
worship Yokaho and Maketaori almost exclusively. Taínem Quirks
They worship the first god in an almost cautious d8
Quirk
manner, because although Yokaho declared war on Roll
his mother Ataba, most taínem believe that this war is My gods, right or wrong. If Yokaho and
not about them, and simply want to stay out of it the 1 Boina want me to fight in a holy war, I’ll
best they can. They worship Maketaori because of all fight in this war.
the dead that they lost in the past few years due to the
war, hoping that they all become zemi or restful spirits I have a habit of using phrases from other
rather than undead or evil spirits. 2 people’s languages, making a weird mix of
Common and phrases I don’t fully understand.
Adventurers I can’t seem to stay in one location for long.
It is nearly impossible to say what type of adventurer a One day I’ll be living in a city with baracúden
3
taínem would be, as it depends almost entirely on their and wolákan, and the next, I’ll be out in the
place in society. Hunters become druids or rangers, jungle, living with the anabaguas and coquían.
emissaries become bards or paladins, spiritual leaders My guardian zemi is always carried in my
become clerics or shamans, and warriors become 4 pack. It contains the spirit of my brother, who
fighters, rogues, or barbarians. Others take to occult was lost in a raid by the wolákan.
practices and become mediums, occultists, and psychics. I sometimes dream about Yokaho killing his
brother Guacando. The image is gruesome,
Reasons for Adventuring 5
but it changes every time. Sometimes
d8 Guacando surrenders before the final strike
Reason and sometimes he fights to the end. I’m not
Roll
sure what to believe.
The baracúden religious group known as Ataba’s
1 Faithful has destroyed your town. You are going I sometimes dream what it would be like to
to make sure they pay for their crimes. be another race. To fly in the skies like an
6
iguaca or to swim the seas like a baracúden
Your wolákani friends were attacked by would simply be amazing.
a group of hurákani and killed. You have
2 I’ve officially decided that the gods have gone
to make sure you find the specific group
responsible for this atrocity. mad and will not participate in any of their
7
wars. I will defend myself if attacked, but
You were going to be executed for a crime other than that, I refuse to fight.
you may or may not have committed. Instead,
3 I sometimes stare at other races with wonder
your sentence was commuted and you were
pressed into military service. 8 and awe. How could they have so many gifts
and we taínem have so little?
You have friends on both sides of this war.
4 You have to make sure they don’t meet each
other on the field of battle.
Taínem Traits
You had no idea that the gods were so volatile. Taínem have the following racial traits as well as the
5 You’re going to follow Yokaho’s orders, but subrace traits listed.
that doesn’t mean you have to like it. Ability Score Increase. Choose 1 or 2 ability scores.
You’ve been made an honorary member of an If you choose 1 ability score, increase it by 2. If you
iguacan mercenary group. Just because this choose 2 ability scores, increase each by 1.
6 is a racial war, doesn’t mean you necessarily Age. Most taínem reach maturity by age 16 and can live
have to support your own race, just the up to 90 years old.
eventual winners. Alignment. Most taínem are Neutral, though unlike
You enjoy adventuring for the hell of it. There many other races who are usually two or three
7 is no rhyme or reason to why you do what alignments, taínem can be of nearly any alignment.
you do, other than you enjoy it. Languages. You can speak, read, and write Common
You enjoy the thrill of battle, and the near- and Taínem.
8 death experience you have every time you Size. Most taínem are from 5 to 7 feet tall and weigh
enter one. anywhere from 120 to 300 lbs. Your size is Medium.

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Speed. Your base walking speed is 30 feet. able to change not only the skill, tool, or weapon
Live Another Day. As a reaction upon being brought proficiency that you are proficient in, but also the
to 0 hit points, you may immediately move up to your saving throw proficiency granted by this feat.
movement speed without provoking opportunity • Furthermore, when using your Role Switch racial
attacks. Once you have used this ability, you must take ability, you are also able to switch which ability
a long rest before you use it again. scores you increased after each long rest due to
Pack Tactics. Whenever an ally is adjacent to a creature, your Ability Score Increase racial ability.
you gain your Proficiency Bonus to damage against Pack Fighters
that creature whenever you deal damage to it. Prerequisites: Taínem
Role Switch. Whenever you finish a long rest, choose When paired with other taínem, some are more
a skill proficiency, a tool proficiency, or a weapon comfortable in a fight, and can more easily take down
proficiency. Until you complete another long rest, you their enemies. You gain the following benefits:
are proficient in your chosen option. You do not have
to switch proficiencies with each long rest; this is an • When you are adjacent to another taínem, you gain
optional process. advantage on your melee weapon attacks. When
you are within 10 feet of another taínem, you gain
Slippery Dodge. Whenever you take damage from a advantage on your ranged weapon attacks.
melee or ranged weapon attack and are adjacent to
a willing ally, you may trade places with that ally as • Choose 1 ability score and increase it by 1.
a reaction. They instead take the damage that you Reluctant Fighter
would have. Prerequisites: Taínem
Additional Abilities Not all taínem want to be a part of this war, and some
The taínem are a varied race that have taken to martial even refuse to kill. These taínem have learned how to
pursuits, magical talents, as well as skullduggery. deal increased damage, at the risk of not hurting their
foes. You gain the following benefits:
New Feats • At the start of a combat, you can choose whether
or not you want to deal with the combat lethally
Ability Mastery or non-lethally. If you choose non-lethally, you
Prerequisites: Taínem gain an extra die of damage to all your attack
rolls, however you cannot kill or allow your allies
The taínem are able to switch roles with such ease, that to kill any of your foes. If you do kill or allow
they are also able to switch what they are physically your allies to kill your foes after choosing to do
or mentally good at for the day and take on different combat non-lethally, you lose the ability to use
roles as needed by their community. You gain the this feat for 1 week.
following benefits:
• You gain proficiency in Persuasion. If you already
• You gain proficiency in one saving throw of your have proficiency in Persuasion, you add double
choice. your Proficiency Bonus on all ability checks using
• When using your Role Switch racial ability, you are that skill.

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Wolákan
I just can’t believe that we wolákani are the sole cause of
everyone’s problems in society. We didn’t ask to be made.
We didn’t ask for a divine mandate from our creator to
be ordered! But that is exactly what happened. We were
born out of the peak of Boina’s Breath, not because we
asked the goddess and Yokaho to create us, but because
they wanted to create a race of their own to balance
out what Ataba had done. Not only can I not blame
them, I am happy they did. I get to destroy the enemies
of my god and goddess personally, and without mercy.
People sometimes forget that about we wolákani, and
the volcanos that we were born out of. We are creators
at heart, yes, just as Boina’s Breath created the land
we walk on today, but in order to create, first we must
destroy what was already there. And what I see on this
archipelago are my gods’ enemies.
–Wolákan Barbarian
Elemental beings created out of both fire and earth, the
wolákani are the perfect expression of both creation
and destruction: with the element of earth being used
as a symbol of land expansion, and creation, such as in
pottery, and the element of fire representing raw and
untamed emotion, as well as the destruction of anything
that it touches. But sitting down and getting to know a
wolákan might surprise some, who expect them to be
nothing more than brutish savages with no appreciation
for the finer things in life. The truth couldn’t be further
from that. While all wolákani are equipped and ready
for combat at a moment’s notice, they also carry with
them the experience of the gods Yokaho and Boina, the
deities of the land and the harvest, as well as the sun scared all on the archipelago. After all, the volcano
and volcanos respectively. This ingrained knowledge had laid dormant for thousands of years, and now it
is what makes most wolákani turn to pursuits such as suddenly erupted. From this small eruption, came a
smithing, carpentry, and even herbalism. lava flow that looked like it was about to consume a
portion of the jungle, but just when the lava seemed
Ferocity Shackled like it would destroy everything, Yokaho and Boina
It is said that when Ataba and Guabanca were in the transformed it all into the race of wolákani that
midst of creating the hurákan race, that Yokaho and inhabit the archipelago today. While the volcano that
Boina stumbled upon them and became concerned. dominates Boricubos’ northernmost island is now
Would a race made up of the elements of water and air active, Boina has promised not to allow it to cause ruin
together, not throw off the balance of the elements and to the archipelago’s inhabitants, and instead, let it be a
the natural order of Boricubos? In an act of jealousy breeding ground for new wolákani.
and mutual courtship, they both plotted against their After they were introduced to the world, the
parents in order to create a race of their own. Their wolákani, like the hurákani, were quickly given their
offspring were the wolákani, a hybrid of Yokaho’s name to match the disaster that formed them, and
stability of the ground and Boina’s fiery emotions. The though they did literally fight a natural disaster in order
two differing personalities balanced each other out to gain the people’s respect, the taínem quickly grew
well, making the wolákani race one which was slow to enamored with them due to their knowledge passed
anger but fierce and ruthless if it did come to violence. on from the gods: particularly that of metallurgy and
The two deities introduced the wolákani in a small other technologies previously unknown to the people
eruption of Boina’s Breath, which harmed nobody, but of Boricubos. Though these new technologies worried

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and even frightened the anabaguas and coquían, they and earth are in many ways opposites. Those wolákani
were quickly embraced by races such as the iguacas, in touch with earth tend to be calmer, and patient,
taínem, and even the baracúden, who decided that it looking to help their communities by creating tools,
would be best to use them to fight against the enemies defenses to their villages and cities, as well as weapons
of Boricubos. of war. The wolákani in touch with the element of fire
Of course, this was before the war in the heavens tend to be rasher in their thinking, quickly jumping to
began. Today, the wolákani are looked at with suspicion battle as a viable strategy for any external threat, and
and fear, with some believing it would be best if they often doing so preemptively.
were to simply ask Boina to create a new archipelago Even with this dichotomy between wolákani that are
for them, so that the land of Boricubos could be spared more in tune with fire and those more in tune with earth,
the effects of the war. they are still beings made up of both elements. Even the
calmest igneous wolákani has a burst of fire within their
Beings of Earth and Fire souls, and even the most rash and destructive magma
There are three types of wolákani, who are all similar wolákani can sit down and analyze a situation without
in their own ways, but are in tune with the elements jumping to an impulsive decision.
of earth and fire in different manners. The igneous
wolákani are most in tune with the element of earth, and Wolákan Names
look almost like a humanoid earth elemental, except Wolákani do not have genders, as they are formed
are extremely warm to the touch. Their forms shift like from the lava which flows from Boina’s Breath, so they
that of other wolákani, but do so in a very slow manner, take on names in either Terran or Common, usually
often happening overnight when they are resting. The representing either the forceful nature of fire or the
wolákani that are most balanced between the elements unyielding expression of earth.
of fire and earth are the lava wolákani, who appear to be Terran Names
made of molten rock, but there are numerous cracks in
their bodies which show the lava burning just beneath Akatan, Bokutra, Daikoto, Hatroni, Katalan, Mokari,
their surface. They are quite hot to the touch, causing Staton, Tempora, Vakite, Yukao
minor burns if someone were to grasp onto them for Common Names
too long, but they are not nearly as in tune with the Beautiful Crystal, Blazing Tree, Darkened Basalt,
element of fire as the last type of wolákani, the magma Devouring Embers, Everburning Heart, Intense
wolákani. These final wolákani look like beings made of Inferno, Lifegiving Land, Piercing Obsidian, Raging
pure magma, with little to no rock showing as any that Bonfire, Strong Mountainside
forms on their body quickly melts. Though they can
control their body heat so as not to be a threat to those Society & Lands
around them, or accidentally destroy property, when
they are enraged, they can quickly cause flammable Unlike the hurákani, who were welcomed nearly
objects to catch fire and cause mayhem. everywhere they went when they first arrived on
Boricubos, the wolákani decided to stay near the
To Create and Destroy coastal cities after being resoundingly kicked out of
the jungles they hoped to call home. The anabaguas
No matter the type of wolákani, they all have at least were especially frightened by their presence and were
some connection to both the elements of earth and supported by the coquían, who believed that one
fire, which make them perfect examples of creatures simple mistake or one rogue wolákan who decided
with a dual nature, one that is meant to destroy, and to set the jungle ablaze would destroy the habitat for
one that is meant to create. The wolákani, however, everyone on Boricubos, killing tens of thousands of
would object to this, stating that fire is necessary for civilians, flora, and fauna. Due to this rejection by
the world: after all, without it, metals could not be the Eldest, the wolákani did not resist, and simply
smelted, offering to the dead could not be made, and moved to the coastal cities along with the taínem who
food could not be cooked. welcomed them with open arms, wanting to learn
Dual Natured Beings everything about the technologies that the gods had
ingrained in the wolákani’s minds. The wolákani have
Every wolákan must deal with the dual nature of their adapted so well to taínem society, in fact, that they
absolute being, even more than the hurákani. While listen to their every whim of the cacique of taínem
water and air are a good mixture for one another, as villages and cities, as if they were taínem themselves.
they both like to flow freely and without obstacles, fire

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Relations Things have come to blows on a few occasions, but never
such that anyone has died. For now, we respect the fact
Before the war in the heavens began, the wolákani got that they want us as far away from the jungles as possible
along with most races, not counting the Eldest and the as their fears are valid. One mistake, and we could end
coquían, who despised them from the very beginning. up burning an entire section of the jungle to the ground.
They were especially close to the hurákani, who they These fears are heightened to new extremes with the war
believed to be almost like cousins, as they were both going on. A stray fireball can be disastrous.
created by the gods at nearly the same time, only to be
unleashed onto Boricubos together. Hurákan
After the war began, however, they quickly became We thought them our friends, but they turned on us as
hostile after a village of wolákani and hurákani was quickly as Ataba gave the word to destroy us, so we have
destroyed, with the survivors of each race claiming answered in kind. This is survival of the fittest, after all,
that the other started the fighting. This incident was and we most certainly are the fittest when compared
to the treacherous, dangerous hurákani. And people
the first true battle in the war, and relations with the
think that fire is the element of destruction. How they
hurákani became hostile ever since. Relations with
will change their tune should a hurricane or tsunami
the taínem people, however, are closer than ever, and
threaten Boricubos.
surprisingly the wolákani get along quite nicely with
the iguacas, who are in fact mercenaries fighting for Iguaca
both sides of the conflict but appreciate the wolákani’s We understand their plight and fully support what they
skill in constructing magical arms and armor in the are doing as far as staying neutral in this war. The truth
same way that they originally created magic. Finally, is, when it started, we were sure they’d join the hurákani
the wolákani have fierce relations with the baracúden, and baracúden, however, they surprised us and became
who they constantly attack in their underwater cities, a mercenaries instead, trading their services for our magic
tactic helped by the fact that the wolákani do not need weapons and armor. They are excellent mages and
to breathe. should be commended for that; it is only a shame that
Anabagua their magic was stolen from them when they first created
it. We expect that when this war is over, they will make
The anabaguas are known as the Eldest, and for a play for power and control of the archipelago, which
good reason. They are the first beings created on this suits us well. The only problem is the mercenary group
archipelago, and for that they should be respected and Freedom’s Flight, which is their largest and seems to favor
commended. That said, it is a shame that they show such the other side. We’re sure they’ll change their tune when
animosity towards us whenever we try to enter the jungle. we end up winning the war.
It is such a vast part of Boricubos, and we’d hate to have it
go unexplored forever. Perhaps when the current conflicts Taínem
have come to an end, we may start making peace accords They are our truest friends on Boricubos, and would
with the anabaguas in order to start entering the jungles never betray us, unlike those fiends the hurákani. We
without problems. have taught them nearly everything we know, from
Baracúden advanced farming techniques to metallurgy. They are fine
students and even finer allies. There is no one we’d rather
We know of their true intentions: to wipe us all out from the go to war watching our backs.
face of Boricubos. In order to prevent this, we have taken
preemptive strikes against them and their underwater Religion
cities, so that we can have the upper hand when they engage Almost all wolákani worship two deities in particular,
us more fully. Our taínem allies say that this will only their patron deities and literally the parents of the first
provoke more of them to join that militant group Ataba’s wolákani: Yokaho and Boina. Depending on their
Faithful, however, we know that most baracúden already disposition, they might worship one over the other,
want us dead. We listen to our gods without question, why believing that their dual nature must come from both
should it be any different for them? of their parent deities.
Coquían The only god that the wolákani never worship is
They are quite like the anabaguas in how they treat us; Ataba, who they believe is their mortal enemy for
that is to say, with hostility whenever we go near the wanting them wiped from existence. They see her and
jungle regions. For now, this is fine. They don’t come her followers, such as the baracúden Ataba’s Faithful,
out of their precious jungle, and we don’t go inside of it. as enemies that must be destroyed if peace is ever to be
brought to Boricubos.

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Adventurers Wolákan Quirks
The wolákani are made up of a varied group of d8
adventurers, however, because of their raging emotions, Quirk
Roll
they often become barbarians. Those who can keep
their emotions in check, instead become fighters, magi, I like to set things on fire using my body’s
and wizards while the rare few who are in tune with the 1 natural flames. Unimportant things of course!
element of earth become rangers or witches, hoping to But I do love watching them burn…
preserve the land. I’ve a single craft that I am going to perfect
2 and master, no matter what. I am going to be
Reasons for Adventuring the best at my craft on the entire archipelago!
d8 There is nothing more calming than waking
Reason up in the morning and thinking of new
Roll 3
The baracúden are threats that have to be inventions, whether they be for the war or for
destroyed. They have yet to attack you, but the common good.
1 Crafting is good for the soul, and I’m sure
they are planning and plotting away in their
underwater cities. that Yokaho and Boina would agree. I make
Yokaho’s orders are law. And besides, the 4 sure to dedicate everything I make to them
2 hurákani attacked you first, so they have it and their honor, knowing that without them,
coming. There’s no way you can lose this war. I would never have been created.
You have heard of a mystical artifact at the I have the honor of being one of the few
center of Boina’s Breath that may give me the wolákani who don’t care too much about
3 power to speak with the gods themselves. 5 the war. I just want to live my life and go
You will be the one to find it and find out the about things in a manner that doesn’t cause
true cause of Ataba’s wrath. problems for anyone around me.
You must be the one to end the war. No matter I have an idea for an invention that will win
if it costs you your life, it will save countless this war for the wolákani. The only problem
4 6
more. You will strike at the source and kill as is that there is no metal strong enough to
many of the enemy leaders as possible. actually craft it without it being destroyed.
You are the direct offspring of Yokaho I do my best to keep my emotions in check,
and Boina. There is no way that you can but sometimes I get so angry with others for
5 7 the smallest of reasons that I just explode at
die, and you must appease your parents
however you can. them. It’s no wonder why people are careful
around me.
You have one or two hurákani friends who
have decided to stay neutral in the war like I actually worship Ataba in secret, hoping that
6 8
yourself. You must protect them with your she and her acolytes will take mercy on me.
life from your fellow wolákani.
You adventure to escape the horrors of the
Wolákan Traits
7 war that is consuming the land, hoping that Wolákan have the following racial traits as well as the
it would sort itself all out. subrace traits listed.
You adventure to fight for the people who Ability Score Increase. Your Constitution score
have died in this pointless war. You fight increases by 2.
8 because Boricubos is your home now and Age. Wolákani are created into maturity, and it is
you must defend your community with your currently unknown how long they can live, though the
life. You fight because you must. answer is at least 300 years.
Alignment. Most wolákani are Chaotic Neutral, though
there are a select few that are Chaotic Good and a few
that are Chaotic Evil.
Languages. You can speak, read, and write Common
and Terran.

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Size. Most wolákani are 6 to 7 feet tall and weigh Once you use this ability, you must take a long rest
anywhere from 300 to 400 lbs. Your size is Medium. before using it again.
Speed. Your base walking speed is 30 feet.
Additional Abilities
Breathless. You do not need to breathe.
The wolákani are a tough race of creatures that are
Earthen Form. As an action, you can transform extremely durable and use this to their advantage.
yourself into a rock formation, gaining advantage on
Dexterity (Stealth) rolls in an environment where a New Feats
boulder or rock pile may be common. While in this
form, you cannot take actions, and have resistance to Fiery Spirit
all damage. It takes an action to switch from your rock Prerequisites: Wolákan
form back into your natural form.
These wolákani have learned how to stave off the chilling
Flaming Soul. You have immunity to fire damage. effects of the cold by raising their body temperatures to
Tool Proficiency. Choose one tool. You are proficient extreme temperatures. You gain the following benefits.
in its usage. • You no longer have the Vulnerability to Cold racial
Vulnerability to Cold. You are vulnerable to cold damage. ability.
• You can start a 5-foot-wide fire with flammable
Igneous Wolákan material within 10 feet. If left unchecked, this fire will
Ability Score Increase. Your Wisdom score increases spread at a rate of 5 feet per round so long as it is still
by 1. on flammable materials.
Harden Skin. When you take either piercing or slashing Lava Shaper
damage, you may take a reaction to gain resistance to Prerequisites: Lava or Magma Wolákan
that type of damage until the start of your next turn.
There are some wolákani who have learned how to
Once you use this ability, you must take a short or long superheat the ground, turning it into squares of lava.
rest before using it again. You gain the following benefits.
Lava Wolákan • As an action, you can turn a number of squares
within 30 feet equal to your Constitution modifier
Ability Score Increase. Your Intelligence score into lava. This lava deals 1d6 fire damage to any
increases by 1. creatures standing within it at the start of their
Sticky Skin. When you are damaged by a melee turns, or whenever they move into a square
weapon attack by a creature using a held weapon, they filled with lava. This lava lasts for one minute.
must make a Dexterity saving throw to keep hold of Once you use this ability, you must take a short or
that weapon. The DC for this saving throw is 8 + your long rest before using it again.
Constitution modifier + your Proficiency Bonus. On a • As an action, you can turn all adjacent squares into
failure, the weapon is pulled from the opponent’s grasp difficult terrain. This effect lasts for a number of
and stuck to your body. It takes an action to retrieve a rounds equal to your Constitution modifier.
weapon lost in such a manner, and you can only have
a number of weapons stuck to you in this way equal to Sturdy Form
your Constitution modifier. Prerequisites: Wolákan, Harden Skin racial ability
These wolákani have taken their training with their
Magma Wolákan rock-like skin to new depths and have learned how to
Ability Score Increase. Your Strength score increases completely negate a blow. You gain the following benefits.
by 1. • When you use your Harden Skin racial ability, you
Inferno. As an action, you have the ability to explode in can choose to become immune to the type of damage
a 15-foot-radius circle of flames. Each creature caught of your choice, but only for one attack instead of
in this area of effect must succeed a Dexterity saving being resistant to the damage until the start of your
throw or take 2d6 fire damage, taking half damage on next turn.
a successful save. The DC for this saving throw is 8 + • Your Constitution score increases by +1, to a
your Constitution modifier + your Proficiency Bonus. maximum of 20.
The damage increases to 3d6 at 6th level, 4d6 at 11th
level, and 5d6 at 16th level.

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Classes of Boricubos Barbarian
Even outside of the conflict the civil war has caused, there Barbarians are well respected and cheered warriors all
are plenty of reasons for the Boricubosan people to become throughout the archipelago of Boricubos. They are naturally
adventurers. Some want to improve their knowledge of found amongst both the wolákani, who sometimes make
the magical world and become mages as a result, while up for lack of experience for raw aggression and rage,
some want to protect the borders from foreign adaro and though they are found primarily within the baracúden
sahuagin invaders and so become warriors. There are people, as the baracúden regularly train berserkers from
others who look to becoming an adventurer as a way to birth to defend Boricubos from attacks from both adaro
solve the internal problems of the island such as combating and sahuagin threats. Lately, because of the war in the
zemi and spirits who have become evil or problematic for heavens, some of these barbarian warriors have been
the island’s residents or looking for solutions to The Blight forced to use their talents against the people of Boricubos,
which has been ravishing the anabagua population. More a situation they are not happy with, however, they still
recently, however, are those that have taken to examining see it necessary to defend their own communities from
the remains of dragons found in the coasts of the island of threats, even if these new threats are on the archipelago.
Piraguen, which many find as strange as the inhabitants Even still, there are a few baracúden barbarians who turn
of Boricubos have a long history in the archipelago and their focus to even deeper waters, knowing that one day
have never found evidence of anyone else having lived on they’ll have to face the might of the dragons, completely
or near the islands. This discovery has led many to start foreign yet ferocious invaders, in battle.
undergoing underwater journeys to see if they might find Other barbarians can be found amongst the hurákani.
living dragons who might potentially pose a threat to The hurákani, however, often see barbarians in their
Boricubos in the same way that the adaro and sahuagin community as wildcards that cannot necessarily be
attack the Boricubosans without hesitation. Adventurers trusted: after all, it would be foolish to trust a hurricane.
in Boricubos engage in special training to manifest a wide It is for this reason that barbarians within the hurákani
variety of powers and abilities suited to overcoming the community often hide themselves and their abilities,
challenges of their dangerous islands and the seas between. and if they must use them to defend their homes, they
try their very best to disguise themselves as merely
skilled fighters, going into a calm, furious rage rather
than a wild chaotic one.
Barbarians of other races tend to come from the same
tradition as bards, except they are a new phenomenon.
This change from bard to barbarian happened when Ataba
and Yokaho mandated their preferred races to start a holy
war with each other, causing some bards to pick a side, and
change their performances from ones that are meant to
inspire to those that encourage bloodlust in battle. Because
of their similar talents, many of these barbarians pass
themselves off as bards in order to safely pass into enemy
territory to gather information as spies. Ever since this
started, there has been a growing suspicion of bards, which
has led to more than one innocent bard being attacked for
being a spy when in fact they were nothing of the sort.
Path of the Defender
Those barbarians who follow the Path of the Defender
are known as the Defenders of the Archipelago. They are
an organization of barbarians that started off baracúden
only but quickly gained new supporters and offshoot
branches dubbing themselves with the name as they
share the same goal: prevent the war from going on any
further on Boricubos and focus in on the threats that
are coming from the waters below rather than mandates
from the heavens above. Though their numbers are small
now, they grow every day with members of every race.

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Underwater Rage against beasts. Once you have used this ability, you must
At 3rd level, when you enter a rage you gain a swimming complete a short or long rest before doing so again.
speed of 30 feet. If you already have a swimming speed,
it increases by 20 feet. Jungle’s Favor
At 10th level, while you are in a jungle, you gain
Defender of the Weak advantage on initiative checks and are not affected by
Starting at 6th level, as a reaction when an adjacent difficult terrain.
ally would be damaged by a melee weapon attack, you
can push them into a square 5 feet away and move into Nature’s Protection
their square. You take damage from the attack instead At 14th level, while in a rage, beasts and plants have
of your ally. disadvantage on attack rolls against you and you
have advantage on saving throws against their spells
Sea Superiority and abilities.
At 10th level, when you make a melee weapon attack
with a piercing weapon while swimming, you gain Path of the Warsong
advantage on the attack roll. Additionally, when you are Barbarians who follow the Path of the Warsong often act
attacked while swimming after the attack is made, you as informants and knowledge brokers in the war. They
can move 5 feet in any direction. This movement does are considered an important part of the war effort in
not provoke opportunity attacks. these troubling times, with many taínem and baracúden,
as well as iguaca mercenaries going on and passing on
Invulnerable Swimmer information about enemy movements and numbers.
At 14th level, as a reaction when you are in a rage, you Even quite a few coquían have joined the ranks of these
can cause the currents of the water to change their flow barbarians, not so much as they care which side wins the
when a melee or ranged weapon attack is made against war, but so that it ends much more quickly.
you. The change in the flow of the water causes the
attack to have disadvantage against you and all damage Raging Song
against you is halved if it does hit you. You can use this At 3rd level, you gain the ability to inspire those around
ability once per rage. you with a rage of their own. As an action, you can
expend one usage of your rage ability to grant the
Path of the Jungle ability to a willing creature within 30 feet as if they were
Barbarians who follow the Path of the Jungle are those a barbarian of your level.
who are dedicated to protecting the jungles of Boricubos Beguiling Lies
with their lives, no matter how dangerous the wilds may Starting at 6th level, as a bonus action you gain the
be. These bloodragers have formed an organization ability to subtly enhance your words with undetectable
of like-minded individuals who call themselves the weaves of magic. For the next minute, whenever you
Protectors of the Green. At first, their mission was would make a Charisma (Deception) or Charisma
clear: stop the war on Boricubos from destroying the (Persuasion) ability check, you gain advantage on the
jungles, and this mission has only been strengthened ability check. Once you have used this ability, you must
when a few select members learned about The Blight complete a short or long rest before doing so again.
affecting the anabaguas. They keep their knowledge of
The Blight a secret for the sake of the anabaguas. Superior Song
At 10th level, as a bonus action, you can enter a rage and
Call of Nature also inspire a rage in one willing creature within 30 feet,
At 3rd level, you are able to conjure one beast of granting them the ability as if they were a barbarian of
challenge rating 1 or lower. This creature shares your your level. Using this ability only expends one usage of
turn and follows your orders and will fight for you but your rage.
otherwise disobey any orders which will obviously lead
to its death. Once you have used this ability, you must Master Manipulator
complete a short or long rest before doing so again. At 14th level, gain the ability to dominate the minds of
those you encounter. If you speak with a humanoid for
Wild Empathy 1 minute, you can force them to make a Wisdom saving
Starting at 6th level, you can use an action to gain the throw or be affected by an effect similar to dominate person
ability to speak with beasts for 1 minute as if you shared as if it were cast in a 6th-level spell slot. This ability cannot
a common language. While using this ability you have be traced while using it. Once you have used this ability,
advantage on all Charisma (Persuasion) ability checks you must complete a long rest before doing so again.

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Bard College of Mercenaries
There are some bards who find it necessary to travel with
Bards are honored members of any community within
groups of others for their own safety. These mercenary
Boricubos, as it is they who write down and speak
champions enhance the abilities of those around them,
the rich traditions and stories of the Boricubosan
in order to protect themselves best as possible. In these
peoples. Even with the war raging on, bards have been
bards’ eyes, those around them are for the most part
known to remain neutral in it, much to the chagrin of
expendable, while the story is the most important thing
some groups, so that they may move freely between
in Boricubos: so long as the story survives, that is all
battlefields and record the histories and outcomes of
that matters.
battles as the war continues. Some bards have been
known to be kidnapped in the beginning of the war to
give up strategic advice that they have learned in their
travels, so now many travel in bands of adventurers or
mercenaries in order to protect themselves. These bards
often grow more powerful as a result of the many battles
they are accidentally dragged into, but happily continue
their journeys into unknown parts of the archipelago
to find the effects of the war in the heavens. But even
so, there are some bards who actively take sides in the
conflict, twisting the narrative of stories and outcomes
of battles to spread misinformation.
Some bards are also experts in matters related to
antiques, reliquaries, and other rare artifacts. At first,
these bards were merely used to tell zemi apart from
artistic creations, however, lately bards all across the
archipelago have had a huge discovery. Baracúden
warriors out on patrol recently found a treasure off the
coast of Boricubos’ largest island and a pile of bones to
which the treasure belonged: a massive dragon’s skeleton.
Bards flocked to this finding to discover more about it,
and though it is currently unknown how old this skeleton
is, it is suspected to be as old as the anabaguas themselves
or even older, suggesting that the anabaguas may in fact
be lying about being the Eldest race on Boricubos. But Ally Switch
only the diligent work of the bards can discover the truth At 3rd level, as a reaction when a hostile creature
or falsehood behind these claims. becomes adjacent to you, you can roll a die of Bardic
Inspiration to attempt to switch places with a willing
Other bards work as investigators. There was once creature. You and the creature can move to the others’
a time in Boricubos’ history when these investigator original squares at a pace of 5 feet times the result of
bards were called upon to settle disputes between the Bardic Inspiration die. If both of you make it to
different people: simple matters such as whether or not the others’ original squares, this movement does not
someone was in the right or the wrong for a certain provoke opportunity attacks. If you do not make it
course of action, or discovering who stole a zemi from to the others’ original square, you move as far as you
a household, or whether or not a certain location was can before stopping, provoking opportunity attacks
haunted with spirits, and if it was, to help whatever as normal.
spiritual leaders they could in putting said spirits to
rest. But with the war in the heavens raging on, they are Speedy Performance
focusing on subjects that they never thought possible, Also at 3rd level, when you grant a creature Bardic
such as rooting out spies from the opposite side of Inspiration die, you gain 10 feet to all your movement
the war, the rise in cults of the dead god Guacando speeds for one minute after it is used.
who seem antagonistic to every side of the war, the Improved Critical
possibility of attacks by dragons from the sea. Needless
to say, these investigator bards are still an important At 6th level, your attacks score a critical hit on a roll of
and necessary part of Boricubosan society. a 19 or a 20.

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Stalwart Defense College of Spies
At 14th level, as a reaction when you score a critical
The war in the heavens has caused a dramatic increase
hit against a creature, you can roll a Bardic Inspiration
die to rally your allies in triumph, granting all in the amount of spies on Boricubos. Whether it be
allies including yourself within 30 feet a number of an iguaca mercenary who is fighting for both sides
temporary hit points equal to the result of the roll + and passing along information as they do so, or a
your Charisma modifier. taínem or baracúden who betrayed their people to give
information to the other side of the conflict in exchange
College of Reliquaries for protection, bards known as spy trackers are experts
in rooting out these traitors and exposing them for the
With the discovery of the dragon’s treasure trove,
liars they are.
more than ever it is called into question as to whether
or not they are a threat or not. Failing contact with Keen Eyes and Ears
the dragons, it is up to these bards, also known as At 3rd level, you gain advantage on all Wisdom (Insight)
reliquarians, to glimpse into the past of these dragons ability checks to determine a creature’s true allegiances
using their magical talents and discover hidden truths and enemies. You also gain advantage on Wisdom
for themselves. (Perception) ability checks to see through disguises.
Historian Pledge Allegiance
At 3rd level, you gain proficiency with the History skill. Also at 3rd level, as an action, you can form a bond with
If you already have proficiency with the History skill, a number of willing creatures equal to your Charisma
you add double your Proficiency Bonus on all ability modifier. While under the effects of this bond, whenever
checks using that skill. you gain hit points, you can instead choose to heal a
Close Reading different bonded creature instead. As a reaction if you
Also at 3rd level, as an action, you can hold an object ever discover that one of these bonded creatures has
for 1 minute. If you then pass a DC 10 Intelligence lied to you, you may immediately revoke this bond
(History) ability check, you learn the name and from this creature and roll a Bardic Inspiration die.
race of the item’s owner and whether or not they are That creature has a penalty on attack rolls against all
deceased. If you pass a DC 15 Intelligence (History) bonded creatures equal to the result of that roll for a
ability check, you also learn how long ago the item number of rounds equal to your Charisma modifier.
was last used and for what purpose. Once you have Punish Lies
used this ability, you must complete a short or long At 6th level, as a reaction whenever you are within 30
rest before doing so again. feet of a creature that tells a lie, and you detect it, you
Speaker for the Dead may cast vicious mockery against that creature. The
At 6th level, when you use your Close Reading ability creature automatically fails its Wisdom saving throw
and pass a DC 10 Intelligence (History) ability check, against this spell.
you may cast speak with dead on the creature that the Deceptive Expression
item belonged to, even if there is no corpse present. If At 14th level, you’ve learned many of the techniques
the creature the item belongs to is still alive, the spell that you have been trained to fight against. You gain
instead fails. advantage on Charisma (Deception) and Charisma
Reliquary’s Power (Persuasion) ability checks to convince a creature that
At 14th level, as an action if you are holding a crafted you are their ally. If you successfully convince a creature
item more than 500 years old or a magic item, you that you are their ally using a Charisma (Deception)
can draw energy from that item and use it to fuel ability check, as an action at any point you may cast
your spellcasting. You immediately regain use of an charm person on them without any signs of a spell
expended spell slot of the highest level you can cast. being cast and when the spell ends, the creature does
You may only ever use a crafted or magic item once not know it has been charmed by you. Once you have
when using this ability. Once you have used this ability, used this ability, you must complete a short or long rest
you must complete a long rest before doing so again. before doing so again.

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Cleric Battle Domain
Clerics who follow the Battle Domain are clerics who
Priests on Boricubos are commonly referred to as
desperately train and train to become expert soldiers
behiques, of which many tend to be clerics. These
so that they may fight in the war on Boricubos. It being
clerics are often the foremost spiritual leaders in their
a holy war, these clerics come in one of two varieties:
communities and can be found amongst every race on the
the first hate the powers that were bestowed upon them
archipelago. Clerics who act as behiques are oftentimes
by the gods and will do anything to fight back against
a village’s or city’s second-in-command and should
the god they believed cursed them so, and the second
anything happen to the cacique, they often become the
sees these powers as a gift, and are ready to use them in
new cacique, holding a ritual to be answered by the gods
order to protect everything their god holds to be true.
to see who would become the new behique. This ritual
took part in two steps, the first being who could answer
obscure questions about the gods, and the second part of Battle Domain Spells
the ritual divided up the remaining candidates and see Cleric Level Spells
who could perform the greatest miracle as given by the 1st divine favor, heroism
gods. Due to the war in the heavens, the relations between
different behiques and therefore clerics of different gods 3rd branding smite, magic weapon
have become quite polarized, with many even coming to 5th dispel magic, fear
blows due to religious differences. 7th banishment, confusion
Before the war in the heavens, there was no need for 9th flame strike, hold monster
warriors amongst priests on Boricubos, as the gods and
the archipelago’s inhabitants lived in harmony. Most of Bonus Proficiency
the fighting was done by the baracúden warriors against At 1st level, you gain proficiency with martial weapons
the sahuagin and adaro invaders, with matters of faith and heavy armor.
kept completely separate from matters of warfare. This
changed when Ataba and Yokaho both gave orders to Divine Shield
their chosen races to eliminate the others. Suddenly At 1st level, you gain the ability to see premonitions of
secular warfare was no longer the order of the day, and blows against you before they happen. As a reaction
people of different religions, particularly the behiques when a creature attacks you, you can cause the attack to
were caught in conflict with one another, no longer have disadvantage. You can use this ability a number of
simply practicing medicine and healing, but also being times equal to your Wisdom modifier (a minimum of
forced to learn how to defend themselves against those once). You regain all expended uses when you complete
who would do them harm: thus, the battle cleric was a long rest.
born. These battle clerics are militant champions of their Channel Divinity: Battle Prowess
faith who do their very best to defend other practitioners Starting at 2nd level as an action, you can use your
from harm, especially with the war ongoing in Boricubos Channel Divinity to imbue all weapons within 30 feet
and attacks on civilians who happened to worship the part of your divine essence, transforming them into
wrong deity becoming more and more common. whatever weapons you choose. If you choose to transform
Finally, the last type of cleric on Boricubos. Cursed. them into a weapon that has the ammunition weapon
Bewitched. Heretics. All these terms are often used to property, it transforms into that weapon along with 30
describe them. They are given their clerical abilities pieces of the appropriate ammunition. If the weapon is
not by choice, but they are forced upon these cursed magical, it keeps any bonuses to attack and damage rolls
clerics. This in many instances caused such clerics on it would have while transformed. This transformation
the archipelago to face undue criticism and prejudice lasts for 1 minute but can be ended as a bonus action.
from the community at large. However, with the war
in the heavens ongoing, it is becoming more and more Extra Attack
common to accept these clerics if not only for their At 6th level, you can attack twice instead of once on
vast reserves of magical power. They are also becoming your turn.
accepted because it is assumed that either Ataba or Sounds of War
Yokaho cursed them because of the war in the heavens, At 8th level, the first time you would hit a creature with
therefore depending on which god bestowed the curse a melee weapon attack a turn, you deal an extra 1d6
upon the oracle, they are accepted by one side of the points of thunder damage to that creature.
war or the other.

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Final Word or lower to restore hit points to a creature, the creature
At 17th level, as a reaction when you would be reduced gains an extra 1d6 hit points. When you use a spell of
to 0 hit points, you cast any spell of your choice so 5th level or higher to restore hit points to a creature, the
long as you have a spell slot of the appropriate level. If creature gains an extra 1d10 hit points.
you remain at 0 hit points after casting this spell, you
immediately fall unconscious as normal. Once you Channel Divinity: Healing Energy
have used this ability, you must complete a long rest Starting at 2nd level, you can use your Channel Divinity
before doing so again. as a reaction when a creature within 30 feet is reduced
to 0 hit points. You restore a number of hit points to
that creature equal to five times your cleric level.
Preserve Life
At 6th level, as a reaction when a creature within 30 feet
takes damage, you can release a ward of holy energy
that causes that creature to take half the damage they
would have. Once you have used this ability, you must
complete a short or long rest before doing so again.
Shared Healing
At 8th level, when you use a spell of 4th level or lower to
restore hit points to a creature, you gain 1d6 hit points.
When you use a spell of 5th level or higher to restore hit
points to a creature, you gain 1d10 hit points.
Masterful Healing
At 17th level, instead of rolling dice to restore hit points
using spells or abilities, assume you had rolled the
maximum possible result on each of the dice.
Protection Domain
These clerics do not care so much for their own
wellbeing so much as they do the wellbeing of
others who they see as under their protection. These
Healing Domain defenders of the faith are willing to risk life and limb
Not only are behiques the spiritual leaders of a village in order to protect their flock, and even give up their
or city, but they also tend to be doctors as well, and are own lives if it means saving one more life from the
trained in not only the medicinal arts but herbology and horrors of a long and bloody war. Such clerics follow
poisons as well so that their medical education can be as the Protection Domain.
thorough as possible. While they are able to heal others
with spells, they also learn non-magical remedies that Protection Domain Spells
can be used to save a person’s life when they run out of Cleric Level Spells
magical means of doing so. These behiques follow the
1st bless, protection from evil and good
Healing Domain.
3rd aid, protection from energy
Healing Domain Spells 5th beacon of hope, remove curse
Cleric Level Spells 7th death ward, freedom of movement
1st cure wounds, false life 9th antilife shell, dispel evil and good
3rd barkskin, blur
Defensive Shield
5th magic circle, revivify At 1st level, as a reaction when a creature would attack
7th death ward, resilient sphere a creature adjacent to you, you can cause that attack
9th greater restoration, mass cure wounds to have disadvantage. You must be able to see both
the attacker and the creature being attacked for this
Healing Savant to work.
Starting at 1st level, when you use a spell of 4th level

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Channel Divinity: Shared Pain communing with nature spirits. Unlike the spirits which
Starting at 2nd level as an action, you can use your reside in zemi, these spirits are pure manifestations
Channel Divinity to create a bond that connects all of nature itself, and thus have to be spoken to and
creatures within 30 feet of you. As a reaction whenever treated in a very different way than one does with a
a bonded creature would take damage, one other zemi. These spirits are very protective of Boricubos’
bonded creature can use a choice to take the full damage jungles and only reveal themselves to the worthy, such
instead. This damage cannot be reduced by resistances, as shamanic druids themselves, believing that they
immunities, or abilities in any way. This ability lasts for are in danger of others, especially due to the war. In
1 minute. fact, ever since the war in the heavens made its way
to the archipelago, they have become more and more
Guardian Angel scarce and so have shamanic druids. Many of those
At 6th level, as a reaction when a creature within 30 feet remaining believe that it is because of the imbalance
would be damaged by a melee or ranged weapon attack, of the elements of air, fire, earth, and water that the
you can teleport to a space adjacent to the creature nature spirits are disappearing, and thus causing The
that would be attacked and have the attack be directed Blight for the anabaguas. If the elements are out of
at you instead. You can use this ability a number of balance, they say, Boricubos will end up dying a slow
times equal to your Wisdom modifier. You regain all death, and it is all due to the ongoing war.
expended uses when you complete a long rest.
Meanwhile, there are druids on Boricubos that are
Split Spell seen as happy accidents that happen when a nature
At 8th level, when you cast a spell on a willing creature, spirit finds its way into a person instead of a guardian
you can choose to have that spell affect one other zemi while it is being made. The person, who is most
creature within range as well. Once you have used this likely a taínem, takes on a partially animalistic form,
ability, you must complete a short or long rest before and is able to switch in and out of their normal form
doing so again. and this more animalistic persona at will. Once bonded
in this way, the newly formed druid is often seen as a
Protective Barrier legendary figure in their communities, as a half-spirit,
At 17th level, you gain resistance to one type of damage half-mortal being who is often seen as a chosen leader
of your choice. Every time you complete a long rest, you of the community, even if they are not formally the
may change the type of damage that you are resistant cacique of a village or city. These are the rarest types
to. As an action, you can grant this resistance to one of druids on the archipelago to act as adventurers, as
creature that you touch. This lasts until you complete a even when they do appear, they tend to stick within
short or long rest. their local communities in order to act as community
defenders. The war has not affected them too much,
Druid other than putting pressure on them to join one side
or another, making it such that these druids are often
Most often found in the coquían and anabagua pressed into service in a war they don’t necessarily want
communities, druids are seen as the caretakers of the to fight in.
Boricubosan archipelago. For all the faults of the land,
and with the war raging both in the heavens and earth Circle of Blight
alike, druids are some of the few people who don’t Blight druids are a recent phenomenon within
necessarily care about the outcome of the war, so long Boricubos, and just as most druids are anabaguas,
as it ends quickly. Druids, especially those amongst most blight druids are anabaguas as well. No one truly
the anabaguas, can feel the land dying around them to knows if blight druids have to do with the actual Blight
such an extreme that they could literally draw the life affecting the anabaguas, however, they are called as
force out of the flora and fauna in order to empower such because the blight druids are killing the land just
their own abilities. Most druids were horrified when as the war and imbalance of the elements is likely the
they learned they could do this, believing that it would cause of The Blight, thereby causing large portions of
only contribute to The Blight affecting the anabaguas, the land to grow sick.
however, some believe that this was a quick way to
restore balance to the archipelago: pick a side and use Blight Field
this blight magic in order to quickly put an end to the At 2nd level, you gain resistance to necrotic damage.
war once and for all. In addition, whenever you would deal damage to a
creature with a spell, you can instead choose to deal
Some druids act as shamans and are found necrotic damage rather than the normal damage type.

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You can use this ability a number of times equal to your Quick Shift
Wisdom modifier. When you run out of uses of this At 2nd level, as a reaction when you would be attacked
ability, you lose your resistance to necrotic damage. by a melee or ranged weapon attack, you can quickly
You regain all expended uses when you complete a shift into a more animalistic form for a brief moment,
long rest as well as your resistance to necrotic damage causing the attack to have disadvantage. You can use
if you lost it. this ability a number of times equal to your Wisdom
modifier. You regain all expended uses when you
Defile complete a long rest.
At 2nd level, as a reaction when you would cast a spell
that has a duration of concentration, you can defile the Defensive Shift
world around you in order to extend the spell’s effects. Starting at 6th level, as a reaction whenever you would
By defiling the land out to a range of 10 feet per level of take damage from any source, you can shift into a far
the spell, you can extend the spell’s effects for 1 round
per level of the spell without having to concentrate on
the spell. During this time, you are free to concentrate
on other spells while the empowered spell’s effects still
occur. You cannot use this ability when you would
blight land that has already been blighted. Land that
has been blighted cannot sustain flora or fauna for 100
years while the land recovers. Using this ability is an
evil act.
Stolen Life
Starting at 6th level, whenever you damage a creature
with a spell, it takes an additional 1d6 points of
necrotic damage. You regain hit points equal to half
the damage dealt to the creature with a minimum of 1
damage regained.
Unnatural Physiology
At 10th level, you gain advantage on the spells and
abilities of fey and plants and have advantage on all
attack rolls made to hit these creatures.
Blighted Life
At 14th level, you gain immunity to necrotic damage
that is not lost when you run out of uses of your Blight
Field ability. Furthermore, you subtly steal energy from
the world, thus becoming immune to aging effects and
stop aging naturally.
Circle of Shifters
There are some druids who are able to use their abilities
to avoid attacks and jump back and forth between
their natural forms and an animalistic form in order
to change the placement of their body parts at different
points in time. They are able to do this in order to
protect themselves in battle first and foremost.
Animalistic Shift
At 2nd level, you can spend a bonus action to manifest
a natural weapon on your body that takes the form of
claws which deal slashing damage or teeth which deal
piercing damage. This natural weapon can be used to
make unarmed strikes which deal 1d6 damage + your
Strength modifier.

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sturdier form, causing you to only take half the damage. 2d6 damage of the converted damage type if you hit.
Once you have used this ability, you must complete a
short or long rest before doing so again. Enhanced Elemental Protection
At 10th level, you gain the resistance opposite of what
Shifting Organs you choose for the Elemental Protection ability. If you
At 10th level, you gain the ability to shift the vital organs chose acid resistance you gain lightning resistance and
in your body at a moment’s notice. When a creature vice versa. If you chose cold resistance you must choose
would score a critical hit against you, you have a 50% fire resistance and vice versa.
chance to turn the critical hit into a normal hit.
Elemental Lord
Bestial Form At 14th level, you gain immunity the two damage types
At 14th level, your Animalistic Shift ability becomes you had resistance to through the Elemental Protection
empowered, and the damage you do with your natural and Enhanced Elemental Protection abilities. You also
attacks increases to 1d10 piercing or slashing damage gain resistance to the remaining two damage types.
depending on whether or not you chose to shift into a
form with claws or teeth. Additionally, you gain a +30
bonus to any movement speed of your choice when you
use your Animalistic Shift ability, even ones that you do
Fighter
not yet possess. Fighters are by far the most common type of warrior
on Boricubos, but that doesn’t mean they are any less
Circle of Spirits respected than others. Training extensively with an
A Circle of Spirits druid is one that speaks directly to assortment of different weapons has allowed these
the spirits of nature, specifically the four elements of champions on the battlefield to adapt to any situation,
air, fire, earth, and water. Instead of focusing on just and both sides of the war employ their martial prowess
one element, the druid utilizes all four in order to in order to gain an advantage in different scenarios.
maintain balance with the spirits, in hopes that by their Without fighters, the war would have come to a standstill
small actions, more and more spirits will return to the long ago rather than any side making progress, and
jungles and hopefully cure The Blight that is plaguing because of this, they are welcomed as heroes after every
the anabaguas people. battle and often have tattoos printed on their bodies
which symbolize their exploits. A heavily tattooed fighter
Elemental Protection has almost certainly seen many battles and therefore,
At 2nd level, you gain resistance to either acid, cold, become a truly great warrior in the process. Though
fire, or lightning damage. they are so numerous that they are of the lower class for
a particular village or city, this is quickly beginning to
Elemental Balance change, with fighters gaining more social clout as they
At 2nd level, whenever you would make a melee are more and more necessary for the war effort.
or ranged weapon attack, choose acid, cold, fire, or
lightning. Your attack does that type of damage instead There are some fighters that are prized amongst the
of the normal type of damage it would normally deal. iguaca more than in any other race for their combination
The very next attack you make, you must make an of martial prowess and magical ability. These fighters
attack that deals the opposite type of damage as the one are seen as the perfect balance between the two
you initially picked. If you chose acid, you must make disciplines, and thus is a natural fit for an aspiring
a lightning attack and vice versa. If you chose cold iguaca mercenary. But besides being special warriors
you must make a fire attack and vice versa. After this for any iguaca mercenary company, they are also found
second attack, you are free to choose between the four quite often amongst the wolákani. The wolákani have
elements again for your next attack. used these “spellswords” to great effect in the war across
Boricubos, often pairing them with healers so that they
Elemental Blasts do not have to worry so much about defense as they
Starting at 6th level, as a reaction whenever you do pure, raw aggression. But these fighters are not
take acid, cold, fire, or lightning damage, you may simply mindless warriors who happen to have magical
immediately convert that energy into a blast of energy prowess to back up their skill with a blade. They also
of the opposite type. If you were damaged by acid, you study magic relentlessly with wizards on Boricubos in
convert it into lightning and vice versa. If you were order to discover new magical abilities, and because of
damaged by cold, you convert it into fire and vice versa. their dedication to the magical arts, they are seen as
After calculating the damage you took, make a ranged intellectual savants in the field of magic.
weapon attack against a creature within 30 feet dealing

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And then there are some fighters who are adventurers with the spirits of your ancestors, granting you
first and foremost on the Boricubosan archipelago, out certain protections in battle. You gain resistance to
for adventure and glory rather than for any particular bludgeoning, piercing, and slashing damage as well as
cause. Most often, such warriors go out to join up with becoming immune to poison damage. This ability lasts
iguaca mercenary companies as invited outsiders who for 1 minute. So long as this ability is active, it can be
fight for material goods and deeds of derring-do. The ended early as a reaction in order to become immune
iguaca mercenaries are about the only group on the to one instance of damage. Once you have used this
archipelago that accepts swashbucklers as they are and ability, you must complete a short or long rest before
for the reasons they fight; the iguacas can sympathize doing so again.
with a group of people looking for glory, fortune, and
clout that comes out of the war and thus have organized
special troops of non-iguacas as part of their mercenary
companies to fight in the war. They are careful, however,
not to have their non-iguaca fighters battle against people
of the same race, just in case they may have misgivings
about what they have to do in order to win the fight.
Caracaraco
The caracaraco are named after the first taínem, of which
all future generations of taínem believe themselves
descended from. They believed that Caracaraco was a
warrior without equal and so took on his name as a part
of the social hierarchy of the taínem people, after which
the word spread throughout the archipelago not just to
mean taínem warriors, but warriors of other races as
well. They are adept at fighting in all parts of Boricubos,
from its waters to its jungle.
Natural Acumen
When you reach 3rd level, you gain proficiency in
Nature and Survival ability checks.
Swimming Warrior
Starting at 3rd level, you gain a swimming speed of 15
feet. If you already have a swimming speed, it is instead
increased by +10 feet.
Jungle Fighter Soldier of Fortune
At 7th level, you are able to fight in the jungle without
ever being hampered by your surroundings. You ignore These fighters are first and foremost out for themselves,
the negative effects of cover and difficult terrain while their own reputations, and personal wealth. Though not
in the jungle. evil, they don’t care what side of the war they fight on so
long as the battle is difficult and glorious, not enjoying
Nature’s Protection stratagems which require stealth or subterfuge as that
At 10th level, as a reaction whenever you would be would get in the way of their call for fame. At the same
attacked while adjacent to a tree or natural body of water, time, they are seen as untrustworthy by their allies, as
you can cause either the bark or water to reach out and some soldiers of fortune can be swayed to switch sides
protect you. The attack against you has disadvantage. of a battle if enough of a prize is offered.
Verdant Attacks Outnumbered Defense
At 15th level, whenever you would damage a creature When you reach 3rd level, whenever you are adjacent to
with a melee or ranged weapon attack, you deal an extra two or more enemies, those enemies have disadvantage
1d4 points of poison damage. on all melee attack rolls against you.
Ancestral Might Did You See That
At 18th level, as a bonus action you become fused Starting at 3rd level, you can dazzle your opponents

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with an impressive display of bravado. As a reaction wizard spell list. At 13th level, you learn one 3rd level
after successfully damaging a creature with a melee spell from the wizard spell list. At level 19, you learn
weapon attack, you can force the damaged creature one 4th level spell from the wizard spell list. Whenever
to make a Wisdom saving throw with a DC equal to 8 you gain a level in this class you may replace one of
+ your Charisma modifier + your Proficiency Bonus. your wizard spells known for a different one from the
If the creature fails their saving throw, they become wizard spell list. You can cast each spell you know once.
frightened of you. The creature may attempt to remake The only exception are the cantrips which you can cast
the saving throw at the end of each round. Once you an unlimited amount of times. After you do so, you
have used this ability, you must complete a short or must complete a short or long rest in order to cast the
long rest before doing so again. spell again.
Brazen Swagger Your spell save DC for these spells equals 8 + your
At 7th level, your overwhelming confidence even Intelligence modifier + your proficiency modifier.
inspires those around you. You are immune to being Your spell attack modifier for these spells equals your
frightened and all allies within 30 feet have advantage Proficiency Bonus + your Intelligence modifier.
on saving throws made to avoid being frightened. Canny Defense
Sellsword’s Bond Starting at 3rd level, while you are not wearing any
Despite your reputation, you are quite serious about armor, your Armor Class equals 10 + your Dexterity
protecting those you have sworn to serve and thus have modifier + your Intelligence modifier. You can use a
trained yourself against mental manipulations. At 10th shield and still gain this benefit.
level, you gain advantage on saving throws against the Arcane Study
charmed condition. At 7th level, you gain the ability to memorize spells you
Confident Strikes see in a wizard’s spellbook. If you see a spell between 1st
At 15th level, when you are adjacent to 2 or more and 4th level in a spellbook, you can attempt to make
enemies, you gain advantage on melee weapon attack an Arcana ability check with a DC equal to 10 + the
rolls against those enemies. spell’s level. If you succeed, you learn the spell and can
cast it once. Once you cast the spell, you must complete
Mercenary Discipline a long rest to cast it again. You can only learn one spell
At 18th level, you have trained yourself to finish the in this manner. If you use this ability to learn a second
mission no matter what. As a reaction, whenever you spell, you forget the first.
would drop to 0 hit points, instead of falling unconscious,
you stay conscious but must make death saving throws Spell Shield
as normal. Should you fail three death saving throws in At 10th level, as a reaction when a spell is cast on you,
this state you automatically die, however, if you should you can expend one of your spells that you are able to
succeed three death saving throws during this state, cast in order to gain advantage on the saving throw.
you automatically return to 1 hit point. Once you have Furthermore, you are considered proficient in the
used this ability, you must complete a long rest before saving throw when you use this ability.
doing so again. Master Spellsword
At 15th level, if you cast a spell that requires an attack
Spellsword roll such as fire bolt, you can do so as part of an Attack
Spellswords are most often found within the iguaca action, using any combination of spells that require
community; brave warriors but even more clever attack rolls and weapon attacks.
mages who have learned to bend the elements to their
will. Their fancy swordplay is only matched by their Arcane Theft
skill with a blade, and many iguacas who become At 18th level, as a reaction when you see a creature
fighters learn the path of the spellsword simply to make within 60 feet casting a spell, you can force that creature
the most of their ability to fly while casting spells and to make an Intelligence saving throw with a DC of 8
attacking from above. + yur Intelligence modifier + your Proficiency Bonus.
If the creature fails the saving throw, you gain control
Arcane Knowledge of the spell and can cast it as if the origin point were
When you reach 3rd level, you learn two cantrips and the square of the creature that originally casted it. Once
two first level spells of your choice from the wizard spell you have used this ability, you must complete a long
list. At 7th level, you learn one 2nd level spell from the rest before doing so again.

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Monk only exceptions to this rule are those who survive the
arduous journey to the volcano at the northern tip of
Most monks in Boricubos are normally relegated to the the archipelago, Boina’s Breath, or those who purposely
coastal towns and cities, which means that they tend or accidentally expose themselves to the full brunt of a
to be taínem and wolákani. They are often seen as true hurricane and manage to survive the experience. These
warriors who need not limit themselves to weapons monks are gifted with the elements of fire or earth and
in order to overwhelm their opponents. It is a great air and water respectively.
honor to be a monk, as particularly fierce ones might
be chosen to represent their town or city in a fight with Way of Balance
another town or city’s representative when words are There are some monks who develop abilities beyond
not enough to soothe nerves, but outright hostility is their control but have such a desire to maintain balance
unthinkable. Monks chosen to fill such a position are in the natural world, that they develop a connection to
known as nitaínem. These fights are frequent in settling not one, but two elements of the same time, and always
trade disputes, legal matters, and other problems that elements of an opposite nature to one another. This
two different towns might have with one another, connection does leave their bodies somewhat torn, as
making the monk a prize fighter of sorts. These fights the opposing elements threaten to rip them apart.
more often than not have a stipulation that they must
go on until one of the participants are unconscious, Torn Asunder
however, for more grave matters such as the murder of At 3rd level, you choose one of two sets of damage: acid
a cacique from a member of a different town or city, and lightning or cold and fire. As a reaction, you can
this restriction might be lifted. spend 1 ki point when taking damage from one of your
chosen sources to gain resistance to that damage.
There are other monks on Boricubos, however, that
are far more spiritual rather than warriors. To the Elemental Blows
untrained eye, these monks and the nitaínem may look At 3rd level, when you use your Flurry of Blows, your
very similar, however, a closer examination of their limbs become wrapped with elements. Your reach is
training shows vast differences in form, technique, increased by 5 feet for each and when you deal damage
and purpose. Though they both train without weapons you choose one of the types of damage that you choose
for the most part, using martial techniques instead from the Torn Asunder ability. For each attack you
of weapons, these more spiritual monks train with a successfully hit, you choose one of those types of
singular purpose in mind: to get in touch with the spirits damage to deal instead of the normal type of damage.
around the archipelago and commune with them best
they can. These monks have thus far stayed neutral in Healing Elements
the war, and many go live and train with the anabaguas At 6th level, when you use your Torn Asunder ability,
and coquían in order to further learn techniques that you can instead expend 2 ki points instead of 1 to
would aid them in self-defense should the need arise. instead gain immunity to the damage. You can instead
But thanks to both sides of the war not respecting the expend 3 ki points to gain immunity to the damage and
boundaries of the jungle and heavily trying to recruit regain hit points equal to half the damage you would
the anabaguas and coquían to their causes, the monks have taken.
have found purpose: defend these races from having to
Elemental Fury
enter a war that does not concern them.
At 11th level, as a reaction when you would take the
And lastly, the elementalist monks who first appeared Attack action, you can choose to deal an additional 1d4
on Boricubos approximately 300 years ago with the points of damage of one of the types chosen from your
arrival of the hurákani and the wolákani. The first Torn Asunder ability.
members of each of these groups were elementalist
monks who followed differing paths and elements, Balance at Last
who unknowingly spread their art to the rest of the At 17th level, you gain access to the two types of
archipelago, with the hurákani spreading the elements damage that you didn’t choose from the Torn Asunder
of air and water and the wolákani spreading the elements ability for the purposes of all your monk class features.
of earth and fire. The cause of this rise in elementalist Furthermore, you can spend a bonus action to take
monks since the hurákani and wolákani arrived on on a completely elemental form that lasts for 1 minute
Boricubos seems to be those races themselves, as that correlates to acid, cold, fire, or lightning damage.
those who never had contact with one of the two races While in this form, you become immune to that type of
seem to never develop powers as a kineticist. The damage and gain additional effects.

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If you choose an acid form, you gain a burrow speed creature which damaged you, even if you would
of 30 feet. If you choose a cold form, you halve the normally not reach the creature.
movement speeds of any creatures of your choice
within 60 feet. If you choose a fire form, any creature Way of Peace
that you end your turn next to takes 2d6 points of fire Most monks on Boricubos want nothing more than for
damage that is not lessened by resistance or immunity the war plaguing the archipelago to end, and do not
to fire damage. If you take a lightning form, you gain wish to engage in bloodshed, and so isolate themselves
a flying speed of 30 feet. If you already have a flying in the jungles along with the anabaguas. But when their
speed, it increases by +10 feet. neighbors or themselves are threatened, the peaceful
masters are not afraid to stand up to their harassers and
Way of the Nitaínem send them back out of the jungle.
The nitaínem have th.eir roots with the taínem people
and was originally a word that was meant to mean Diplomat
warrior. This has not changed, despite the wars between At 3rd level, you become proficient in Persuasion ability
taínem tribes not having been present in the past few checks and can use Wisdom instead of Charisma for all
hundred years, and the role of the nitaínem has been ability checks regarding that skill.
filled as one who settles disputes between different Peaceful Blow
villages and cities, with each city choosing one to fight At 3rd level, when you successfully attack a creature
in a match to determine the outcome of the dispute. with an unarmed strike, you can spend 1 ki point to
Painful Blows instead deal no damage. The creature you attacked
At 3rd level, you learn where to strike your foe to cause must attempt Wisdom saving throw with a DC equal to
the most pain. Once per turn, you can deal an extra 8 + your Wisdom modifier + your Proficiency Bonus.
1d8 damage to one creature you hit with an unarmed If they fail they cannot attack or cast a spell that deals
strike when you have advantage on the attack. You don’t damage until the end of your next turn.
need advantage on the attack roll if another enemy of Suggestive Strike
the target is adjacent to the target, that enemy isn’t At 6th level, when you would successfully bring a
incapacitated, and you don’t have disadvantage on the creature to 0 hit points with an unarmed strike, you
attack roll. can instead spend 2 ki points to cast suggestion on the
Studied Strikes creature. This suggestion must be used to either stop
At 3rd level, you gain the ability to use your ki to clear the enemy from fighting or to convince the enemy’s
your mind and see the best choices in combat. When allies to stop fighting. The creature does not get a saving
making an Attack action, you can spend 2 ki points to throw to stop this effect.
gain advantage on all attack rolls you make until the Comforting Words
end of your turn. At 11th level, you are able to heal a person’s wounds
Disrupt Ki with your words alone. As a bonus action you can
At 6th level, whenever you successfully damage a spend ki points to cast healing word on any creature
creature with more than one unarmed strike in a single within range. The effective level of the spell is equal to
round, you disrupt the flow of their ki. Any attacks they the number of ki points you spend using this ability.
make until the end of their next turn are made with Emissary of Peace
disadvantage. At 17th level, your very presence causes others to have
Powerful Blows a sense of overwhelming calm. Any creatures besides
At 11th level, the damage you would deal from your yourself within 10 feet of you must succeed a Wisdom
Painful Blows ability increases to 2d8. saving throw with a DC of 8 + your Wisdom modifier +
your Proficiency Bonus in order to attack or cast a spell
Quick Reversal that deals damage. A creature that fails can attempt this
At 17th level, whenever you would take damage from saving throw again at the end of each of their turns.
a melee weapon attack, you can spend 1 ki point to Once a creature has saved against this ability, they are
immediately make an unarmed strike against the immune to this ability for 24 hours.

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Paladin the Boricubosan archipelago. This tension between the
coquían and paladins of the Oath of Exorcism has led
to a number of battles between the two groups, as the
Paladins are most common in the baracúden
communities, where they are trained alongside coquían zealously attempt to put their phantoms to
barbarians as warriors meant to keep the peace of the rest, while the spiritualists futilely attempt to explain
archipelago. But the lines between what is good and that the phantoms are perfectly safe, so long as they are
what is lawful have been blurred, making their place controlled by the right people, just like any weapon.
on Boricubos very precarious. What happens when
a paladin of Ataba and a paladin of Yokaho meet? Oath of Exorcism
Should they fight as their gods mandate, or should Paladins who follow the Oath of Exorcism take the
they go along their separate ways, promising to each side of the coquían and Maketaori when it comes to
other to make sure the war ends as quickly as possible? the phantoms they control, seeing them as a burden
It was almost unimaginable for paladins to come to rather than a blessing, even if the coquían in particular
blows before the war in the heavens started, but that do not trust them. But instead of casting aside this
is becoming more and more common as time goes burden, they use all of their might in order to find a
on, and their gods are not rescinding their abilities way not only to put their phantoms to rest, but other
as even deities need mortal warriors. But even so, spirits as well, acting as professionals when it comes
most paladins have another thought on their mind: to restless souls.
the appearance of dragons to the baracúden people
has them all training not for the war on land, but the Tenets of Exorcism:
potential for a war against the dragons. Though the exact words and strictures of the Oath of
Exorcism vary, paladins of this oath share these tenets.
More militant and zealous paladins are a fairly
recent phenomenon on Boricubos. Before the war in Burden: The phantom that follows you is a curse, no
the heavens started, the gods lived in harmony, and matter how helpful it may seem.
the people followed their teachings well and without
question, with even destructive deities such as Guabanca Caution: Be wary of those who might try and aid you
being seen as protectors of the Boricubosan people, by in your plight for they might be pretenders waiting to
making them hardier for their struggles. But now that stab you in the back.
this religious war is raging on, certain paladins have Duty: The phantom that guides you through life is not
begun appearing in various churches to act as both your friend but your charge. You must work towards
religious enforcers and assassins; on one hand, they its eventual passage into the afterlife.
make sure that people remain faithful to their chosen Faith: You are to never lose sight of your mission, no
god, and on the other, they eliminate the competition matter what they think of you. Only you can ensure
from other deities. In particular, the inquisitors of that souls are put to rest.
Ataba and Yokaho have a very strong rivalry with one
another and much blood has been shed between the Oath of Exorcism Spells
two faiths. Similarly, the two daughters of Guabanaca,
Boina and Maroyal have held disdain for each other Paladin Level Spells
long before the war in the heavens began, and have thus detect evil and good, protection from
3rd
commanded their paladins to eliminate one another by evil and good
any means necessary. 5th prayer of healing, see invisibility
More spiritual paladins, however, are seen as the 9th dispel magic, speak with dead
undisputed masters of spirit tending, and appear mostly 13th banishment, death ward
in the anabagua and barucúden races. The phantoms
at their command are seen as proof that they have a 17th contact other plane, dispel evil and good
connection to the spirits unlike anyone else on the
archipelago. But this sentiment is not shared by all on Channel Divinity
Boricubos. The coquían see those who take the Exorcism When you take this oath at 3rd level, you gain the
as pretenders and blasphemers against Maketaori, the following two Channel Divinity options.
god of the dead, seeing phantoms as nothing more than Brand Undead: You can use your Channel Divinity as an
evil spirits who refuse to move on into either zemi or the action in order to present a held weapon which glows
afterlife and the paladins who manifest them as enablers bright with divine light. All undead within 60 feet
allowing potentially dangerous spirits to roam around must succeed a Charisma saving throw or be bathed in

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an unearthly glow for 1 minute. While bathed in this except force, necrotic, and radiant damage. While in
glow, attacks these undead are made with advantage. this form, you have immunity to being charmed or
Expel Spirits: You can use your Channel Divinity as possessed (such as through a ghost’s Possession ability).
an action in order to remove charms or spirits from Furthermore, if you were to take enough damage to
a creature. Choose a creature that is either charmed reach 0 hit points, you are immediately removed from
or possessed (such as through a ghost’s Possession this form and are instead left at 1 hit point. Once you
ability). That creature immediately gets to make a have used this ability, you must complete a long rest
saving throw against the effect with advantage. before doing so again.

Phantom Oath of Wyrmslaying


At 7th level, you constantly manifest a phantom While most people are focused on the war in the
humanoid that mimics your movements. Once per heavens which has spilled out onto the Boricubosan
turn, when you successfully damage a creature with a archipelago, the baracúden community has received
melee weapon attack, the phantom deals an extra 1d6 disturbing reports of dragons emerging from the deep
points of force damage as it also strikes the creature. in order to examine the surface world of baracúden.
Furthermore, as a reaction when you would be damaged Not sure if these dragons are hostile or potential allies,
by a melee or ranged weapon attack, you can instead let the paladins of Boricubos have begun training to fight
the phantom take the blow, causing you to take half the such foes just in case their worst fears are realized.
damage. Once you do this, the phantom disappears and
you cannot use any of the effects of this ability until you Tenets of Wyrmslaying:
complete a short or long rest. Though the exact words and strictures of the Oath of
Wyrmslaying vary, paladins of this oath share these tenets.
Phantom’s Fortitude Cleverness: Your foe is known to be crafty, so you must
At 15th level, as a reaction whenever you would make
be moreso. There is no such thing as a fair fight against
a saving throw, you can choose to expend a bit of your
a dragon.
phantom’s power to strengthen your resolve and make
the saving throw with advantage. You use this ability a Decimation: You are not to parley with your foe. You
number of times equal to your Charisma modifier. You are instead to destroy them when you can but be wary
regain all expended uses when you complete a long rest. not to throw your life away in a hopeless fight.
Protection: You must accrue power, but not for
Phantom Form personal gain, but to protect those around you from
At 20th level, as an action you can choose to let your
a disastrous fate.
phantom completely overtake your own physical form
for 1 minute, granting you resistance to all damage Vigilance: The enemy can strike at any time. You must
be ready for battle at a moment’s notice.

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on a roll of 19 or 20. Once you have used this ability,
Oath of Wyrmslaying Spells you must complete a long rest before doing so again.
Paladin Level Spells
3rd hunter’s mark, shield of faith Oath of Zeal
5th blur, enlarge/reduce These paladins serve a twofold purpose, the first being
to ensure that a local community remains faithful to the
9th fly, haste correct deity; usually taínem and wolákani villages are
13th guardian of faith, locate creature
to worship Yokaho and baracúden and hurákani villages
17th hold monster, wall of force are to worship Ataba. The second purpose of these
enforcers of the faith is to root out any sedition that they
Channel Divinity find within a local community, executing those who they
When you take this oath at 3rd level, you gain the believe to be worshipping the wrong deity.
following two Channel Divinity options. Tenets of Zeal:
Dragonslayer: You can use your Channel Divinity as Though the exact words and strictures of the Oath of
a reaction whenever you or an ally within 30 feet is Zeal vary, paladins of this oath share these tenets.
damaged by a dragon. Both you and that ally gain Action: You are to actively seek out those who would harm
advantage on all attacks against the dragon for 1 those of your faith and strike them down without mercy.
minute, it drops to 0 hit points, or falls unconscious.
Conviction: Without your god, you are nothing. You are
Wyrmshield: You can use your Channel Divinity as to trust them in all things and all edicts. You may only
a reaction in order to give your allies protection be truly devoted to one god and no other.
against the spells and abilities of dragons. Whenever
you or an ally within 60 feet would make a saving Defiance: You must stand against those gods whose
throw against either a spell or dragon’s ability every beliefs are contrary to your own. Any who share your
creature affected by the spell or ability makes their faith that believe otherwise are heretics.
saving throw with advantage. Honor: You are the shining example of what it means
to be as your god. You are to act with courage and
Evasive Champion strength in all things.
At 7th level, you learn how to nimbly move out of the
way of the breath weapons of dragonkind. When you Oath of Zeal Spells
are subjected to an effect that allows you to make a Paladin Level Spells
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving 3rd divine favor, hellish rebuke
throw, and only half if you fail. 5th spiritual weapon, zone of truth
Grounding Shout 9th fear, slow
At 15th level, you gain the ability to ground a flying 13th blight, death ward
opponent with a command. As an action, you can shout 17th geas, insect plague
an order to any creature within 120 feet to remain on the
ground, forcing it to succeed a Wisdom saving throw Channel Divinity
with a DC equal to 8 + your Charisma modifier + your When you take this oath at 3rd level, you gain the
Proficiency Bonus or spend all of its potential trying to following two Channel Divinity options.
get to the ground. Once it has done so, it cannot use its Fanatic Smite: You can use your Channel Divinity
fly speed for the next 1 minute. Once you have used this as a reaction when you use your Divine Smite on a
ability, you must complete a short or long rest before creature. If that creature is devoted to a different god
doing so again. than yourself, you deal an extra 2d8 damage with your
Death to Wyrms smite. In order for this Channel Divinity to work, the
At 20th level, you can use an action to become an avatar creature that you use your Divine Smite on must be
specifically devoted to the destruction of dragons for 1 intelligent enough to worship a deity and be aware of
minute. In this form, you gain advantage on all attacks your deity’s existence.
against dragons and gain resistance to all damage Sense Faith: You can use your Channel Divinity as an
caused by the attacks, spells, or abilities of dragons. action in order to sense others who share your faith
Furthermore, against dragons, you score a critical hit as well as those who don’t. All creatures within 30 feet

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must succeed a Wisdom saving throw or you learn common mounts are orcas, dolphins, giant sea
which gods they are devoted to, if any. If a creature horses, and most fearsome of them all: sharks. The
succeeds its saving throw, it appears to you that they bond between ranger and mount is great, and those
are devoted to whatever god you are devoted to. who can master it are respected by all races, as it is
just proof of their connection to the archipelago.
Inquisitor’s Healing
At 7th level, you gain the ability to use your Lay on The bond between ranger and animal companion is seen
Hands on any creature within 30 feet so long as they as a spiritual one in Boricubosan society, with the animal
are devoted to the same god as you. companion being seen as a form of zemi; the spirit of an
ancestor is thought to come back in the form of an animal,
Devoted to Faith rather than being caught in an inanimate object. This
At 15th level, you and any creature within your Aura spiritual connection between hunter and animal companion
of Courage that is devoted to the same god you are, is seen as the reason why their animal companions are
cannot be charmed. more capable than regular animals, and so more than a few
rangers are placed in the behique caste in Boricubos, with
Undying Zeal the understanding that they have more of a connection to
At 20th level, as an action you can choose to enter a the ancestral spirits than an ordinary person.
state of righteous fury for 1 minute. So long as you are
in this state, you can see what gods, if any, that any Guardian of the Village
creatures in 60 feet worship. If the creature is intelligent These rangers are rare, usually only one per village or a
enough to worship a god and is aware of your god’s few per city. Guardians of the village do their very best
existence, though worships a different god than your to protect the people of Boricubos from nature itself, as
own, you gain advantage on all attack rolls against them it can be wild and untamed, leading to those who are
and have resistance against all damage that they do to uninformed or not wary enough of its danger to getting
you. Once you use this feature, you can’t use it again hurt or even killed by plant creatures, animals, or even
until you finish a long rest. the natural hazards of the jungle itself. Guardians of the
village often act as intermediaries between the jungle and
Ranger civilization, entering the jungle whenever something such
as a rare herb or pelt from a dangerous animal is needed.
Just as other warriors are seen as protectors of the
cities or villages they inhabit, rangers are seen as Enemy Focus
protectors of the jungle. Coming from all races, rangers At 3rd level, you gain an enemy focus and must choose
oftentimes live in either the outskirts of a village or either plants or beasts. You gain the full effects of your
a city, or within nature itself, surviving off the land Favored Enemy ability against these creatures as well as +2
without disturbing it. As such, rangers are beloved extra points of damage every time you damage that enemy.
by the anabaguas and the coquían, seeing them as Whenever you would get the choice of a new Favored
deterrents against invasion from civilizations into the Enemy, you could choose to take an additional enemy focus
wild places. But the role of the ranger in Boricubosan in the creature group that you did not at 3rd level.
society is far more than just to act as a person who Detailed Instruction
stops outsiders from going into the jungle, but also At 7th level, you learn how to give instructions to others
to protect people in those very cities and villages to keep them safe and wary within a jungle environment.
from the jungle itself, oftentimes acting as guides As an action, you can choose a number of creatures
or warriors when a particularly troublesome beast equal to your Wisdom modifier and instruct them how
terrorizes the citizens of the archipelago. Therefore, to best stay safe in the jungle. Until you complete a
rangers are respected and well-loved by just about long rest, these creatures gain advantage on initiative
everyone within society, albeit for different reasons. checks while in the jungle and saving throws against
There are other rangers who form bonds with natural hazards such as quicksand, poisoned plants, or
the animals of the land, sometimes using them as the pushing water of a raging river, but specifically not
mounts. Some have managed to tame the wildlife on against the spells or abilities of creatures.
the archipelago, such as those who have managed
to learn to ride dire bats. More often than not, Way of the Jungle
however, these rangers are those who manage to At 11th level, you gain the ability to sense plant and
tame creatures of the sea, such as baracúden, kelp beast creatures with your Primeval Awareness ability.
anabaguas, and even a few daring taínem. The most Whenever you sense them, you specifically do learn
their number and location.

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One with Nature Unshakable Bond
At 15th level, you gain the ability to speak with beast At 11th level, as a reaction while you are mounted on
and plant creatures as if you shared a common language. your reef shark and either you or the reef shark were
Furthermore, any damage bonuses you have against to take damage from a melee or ranged weapon attack,
such creatures because of your Enemy Focus ability the other can intercept the attack and take the damage.
are increased to +4. Finally, you have advantage on
Charisma (Intimidation) and Charisma (Persuasion) Unparalleled Rider
ability checks against beasts and plants. At 15th level, you become a fearsome combatant along
with your shark companion. You only need to move
Shark Rider 10 feet towards a creature in order to increase your
critical hit range for your Underwater Charge ability.
These rangers are some of the most fearless in all of
Furthermore, whenever you are mounted on your reef
Boricubos, managing to soothe even the most feral of all
shark and you attack an unmounted creature, you deal
sharks in order to form a bond with them that extends
an additional die of weapon damage.
beyond that of a standard trainer and beast, but one
that is one of two partners. These shark riders have all
of the ferocity that their counterparts can display, and
because of this, they are the foremost warriors when it
comes to fighting against the adaro and sahuagin who
try to invade the surface of Boricubos.
Shark Companion
At 3rd level, you gain a reef shark as a companion.
The reef shark has the same stats as an average reef
shark except for the following differences. Your reef
shark has a number of hit points equal to either four
times your level or half your hit points maximum,
whichever is higher. The reef shark’s bite does 1d6+2
damage. You add your Proficiency Bonus to the reef
shark’s Armor Class, attack rolls, and damage rolls.
Additionally, a reef shark ignores all nonmagical
difficult terrain in an aquatic environment. The reef
shark can use its standard bonus for saving throws or
your bonus, whichever is higher.
The reef shark understands and obeys your commands,
taking its turns on your initiative. Reef sharks can be used
as a mount by you so long as you are Small or Medium
sized. In order to control the reef shark in combat,
you must give it an order as a bonus action each turn,
allowing it to take the Attack, Dash, Dodge, Disengage,
or Help actions. Should the reef shark reach 0 hit points,
it goes unconscious and must make death saving throws
just like you would. If your reef shark dies, you can obtain
another one by spending 8 hours performing a ritual in
the ocean, causing one to appear to you. Spirit Tamer
Underwater Charge There are rangers who heavily lean into the spiritual
At 7th level, whenever you move 20 feet underwater side of their role in society, acting as priests or spiritual
straight towards a creature while mounted on your advisors who speak to the dead or zemi in order to
reef shark, your attacks against that creature score a lay them to rest. They do their best in order to solve
critical hit on a roll of an 18 through 20 for the rest of things in a non-violent matter so that the spirits can be
that round. Additionally, whenever you move at least tamed and put to rest peacefully but are ready to attack
20 feet underwater while mounted on your reef shark, particularly violent spirits and zemi.
you do not need to breathe that round if you cannot
breathe underwater. Spiritual Wisdom
At 3rd level, you may use your Wisdom score instead

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of your Charisma score for all Deception, Intimidation, someone who attacks them in battle, but the rogue is
Persuasion ability checks against constructs and undead. far too pragmatic for this; instead of facing someone in
Furthermore, you can always communicate with these honorable combat, they prefer to stab someone while
creatures as if you shared a common language. their back is turned and studying their targets for any
weak points before striking. While neither side of the
Ghost Warrior war, nor even the iguaca mercenaries, would admit to
At 7th level, your weapon attacks, spells, and abilities using these assassins for any purpose, they are often
all ignore resistances and immunities that constructs used to target particularly troublesome mages who
and undead may have against them. have proven to be worthy adversaries on the battlefield.
Defensive Mind Lastly and perhaps most worryingly, there have
At 11th level, you are immune to being frightened or been rumors of cults spreading throughout Boricubos
charmed by constructs or undead and gain advantage dedicated to the dead god of war Guacando, all of
on any Wisdom saving throws against spells or abilities whom seem to want the same thing: for the civil war
used by these creatures. raging across the archipelago to somehow bring him
back to life. These cultists are usually rogues, who do
Laid to Rest not want their identities revealed for obvious reasons.
At 15th level, whenever you would reduce a construct But in their hidden guises, they claim that Guacando
or undead to 0 hit points, calculate how much damage will one day rise again to help the Boricubosan people
past 0 you would have dealt the creature. You gain a fight against an even bigger threat than ever before,
number of temporary hit points equal to this amount. and that the civil war is only a minor consequence for
Furthermore, whenever you reduce a construct or making the people stronger: as a result, the cults want
undead to 0 hit points, it cannot be brought back as an the war to go on in perpetuity until the new threat
undead by any means. reveals itself, so that all the survivors can be stronger
for their experiences fighting each other.

Rogue Cultist of the Dead God


Rogues in Boricubos are not mere cutpurses or Little is known about these cultists except for the fact
common criminals, but oftentimes tinkerers and that they worship the dead god of war Guacando and
trapsmiths, and guides for those who want to to travel adamantly believe that he will come back to life one day
through the trap infested jungle within anabagua and in the people of Boricubos’ most desperate time of need.
coquían territories. It is this last role that has taken up Their main goal is to keep the civil war on Boricubos
the most prominent ever since the war in the heavens going on for as long as possible so that the people can
started, as the anabaguas and coquían have heavily rise out of the war stronger than ever before and ready
trapped the jungle in response to the war, hoping to to meet any challenge.
deter combatants from entering it and destroying the
natural habitats of the flora and fauna, but to no avail. Liar’s Skill
Rogues and their uncanny knack for not only finding At 3rd level, you become proficient in Deception ability
but disarming said traps, have been doing their best checks. If you already have proficiency in Deception,
to keep people safe in exchange for material goods, you add double your Proficiency Bonus on all ability
running businesses to ensure people make it in and out checks using that skill.
of trapped territories alive. Though some see rogues as Dual Identity
nothing but profiteers, the rogues themselves believe At 3rd level, you are able to completely form a new
themselves essential parts of society, as they keep the identity for yourself that fools investigations and
bridges between the anabaguas and coquían and all the even most types of magic. This allows you to form
other races open. a cultists identity and a civilian identity. Switching
But even so, there are rogues who have recently taken between the two identities requires 1 minute of work.
up the occupation of assassination. Their inclusion on A person who knows of you in one identity would
the archipelago is a very recent one, only starting when not necessarily be able to tell that you are the same
the war began and warriors began training in the art person in the other identity unless they actively make
of stealth and killing while unseen. Their methods of an Intelligence (Investigation) ability check opposed
killing from the shadows is seen as one of the most by your Charisma (Deception) ability check. Any
dishonorable on the archipelago, as it is believed that creature making this Intelligence (Investigation)
all people should have the opportunity to confront ability check has disadvantage on this check. The

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switch between identities even fools magic meant to to a creature for 1 minute, you can detect whether or not
find out information about one of the identities unless the creature has the ability to cast spells and one of the
the caster succeeds an opposed Intelligence (Arcana) highest-level spells it can cast at random if you succeed an
ability check against your Charisma (Deception) ability opposed Intelligence (Investigation) ability check against
check. For example, a locate creature spell made to the creature’s Charisma (Deception) ability check.
detect your cultist identity would not be able to find
out where your civilian identity is unless this opposed Still Here
check was passed. At 3rd level, as a reaction when an adjacent creature
moves away from you, you can move up to your speed
Perpetual Battle directly towards the creature that moved away from you.
At 9th level, as an action you are able to inspire a This movement does not provoke opportunity attacks.
willing creature within 30 feet to go into a fury. The
creature gains advantage on all melee attack rolls Magical Defense
and resistance to bludgeoning, piercing, and slashing At 9th level, you learn how to concentrate on the magical
damage for 1 minute. During this time, the creature formulae that makes magic possible in order to dampen
cannot cast or concentrate on spells. This fury ends its effects on you. As a reaction when a spell that requires
a saving throw is cast on you, you gain advantage to
early if the creature in the fury is knocked unconscious
that saving throw. You can use this ability a number of
or if their turn ends and they have not attacked a
times equal to your Intelligence modifier. You regain all
hostile creature since their last turn. Once you have
expended uses when you complete a long rest.
used this ability, you must complete a short or long
rest before doing so again. Antimagic Strike
At 13th level, as a reaction when a creature within 60 feet
Warmonger casts a spell, you can make a melee or ranged weapon
At 13th level, As an action, you may frustrate a creature
attack against the creature with any weapon you have
within 30 feet into a frenzy. That creature must succeed on your person. If you succeed on your attack roll, you
a Wisdom saving throw with a DC of 8 + your Charisma damage the creature as normal and prevent the spell from
modifier + your Proficiency Bonus or have disadvantage being cast. The spell slot is expended as if the spell were
on all attack rolls and cannot cast or concentrate on cast. Once you have used this ability, you must complete
spells for 1 minute. The creature may retry the saving a short or long rest before doing so again.
throw at the end of each of its turns. Once you have
used this ability, you must complete a short or long rest Magic Killer
before doing so again. At 17th level, once per turn when you successfully
attack a creature that has the ability to cast spells,
Faith in the Dead God you automatically deal damage from your Sneak
At 17th level, you are able to draw upon a small bit of Attack ability, whether or not you meet the normal
divine power. Choose one cleric spell of 5th level or prerequisites to do so.
lower. You are able to cast that spell once. Once you
have cast this spell, you must complete a long rest Trapmaster
before doing so again.
These rogues make a living off of guiding people in and
Mage Slayer out of anabagua and coquían territory safely and are
experts at spotting the traps within the forest that are
Mage slayers are quite common on Boricubos’ laid out for intruders. Though they charge heavily for
battlefields, trained to sniff out mages on the battlefield their services, people are often willing to pay anything
and then eliminate them when possible, training their in order to see the Eldest for their knowledge and
bodies and minds in order to resist the spells that would wisdom, and the coquían in order to deal with problems
come their way should they fail to assassinate their they may have with troublesome zemi.
target immediately. Even when a mage tries to run, it is
already too late for them as mage slayers have learned Jungle Trapsmith
how to track even the most persistent of those who try At 3rd level, you gain proficiency on Sleight of Hand
an escape. and Survival ability checks.
Antimagic Sleuth Trap Adept
At 3rd level, you gain advantage on all Intelligence At 3rd level, whenever you would make a saving throw
(Investigation) and Wisdom (Survival) that have to do against an effect caused by a trap, you gain advantage
with creatures that can cast spells. Furthermore, if you talk on that saving throw.

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Trapspotter a small town or even a war council; this responsibility lays
At 9th level, you can spend one minute giving advice to heavy on them as it is expected they can solve everything
a number of creatures equal to your Wisdom modifier with a bit of magic and clever thinking.
about how to survive in the jungle. When you or any There are some sorcerers who deal with enchantment
one of these creatures comes within 10 feet of a trap, magics on Boricubos that are looked at with heavy
you automatically get to make a Perception ability suspicion, as are any mages who deal with mind-
check to sense it. manipulating magic. The idea and subject of free will
Tinkerer is heavy on the minds of all within the archipelago
At 13th level, if you succeed at a Dexterity (Sleight of due to the war in the heavens and the mandates that
Hand) ability check to disable a trap, you are able to Ataba and Yokaho have set to their chosen races,
deactivate it until a moment of your choosing. As a and this has extended to a fear of being controlled
reaction at any time, you are able to set off any one trap by mortal souls as well as the divine. As such, many
that you have disabled in the past. enchantment sorcerers keep their talents hidden away,
and are often used as saboteurs within the war effort,
Shared Expertise but even though they can prove their usefulness time
At 17th level, when choosing a group with your and time again, they are never fully trusted by their
Trapspotter ability, you gain the ability to utilize other employers. Even so, though the taínem tend to make
people’s talents to great effect. Whenever a creature in for the most gifted of all enchantment sorcerers, the
that group must attempt a saving throw against a trap, anabaguas have recently begun employing them to
they can use the saving throw bonus of any creature in ensure that the war remains far away from the jungles,
that group. often guiding those they deem unworthy out of the
jungle or into dangerous traps to avoid them from
ever disturbing the peace again.
Sorcerer
Sorcerers are one of the more common sorts of mages on
Boricubos, except for the iguaca people who have very
few, if any. It is said that when the iguacas first invented
magic and it was taken away from them by the gods
to share amongst the other races on the archipelago,
that is when the first sorcerers were born: not because
they learned magic through study such as the iguacas,
but because they were born with it in some fashion
or another. Nowadays, mages are far more dependent
on their lineages for magic with the most surprising
lineage appearing amongst the anabaguas who have
as of late begun displaying signs of sorcerers with the
draconic lineages appearing in their numbers. With
The Blight occurring, many of the confused younger
anabaguas can no longer ask their elders why such an
event would be occurring.
Those sorcerers that can be found amongst the iguacas,
who have a natural propensity towards the magical arts,
excel at the art of utilizing metamagic and the more
technical side of magic. These iguaca sorcerers are often
looked at as merely wizards who tinker too much with
the outside world, however, there are none who hold any
strong prejudices towards them. They often act as problem
solvers, whether that problem be helping put evil or
unstable zemi to rest, or throwing a fireball into the middle
of a battlefield for maximum effect. More than anything,
iguaca sorcerers are planners and quickly find themselves
thrust into positions of power for their natural charm and
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Draconic Siphon Elemental Whiplash
At 6th level, whenever you would deal damage to a
There are sorcerers on Boricubos who have begun creature with a spell, you can make the damage one of the
training specifically for the inevitable rise of the dragons two damage types that you choose with your Elemental
from the ocean, further inspired by the anabaguas Specialization ability. If you would deal damage with
displaying traits of the draconic lineages. Though the a spell that normally already does one of your chosen
anabaguas have no idea why they would be displaying types of damage, you deal an extra die of damage.
such traits, or so they claim, this hasn’t stopped many
other sorcerers from developing techniques unique to Elemental Healing
fighting against dragons and their ilk. At 14th level, as a reaction when you would deal damage
with one of your two chosen damage types, you can siphon
Draconic Defense some of the magic into yourself in order to heal yourself. The
At 1st level, whenever a dragon forces you to make a spell you cast only deals half the normal damage, however
saving throw against a spell or ability, you have advantage you regain hit points equal to the damage you dealt.
on any saving throw against that spell or ability.
Elemental Mastery
Store Spirit At 18th level, when you would use your Elemental
At 6th level, as a reaction whenever you succeed on a Specialization, you gain immunity to one of your chosen
saving throw against a dragon’s ability, you can store damage types and resistance to the other damage type.
a bit of the dragon’s spirit within you for a number of Furthermore, whenever you would deal damage to a
rounds equal to your Charisma modifier. During this creature with resistance to one of these damage types,
time, the dragon cannot use that ability again. Once you ignore the resistance to the damage.
you have used this ability, you must complete a short or
long rest before doing so again. Enchanting Spirit
Siphon Resistance There are some sorcerers who are said to be aided by
At 14th level, as a reaction when a dragon within 60 feet the spirits of their ancestors or nature’s guardian spirits.
would use its Legendary Resistance ability to succeed on These spirits help the sorcerer protect the jungle of
a saving throw, you can negate the usage of the Legendary Boricubos and do their best to make sure that they
Resistance. Once you have used this ability, you must are aided by the forces of nature in order to keep the
complete a short or long rest before doing so again. jungle’s denizens safe using intense enchantments.
Reversal of Power Charming Naturist
At 18th level, as an action while you are using your At 1st level, you gain proficiency on all Nature and
Store Spirit ability to stop a dragon from using one of Survival ability checks. Furthermore, you gain the
its abilities, you can use that ability as if you were the ability to cast spells on beasts that you could normally
dragon. Doing this ends the time limit on the Store only cast on humanoids. You can speak to beasts that
Spirit ability. Dragons are not immune to the damage are charmed by you as if you shared a language.
or effects of this ability even if they normally would be.
Enchanting Eyes
Elemental Savant At 6th level, whenever you succeed on a Charisma
(Persuasion) ability check against a creature, you gain
Elemental savants are sorcerers who have taken to the ability to try to attempt to charm them. The creature
two elements: either earth and fire or air and water must succeed a Wisdom saving throw against your spell
and put the time and dedication into mastering them. save DC or be charmed by you for a number of minutes
The first elemental savants came from the hurákani equal to your level.
and the wolákani, who were the first of these arcanist
to appear on the archipelago, showing the dichotomy To Their Doom
between the elements themselves, and teaching others At 14th level, you gain the ability to control the feelings
about the power that can come out of specializing in of creatures charmed by you. Creatures that are charmed
just two of them. by you remain charmed even if you or your allies harm
them but get another saving throw to end the effect for
Elemental Specialization every harmful action you take against them.
At 1st level, you must choose either acid and fire or cold
and lightning. Every time you complete a long rest, you Master Mesmerist
must choose between one of these damage types. You At 18th level, as an action you gain the ability to attempt
gain resistance to the chosen damage type. to charm all creatures within 60 feet with a few words.

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All creatures of your choice must attempt a Wisdom have the worst reputations for completely misguided
saving throw against your spell save DC or be charmed reasons. Many people believe that these warlocks are
by you for 1 hour. This effect is not obviously magical the cause of evil spirits and zemis that wish to cause
and any creatures that make their saving throw do not people harm, but these rumors are unfounded; most of
know that you tried to charm them. these warlocks on the archipelago live as hermits as a
result, only showing up when they are needed to defend
neighboring communities or when they are beseeched
Warlock by someone desperate enough to ignore the warnings
from their neighbors and visit the warlock for their vast
Warlocks on the Boricubosan archipelago are seen as arcane potential. Each warlock’s patron is a source of
the primary source of creators and caretakers of zemi mystery, though to those knowledgeable about magic, it
in the communities which use them, which is every is generally understood that a warlock’s patron is a spirit
racial group except for the baracúden. As the coquían of some sort, though there are tales of warlocks who gain
are seen as the keepers of the dead, most warlocks come their power from darker, more mysterious patrons.
from the coquían, however, a rare few taínem also
become warlocks as well. Whatever their race, warlocks Then there are warlocks who deal primarily with
are expected to travel from village to village, traveling summoning magics. These summoner warlocks were
to each individual home to speak with and examine the once seen as in touch with the natural spirits of the
zemi to make sure they are being appropriately cared world, with their summons taking either elemental or
for, and advising families on matters related to the natural forms; this changed however when the war in
spirits residing in the zemi, such as if they are displeased the heavens began. As a summoner warlock’s summons
in some way or another. In worst case scenarios, it is up do not truly die when they are defeated, both sides of the
to a warlock to destroy any hostile zemi or evil spirits war and even some iguacan mercenaries have decided
which have escaped their zemi. Unlike many with to use these warlocks specifically for the war effort, a
power, warlocks tend not to take a side in the ongoing fact that has caused many a summoner to despair for
war, believing such matters to be beneath them. their supernatural allies. Even so, summoners have been
caught up in the war now and can’t very well renege
Though warlocks who do not deal with zemis may on it, at risk of their own lives: after all, someone who
quits fighting must be a traitor, or so the more hawkish
people on Boricubos believe.
Natural Summoner
These summoners are far more in-tune with the natural
world than others of their kind and utilize magics that
make it so that they could summon spirits from nature
that are empowered beyond their normal forms.

Natural Summoner Extended


Spell List
Spell Level Spells
1st animal friendship, goodberry
animal messenger, locate animals
2nd
or plants
3rd call lightning, conjure animals
4th conjure minor elementals, giant insect
5th conjure elemental, insect plague

Wildspeech
At 1st level, as an action you gain the ability to talk to beasts
and elementals as if you shared a common language. This
ability lasts for 10 minutes. Once during this time, if you
make a Charisma (Persuasion) ability check against a beast
or an elemental, you can choose to gain advantage on the

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roll. Once you have used this ability, you must complete a you have used this ability, you must complete a long
short or long rest before doing so again. rest before doing so again.
Empowered Summons Underwater Blade
At 6th level, whenever you cast conjure animals, conjure At 6th level, whenever you are swimming and make a
minor elementals, giant insect, or conjure elemental, the melee attack roll, you gain advantage on the roll.
creatures that appear are empowered by natural magic.
Once per turn, when one of these creatures would deal Protection from the Deep
damage, it does an extra 1d6 points of poison damage. At 10th level, whenever you are swimming, you gain
Even if multiple creatures are summoned by the spell, advantage on saving throws against spells.
the extra damage only applies once.
Defensive Rush
Natural Health At 14th level, as a reaction whenever a creature within
At 10th level, whenever you cast conjure animals, conjure 30 feet would be attacked, you can move up to your
minor elementals, giant insect, or conjure elemental, speed towards them and if at the end of this movement
you have the ability to grant these creatures enhanced you are adjacent to them you can take the damage
vigor. As a reaction, when one of these creatures would instead of the creature. You can choose to expend a
be reduced to 0 hit points, you can instead have that spell slot to gain resistance to this damage.
creature reduced to 1 hit point instead. You can only aid
a specific creature in this way once. Zemi Medium
These warlocks focus on the destruction of evil zemi and
Nature’s Champion the spirits that are housed within them. As zemi tend to
At 14th level, you can unleash nature’s full fury on a be supernaturally difficult to destroy, they have learned
creature. As a reaction when you hit a creature with a techniques to fight them in their wild and destructive
melee weapon attack, you can deal an extra 5d10 points states. They also learn methods of communicating with
of poison damage to that creature and for the next 1 zemi peacefully so that violence can be avoided in the
minute, beasts and elementals have advantage on attacks
first place.
against that creature. Once you have used this ability, you
must complete a short or long rest before doing so again.
Zemi Medium Extended Spell List
Ocean Protector Spell Level Spells
These warlocks are dubbed the ocean protectors by those 1st identify, protection from evil and good
who encounter them, because they tend to live near 2nd augury, calm emotions
coastal cities or villages and protect against raids by the
3rd magic circle, remove curse
sahuagin and the adaro, often aiding the baracúden during
such attacks only to disappear again into their domiciles 4th banishment, divination
and wait for the next attack to come. Though they are 5th hallow, raise dead
mysterious, they are generally seen as good people who
do their best to protect the communities they are a part of. Spiritual Blade
At 1st level, your attunement to the spirits of the world
Ocean Protector Extended guides your weapon. Choose any type of weapon
without the two-handed property. You gain proficiency
Spell List with that weapon. Whenever you make a melee attack
Spell Level Spells roll using that type of weapon, you can use your
1st create or destroy water, healing word Charisma modifier instead of Strength or Dexterity, for
2nd darkvision, enhance ability attack and damage rolls.
3rd water breathing, water walk Zemi Speech
4th control water, freedom of movement At 6th level, you gain the ability to communicate
with constructs and undead as if you shared a
5th commune with nature, mass cure wounds common language.

Ocean’s Embrace Séance


At 1st level, you gain the ability to breathe underwater. At 10th level, as an action you can touch an adjacent
Furthermore, as an action while swimming, you can construct or undead in order to attempt to calm it
regain hit points up to your 5 times your level. Once for some time. The creature must succeed a Wisdom

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saving throw against you or become charmed by you and coquían disdain: using nature for destructive
for the next hour, even if it is normally immune to ends is seen as blasphemy.
being charmed. This charm breaks if you or your allies According to legend, mental manipulation magic
perform any hostile actions against it. Once you have was the first form of spellcasting created by the iguaca,
used this ability, you must complete a short or long rest and thus is the purest form of spellcasting, requiring a
before doing so again. bright mind and complete control of one’s emotions to
Decimation of Spirit safely manipulate the minds of their allies. Even to this
At 14th level, whenever you attack a construct or undead day, the iguacas make up the majority of these mental
you deal and extra 1d8 points of radiant damage to it. wizards and they offer up their services as mercenaries
Furthermore, as an action you can reach out and touch in battle, acting as tacticians and strategists in battle
an adjacent construct or undead and cause it to freeze and using their massive magical prowess in order to
in place, unable to move or take actions until the end turn the tides of the skirmishes they are involved in.
of your next turn. An undead or construct can only be
affected by this ability once every 24 hours.
School of Alchemy
The most common type of alchemist wizard on
Boricubos is this explosive adept, who has learned
Wizard how to combine nature and technology together in
order to come up with explosives which deal in poison
Iguacas will be the first to tell you that they were not rather than outright destructive fire, which even the
only the first wizards on Boricubos, but they are also taínem in all their advancements in technology, would
the best wizards on the archipelago, and it would be have a problem with for risk of burning down part
hard to prove them wrong. Iguacas make up almost of the jungle. This alchemy is safe, practical, and has
the entire wizard population in Boricubos and have no potential for destroying the landscape, though has
perfected the art of magic as a weapon for war. It is not devastating effects on the individual.
uncommon within this war to see iguaca wizards flying
over battlefields and letting loose an assortment of Medical Knowledge
spells before flying off before they are seriously injured. At 2nd level, you learn about the best ways to harm
But more than just being soldiers in a war, the iguaca others with your explosives. You gain proficiency in
wizards have created a variety of spells and rituals Medicine and Nature ability checks.
that are for the betterment of the archipelago’s people,
though some believe that they are only doing such favors Poison Bombs
to the rest of the archipelago’s residents to gain political At 2nd level, you gain the ability to quickly create and
clout so that when the war is over, the winning side will set off bombs which explode into a cloud of contact
look at them more favorably. This sentiment may be poison. As an action, you can throw a bomb at a creature
true for some of the iguaca mercenary companies, but within 30 feet. That creature must make a Constitution
there are more than a few who legitimately do care for saving throw with a DC equal to your spell save DC
the people. or take damage from the bomb. These bombs deal 1d6
points of poison damage at 1st level and increase in
There are some wizards who focus on the explosive damage by 1d6 points for every two wizard levels you
art of alchemy. They are mostly found amongst the have beyond 1st. A successful saving throw halves this
wolákani and the taínem, who are working on both damage. Creating a bomb requires you to expend a
novel ways of bringing new technologies to the people spell slot of any level.
of the archipelago, seeing alchemy as magic that
everyone could make use of, and using it as a weapon of Poison Tolerance
warfare. Of course, the iguacas, always on the lookout At 6th level, you gain resistance to poison damage.
for new magical properties, quickly appropriated it
into their own culture, believing that their aerial hit- Nauseating Explosion
and-run strategies can be greatly improved by the At 10th level, a creature which fails its saving throw
bombs that these wizards use in combat. But it is this against your Poison Bombs ability becomes poisoned.
three-way trade of information regarding the art of A poisoned creature can attempt another saving throw
alchemy has caused the art to skyrocket into a science at the end of each of its turns.
of sorts, allowing even the common person to begin
Stunning Toxin
dabbling in it. Only the most experienced, however,
At 14th level, a creature which fails its saving throw
know how to truly unlock the secrets of alchemy for
against your Poison Bombs ability must attempt an
destructive purposes, though, which the anabaguas

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additional Constitution saving throw with the same
DC. A creature that fails this second saving throw
becomes stunned until the end of its next turn.
School of Eclectic Magic
These wizards focus on a few primary spells, of which
they become experts at and unlike with most wizards,
these spells could be cast from any magical tradition.
Spell perfectionists take these spells and do their best to
minimize the amount of errors and effort it takes to cast
them, making them by far the most widely used spells
in their spellbooks.
Eclectic Spellcasting
At 2nd level, you choose one spell of each level from any
class. You learn these spells automatically at the levels
you would be able to cast them. The chosen spells count
as wizard spells for you if they were not originally.
Spell Knowledge
At 2nd level, you gain proficiency in Arcana ability
checks. If you already have proficiency in Arcana, you
add double your Proficiency Bonus on all ability checks
using that skill.
Spell Specialization
At 6th level, whenever you cast a spell that you learned
through your Eclectic Spellcasting ability, you can
expend a spell slot of at least the same level to force one
creature that makes a saving throw against that spell to
make the saving throw with disadvantage.
Spell Adept
At 10th level, whenever you cast a spell that you learned
through your Eclectic Spellcasting ability that either
heals hit points or does damage, you can expend a
spell slot to reroll a number of the dice equal to your
Intelligence modifier. You must use the new rolls.
Spell Perfection
At 14th level, choose one spell that you chose through
your Eclectic spellcasting ability, even if you have
not learned it yet. You may apply the effects of your
Spell Specialization and Spell Adept abilities with that
spell without expending any spell slots. Additionally,
should another creature attempt to cast that spell
within 60 feet of you, it must attempt an opposed School of the Mind
Arcana ability check against your own Arcana ability These wizards are seen as backline leaders in battle, using
check. If the creature fails, you gain control of the spell their mental prowess to unlock the hidden potential
and can either cast it from the square of the creature of their allies, while causing chaos amongst their foes.
that originally attempted to cast it or discharge the Wizards of the School of the Mind are tacticians first and
spell so that it is not cast. In either case, the spell slot foremost, being able to provide their side of any battle
the original creature used is expended. the tools necessary to succeed at any mission.
Cerebral Interaction
At 2nd level, whenever you complete a long rest you

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can choose one creature within 60 feet. Choose one skill Description
that the creature is proficient in. Until you complete
another long rest, you are proficient in that skill. Shamans form temporary bonds with elemental spirits
as well as lasting pacts with spirits of ideals, with the
Unlock Potential spirits inhabiting the body of the shaman, coexisting in
At 2nd level, as an action you can tap into the mind of harmony with those who take the time to understand
an adjacent creature and teach them new things for a them and their place in the world. Sometimes, it is the
number of hours equal to your wizard level. You can grant nature of the shaman which draws them to certain
proficiency in a weapon, tool, or skill. If a creature already spirits, such as determined and self reliant people being
has proficiency with a tool or skill, they can instead add dedicated to the element of metal. Other times, their
double their Proficiency bonus on all ability checks using preferred choice of element depends on the year in which
that tool or skill. Once you have used this ability, you must they were born, leading them to lead lives dependent on
complete a short or long rest before doing so again. the stars they were born under. What is consistent about
Create Chaos shamans is this: besides the elemental spirits they form
At 6th level, you gain the ability to cast confusion except pacts with, they also dedicate themselves to an ideal or
you can choose a number of creatures equal to your concept such as life, time, or their very ancestors. It is
Intelligence bonus to be immune to its effects. Once these more permanent pacts with the spirits that guide
you have used this ability, you must complete a long any given shaman’s philosophy in their life and their
rest before doing so again. very actions, with some finding spiritual enlightenment
through the understanding of these concepts.
Battlefield Manipulation Role: Shamans are masters of nature and fluidity, able to
At 10th level, as a reaction whenever another creature change their skillset through reverence of different spirits
within 30 feet takes any action you are able to teleport all often in order to fit any role that they are put into. They are
willing creatures in 30 feet to a square of your choosing reliant on the spirits for their spellcasting as well as special
within that range. Once you have used this ability, you boons which allow them to either protect their allies or
must complete a short or long rest before doing so again. hamper their enemies with a variety of differing effects.
Psychic Control
At 14th level, as an action you gain the ability to use a Class Features
considerable amount of your energy to will your allies to
give it their all in a battle, causing all creatures of your choice Hit Points
within 30 feet to take one action of their choice in the order Hit Dice: 1d8 per shaman level
of your choosing. Once you use this ability, you gain one Hit Points at 1st Level: 8 + your Constitution modifier
level of exhaustion. Once you have used this ability, you Hit Points at Higher Levels: 1d8 (or 5) + your
must complete a long rest before doing so again. Constitution modifier per shaman level after 1st

Proficiencies
The Shaman Class Armor: Light, medium, shields
Weapons: Simple weapons, longbows
The shaman is a mystic first and foremost, in tune with Saving Throws: Constitution, Wisdom
nature and the spirits of the world; though they form Skills: Choose two from Animal Handling, Arcana,
temporary pacts with some spirits in exchange for power Insight, Medicine, Nature, Perception, Persuasion,
and understanding, they also dedicate themselves to a Religion, and Survival
singular concept that certain other spirits are drawn to, Tools: Herbalism kit
serving as a guardian to the shaman in times of need
and when they have no other allies. As allies of the Equipment
natural world, shamans are protectors of nature, where You start with the following equipment, in addition to
spirits live in the land, the trees, the rivers, and more, the equipment granted by your background:
taking their duties very seriously to act as mediators • (a) a shield or (b) any simple weapon
between those who would use nature and the spirits by
proxy and those who would abuse it. • (a) a shortbow with 20 arrows or (b) any simple
melee weapon
The people of Boricubos utilize shamans as behiques
that focus on the spirit world, specifically to fight • leather armor, an explorer’s pack, and an herbalism kit
against evil spirits, undead, and zemi which have gone
out of control.

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Animist Spirit Pact four 1st-level and two 2nd-level spell slots. With a
Wisdom of 14, your list of prepared spells can include
At 1st level, after you complete a long rest, you choose
four spells of 1st or 2nd Level, in any combination. If
an animist spirit to form a temporary pact with. This
you prepare the 1st-level spell cure wounds, you can
spirit grants you abilities that manifest at 1st, 6th,
10th, and 14th. Any DCs referenced by the Spirit Pact cast it using a 1st-level or a 2nd-level slot. Casting the
features are equivalent to your spell save DC. spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you
Spellcasting finish a long rest. Preparing a new list of shaman spells
By 2nd level, you have learned to draw on divine magic requires time communing with the spirits: at least 1
through contact with the spirits to cast spells as a cleric does. minute per spell level for each spell on your list.
Preparing and Casting Spells Spellcasting Ability
The Shaman table shows how many spell slots you Wisdom is your spellcasting ability for your shaman
have to cast your spells. To cast one of your shaman spells, since their power derives from your connection
spells of 1st level or higher, you must expend a slot to and understanding of the spirits. You use your
of the spell’s level or higher. You regain all expended Wisdom whenever a spell refers to your spellcasting
spell slots when you finish a long rest. ability. In addition, you use your Wisdom modifier
You prepare the list of shaman spells that are available when setting the saving throw DC for a shaman spell
for you to cast, choosing from the shaman spell list. you cast and when making an attack roll with one.
When you do so, choose a number of shaman spells Spell save DC = 8 + your Proficiency Bonus + your
equal to your Wisdom modifier + half your shaman Wisdom modifier.
level, rounded down (minimum of one spell). The
spells must be of a level for which you have spell slots. Spell attack modifier = your Proficiency Bonus + your
Wisdom modifier.
For example, if you are a 5th-level shaman, you have

Table 1: Shaman
Prof. Spirit Spells
Level Features
Bonus Boons 1st 2nd 3rd 4th 5th
1st +2 Animist Spirit Pact — — — — — —
2nd +2 Spellcasting, Spirit Boons 2 2 — — — —
3rd +2 Spirit Guardian 2 3 — — — —
4th +2 Ability Score Improvement 2 3 — — — —
5th +3 — 3 4 2 — — —
6th +3 Animist Spirit Pact Feature 3 4 2 — — —
7th +3 Spirit Guardian Feature 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 — 4 4 3 2 — —
10th +4 Animist Spirit Pact Feature 4 4 3 2 — —
11th +4 Spirit Guardian Feature 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 — 5 4 3 3 1 —
14th +5 Animist Spirit Pact Feature 5 4 3 3 2 —
15th +5 Spirit Guardian Feature 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 — 6 4 3 3 3 1
18th +6 Spirit Guardian Feature 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Spirit Master 6 4 3 3 3 2

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Ability Score Improvements
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.
Spirit Master
At 20th level, your connection to the spirits grants you
immunity to necrotic damage, as well as possession
effects such as those caused by ghosts and the magic
jar spell. Furthermore, when you are within 30 feet of
a possessed creature, you know exactly where they are
and as an action can attempt to remove the possessing
force from the creature. The possessing force must
attempt a Charisma saving throw with a DC equal to
your spell save DC or be forced out of the possessed
creature. You can use this ability once on an individual
creature every 24 hours.

Animist Spirit Pacts


Centipede
One of the animalistic spirits that can be found on the
archipelago is that of the centipede, which represents
tenacity and surprise due to their natural tendency to
Ritual Casting surprise people at the most unexpected of times, giving
You can cast a shaman spell as a ritual if that spell has them quite a fright. As such, they are also the spirit
the ritual tag and you have the spell prepared. which most represents primal fear as even those who
live on the islands of Boricubos know that the danger
Spellcasting Focus centipedes can pose, with a swarm being a deadly thing
You can use a blank scroll as a spellcasting focus for for the average person and a giant centipede being
your shaman spells. deadly for the average adventurer. There are few who
do not fear the awesome power of centipede spirits
Spirit Boon and even those who aren’t shamans often pray to these
In your training with spirits, you have learned how to spirits in order to appease them so that they might
gain boons from them. At 2nd level, you gain two spirit never encounter centipedes in their day-to-day life.
boons of your choice. When you gain certain shaman
levels, you gain additional boons of your choice. Centipede’s Wisdom
At 1st level, you gain understanding of centipedes and
Additionally, when you gain a level in this class, you the lessons that they can teach you. You gain proficiency
can choose one of the boons you have and replace it on Intimidation ability checks. If you already have
with another boon that you could learn at that level. A proficiency on Intimidation ability checks, you add
level prerequisite in a boon refers to shaman level, not twice your Proficiency Bonus to the ability check.
character level. Any DCs referenced by the Spirit Boon
features are equivalent to your spell save DC. Additionally, as an action, you can attempt to scare
a creature. The creature must make a Wisdom saving
Spirit Guardian throw or be unable to approach you for a number of
At 3rd level, you choose a permanent spirit guardian rounds equal to your Wisdom modifier.
to form a pact with. This spirit grants you abilities that Poisonous Blood
manifest at 3rd, 7th, 11th, 15th, and 18th level. Any At 6th level, your connection to centipede spirits grants
DCs referenced by the Spirit Guardian features are you resistance to poison damage.
equivalent to your spell save DC.

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Chitinous Skin Throw Voice
At 10th level, as a reaction when you are targeted by At 14th level, you gain the ability to throw your voice
a melee or ranged weapon attack, you can harden to a location within 30 feet of you as a bonus action,
you skin, causing the attack to have disadvantage on making it sound as if you are speaking from that
the attack roll. You can use this ability a number of location. In addition, whenever you use this ability, you
times equal to your Wisdom modifier. Completing a can cast a spell with verbal components as if you were
successful long rest resets the uses of this ability. in the space where you threw your voice.
Fear Personified Earth
At 14th level, you gain the ability to frighten creatures
The people of Boricubos see all elements as alive in some
for 1 minute when you use your Centipede’s Wisdom
fashion or another, and nowhere is this seen more than
ability instead of merely make them unable to approach
the element of earth, which is created from the element
you. While frightened, the creature has disadvantage
of fire in the form of lava and represents one of the two
on Charisma, Intelligence, and Wisdom saving throw
primary elements which the wolákani are made from.
against you as long as they can see you. A frightened
Those shamans who make a pact with the spirits of the
creature can repeat its saving throw at the end of each
earth are strong minded and persistent, never truly
of its turns in order to end this condition.
giving up on their goals and instead always pushing
Coquí forward in the face of adversity. These spirits also tend
to make a shaman more conscious about preserving the
The coquí is a tree frog and perhaps one of the most natural beauty of the forests, which require the earth to
common animals in all of the Boricubosan archipelago, produce all sorts of life, from flora to fauna.
with its songs ringing out at night with a distinctive
sound which shows quite clearly how they got their Understanding of Earth
name. The coquían named the coquís after themselves At 1st level, you gain understanding of the earth and the
due to the resemblance and as such most shamans skills associated with the element. You gain proficiency
who revere the coquí are coquían. The spirits of the on Insight ability checks. If you already have proficiency
coquí are known to be nervous sorts, always hiding on Insight ability checks, you add twice your Proficiency
whenever they get the chance, and are happy to share Bonus to the ability check.
their skill at remaining undetected with shamans that In addition, the squares adjacent to you are considered
allow them to inhabit their bodies. Besides this, the difficult terrain for hostile creatures.
spirits of coquís are known for their beautiful songs
which due to their mystical nature, are able to counter Earthen Body
other sound-based effects. The spirits of the coquí At 6th level, your connection to earth spirits grants you
have a special place in the hearts of coquían shamans, resistance to acid damage.
however due to the civil war, more and more shamans
who are avoiding trying to take sides have been Crystal Sight
making pacts with the spirits of coquís. At 10th level, you can see through stone, sand, and
earth as easily as if it were transparent crystal. You can
Coquí’s Wisdom see through a number of feet of stone, sand, and earth
At 1st level, you gain understanding of coquís and the equal to your shaman level.
lessons that they can teach you. You gain proficiency on
Stealth ability checks. If you already have proficiency on Earth Glide
Stealth ability checks, you add twice your Proficiency At 14th level, you can pass through stone, dirt, or
Bonus to the ability check. almost any other sort of earth except worked stone and
metal as easily as a fish would swim through water. If
Additionally, you are able to make Dexterity (Stealth) immune to fire damage, you can even glide through
ability checks even while be in line of sight of another lava. You glide at your base land speed. While gliding
creature, and not behind cover. you breathe stone as if it were air (you do not need to
Protective Song hold your breath). Your burrowing leaves behind no
At 6th level, your connection to coquí spirits grants you tunnel or hole, nor does it create any ripple or sign of
resistance to thunder damage. your presence. A move earth spell cast on an area where
you are flings you back 30 feet, stunning you for 1 round
Sticky Hands unless you succeed on a DC 15 Constitution saving
At 10th level, you gain a climb speed of 15 feet. throw. Activating this ability is a bonus action. You
can glide for 1 minute per day per shaman level. This

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duration does not need to be consecutive, but it must due to their perhaps distant relationship with the iguacas,
be spent in 1-minute increments. You can bring other the spirits of parrots are seen as inherently in tune with
creatures with you when you glide, but each passenger the magic on Boricubos and understand it more than any
costs an additional minute per minute of travel. other type of spirit. As such, those shamans who want to
unlock the mysteries of the magical world tend to make
Fire pacts with parrot spirits, who are more than happy to share
The shamans of Boricubos who embrace the spirits of their knowledge of magic, seeing themselves as experts on
fire are considered to be strong and dynamic, constantly the subject matter. These spirits are the most self-confident
shifting in goals once they have completed one. They of all the spirits one can possibly encounter, believing
are also highly creative and enthusiastic in their travels, themselves better than others, so when the spirit of a parrot
but this comes with a quick temper and impatience inhabits a shaman one of two things happen: either the
when things aren’t going their way. The element of fire shaman becomes just as cocky or the shaman is able to quell
is seen as the element of life, giving birth to the land the desires of the spirit to show of everything it can do, and
through the means of volcanic eruptions and thus, perhaps even teach the spirit a lesson in humility.
all land-based creatures who live on Boricubos owe
their existence to the spirits of fire. The wolákani are
Parrot’s Wisdom
At 1st level, you gain understanding of parrots and the
especially thankful for the spirits of fire for giving them
lessons that they can teach you. You gain proficiency on
life and a soul beyond that of a standard elemental,
Arcana ability checks. If you already have proficiency on
making fire shamans quite popular amongst the race.
Arcana ability checks, you add twice your Proficiency
Understanding of Fire Bonus to the ability check.
At 1st level, you gain understanding of fire and the
skills associated with the element. You gain proficiency
on Athletics ability checks. If you already have
proficiency on Athletics ability checks, you add twice
your Proficiency Bonus to the ability check.
Additionally, any hostile creature ending its space
adjacent to you take 1d6 fire damage.
Flame Dancer
At 6th level, your connection to the flame spirits grants
you resistance to fire damage.
Flame Curse
At 10th level, as an action, you can attempt to curse
a target. It must succeed a Charisma saving throw or
gain vulnerability to fire for 1 minute. You can use
this ability a number of times equal to your Wisdom
modifier. Completing a successful long rest resets the
uses of this ability.
Cinder Explosion
At 14th level, as an action, you can set off an explosion Additionally, choose one 1st level spell from any spell
of fire in a 20-foot radius from where you are standing. list. While you have a pact with this spirit, that spell is
All creatures in this area must succeed a Dexterity considered to be a part of the shaman spell list.
saving throw or take 8d6 fire damage. A successful Strong Mind
saving throw halves the damage. You are immune to the At 6th level, your connection to parrot spirits grants
damage from this effect. This ability ignores resistance you resistance to psychic damage.
to fire damage, and creatures that are immune to fire
damage are instead treated as if they were resistant to it. Protection from Spells
Once you use this ability, you cannot use it again until At 10th level, as a reaction when you are targeted by a
you complete a long rest. spell, you can establish a protective ward around yourself
that makes you more resistant to spell effects. As such, you
Parrot have advantage on any saving throw that the spell would
Seen as one of the most mystical animals on all of Boricubos force you to make. You can use this ability a number of

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times equal to your Wisdom modifier. Completing a A creature affected as such can make a Strength saving
long rest resets the uses of this ability. throw at the end of each of its turns in order to end
this effect early.
Strengthened Spells
At 14th level, whenever you would cast a spell that forces Water
a creature, you can enhance that spell in one of two ways.
On Boricubos, those in tune with water spirits are seen
Either you can maximize the rolls on the spell, treating
as intelligent and wise, with their main strength being
all dice rolls as if they rolled the highest possible result or
you can force a creature that would have to make a saving flexibility in any situation they come across despite
throw to make the saving throw with disadvantage. When hardships along their path due to the way water is open
maximizing the rolls on a spell, this can be for a spell that to many paths when rushing down a stream or a river. In
restores hit points or damaging creatures. You can use this some ways, those associated with these spirits are seen
ability a number of times equal to your Wisdom modifier. as fickle and have difficulty making decisions, but when
Completing a long rest resets the uses of this ability. they do have their ind set on something, they come with
the force of a flood, ready to destroy anything in the way
Shark of their goals. As one of the two primary elements made
up of the hurákani, they tend to worship water spirits
Sharks are seen as some of the most ferocious predators in
most of all, especially due to the amount of water that
all of Boricubos, especially with the adaro and sahuagin
controlling their every move. There are, however, still makes up the Boricubosan archipelago.
quite a few free willed sharks that do not follow the rule Understanding of Water
of the foreigners who threaten Boricubos’ islands, and At 1st level, you gain understanding of water and the
thus shamans have been able to connect with the spirits of skills associated with the element. You gain proficiency
sharks. The ferocity that sharks can display in battle appeals on Survival ability checks. If you already have
to many Boricubosans as well as allows them to make proficiency on Survival ability checks, you add twice
preparations for war. By utilizing the spirit of the shark, a your Proficiency Bonus to the ability check.
shaman is inherently allowing the spirit of a predator and
a natural warrior inhabit their bodies, strengthening them Additionally, you do not require a Strength (Athletics)
for the trials they may face in the future. ability check to move through rough waters such as a
raging river.
Shark’s Wisdom
At 1st level, you gain understanding of sharks and the Cold Tolerance
lessons that they can teach you. You gain proficiency At 6th level, your connection to water spirits grants you
on Animal Handling ability checks. If you already have resistance to cold damage.
proficiency on Animal Handling ability checks, you Swimming Grace
add twice your Proficiency Bonus to the ability check. At 10th level, you gain a swim speed equal to your
Additionally, you gain proficiency with heavy armor. land speed.
Thick Hide Mist’s Shroud
At 6th level, your connection to shark spirits grants you At 14th level, as an action you are able to release a mist
resistance to nonmagical slashing damage. from your body that extends in a 20-foot radius which
acts like a fog cloud spell. This mist lasts for 1 minute.
Underwater Predator When you release the mist, you can choose a number of
At 10th level, when swimming, you gain the ability
creatures equal to your Wisdom modifier within 60 feet
to make a bite attack as an unarmed strike as a bonus
who can see clearly through the mist.
action when taking the Attack action. This bite deals
1d6 + your Strength modifier piercing damage. Wind
Swarming Predators Spirits of the wind often enter those who are ready
At 14th level, as an action while swimming, you can to enjoy freedom, moving out into the world with a
summon spectral sharks within a 20-foot radius mindset of growth. They enjoy expanding their minds
from yourself. All hostile creatures must succeed a as well as their abilities and so are seen as seekers of
Dexterity saving throw or take 6d6 piercing damage knowledge and power. Those who allow spirits of the
as the sharks bite at them. Additionally, creatures that wind to inhabit them are generally open-minded in
fail their saving throws have disadvantage on their their viewpoints and ready to see things from new
attack rolls for 1 minute as the sharks latch onto them. points of view which may be foreign to them. That said,

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those around them also see these people as carefree, on Persuasion ability checks. If you already have
perhaps to a fault. As one of the two main elements that proficiency on Persuasion ability checks, you add twice
the hurákani are made up of, those who worship the your Proficiency Bonus to the ability check.
spirits of the wind tend to be this elemental race. Additionally, you are not affected by difficult terrain
Understanding of Wind in forests or jungles.
At 1st level, you gain understanding of the wind Toughened Skin
and the skills associated with the element. You gain At 6th level, your connection to wood spirits grants you
proficiency on Acrobatics ability checks. If you already resistance to non-magical bludgeoning damage.
have proficiency on Acrobatics ability checks, you add
twice your Proficiency Bonus to the ability check. Strengthening Roots
Additionally, when falling, so long as you fall 50 feet At 10th level, as a bonus action, you can either spread
or less, you take minimum damage from that fall. your roots into soil, sand, or gravel that you are standing
on or release them. If you are rooted, you cannot move
Wind Walker from your space willingly or unwillingly and at the end
At 6th level, your connection to wind spirits grants you of each of your turns, you gain a number of temporary
resistance to lightning damage. hit points equal to half your shaman level.

Wind Ward Bloody Roots


At 10th level, whenever you or an ally within 30 At 14th level, while using your strengthening roots
feet is targeted by a ranged weapon attack, you can ability you can use an action to cast black tentacles,
create a gust of wind to bow the projectile off track, except the tentacles are replaced with wooden roots.
causing the attack to have disadvantage. You can use You can specify a number of creatures immune to this
this ability a number of times equal to your Wisdom ability equal to your Wisdom modifier. Once you use
modifier. Completing a successful long rest resets the this ability, you must complete a long rest to use it again.
uses of this ability.
Spirit’s Flight Spirit Boons
At 14th level, with the help of the spirits, you have
been granted the ability to fly at a speed of 30 feet for a Banish Nether Spirits
number of minutes per day equal to your shaman level. Prerequisites: 9th level
These minutes do not have to be consecutive but must As an action you can release a wave of pure energy
be spent in one-minute increments. within a 30-foot radius. All fiends in that area must make
a Charisma saving throw or be banished back to their
Wood home planes for 1 minute. At the end of that minute, they
On Boricubos, there are many, especially anabaguas must attempt another Charisma saving throw or remain
who revere wood as an element that spirits inhabit, in their home planes, unable to leave for 24 hours.
those associated with the element are considered
strong and flexible as wood is used for many of the Beast Speech
archipelago’s tools and weapons. Those who allow wood You can cast speak with animals at will, without
spirits to inhabit them are warm and generous, with expending a spell slot.
idealistic thoughts and enthusiasm when cooperating
with others. They are outgoing and seek ways to expand Destructive Spirits
their social network, believing that the best way to move Prerequisites: 9th level
forward in life is with community cooperation. Some You add fireball ahd lightning bolt to the shaman spell list.
may see their reliance on others as naivety as they are
quick to trust and work with strangers. The anabaguas Emotional Empath
see wood spirits as those that connect with them the Prerequisites: 5th level
most as wood spirits are more likely to see the plantlike You can cast detect thoughts at will, without expending
anabaguas and take pity on them, especially for The a spell slot.
Blight that is ravishing the anabagua comminity.
Understanding of Wood Forbidden Arts
At 1st level, you gain understanding of wood and the Prerequisites: 9th level
skills associated with the element. You gain proficiency You add animate dead to the shaman spell list.

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Major Possession
Prerequisites: Minor Possession Spirit Boon
You can use your action to touch a willing humanoid
transfer your soul into them until the end of your next
turn. You gain the creature’s hit points, Constitution,
Dexterity, and Strength scores in place of your own. As
long as the creature is on the same plane of existence as
you, you can use a bonus action on subsequent turns to
maintain this connection, extending the duration until
the end of your next turn. During this time, you percieve
through the other creature’s senses, you benefit from
any special senses possessed by that creature, and you
are blinded and deafened to your own surroundings. In
addition, you can cast any spells available to you using
your own spell slots and use any of your Elemental
Spirit Pact features, Spirit Boons, and Guardian Spirit
features. The creature can expel you from their body as
a reaction, at which point you return your soul to your
own body.

Minor Possession
You can use your action to touch a willing humanoid
and perceive through its senses until the end of your
next turn. As long as the creature is on the same
plane of existence as you, you can use your action
on subsequent turns to maintain this connection,
extending the duration until the end of your next turn.
While perceiving through the other creature’s senses,
you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your
own surroundings.
Fortune
As an action, you bring pleasant thoughts to a creature’s Misfortune
mind filling it with encouragement. That creature has As an action you cause doubt to creep into the mind of a
advantage on its next d20 roll made within the next turn. creature within 30 feet. That creature has disadvantage
Creatures immune to being charmed are immune to this on its next d20 roll made within the next turn. Creatures
effect. Once this ability has been used on a creature, it immune to being charmed are immune to this effect.
cannot be used on it again for another 24 hours. Once this ability has been used on a creature, it cannot
be used on it again for another 24 hours.
Furious Spirit
As an action you can send a spirit of fury into a creature Mystic Senses
within 30 feet. The creature gains advantage on all attack You can cast detect magic at will, without expending a
rolls but all attack rolls against them have advantage spell slot.
as well. An unwilling creature gets a Wisdom saving
throw to negate this effect. Nature Scent
Prerequisites: 5th level
Invoke Disaster Whenever you come within 30 feet of a beast or plant
Prerequisite: 17th level creature you are aware of its location.
You can call upon powerful spirits to cast earthquake,
storm of vengeance, or tsunami. Once you use this ability, Ominous Chant
you cannot use it again until you complete a long rest. Prerequisites: Fortune or Misfortune Spirit Boon
Whenever a creature is affected by your Fortune or
Misfortune Spirit Boon, you can chant to keep the effect

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going for longer. As a bonus action, choose one creature Spirit Friend
affected by your Fortune or Misfortune Spirit Boon. That You have advantage on Charisma (Persuasion) ability
creature has this effect extended to the next turn as well; checks against undead and constructs.
a creature affected by Fortune has advantage on its first
d20 roll this turn and next turn while a creature affected Spirit’s Protection
by Misfortune has disadvantage on its first d20 roll this When wearing no armor and not wielding a shield,
turn and next turn. You can use this ability a number of your AC equals 10 + your Dexterity modifier + your
times equal to your Wisdom modifier. You must complete Wisdom modifier.
a short or long rest in order to reset uses of this ability.
Spirit Sight
Peacebond You can see normally in darkness, both magical and
As a reaction when you roll initiative, you can send a nonmagical, to a distance of 120 feet.
spirit to lock the weapon of a creature within 30 feet
in place. The creature must succeed a Charisma saving
throw or they cannot bring themselves to draw the
Spirit Speech
Prerequisite: 9th level
weapon for 1 minute. At the end of each of its turns,
As an action, you can speak to beasts, constructs, and
an affected creature can attempt a new saving throw to
plant creatures as if you shared a common tongue, even
end this effect.
if those creatures cannot normally speak.
Perceive Taint Spirit Strike
You are able to perceive cursed items or people within
When you hit a creature with a ranged weapon attack,
30 feet of you. If you succeed a DC 10 Intelligence
the creature takes extra radiant damage equal to your
(Religion) check, you can tell the best way to remove
Wisdom modifier (minimum 1).
the curse, if there is such a way.

Pure Spirits Spirit Talker


You gain proficiency in the Intimidation and Persuasion
As an action, you summon spirits to purify the air
skills.
around you. Diseases and inhaled poisons such as from
cloudkill are negated in a 10-foot aura around you for
a number of minutes equal to your Wisdom modifier. Trickster Vision
Once you use this ability, you must complete a short or Prerequisites: 15th level
long rest to use it again. You can see the true form of any shapechanger or
creature concealed by illusion or transmutation magic
while the creature is within 30 feet of you and within
Rapid Shot line of sight.
Prerequisites: 5th level
You can attack with a ranged weapon twice, instead of
once, whenever you take the Attack action on your turn. Warding Spirit
As an action, you send a defensive spirit into a willing
creature within 30 feet. That creature has advantage on its
Sluggish Movement next saving throw that it makes within the next minute.
As a bonus action, you can send a spirit to possess a
hostile creature for 1 round. The creature must succeed
on a Charisma saving throw or have its speed halved
until the end of its next turn.

Speaker for the Dead


Prerequisites: 9th level
You can cast speak with dead at will, without expending
a spell slot.

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Spirit Guardians Battle
Those who allow spirits of battle to inhabit them are not
Ancestors necessarily bloodthirsty or necessarily want to become
great warriors. Some shamans who form pacts with these
Those who revere ancestor spirits are usually shamans spirits do so because they have no choice but to in order to
who are highly in touch with their family lineage, usuallyprotect what is important to them. No matter the reason,
due to having a blessed ancestor who was once a great those who let spirits of battle into them allow the spirits
hero, but sometimes because they truly admire those of heroes and villains alike to enter them in order to gain
that came before them, no matter what their professions an edge in every battle that they ever have to fight; though
or history. Those who form pacts with ancestor spirits some shamans who form pacts with these spirits believe
must be careful to revere their ancestors and not bring the best battles are the ones they never have to fight.
dishonor onto their families or they might find these
spirits abandoning them. Battle Expertise
At 3rd level, you are proficient in heavy armor and with
Ancestral Weapon martial weapons.
At 3rd level, you gain an ancestral weapon that you
are proficient with. Instead of using your Dexterity or Extra Attack
Strength modifiers for attack and damage rolls made At 7th level, you can attack twice, instead of once,
with this weapon, you use your Wisdom modifier. whenever you take the Attack action on your turn.
You are able to transfer the spirits of your ancestors
Battle Cry
into another weapon with a ritual that requires 1 hour,
At 11th level, as a reaction when an ally fails a saving
making the new weapon your ancestral weapon.
throw, you may unleash a battle cry, bolstering their
Sacred Council resolve, allowing them to attempt the saving throw
At 7th level, whenever you are about to make an ability again, adding your Wisdom modifier to the result of
check, you can spend a bonus action to commune with the second saving throw.
your ancestors. Doing so gives you advantage on the Warsight
ability check. You can use this ability a number of times At 15th level, whenever you roll for initiative you roll
equal to your Wisdom modifier. You must complete a twice and take the better result. Additionally, whenever
long rest in order to reset uses of this ability. you attack a creature that has not acted yet in battle,
Spirit of the Warrior that hit is an automatic critical hit.
At 11th level, as a bonus action, you can summon Studied Enemy
the spirit of a great warrior from your ancestors to At 18th level, you can study an enemy as a bonus
possess you, becoming a mighty warrior yourself. action, learning any resistances and immunities it has.
For one minute, you can make any attack roll with When you do this, choose a number of allied creatures
advantage. You also gain resistance to nonmagical equal to your Wisdom modifier. You and those allied
bludgeoning, piercing, and slashing damage. These creatures all ignore one resistance or immunity of your
benefits last for 1 minute, after which, you gain a choice with your spells, abilities, and weapon attacks.
level of exhaustion. Once you use this ability, you must complete a short or
Phantom Blow a long rest in order to use this ability again.
At 15th level, when using your ancestral weapon to make Community
a weapon attack against a creature, you deal an extra 1d6
necrotic damage to the creature on a successful hit. There are shamans who care about their communities
first and foremost and form pacts with the spirits that
Storm of Souls protect these communities in order to gain knowledge
At 18th level, as an action, you can summon the spirits as to how to best protect those around them. Most
of your ancestors to ttack in a ghostly barrage. the shamans who allow community spirits to inhabit
storm has a range of 100 feet and appears in a 20-foot them remain in their local communities though there
radius. Objects and creatures in that area must succeed are those who take to a life of adventuring, forming
a Constitution saving throw or take 10d8 necrotic parties with likeminded individuals and creating
damage. A successful saving throw halves this damage. small communities with them; these adventuring
Once you use this ability, you must complete a long rest parties know that they can trust a shaman who reveres
before using it again. community with their lives.

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Protective Shield
At 3rd level, when you are adjacent to an ally that is the
target of a weapon attack, you can distract the enemy
or push yourself in the way of the attack to make the
attack roll have disadvantage.
Cooperative Flanking
At 7th level, when you and an allied creature are adjacent
to the same enemy creature, you can take advantage of
this distraction. If you hit the enemy creature with an
attack, you can deal an extra 1d6 damage to the creature.
Life Bond
At 11th level, the spirits you are connected with allow
you to share a bond with a number of creatures equal
to your Wisdom modifier. You can create or break
this bond as an action. So long as those creatures are
within 60 feet of you, should any of them drop below 0
hit points, as a reaction you can donate any number of
hit points from your own hit point pool to one of the
creatures that dropped below 0 hit points.
Sacrificial Interference
At 15th level, as a reaction whenever an allied creature
within your movement speed would be hit by a weapon
attack, you can move adjacent to the allied creature
and take the damage yourself. When you do this, you
gain resistance to the damage type until damage is
calculated. Once you use this ability, you cannot use it
again until you complete a long rest or a short rest.
Community Spells
At 18th level, you can treat the creatures that are affected
by your Life Bond as if they were you for the purposes
of casting spells. For example, if you cast cure wounds
on yourself, you can choose to affect yourself, or any of
the creatures affected by your Life Bond with the spell.
This only works if the creature is at least 60 feet away
from you.
Death
There are some shamans who believe that one’s
death should be final, and thus see the undead as an undead, you can automatically tell, but must still make
abomination. They form pacts with spirits who feel Wisdom (Perception) ability checks to find it if it is
the same, allowing them to put the undead to rest, and hidden, invisible, or out of sight. Whenever you enter
stop other undead from being risen from their graves. combat with an undead, you roll for initiative twice and
Most of these shamans have nothing against bringing a take the better result.
creature back to life, seeing spells such as raise dead and Undead Bane
reincarnation as a way of preserving the soul, but they At 7th level, whenever you deal weapon damage to
believe that the act of turning a person into an undead an undead creature with a weapon attack, you deal an
necessarily corrupts the soul, thus act to prevent it from extra 1d8 radiant damage to it.
ever happening.
Final Rest
Gravesight At 11th level, if a creature tries to raise as an undead
At 3rd level, whenever you come within 60 feet of an within 30 feet of you, it must make a Charisma saving

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throw. If it succeeds, it is raised as normal. If it fails, Quick Healing
then it does not raise as an undead and remains dead. At 11th level, you can cast cure wounds as a bonus
A creature that fails its saving throw cannot be be the action by casting it in a spell slot 1 higher than you
target of an effect that raises undead for 1 week. normally would.
Purification Energy Body
At 15th level, as an action, you can release a burst At 15th level, as an action, you can transform into a
of radiant energy which washes over all undead in a brilliant being of healing energy for 1 minute. When
30-foot radius. All undead creatures must succeed a you move, you can move through friendly creatures,
Charisma saving throw. All undead with 2 or fewer restoring their hit points by 1d8 + your Wisdom
Hit Dice that fail are destroyed. All undead with 3 modifier. A creature can only be healed this way once
or more Hit Dice that fail are frightened of you for 1 per turn. Once you use this ability, you must complete
minute. A frightened creature can attempt a new saving a long rest in order to use it again.
throw at the end of each of its turns in order to end
this condition. This ability bypasses immunity to the Supreme Healer
frightened condition. At 18th level, when you would roll one or more dice
to restore hit points with a spell, you instead use the
Agent of the Living maximum possible roll.
At 18th level, you cannot be raised as an undead
creature. In addition, you can grant this blessing to a Lore
number of creatures equal to your Wisdom modifier Some shamans are fascinated by the pursuit of
after a long rest. Finally, you and all creatures that you knowledge and thus form pacts with spirits with the
choose to be affected by your blessing have advantage same drive for new information as they are, forming
on all saving throws caused by the abilities and spells of a symbiotic bond, in turn learning from these spirits
undead creatures. This blessing is temporary and must while teaching them new things through experiencing
be reapplied daily. the world. Shamans who allow these spirits to inhabit
them believe that hiding away knowledge is a taboo and
Life believe that it should be shared with the world so long
While there are shamans who see undeath as an as one contains the passion and desire to understand it.
abomination, there are also shamans who see life itself
as something to be preserved, representing two sides Esoteric Knowledge
of the same coin. Shamans who allow spirits of life to At 3rd level, at the end of every long rest, you can
inhabit them are generally healers, aiding others in the choose an Intelligence skill to gain proficiency in.
pursuit to live as long lives as possible, seeing a full life If you already have proficiency in the skill, you add
as an ideal within itself and believing that life cut short double your Proficiency Modifier to all ability checks
through battle or accident as a tragedy. Though some with that skill.
of these shamans are pacifists, there are also those who
believe that the best way to preserve the most amount Benefit of Wisdom
of life is to cut short the lives of those who would do At 7th level, whenever you choose a skill for your
great evil to the world. Esoteric Knowledge ability, you can use your Wisdom
modifier instead of your Intelligence modifier for ability
Blessing of Life checks using that skill.
At 3rd level, as an action, you can radiate healing energy
and restore a number of hit points equal to five times Brain Drain
your shaman level to any creatures within 30 feet of you. At 11th level, as an action, you can spend a spell slot
Divide those hit points among them. This feature can to wrack a creature within 30 feet’s brain with psychic
restore a creature to no more than half of its hit point feedback. The creature must succeed an Intelligence
maximum. You can’t use this feature on an undead or a saving throw or take 4d6 damage. This damage increases
construct. Once you use this ability, you cannot use it for every spell level above 1st that you spend for the
again until you complete a short or long rest. spell slot. A successful saving throw halves this damage.

Blessed Healer Arcane Archivist


At 7th level, whenever you cast a spell that restores hit At 15th level, you add three spells of your choice from
points to a creature other than yourself, you regain hit the wizard spell list to the shaman spell list. These spells
points equal to 2 + the spell’s level. must be of a level that you can cast.

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Lore Keeper Time Flicker
At 18th level, you choose a second Intelligence skill to At 18th level, as a reaction whenever you would take
gain proficiency in every time you complete a long rest. damage from a weapon attack, spell, or ability or you fail
This second skill also gains the advantage of your Benefit a saving throw, you can flicker out of time and avoid the
of Wisdom ability. Furthermore, when you would fail an damage or effect from the failed saving throw entirely.
ability check using one of these two skills, you may spend Once you use this ability you cannot use it again until
a reaction to reroll the ability check with advantage. you complete a long rest.
Time
There are some shamans who take on a completely
Shaman Spells
different approach to the pacts they form with spirits,
seeing them as a means to an end. These shamans form 1st-level spells
pacts with spirits who deal in matters of the past, present, absorb elements
and future, in order to right some wrong that’s been done animal friendship
in the past by malicious spirits or mages, or to prevent bane
some horrific event from happening in the future. Most beast bond
often those who form pacts with spirits of time have had bless
premonitions of things to come in the future and hope to burning hands
utilize these spirits in order to change what they perceive cause fear
to be the onward march of fate.
charm person
Knowledge of the Ages chromatic orb
At 3rd level, whenever you fail an Intelligence ability comprehend languages
check, you can use a reaction to reroll the ability check. create or destroy water
You can use this ability a number of times equal to your cure wounds
Wisdom modifier. You must complete a long rest to detect evil and good
reset uses of this ability. detect poison and disease
Erasure from Time divine favor
At 7th level, when you hit a creature with a melee ensnaring strike
touch attack, instead of dealing damage, you can force entangle
the creature to make a Charisma saving throw. If it fog cloud
fails, it is erased from time altogether for a number of goodberry
rounds equal to your Wisdom modifier. No magic or hail of thorns
divinations can detect the creature during this time, as it healing word
exists outside of time and space—in effect, the creature inflict wounds
ceases to exist for the duration of this ability. At the end protection from evil and good
of the duration, the creature reappears unharmed in purify food and drink
the space it last occupied (or the nearest possible space, sleep
if the original space is now occupied). Once you use snare
this ability, you cannot use it again until you complete thunderwave
a short or a long rest.
Momentary Glimpse 2nd-level spells
At 11th level, when you would be attacked with a melee aid
weapon attack, you can sense the exact movements of the alter self
creature attacking you. You can spend a reaction to make animal messenger
the attack have disadvantage. You can use this ability a augury
number of times equal to your Wisdom modifier. You barkskin
must complete a long rest to reset uses of this ability. beast sense
Flow of Time blindness/deafness
At 15th level, you add haste and slow to the shaman spell calm emotions
list. You always have these spells prepared, outside of the continual flame
number of spells you could normally have prepared. darkness
darkvision

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dust devil wall of water
earthbind water breathing
enhance ability water walk
enthrall wind wall
flame blade
flaming sphere 4th-level spells
gentle repose banishment
gust of wind blight
heat metal charm monster
hold person compulsion
lesser restoration conjure minor elementals
levitate conjure woodland beings
locate animals or plants control water
mind spike death ward
moonbeam divination
pass without trace dominate beast
prayer of healing elemental bane
protection from poison fire shield
spike growth giant insect
spiritual weapon grasping vine
summon beast guardian of faith
web ice storm
stone shape
3rd-level spells stoneskin
beacon of hope storm sphere
bestow curse summon elemental
call lightning vitriolic sphere
clairvoyance wall of fire
conjure animals watery sphere
create food and water
daylight 5th-level spells
dispel magic antilife shell
elemental weapon banishing smite
erupting earth cone of cold
fear conjure elemental
flame arrows contagion
fly dispel evil and good
lightning arrow dominate person
magic circle flame strike
mass healing word greater restoration
meld into stone hallow
plant growth insect plague
protection from energy mass cure wounds
remove curse reincarnate
revivify seeming
sleet storm summon celestial
spirit guardians transmute rock
summon fey tree stride
thunder step wall of light
tidal wave wall of stone
wall of sand

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New Spells Camouflage
Centipede’s sting
The magic of Boricubos has a sacred quality to it, whether
Drowsy fireflies
it comes from a studied wizard, someone born with it
in their blood like a sorcerer, whether or not they get Viper spit
their magic from nature itself like a druid, and especially
if it comes from the gods like a cleric. No matter what 3rd Level
tradition of magic one utilizes, the spells that are unique Rotting grasp
to Boricubos almost all have to do with the spirits, flora Receeding Reef
and fauna of the archipelago, or utilizing the tools that
Boricubosans have at their disposal and making the most Reef Growth
of them. As such, magic is treated with an aura of respect
and mysticism, especially in iguaca communities where
4th Level
magic originated. The following are a small sampling of Spirit of the wind
the spells that can be found within Boricubos and used Sustenance
by mages all across the archipelago.
Wall of wood

Bard Spells 6th Level


Flood tide
4th Level Wall of Coral
Spirit of the wind

Cleric Spells Paladin Spells


1st Level
1st Level Inscribed enemy
Inscribed enemy
Spirit trance
3rd Level
Hide from enemies
2nd Level Repel undeath
Ancestral wrath
Artesian spring
4th Level
Irresistible onslaught
Camouflage
3rd Level Ranger Spells
Discern curse
1st Level
Hide from enemies Distant accuracy
Repel undeath Inscribed enemy
4th Level Lizard scales
Commune with spirits 2nd Level
Sustenance Camouflage

Druid Spells 3rd Level


Receeding Reef
1st Level Reef Growth
Lizard scales
4th Level
2nd Level Sustenance
Artesian spring
Wall of wood

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Sorcerer Spells Centipede’s sting
Frost needle
1st Level 3rd Level
Distant accuracy
Discern curse
Spirit trance
Rotting grasp
2nd Level 4th Level
Camouflage
Spirit of the wind
Centipede’s sting
Wall of wood
Drowsy fireflies
Frost needle Ancestral Wrath
3rd Level 2nd-level necromancy
Discern curse Classes: cleric, warlock
Rotting grasp Casting time: 1 action
Range: 30 feet
4th Level Components: V, S
Duration: Instantaneous
Spirit of the wind
You call forth the spirit of one of your ancestors,
Wall of wood
rebuking an opponent for their misdeeds and invoking
this ancestral spirit to administer divine punishment.
Warlock Spells The spirit streaks towards the target, automatically
hitting and dealing 5d6 radiant damage to living targets
1st Level and 5d8 radiant damage to undead targets. An undead
Lizard scales target must succeed at a Wisdom saving throw or on
it must spend its next turn trying to move as far away
Spirit trance
from you as it can. An undead creature affected in this
2nd Level way cannot willing move into a space within 30 feet
of you. It also cannot take reactions. For its action, it
Centipede’s sting can only use the Dash action or try to escape from an
Drowsy fireflies effect that prevents it from moving. If there’s nowhere
Frost needle to move, the undead can use the Dodge action.
Viper spit At Higher Levels: When you cast this spell using a
3rd-level spell slot or higher, the damage dealt increases
3rd Level by 1d6 against living targets and 1d8 against undead
targets for each slot level above 2nd.
Discern curse
Rotting grasp Artesian Spring
2nd-level conjuration
6th Level
Classes: cleric, druid
Flood tide
Casting time: 1 minute
Range: touch
Wizard Spells Components: V, S
Duration: 1 day
1st Level You create a spring of pure, fresh water bubbling forth
Distant accuracy from an area of natural rock or earth you strike with the
Spirit trance focus item, producing a flow of 1d6 gallons of cool potable
water each hour. You cannot create an artesian spring in a
2nd Level building or an area of worked stone, nor can you create an
Camouflage artesian spring within 1 mile of an existing artesian spring.

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At Higher Levels: When you cast this spell using a 3rd- Commune with Spirits
level spell slot the artesian spring’s duration increases to
1 week. When you cast this spell using a 4th-level spell 4th-level divination
slot the artesian spring duration increases to 1 month. Classes: cleric
When you cast this spell using a 5th-level spell slot or Casting time: 10 minutes
higher the artesian spring duration increases to 1 year. Range: 30 feet
When you cast this spell using a 6th-level spell slot the Components: V, S, M (incense and an offering worth 10 gp)
oasis’ duration increases to permanent. Duration: Concentration, up to 10 minutes
You reach out your consciousness into the spirit world
Camouflage and contact one spirit within range. You can ask the spirit
2nd-level illusion a number of questions equal to your spellcasting modifier.
Classes: cleric, druid, ranger, sorcerer, wizard These questions must be yes or no questions. If such an
Casting time: 1 action answer would be misleading or against the spirit’s own
Range: touch interests it may answer with a short phrase of a few words
Components: V, S, M (the shed skin of a lizard) instead, which counts as two answers for the purpose of the
Duration: Concentration, up to 1 hour spell. The spirit’s knowledge is limited to its own perceptions
and interests, and it usually answers questions literally and
You touch a creature which gains the ability to alter may not volunteer information, though some spirits are
its coloration to match its background, including more apt to be helpful and some spirits are more likely to
changing and shifting to match that background when attempt to deceive (while giving literally true answers). You
it is moving less than 20 feet per round, granting the cannot contact the same spirit more than once per week.
creature advantage on Dexterity (Stealth) ability checks
and enabling it to make Stealth checks even when it does Discern Curse
not have cover or concealment. If the creature moves
3rd-level divination
more than 20 feet per round or attacks, or if it moves
between two areas with radically different backgrounds Classes: cleric, sorcerer, warlock, wizard
(such as moving from a gray stone wall into a forest or Casting time: 1 action
open field), the effects of the spell are suppressed until Range: 60 feet
the beginning of the creature’s next turn. Components: V, S
Duration: Concentration, up to 10 minutes
At Higher Levels: When you cast this spell using a 3rd
level spell slot or higher, you can touch one additional You detect whether creatures, a location, or objects
creature for each slot level above 2nd. within 30 feet of you are cursed or carry a curse and
can determine the nature of the curse with a successful
Centipede’s Sting DC 15 Intelligence (Arcana) check. If attempting to
examine a target or remove the curse risks affecting
2nd-level transmutation
you with the curse as well, you gain advantage on your
Classes: druid, sorcerer, warlock, wizard saving throw to resist being affected by it.
Casting time: 1 action The spell can penetrate most barriers, but it is blocked
Range: touch by 1 foot of stone, 1 inch of common metal, a thin sheet
Components: V, S of lead, or 3 feet of wood or dirt.
Duration: 8 hours
You infuse the target’s skin with a toxic venom, marking Distant Accuracy
it with a brightly colored tattoo of a centipede. The target 1st-level transmutation
gains advantage against effects that deal poison damage
or the poisoned condition as long as this mark persists. Classes: ranger, sorcerer, wizard
In addition, the target can trigger the centipede’s sting as Casting time: 1 action
a reaction when they are struck with a melee weapon Range: touch
attack, dealing 3d10 poison damage to the attacker. A Components: V, S
successful Constitution saving throw halves the damage. Duration: 1 hour
At Higher Levels: When you cast this spell using a You enchant one ranged weapon with the ability to
3rd level spell slot or higher, the poison damage from strike creatures far beyond its normal range, doubling
this spell increases by 1d10 for each slot level above its range. This effect applies to all ammunition shot
2nd. from a ranged weapon. Any creature wielding these
weapons gains this benefit.

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At Higher Levels: When you cast this spell using a Frost Needle
2nd level spell slot or higher, you can enchant one more
weapon for every slot level above 1st. 2nd-level evocation
Classes: sorcerer, warlock, wizard
Drowsy Fireflies Casting time: 1 action
2md-level conjuration Range: 400 feet
Components: V, S
Classes: druid, sorcerer, warlock
Duration: Instantaneous
Casting time: 1 action
Range: 30 feet You create a razor-sharp needle of enchanted ice and a
Components: V, S, M (a live firefly) blowgun that you can use to strike a target you designate
Duration: Concentration, up to 10 minutes as a ranged spell attack, dealing 1d10 piercing damage,
You summon a small cloud of glimmering fireflies that and if the target fails a Constitution saving throw its
fills a 5-foot radius, obscuring vision into or through speed is halved for 1 minute. After impact, the frost needle
the cloud (providing cover if line of sight must pass explodes in a 10-foot-radius burst of ice crystals dealing
through 5 feet or more of the swarm), and causing all 3d6 cold damage to all creatures in the area and making
creatures within the swarm to become dazzled (no the area very slippery (as a grease spell) for 1 round. A
save). In addition, the drowsy fireflies secrete a soporific successful Dexterity saving throw halves the cold damage.
pheromone that causes all creatures within the cloud At Higher Levels: When you cast this spell using a
to fall into a light slumber for 2d6 rounds if they fail a 3rd level spell slot or higher, the damage increases by
Constitution saving throw. 1d10 piercing and 1d6 cold for every two slot levels
The slumber induced by the drowsy fireflies is not as above 2nd.
deep as that caused by sleep, and loud noises such as
combat allow sleeping creatures to attempt a DC 10
Hide from Enemies
Wisdom (Perception) ability check each round at the 3rd-level abjuration
end of their turns to awaken. This Wisdom (Perception) Classes: cleric, paladin
ability check is made with disadvantage. Sleeping Casting time: 1 action
creatures can be automatically awakened by an ally as Range: 60 feet
an action. Components: V, S
Duration: Concentration, up to 10 minutes
Flood Tide
You touch up to six creatures to be warded. Creatures
6th-level conjuration
that are hostile to warded creatures cannot see, hear,
Classes: druid, warlock or smell creatures warded by this spell unless they
Casting time: 1 action succeed a Wisdom saving throw. Even extraordinary or
Range: 100 feet supernatural sensory capabilities such as blindsight or
Components: V, S tremor sense cannot detect or locate warded creatures.
Duration: Instantaneous Creatures with Intelligence of 2 or less can perceive
You create a surging rush of water in a 20-foot-radius the target normally, as their motivations are based on
spread that deals 10d6 points of bludgeoning damage instinct and survival rather than actual hostility.
to all creatures and unattended objects in the area. A
successful Dexterity saving throw halves this damage. Inscribed Enemy
Exposed natural fires in the area are extinguished. 1st-level transmutation
Magical fire effects in the area are affected as if you had
cast a dispel magic in a 6th level sell slot. Classes: cleric, paladin, ranger
Casting time: 10 minutes
In addition, you may designate a direction for the flood Range: touch
tide, causing all creatures in the area to be pushed 30 feet Components: V, S, M (a writing brush and ink)
in that direction if they fail a Strength saving throw. Duration: permanent until discharged
If you cast this spell while in or on a large source of You inscribe a potent blessing upon a weapon for use
water, such as a lake, river, or ocean), you may choose against one specific creature, whose name must be
to change the spell’s area to a 30-foot cone-shaped written on the weapon with the material component;
burst or a 10-foot-wide line, 60 feet long. This flood tide
if the creature’s name is not known, you can still use
may flow towards you or away from you, pushing or
inscribed enemy by identifying the creature specifically;
dragging creatures in the area as appropriate.

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for example, “the cacicque of Caríbite.” The target Receding Reef
weapon deals an extra 2d10 psychic damage to that
enemy. The spell ends after the weapon has been used 3rd-level transmutation
to successfully hit the designated creature; it also ends Classes: druid, ranger
if the weapon is used to strike any other creature. Casting Time: 1 action or 8 hours
At Higher Levels: When you cast this spell using a Range: 150 feet
2nd level spell slot or higher, the damage increases by Components: V, S
1d10 for each slot level above 1st. Duration: Instantaneous
This spell robs the vitality of coral reefs and the sea
Irresistible Onslaught plants that grow in and around them within a specific
4th-level transmutation area. There are two possible uses for the spell, granting
either an immediate or long-term blighting effect.
Classes: paladin
Casting time: 1 action
Range: self
Components: V, S
Duration: 1 minute
You become an unstoppable juggernaut in battle. You gain
the benefits of freedom of movement and you ignore the
effects of difficult terrain, including magically manipulated
terrain, though you do not gain the ability to jump, climb,
or swim more effectively than normal. You can
pass through the squares of allies and enemies
without interfering with your movement.
Opportunity attacks provoked by your
movement have disadvantage. If
you are mounted, your mount also
gains the benefits of this spell.
Lizard Scales
1st-level transmutation
Classes: druid, ranger,
warlock
Casting time: 1 action
Range: self
Components: V, S, M (a
tattoo of a lizard on your
skin)
Duration:
Concentration, up
to 1 minute
Your skin grows
a layer of thick, jagged scales
that causes melee and ranged
weapon attacks against you to have
disadvantage. In addition, the spiny
protrusions on each scale deal 1d4 piercing
damage to any creature grappling you.

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If you cast this spell using 1 action, choose a point Spirit of the Wind
within range. All reef and associated plants in a 100-
foot radius centered on that point are reduced to about 4th-level transmutation
one-third their normal size. The affected reef appears to Classes: bard, sorcerer, wizard
have been carefully cut back and cleared. This reduction Casting time: 1 action
will also reduce the number of anemones, urchins, fish, Range: 100 miles
and other similar tiny sea creatures that inhabit the reef. Components: V, S
You can exclude one or more areas of any size within Duration: 10 hours
the spell’s area from being affected. You send a message or sound on the wind to a designated
If you cast this spell over 8 hours, you blight the creature within range. The whispering wind travels to
reef. All reefs in a half mile radius centered on a point a specific location within range that is familiar to you,
within range become blighted for 1 year. The reef does provided that it can find a way to the location. You can
not grow, and fishing provides only half the normal specify creatures by name or designate them by their
amount of food when harvested. Receding reef dispels position or role, such as the priest in a certain village.
reef growth. A spirit of the wind is as gentle and unnoticed until it
reaches the location. It then delivers its whisper-quiet
Reef Growth message or other sound. The wind then dissipates.
3rd-level transmutation You can prepare the spell to bear a message of no more
than 25 words, cause the spell to deliver other sounds
Classes: druid, ranger for 1 round, or merely have the whispering wind seem
Casting Time: 1 action or 8 hours to be a faint stirring of the air. You can likewise cause
Range: 150 feet the whispering wind to move as slowly as 1 mile per
Components: V, S hour or as quickly as 1 mile per 10 minutes.
Duration: Instantaneous
This spell functions as plant growth, but it affects coral Spirit Trance
reefs and the sea plants that grow in and around them, 1st-level divination
as well as helping to proliferate anemones, urchins, fish,
Classes: cleric, sorcerer, warlock, wizard
and similar tiny sea creatures that inhabit the reef. Reef
Casting time: 1 action
growth dispels receding reef.
Range: self (120-foot radius)
Repel Undeath Components: V, S
Duration: Concentration, up to 1 minute
3rd-level abjuration
You become attuned to the spiritual forces in the
Classes: cleric, paladin surrounding area, allowing you to sense the presence of
Casting time: 1 action spirits, including nature spirits (elementals, fey), unnatural
Range: self (10-foot radius) spirits (celestials, fiends, undead), curses, and permanent
Components: V, S magical effects (which must affect an area). Each round
Duration: Concentration, up to 1 hour you spend in the spirit trance, you feel the presence of
This spell functions as antilife shell but only effects undead. one such thing within range, learning its general nature
in the first round, and if you concentrate on that spirit
Rotting Grasp for an additional round you learn its general direction.
3rd-level transmutation You gain advantage on Charisma (Persuasion), Wisdom
(Insight), and Wisdom (Perception) ability checks made
Classes: druid, sorcerer, warlock, wizard with respect to any spirit you have discovered with spirit
Casting time: 1 action trance within the previous 24 hours.
Range: touch
Components: V, S, M (a termite) Sustenance
Duration: Instantaneous 4th-level abjuration
You touch a plant creature or a creature make out of Classes: cleric, druid, ranger
wood and it must succeed a Constitution saving throw Casting time: 1 action
or take 5d10 necrotic damage. Range: touch
At Higher Levels: When you cast this spell using a Components: V, S, M (a cup of sake, beer, or juice and
4th level spell slot or higher, the damage increases by a cup of rice)
1d10 for each slot level above 3rd. Duration: 1 day

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You sustain the up to six targets without food or
water for the duration of the spell. They can eat
and drink if they wish, but they do not need to. If a
creature is already suffering from starvation or thirst
when sustenance is cast, the duration of the spells is
halved but it immediately removes any damage or
exhaustion caused by starvation or thirst (though
not from other sources).
Viper Spit
2nd-level conjuration
Classes: druid, warlock
Casting time: 1 action
Range: 10 feet
Components: V, S, M (a viper’s fang)
Duration: Duration
You spew forth a spray of virulent venom in a 10-foot
cone, causing all creatures in the area to take 4d6 poison
damage and become blinded for 1 minute. Creatures in
this area can attempt a Constitution saving throw for and continues to be poisoned, on a successful save the
half damage and to negate the blinded effect. A blinded poison ends providing they are no longer touching the
creature can attempt a new saving throw at the end of wall of coral.
each of its turns to end the condition. Druids or other creatures with the ability to pass
through undergrowth unharmed can pass through a wall
Wall Of Coral of coral without harm. A wall of coral created outside of
6th-level conjuration salt water has a maximum duration of 1 minute.
Class: druid Wall of Wood
Casting Time: 1 action
Range: 120 feet 4th-level abjuration
Components: V, S, M (a handful of coral shards) Classes: druid, ranger, sorcerer, wizard
Duration: Concentration, up to 10 minutes Casting time: 1 action
This spell functions as wall of thorns, but creatures Range: 120 feet
damaged by a wall of coral must also make a DC 16 Components: V, S, M (a piece of a bamboo cane)
Constitution save or take 1d4 poison damage and be Duration: Concentration, up to 10 minutes
poisoned. Poisoned creatures must repeat the saving This spell functions as wall of stone except it has
throw each round of its turns. On each successive vulnerability to fire damage, an AC of 12, and 15 hit
failed save, the character takes another 1d4 damage points per inch of thickness.

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New Equipment
There are many differences between Boricubos and
other parts of the world at large when it comes to
equipment. One of the primary differences is that the
Boricubosans have yet to refine metals, and so use
bone, stone, wood, and animal hide for many of their
tools where other cultures would use iron or steel.
As such, Boricubos does not have many of the same
tools, weapons, or armors that other cultures would
have, but have developed other forms of armor that
is more appropriate to traversing underwater and
jungle environments as well as using weapons that
are equally as effective in these places. Not only this,
but as about half of Boricubos is actually underwater,
the land-dwelling Boricubosans have developed
means of traversing underwater environments just as
their enemies, the sahuagin have developed means of
traversing land-based environments. Boricubos’ take
on tools, weapons, and armor is certainly unique, and
by utilizing magic they have been able to turn materials
not normally suitable for use such as kelp and seaweed,
and used their magic to turn them into viable materials
for use in everyday life.
Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Leather 10 red shells 11+Dex modifier — — 10 lbs.
Kelp 30 red shells 12+Dex modifier — — 10 lbs.

Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Hide 10 red shells 12+Dex modifier — — 12 lbs.
Hardened Leather 50 red shells 13+Dex modifier — — 20 lbs.
14+Dex modifier
Soft Coral 50 red shells — Disadvantage 30 lbs.
(max 2)
15+Dex modifier
Hardened Coral 750 red shells — Disadvantage 40 lbs.
(max 2)

Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Palm Wood 30 red shells 14 — Disadvantage 40 lbs.
Tabonuco Wood 75 red shells 16 13 Disadvantage 45 lbs.
Hardened Bone 200 red shells 17 15 Disadvantage 5 0lbs.
Stone 1,500 red shells 18 15 Disadvantage 65 lbs.

Shield
Armor Cost Armor Class (AC) Strength Stealth Weight
Palm Wood 10 red shells +2 — — 4 lbs.

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Before the war, there was also very little use for flexible as unboiled leather armor but more than makes
currency of any sort. This is because the people of up for it in terms of defense.
Boricubos were more than happy to allow their Shield: Not originally used by the people of Boricubos,
neighbors to borrow what they needed as well as trade shields started to be used more and more over the years
for materials with neighboring villages and cities using as the sahuagins introduced them to the archipelago. A
other materials. Fish was traded for cassava, which shortspear and shield combination is one of the most
was traded for wood, which was traded for magically common fighting techniques today.
enhanced kelp and coral, and so on. However, with the
start of the war, the iguacas found it would be a good Stone: This armor is by far the most expensive because
idea to introduce a form of currency to the island in the of the process it takes to make it. Not only is the armor
form of magically marked seashells. These seashells are magically strengthened, but it is made painstakingly
incredibly sturdy and have been used for both armor as by wolákani smiths who must superheat it in order to
well as currency, with the color of the shell notaing its make it the right shape to wear.
rarity and therefore its value. White shells are the most Wood, Palm: The most popular wood to make armor
common, with 10 white shells equalling 1 blue shell. 10 out of due to its proximity to the shores of many of
blue shells equal 1 red shell, and 10 red shells equal 1 Boricubos’ islands, it is incredibly sturdy and reliable
black shell. With the war going on, most people have in battle.
transferred over to this system of currency for the time Wood, Tabonuco: This wood is found deeper in the
being, seeing it as useful to pay off debts, especially to jungles of Boricubos and though it is not exactly rare,
the iguacas who sell their services to both sides. Most it is hard to extract due to the dangers found within
people deal in red shells, while the incredibly wealthy the jungles.
deal in black shells. For the purposes of conversion to
other systems of currency, a white shell is equal to a Blowgun: A creature using this weapon can apply
copper coin, a blue shell is equal to a silver coin, a red poison to up to 5 needles at the same time as an action
shell is equal to a gold coin, and a black shell is equal to when using this weapon.
a platinum coin. Net: A Large or smaller creature hit by a net is
Bone, Hardened: This magically strengthened restrained until it is freed. A net has no effect on
bone armor was made specifically by the wolákani
for the purposes of protection from shark attacks
for the baracúden before the civil war started, but it
was repurposed into armor for all the archipelago’s
inhabitants after hostilties started.
Coral, Hardened: This armor is magically enhanced
to be flexible yet almost as strong as rock. It is mostly
used by expert warriors who can afford its high cost.
Coral, Soft: This armor is used primarily because it is
a yielding material that softens blows quite a bit before
they strike. Though more popular than hardened coral,
it does not offer as much protection.
Hide: Made of animal skins, hide armor is made to
be resiliant yet not the most flexible of armors.
Kelp: This kelp armor is magically enhanced to
ensure greater protection than leather armor, though
is less popular because it takes quite a bit longer to
manufacture. It is lightweight and flexible, however.
Leather: Lightweight, flexible, and cheap to make,
this is the most common type of armor one sees in
Boricubos due to its easy to gather materials and how
fast it is to produce.
Leather, Hardened: Similar to leather armor, but
boiled to make it harder, this armor is not nearly as

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Simple Melee Weapons
Weapon Cost Damage Weight Properties
Club 1 blue shell 1d4 bludgeoning 2 lbs. Light
Dagger 2 red shells 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
Great Club 2 blue shells 1d8 bludgeoning 10 lbs. Two-Handed
Handaxe 5 red shells 1d6 slashing 2 lbs. Light, Thrown (range 20/60)
Light Hammer 2 red shells 1d4 bludgeoning 2 lbs. Light, Thrown (range 20/60)
Short Spear 1 red shell 1d6 piercing 3 lbs. Thrown (range 20/60), versatile (1d8)
Throwing Spear 5 blue shells 1d6 piercing 2 lbs. Thrown (range 30/120)

Simple Ranged Weapons


Weapon Cost Damage Weight Properties
Amunition (range 80/320),
Shortbow 25 red shells 1d6 piercing 2 lbs.
Two-Handed
Sling 1 blue shell 1d4 bludgeoning — Ammunition (range 30/120)

Martial Melee Weapons


Weapon Cost Damage Weight Properties
Longspear 5 red shells 1d10 piercing 15 lbs. Heavy, Reach, Two-Handed
War Club 1 red shell 1d6 bludgeoning 3 lbs. —
War Pick 2 red shells 1d6 piercing 2 lbs. Finesse, Light

Martial Ranged Weapons


Weapon Cost Damage Weight Properties
Ammunition (range 25/100),
Blowgun 10 red shells 1 piercing 1 lb.
loading, special
Ammunition (range 150/600), Heavy,
Longbow 50 red shells 1d8 piercing 2 lbs.
Two-Handed
Net 1 red shell — 3 lbs. Special, Thrown (range 5/15)
creatures that are formless, or creatures that are Huge Ammunition
or larger. A creature can use its action to make a DC 10 Ammunition Cost Weight
Strength check, freeing itself or another creature within Arrow (20 1 red shell 1 lb.
its reach on a success. Dealing 5 slashing damage to the
net (AC 10) also frees the creature without harming Blowgun Needles (50) 1 red shell 1 lb.
it, ending the effect and destroying the net. When you Sling Bullets (20) 4 white shells 1 1/2 lbs.
use an action, bonus action, or reaction to Attack with
a net, you can make only one attack regardless of the
number of attacks you can normally make.
Other Items
Item Cost Weight
Antitoxin: A creature that drinks this vial of liquid
gains advantage on saving throws against effects that Antitoxin 1 red shell —
deal poison damage or grant the poisoned condition for Centipede Poison 75 red shells —
1 hour. It confers no benefit to undead or constructs. Octopus Poison 25 red shells —
Centipede Poison: As an action, you can coat this Tarantula Poison 25 red shells —
poison onto one weapon, which stays coated on the Viper Poison 50 red shells —
weapon for 1 minute or until you hit a creature with it,
whichever comes first. A creature that is successfully Waterbreathing Herbs 5 red shells —

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hit with a poisoned weapon must succeed a DC 15
Constitution saving throw or take 6d6 poison damage
in addition to the weapon damage, with a successful
save halving the damage.
Octopus Poison: As an action, you can coat this
poison onto one weapon, which stays coated on the
weapon for 1 minute or until you hit a creature with it,
whichever comes first. A creature that is successfully
hit with a poisoned weapon must succeed a DC 11
Constitution saving throw or take 2d6 poison damage
in addition to the weapon damage, with a successful
save halving the damage.
Tarantula Poison: As an action, you can coat this
poison onto one weapon, which stays coated on the
weapon for 1 minute or until you hit a creature with it,
whichever comes first. A creature that is successfully
hit with a poisoned weapon must succeed a DC 13
Constitution saving throw or be poisoned for 1 minute.
A creature can attempt another saving throw at the end
of each of its turns to end this effect.
Viper Poison: As an action, you can coat this poison
onto one weapon, which stays coated on the weapon for
1 minute or until you hit a creature with it, whichever
comes first. A creature that is successfully hit with a
poisoned weapon must succeed a DC 13 Constitution
saving throw or take 4d6 damage in addition to the
weapon damage, with a successful save halving the
damage.
Waterbreathing Herb: After chewing and swallowing
this herb as an action, a creature gains the ability to
breathe underwater for 1 hour.

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GM’s Guide to up with a controversial plan but one he thought was in
the right given the circumstances: spark a minor war
between the people of Boricubos in hopes that they
Boricubos will make standing armies and be prepared for war to
come against the foreign and draconic menace. Lives
As a GM, there are many secrets and information that will be lost, he figured, but far less than if the people
your players should not be privy to right away, and that of Boricubos did not have any preparations for war
is what this section is for. Though there are hints in the whatsoever. He figured that once the dragons revealed
player’s section about what some of the major events themselves, the Boricubosans would band together like
happening in Boricubos, there can only be speculation they always do and fight off the dragons and drakes.
based on that information. What this section does is Guacando, however, did not take into account the
spell out several of the answers one might have after zealotry that would come with the civil war and after
reading through the player’s section of the book in a his death, things spiraled quickly out of control as
more precise and detailed manner. Below are also more he was not only the god of war, but the god of peace
detailed breakdowns of all the islands in the Archipelago as well. With no one to be an intermediary between
and what one could expect to find on each, important the sides of the conflict, the war became much much
people in Boricubos, and secrets only the GM should bloodier and more personal than Guacando could ever
have access to at first. have imagined. One bright spot shines on this war,
though, and that is that Guacando, being a deity, was
Yokaho and Guacando not truly killed by his brother. So long as there is war
The two twin deities lived in harmony for many years, and conflict, especially against the people of Boricubos,
but eventually came to blows regarding Guacando’s he will slowly but surely be regenerating his form and
broken promise; Guacando sparked conflict between hopefully will be finished just in time for the eventual
the wolákani and the hurákani, leading to the attacks caused by the draconic menace.
eventual battle with his brother and his death, but
this was all part of Guacando’s plans. As the god of The Dragons and The Blight
not only war, but peace, Guacando knew exactly The secrets of the dragon skeletons found recently in
what to do to break this peace as well as what it Boricubos and The Blight are linked in such a way that
would take to start a war and after sparking smaller the people of Boricubos would never find out until the
scale conflicts between the races of Boricubos was
confronted by his brother. Guacando had no ill will
towards his brother, nor could he tell his brother of
his secret plans, and so fought him. As they fought,
Guacando purposely became more and more sloppy
with his fighting style, pretending to be consumed by
rage, but in truth had no desire to harm his brother.
When Yokaho went in to strike at Guacando, the war
god leaned into the blow and was killed because of
his own doing.
Yokaho was grief stricken for what he believes was
an accidental blow that killed his brother as was Ataba,
who declared war on the races yokaho held dear;
this was all according to Guaando’s plans. The reason
Guacando started this entire conflict in the first place,
why he gave his life, why his final words were “They
must grow stronger for what is to come.” is because
he was the first and only god to discover that those of
draconic heritage, dragons and drakes, would bring
war to Boricubos and destroy them all. This was not
like defending against the attacks against adaro and
sahuagin invaders; the dragons were a dangerous
threat and one that held a grudge against the people
of Boricubos due to a longstanding feud with the
anabaguas. Upon learning about this, Guacando came

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dragons and drakes finally launch their attacks on the find some solution for it, lest it spread to the younger
people of Boricubos. The creation myth regarding the generations of the anabaguas. Little that they know,
Boricubosan people is actually a lie told by anabagua The Blight has already taken its course and done
elders who were long enough lived to remember its job. There is no danger for other generations of
a time in which anabaguas, dragons, and drakes anabaguas, as it was not the freed dragons attempts
lived on the archipelago together as the original to kill off all the anabaguas, only those that had
occupants. What is unknown because of The Blight betrayed them so long ago. Ragnor, meanwhile
killing off all the anabagua elders is that these races is slowly gathering his strength and freeing more
lived in relative peace for millennia before the dragons and drakes from their stasis so that he could
anabaguas grew wary of the rising dragon and drake have them attack the Boricubosan archipelago and
population. Beginning to feel outnumbered and restore the dominance they once had, and to rule
without magic such as what they iguacas would create over all who live there. It was these attempts by
later in history, they beseeched the god Guacando Ragnor which originally alerted Guacando to the
to aid them in their plight, for fear that the dragons draconic threat, but unwilling to murder Ragnor, he
and drakes would kill them all. Unwilling to simply instead enacted his plan to prepare the Boricubosan
kill all the dragons and drakes living in Boricubos, people for war against the dragons and drakes, for
but also understanding the fears of the anabaguas better or for worse. Now, Ragnor is almost done
people, Guacando used his great power in order restoring most of the dragons, and they simply lie
to seal away the dragons and drakes in a magical in wait for the right time to reveal themselves and
stasis: brine dragons and coral drakes were hidden begin what they believe is their rightful domination
in the depths of the ocean, lava drakes were placed over Boricubos due to the thousands of years they
into the volcano known as Boina’s Breath, and both were in stasis.
the jungle and mist drakes were preserved deep in
the earth. This stasis was supposed to last, however, The Hive
Guacando did not anticipate the reaction of the The Hive is a series of interconnected tunnels and
god Ragnor, a forgotten god in the Boricubosan passageways underneath several of Boricubos’ larger
pantheon and the protector of all draconic kind in the islands, which extends deep underground, and all
archipelago. Thinking that his actions had stripped connect to one another in some fashion or another.
Ragnor of power, he simply left the god be, and his What lies there are insectoid creatures known
name was eventually scrubbed from the history of formians who are fighting their own war against the
Boricubos as was any mention of the dragons and forces which lie even deeper beneath the surface, in
drakes. The anabaguas elders were simply either too essence, protecting the upper world of Boricubos
terrified that by announcing them as real the stasis against what lies within the lower layers. There are
would be broken or too ashamed of their actions in a myriad of strange aberrations and creatures which
condemning another group into an eternity of stasis. live in the deeper layers of The Hive which are all
But at least, in their minds, there was peace and they adversarial to life in general, especially the wasplike
could live without fear of draconic kind. insectoids only known as “The Others” by the
Ragnor, however, did not forget this slight against formians. Though the formians are connected by a
him and his chosen peoples. He swore that the dragons hivemind of sorts, just like The Others, the formians
would rise again and take revenge on the anabaguas are horrified as to how The Others reproduce, which
who had trapped them in the first place. And so, isn’t by laying eggs, but by injecting other creatures
little by little over history, he had been working to with a formula of chemicals and toxins which slowly
undo Guacando’s stasis. Once a select few powerful kill the poisoned creature, transforming them into
dragons were freed from stasis, Ragnor gifted them another one of The Others. In their fight against The
with the power of magic that the new race the iguacas Others, the formians have recently grown desperate
had created and allowed them to scheme and plot and begun to kidnap taínem from the surface of
their revenge. And so, the dragons created a ritual Boricubos and whilst keeping them in a drugged
that took 1,000 years to complete: one that would kill state, explain the situation to them: should The
off the elders of the anabaguas, specifically the ones Others defeat the formians, they will come up from
who were alive to remember the dragons and the the underground and start to infest the surface as
treachery which occurred because of Guacando and well. The kidnapped taínem then have a choice. Go
the anabaguas. This ritual would come to be known back up to the surface, wiped of their memories of
as The Blight, and though its origins are unknown to The Hive and formian society, or join the formians
the still living anabaguas, they know that they must in the fight against The Others. Those who choose

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why. Junipi meanwhile, is doing her best to improve
relations between the anabaguas and the coquían to
such an extent that they can form an army of their
own, just in case the civil war crosses over to Datiao.
While it is an unlikely occurrence, as there are very
few communities that would be seen as good targets
for any side of the civil war, it is a precaution that
Junipi is willing to take, training many anabaguas
and coquían in the art of combat and trapmaking in
order to defend Guatabara and surrounding villages.
Though it is not confirmed, it is rumored that Junipi
is sweet on Wild Jungle, who has no idea of Junipi’s
feelings towards her.
Further into the island, where the jungle becomes
more and more threatening there are sparse
communities which can’t have more than twenty
to thirty people. These communities are usually
nomadic in nature or are treetop communities which
allow the majority of anabaguas and coquían to
avoid the dangers of living on the jungle floor, such
as insect swarms, titan centipedes, and other wild
to stay and fight are then given a choice of staying animals as well as the occasional skirmishes with
in their natural forms or being ‘enhanced’ by being formians. Little that the people of Datiao know, this
transformed into creatures which have the bottom is the island which has the most dragons and drakes
half of a giant spider and the upper half of a taínem. currently in stasis, buried beneath the ground and
This shadow war is unknown to those on the surface, ready to spring back to life at any moment once the
who only see the formians as a threat to be destroyed, forgotten god Ragnor frees them from their stasis.
much to the formians dismay, as they believe they The drakes in particular are viscous beyond belief
are protecting the surface world from horrors which and want nothing more than to destroy all life in
cannot be described by those who have not seen Boricubos, however, they are to be held back by the
them before. brine dragons once they awaken who do not want to
rule over communities of the dead.
The Island of Datiao
The largest of the islands in the Boricubosan The Island of Karayan
archipelago, there are many coquían and anabagua Karayan is an island where the adaro and sahuagin
caciques that serve as leaders of the villages threats have taken hold of completely, looting coastal
throughout the land, but none as well-known and towns and setting up communities of their own where
respected as the anabagua cacique Wild Jungle (N the taínem and wolákani have fled from their places
anabagua druid 5) and the coquían cacique known after the event known as The Week of Blood, a time
as Junipi (CN coquían ranger 5). These two have when the adaro and sahuagin forces took advantage
been close allies and friends for many years and have of the unwillingness of the baracúden and hurákani
combined their towns near the center of the jungle to defend coastal villages populated by taínem and
into one unified community named Guatabara to wolákani from the adaro and sahuagin because
the West of the island. Ever since the Blight started of they are on opposite sides of the civil war. This
wiping out the elders of the anabaguas, Wild Jungle proved to be a fatal mistake for many baracúden and
has taken over as a pillar of the community, as hurákani, however, as the foreign invaders took the
she goes forward and is trying to lead her people opportunity to attack nearly every community they
through the difficult time they are going through. could find, not discriminating against sides in the war.
She is one of the few anabaguas who have figured The result was a massacre. Today, the island is barely
out that The Blight is only killing off those over a populated by anyone native to Boricubos, with only a
certain age, and even when other anabaguas grow few anabaguas staying within the jungle, where they
older, they are not being affected by The Blight, so believe themselves safe from the threats. This faith
she is certain that this is some curse inflicted upon is misplaced, however, as the sahuagin have learned
the elders of the community, but she still has no idea how to create mixtures of herbs which allow them to

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breathe on land just as well as they do on water. What for having created magic in the archipelago. Reapok
the adaro and sahuagin do not know, however, is that feels she would make a fair ruler for the archipelago,
there are several brine dragons observing them from believing that the current system of caciques for every
the depths, waiting to make an alliance with them village and city to be outdated, feeling that Boricubos
to fight against the people of Boricubos. The brine needs to move towards the future by establishing a
dragons are willing to offer them a chance to rule and permanent leader for the archipelago to make decisions
a place to live within Boricubos so long as they help for the rest of the islands as a strong, autocratic ruler.
the dragons get revenge on the people of Boricubos, Besides the location of the iguaca mercenary camps
especially the anabaguas. Right now, the brine is the existence of Boina’s Breath, the active volcano
dragons are looking at the sahuagin chief Kalama and that dominates the center of Lukiyo. It is because of the
the adaro chief Akamu as the primary allies they can goddess Boina and this volcano that there are the rest
make against the Boricubosans. of the islands to begin with, with the goddess having
let it erupt on several locations throughout history,
The Island of Lukiyo always making sure to protect the people of Boricubos
This island is unlike any of the others in Boricubos, withwith advanced warning in the form of visions and
small bits of jungle mixed with a heavily mountainous prophecies so that no one would be hurt through
terrain. The island is the main home of the iguacas her actions. Within Boina’s Breath are a collection
who live on the island and the main encampment of of salamanders and fire elementals which constantly
the various mercenary groups such as Freedom’s Flight. make trouble for the people of Lukiyo. Even more
The leader of Freedom’s Flight, Reapok, is an adamant sinister than this, however, is the collection of lava
supporter of Ataba’s side of the war, believing them drakes which are in stasis within the magma of the
to be the favored victors of the conflict and thus only volcano, waiting to be freed by their god Ragnor so that
sends mercenary groups to aid them in their conquest. they might take revenge on the people of Boricubos.
That said, after the war has concluded, she plans to The iguaca mercenaries, completely unaware of this
very swiftly consolidate power for the iguaca people, threat are unprepared for a direct assault by flying
regardless of the side of the war they were on as she doescreatures which can match them in aerial combat,
not care so much for the ideology of the war as it does which they believe themselves the masters of and so
not involve them, but the results of the war, which she are unused to fighting creatures which can face them
hopes to be at the very least better representation for the
directly in the air.
iguacas if not outright leadership. She does not do this
out of greed, but because she legitimately feels that the The Island of Kukachi
iguacas have been stepped on and forgotten throughout Kukachi is an island that is more developed in terms
all of Boricubosan history with no proper treatment of coastal towns and cities than any other, with many
of the cities being half underwater and half on the
surface for ease of access for all races. Caríbite, the
archipelago’s capital is located on the island and was
once a utopia which hosted native Boricubosans of
all races. The city is currently an active warzone,
with both Ataba’s and Yokaho’s side of the war
believing it a vital strategic location to hold onto in
order to break the other’s morale. Currently it is held
by Ataba’s Faithful, the militant and zealous group of
baracúden which is bent on destroying all wolákani
and taínem, making the city especially dangerous for
these people. The organization is led by a baracúden
named Lijimo (LN baracúden cleric 12) and acts as
the main military force for Ataba’s side of the war.
Lijimo is a militant and devout member of Ataba’s
faith who also happens to be her high priest. As the
head behique of Ataba, he has quite a bit of clout
and has drawn many followers to his side because
of that alone. Another behique of Ataba, a hurákani
named Whirling Tornado (NG hurákani cleric 7), is
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despite not being a baracúden. They earned Lijimo’s of the war, not because of religious reasons, but because
trust over the years but is actually currently a secret Ataba’s Faithful have committed several extreme acts
leader of the Defenders of the Archipelago and plans such as burning down villages and killing behiques
to betray Lijimo for his brutal methods within the of Yokaho. Though in the name of the war, these acts
war, opposing his actions in secret but publicly are certainly not moral and Ataba’s implicit support of
supporting them. Whirling Tornado is actually these acts shows that she may no longer be the pillar of
not a priest of Ataba, but of Yokaho but keeps this morality that she once was. Ataba as a result has been
secret to themselves for obvious reasons. Though it slowly sliding towards becoming a Lawful Neutral deity
is exclusively a baracúden organization, many have rather than Lawful Good.
joined their stated cause, especially the hurákani
and even a few coqúian. Ataba’s side of the war is The Island of Choreto
also heavily supported by Freedom’s Flight who have Choreto is an island that is occupied by the main
established encampments around the capital in order force of Yokaho’s armies. Much like the island of
to keep order in the city, and unbeknownst to Ataba’s Kukachi and the capital of Caríbite, this island is an
Faithful, take the city for themselves once the war active warzone with many temples belonging to the
comes to an end. different gods of the Boricubosan pantheon. Besides
Opposed to Ataba’s Faithful in the city is the baracúden the active battles to take control of these temples,
group Defenders of the Archipelago which is a loose there are many behiques who are actively training
coalition of mostly baracúden soldiers who are doing people to protect the temples from either side of
their best to protect innocents caught in the crossfire the war taking control of them. Chief among these
of the war and stop Ataba’s Faithful from executing are the head behique of Maketaori named Orimi
followers of Yokaho and imprisoning taínem and (N coquían cleric 7), the head behique of Boina
wolákani. There are three main leaders of the Defenders named Itan (LE taínem cleric 6), the head behique of
of the Archipelago, a baracúden named Aronguo (LG Maroyal named Nanakil (CN taínem druid 7), and
baracúden barbarian 8), a wolákani named Crushing the head behique of Guabanca named Kiss of Wind
Earth (CG wolákani druid 7), and the secret leader, the (CE hurákani sorcerer 9). Each of these behiques are
hurákani Whirling Tornado. The baracúden members fiercely loyal to their temples and protect them at
of the Defenders of the Archipelago are not publicly at any cost, and though most of them have preferred
war with Ataba’s Faithful but have been opposing every sides in the war, they at the very least claim to be
extreme action the faction takes and have been sneaking neutral so that pilgrims can continue to come to the
Yokaho’s warriors in and out of the city. Though the temples in relative safety. As such, they train their
Defenders of the Archipelago have not been at war with congregations to be ready for an attack at any time.
Ataba’s Faithful, they very much support Yokaho’s side
SAMPLE SETTLEMENT:
Bikai Village
Bikai is a village of around 1,500 people on the island
of Piraguen. Its location closer to the rest of the known
world and relative safety from the civil war makes it a
prime location for visitors to Boricubos to dock, trade,
and interact with the natives. The people of Boricubos
are generally wary of outsiders, so many do not make it
further than Bikai which acts as a port and trade village
and place where non-natives may explore freely; those
who try to go much further than this are usually treated
as hostile parties and mercenaries by both sides of the
war and are generally attacked on site unless they have
been given special permission to roam the archipelago.
Before the war, it was simply a strange occurrence for
outsiders to wander the rest of the islands, but with the
war raging, everyone is treated as a potential enemy,
especially with the loss of the island of Karayan to
foreign adaro and sahuagin invaders. For the most
part, outside races are treated with the same amount of

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suspicion, including humans not native to Boricubos,
who are treated with extra caution lest the attempt to
blend into the native population.
Regardless of its small size, Bikai has been rapidly
growing in size, with members of all the Boricubosan
races working together to build a peaceful community
that is free of wartime events. Almost growing into
its own independent force on the island and in the
archipelago as a whole, the citizens of Bikai have
had to fight off attacks from both sides of the war
due to their temple that is dedicated to all the gods
on Boricubos, one of the only ones like it in the
entirety of the archipelago. Many would like to see
the Temple of the Many, as it is called, desecrated
and the zemi which represent the gods they oppose
in the civil war destroyed, but the natives have done
an excellent job defending their village along with the
help of paid mercenaries from outside of Boricubos
who want to ensure that they can continue to visit the
village without trouble. People are not killed in these
conflicts, with the people of Bikai being careful not
to mortally wound anyone that they battle, becoming
ever wealthier by ransoming prisoners that they
capture off to different sides of the war; this in turn
allows the people of Bikai to trade with the foreigners
who come to the island of Piraguen more freely for treated like humans of various sizes. Dwarves are
rare materials such as iron and steel. treated as shorter, stockier humans, elves treated as
As a rapidly expanding village, Bikai boasts many humans with a reverence for nature, and halflings
technologies created by the wolákani including and gnomes treated as petite humans. Half-elves are
windmills and tools made of metal provided by treated much the same as are half-orcs, who see no
foreigners to Boricubos. In order to sustain the people prejudice besides being outsiders to the archipelago.
and trade, many fish, crops, and cultural artifacts that The primary difference would have to be tieflings and
foreigners find exotic are exchanged here, as well as live especially dragonborn. The native Boricubosans have
and dead specimens of creatures from the archipelago, no concept of fiends in their culture, just evil spirits
be they deadly such as the antlike formians which live so tend to base their prejudices of tieflings on what
underneath the jungles of Piraguen along with a whole they are told by other foreigners. Dragonborn on
host of insectoid races, as well as the much less dangerous the other hand are looked at with awe, partially due
coquí frogs which are loved for their beautiful songs to their name and partially because of their stature,
which ring out in the middle of the night. But Bikai is with many Boricubosans in Bikai believing them
also known as one of the first sites in which a dragon direct descendants of the dragons that they found the
skeleton was found, with the baracúden who patrol the skeletons of on the coasts of the island.
waters finding it in a relatively deep dive exploration Adaro Camp: About five miles to the west of Bikai is
of the surrounding area. Though they were looking an adaro camp located deep beneath the surface of the
for potential adaro and sahuagin hideouts, instead water. There are twenty known adaros to come in and
they found a fully intact draconic skeleton which was out of the camp at times along with a single sahuagin
immense in size and displayed a side of Boricubos that who seems to be their leader. This group has been
had never been seen before. Ever since then, more terrorizing the people of Bikai, always seeming to get
skeletons have been found around Bikai, with curious close to the town in order to snatch up some poor soul
visitors from around the rest of the archipelago coming before slipping away in the waves. These captures are
to the village as much as to see the skeletons as they are never heard from again, with some speculating that
doing so to escape the war. they are kept as prisoners for a short time in order
In Bikai, outsiders of different races are looked to extract information from them before having them
at with a bit of strangeness, and for the most part killed. Though the numbers of the camp are small,

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they have never once lost a warrior in battle, leading the dangers of the world and all that is in it, from the
many in Bikai to believe that these are elite adaro potential dangers of outsiders, who she makes sure to
warriors, and the sahuagin that is with them, one meet with regularly to ensure they are not planning
of their primary leaders. This location is forbidden anything nefarious, to the dangers of the jungle, such
by the cacique as going there is certain death for all as the entrance to The Hive which is located not a mile
involved, though there have been a few brave and outside the village. Rahem is a patient woman who
perhaps foolish individuals to ignore these orders in simply wants to make sure her people survive, and it
order to extract some measure of revenge. They too, is thanks to her leadership that Bikai has been able to
are not heard from again. remain neutral in the war so far, with many going as
Cacicque’s Hut: The cacicque of Bikai is a taínem far as to say that should she ever pick up a bow again, it
woman named Rahem, who was once a great warrior, would be to the detriment of any who oppose her. Her
joining the baracúden on many expeditions to fight hut is always open to the people who live in the village
off the adaros and sahuagins who would threaten who seek guidance, and though she is becoming frail
Boricubos in the years before the civil war started. in her old age, none have dared to challenge her to
Ever since she has grown older, however, she has become the new cacique of the village.
taken to training people in the ways of combat Cave of Spirits: This cave is located just South
instead of participating in it herself, believing that of Bikai and has been used as a holy site for many
the new generation must learn to protect itself from Boricubosans to spread the ashes of their friends

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and family when they die. As such, the floors of passageways that lead to a deep underground cave system
this cave are caked in the remains of many people underneath certain parts of Piraguen, with this being the
whose spirits linger on after death, sometimes in best known of them all. The Hive is only known because
zemis but sometimes as malicious ghosts who were of the antlike formians who occasionally come to the
denied a zemi by whoever spread their ashes. As of surface and attack the people of the town, occasionally
late, however, the cave has become too dangerous to being able to drag one or two down to The Hive with
enter, as all the spirits seem to have a vendetta against them, never to be seen again. This is worrisome as little is
the living inhabitants of Boricubos, with at least one known about The Hive other than the fact that formians
person from Bikai dying within the Cave of Spirits and a whole host of other insectoid creatures live in its
as they attempted to appease them. The behiques depths, with no one quite sure how far it goes. There have
of the village are shocked at this turn of events and been rumors of half spider, half taínem people as well as
have begun zealously prating to the gods for aid in giant wasps and other vile creatures within, but there is
clearing the cave of whatever evil has turned up in no evidence other than hearsay. Even so, this is enough
it, however, to no avail. With no clear answers as to to keep all but the bravest of adventurers away from the
why the spirits and zemi have turned on the people entrance. The cacique, Rahem, has been thinking about
of Bikai, the cacique Rahem has ordered that no one sending a war party down there for months, but thinks
shall go into the cave without express permission that this would set a bad example, as the people in Bikai
and at least one behique to guide them back to safety came to the town explicitly to avoid the civil war that’s
when things inevitably go wrong. going on, not start another.
Dragon Skeletons: The dragon skeletons that Temple of the Many: The Temple of the Many is
are located fairly deep in the shores surrounding one of the few temples left within Boricubos that
the village are quite the sight to behold, with many venerates all the deities within the Boricubosan
Boricubosans coming from around the islands in pantheon, with others being destroyed due to
order to visit them, with some acting as archaeologists the war in the heavens that is now raging in the
and attempting to discover the mystery of how they archipelago. While originally a holy site for only the
could have ended up there, while others are solely people of Bikai, the cultural mixing with foreigners
interested in utilizing the skeletons for their magical has allowed the Temple of the Many to expand its
properties. Many iguaca mercenary groups have purposes, with the holy symbols of other gods
visited the village in order to steal away parts of the from strange and mysterious lands now becoming
skeletons in order to craft magic artifacts for use in commonplace in the temple for outsiders to be
the war, but more often than not they are stopped by able to worship. At first, there was outrage at this
the hurákani and baracúden who live within the town intrusion, however the cacique of the village, Rahem,
before they could make it too far. More often than conferred with the village behiques and came to the
not, however, the visitors are anabaguas who have conclusion that no harm would come of allowing
survived The Blight due to their young age, trying
to figure out exactly what their older brethren might
have had to do with the dragons who obviously lived
in or at the very least near Boricubos. The mystery
remains, however, as the eldest of all anabaguas who
would have remembered such as time have perished
because of The Blight, leading many anabaguas to
wonder if The Blight is a curse caused by the dragons
who may still be alive in deeper waters to take revenge
on the anabagua population for some ancient slight
they might have caused the dragons. These rumors
are of course, unfounded, but this has not stopped
many in town for training for a day when dragons
might appear, utilizing the teaching of foreigners
who have encountered the creatures before.
Entrance to The Hive: This underground passageway
to the East of Bikai leads to a world almost completely
unexplored by the people of Boricubos known as
The Hive. It is well known that there are many secret

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outsiders to worship their gods here in the town, so
long as their religion does not spread further into Names in Boricubos
the archipelago. As such, very few priests of other This book is inspired greatly by the Taíno people of
religions are allowed outside of the village. As an the Caribbean, and its influences can be seen in some
offering of peace, however, the most popular foreign of the words, the choices in fantasy races, as well as the
gods have a place in the Temple of the Many to place name of the human tribe itself: the taínem. The Taíno
their holy symbols to worship them as zemi, just as people once thrived and had a flourishing culture that
the Boricubosans do their pantheon. spread throughout the Caribbean, however, much of
The Golden Port: This location is the port of Bikai, it was not to last once people came over to settle what
with any outsiders who wish to enter Boricubos for they dubbed “The New World”. This book, hopefully,
any reason having to stop here or risk attack from in some small way, reminds people that the Taíno
the island natives who would view a foreign ship
entering the archipelago without express permission
as an invitation to attack the trespassers. This port
is doubly named after the beautiful sands that
surround it as well as the gold that outsiders come to
trade with, foolishly believing that the taínem would
be interested in such a metal instead of something
that has more use. Still, the usage of gold in the
town has increased ever since the iguacas invented
a currency system of their own for the Boricubosans
to use, utilizing different colored and magically
marked shells as a way to transfer wealth with these
outsiders as well as pay for goods that they would not
get anywhere else. Some of the most popular imports
that come to The Golden Port are metals of various
sorts, though magic items and religious symbols of
gods from other regions are also highly valued.
Training Grounds: Located right in the center of
town is the training grounds, where all people in
the town go at the very least weekly in order to gain
experience with either weapons or magic. There are
several iguaca teachers here ready to teach potential
mages, coquían who train the stealthier sort, and
baracúden who are ready to train warrior at any
time. It is mandatory on orders of the cacique to
train here for some skills for fear of attack at
any time from either Ataba’s side of the
war or Yokaho’s, who see the village
as a stain on their deities’ honor
and chosen mandates to destroy
the others’ chosen people. As such, the people
of Bikai train relentlessly in order to ensure that
their way of life is preserved and that the people of
the town do not fall victim to the war. The current
leaders of training are an iguaca named Meaqouis, a
coquían named Kisi, and a baracúden named Sajori.
These three regularly spar with others and even
invite foreigners to learn how to defend themselves
as all foreigners living in Bikai for the time being are
considered honorary citizens and are expected to
fight in defense of the town whenever it is threatened.

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people once had a much richer culture than can be 67-68 Inirima
seen today in its surviving members. 69-70 Wacaney
It is important to note that while this book is heavily 71-72 Guatonina
inspired by the Taíno people, the Taíno language itself is
a dead one, with only a few surviving words. Therefore, 73-74 Lipumo
the appendix below, listing the names of different places 75-76 Tabacubo
will be borrowing from the few Taino words that remain 77-78 Quemina
as well as the larger subset of the Arawakan dialects and
languages that the Taíno language belonged to. 79-80 Yariguaba
d100 Place Names 81-82 Yamokatai
1-2 Bairaba 83-84 Caribtai
3-4 Guainem 85-86 Lukiyono
5-6 Hamakana 87-88 Chorjeje
7-8 Jagudujo 89-90 Huraoperi
9-10 Piraguen 91-92 Dakahupia
11-12 Jicotaem 93-94 Bikai
13-14 Tiburona 95-96 Wamanaya
15-16 Sarobeyne 97-98 Araguacan
17-18 Anacaono 99-100 Yukaba
19-20 Serayabisi
21-22 Karayatuto Magic Items
23-24 Jimaguam The following magic items are commonly found in
25-26 Choretota Boricubos but may be rare or unheard of elsewhere.
27-28 Rahuita
29-30 Banabagua
31-32 Dakabara
33-34 Uyicono
35-36 Nanichime
37-38 Rokosao
39-40 Dazinato
41-42 Mabuya
43-44 Bobana
45-46 Kijector
47-48 Tanamao
49-50 Boyacemi Avian Tiara
51-52 Guatabara Wondrous item, rare (requires attunement)
53-54 Lianata This tiara is infused with real bird feathers which have
55-56 Borimaka been treated to arcane secrets of endurance. Once per
day while wearing this tiara, you can use an action to
57-58 Moinem gain a flying speed of 90 feet for up to 1 minute. You
59-60 Kiagua can also cast animal messenger once per day on any
61-62 Kolibri flying creature. You are also considered a friend of
avian humanoid races such as kenku. You can make
63-64 Arieracra Charisma (Persuasion) skill checks on such creatures
65-66 Sabanata (as determined by the GM) with advantage.

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Choker of Vengeance
Wondrous item, very rare (requires attunement)
This choker made of finely crafted jade contains the
visage of a humanoid face that is not amused. While
wearing this choker, any creature that successfully
attacks you with a critical hit takes 4d6 force damage,
Bush Harness or half as much on a DC 15 Constitution saving throw.
A creature that fails its save is also blinded until the end
Armor (light), rare of its next turn.
This +1 studded leather is formed from animal hide
sewn with thickly braided cords and overlapping Coral Corset
wooden panels. It shifts colors in natural surroundings, Armor (medium), very rare (requires attunement)
granting the wearer advantage on Dexterity (Stealth)
When you wear this armor, crafted of living,
checks in forest, jungle, or plains terrain, and in such
magically sustained coral, your armor class is 14 +
terrain the wearer cannot be tracked unless they wish
Dex modifier (max 2). You are considered proficient
to be. When in such terrain, the wearer can use one of
with this armor even if you lack proficiency in
the following abilities. After using one of these abilities,
medium armor. The armor weighs 12 pounds. You
you cannot use any of them again until you complete a
can hold your breath for twice as long as normal
short rest.
while wearing a coral corset (2 + your Constitution
• Use the Hide action as a bonus action on your turn. modifier in minutes, minimum 2 minutes).
• Move through non-magical difficult terrain Once per day, you can command the coral corset to
and vegetation for 1 minute. It costs you no grow and envelop its entire body in a living, mobile reef
extra movement and you take no damage from as an action. In this form, a coral corset is heavy armor
thorns, spines, and similar hazards. While using and its weight doubles. Your AC increases to 18 and you
this ability, you gain advantage on saving throws gain disadvantage on Stealth checks (this disadvantage
against being restrained by plants. does not apply underwater). You are considered
• Negate disadvantage caused by concealment proficient with the armor in this form even if you lack
from vegetation on one attack roll. proficiency in heavy armor. The reef armor lasts for a
total of ten minutes before withering and crumbling,
• Gain advantage on an Acrobatics or Athletics check.
returning the coral corset to its normal form. You can

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also use an action to return the coral corset to its normal As an action, the wielder can thrust the twirling helix
form at any time. into soft ground to throw a cloud of dust and debris
With the coral corset in either form, you never taking in the air for 1 round. This effect can take the form
damage or contract coral scratch from brushing against of a 10-foot-radius spread centered on the wielder or
or falling prone on a coral reef. You also gain advantage a 15-foot cone-shaped burst, at the wielder’s choice.
on Dexterity (Stealth) and Dexterity (Acrobatics) Creatures who fail a DC 15 Dexterity saving throw
checks when moving in and around coral reefs. in the area other than the wielder are blinded for 1d4
rounds. A blinded creature can wipe the dust from their
Once per day as a reaction, you can release a stinging eyes as an action, removing the blinded condition.
venom into a creature that grapples you. The creature
must succeed at a DC 13 Constitution saving throw or
become paralyzed for 1d4 rounds.

Dauntless Machete
Weapon (shortsword), rare (requires attunement)
Although the handle of this +1 shortsword is well worn,
its blade still appears as sharp as the day it way forged,
and the whole piece is stained a sickly green. While you
hold the dauntless machete, you move through naturally
occurring difficult terrain (such as undergrowth, loose
sand, or slippery ice) at normal speed and without taking
damage or suffering any other impairment. In addition,
as an action you can move one-half your speed through
Crimson Helix naturally occurring difficult terrain, converting it into
cleared terrain rather than difficult terrain for 1 minute,
Weapon (spear), very rare after which the squares return to their previous state.
A spiraling red blade runs around the upper shaft of If the terrain is magically manipulated, such as with
this +2 spear, its characteristic hue the result of a thin entangle, plant growth, or wall of thorns, you can clear
coating of coagulated blood exuded by the lacerating one 5-foot square as an action, and do not take damage
weapon which is a favorite in gladiatorial arenas due or risk becoming grappled, restrained, or otherwise
to its thrilling visuals. When wielded in combat, the impaired while doing so. Additionally, when using the
crimson helix violently spins its spiraling blade, tearing dauntless machete to attack beasts, you have advantage
into exposed flesh. On a critical hit, or on any hit to your attack rolls.
against a creature with no natural armor bonus to AC Epic Attunement. You have advantage on attack rolls
and wearing light or no armor, the target takes 1d8 with the dauntless machete against plant creatures, and
additional damage from bleeding. The gashes caused as a bonus action when you hit a plant creature you
by a crimson helix are cursed and cannot heal naturally. can deal an extra 4d6 slashing damage. You cannot use
Magical healing has only half the normal effect on this bonus action again until you complete a long rest.
damage dealt by a crimson helix (though other damage Finally, you may spend an action hacking away at any
can be cured normally) unless the curse is removed plant or vegetation affected by a non-instantaneous
with remove curse or a similar effect. A regenerate plant-affecting spell, affecting it as dispel magic cast as
spell functions normally and removes this curse, and a 3rd-level spell and using your Strength score as your
creatures with the regeneration ability are immune. spellcasting ability score where applicable.

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Firespitter
Weapon (blowgun), rare
Dragon Fetish The embers scattered along the wooden surface of this +1
Wondrous item, uncommon blowgun flicker continuously, reigniting mere moments
A dragon fetish is a small carving depicting a dragon. It after dying out. The firespitter feels comfortably warm
may be etched or engraved into a flat stone or carved like when pressed against the shooter’s lips and blowing
a statuette or idol, and it may be finely finished but often is down the long tube releases tiny darts of fire that ignite
crude or roughly made. The curious activation condition the target on impact. The firespitter does not require the
of this strange item sometimes leads superstitious folk use of any ammunition, since it naturally produces its
to make sacrifices to it, believing it to be mystical, own magical projectiles. The blowgun’s attack deals fire
intelligent, or even divine in nature. If a creature spends damage instead of piercing and the target must succeed
one minute covering the dragon fetish in the fresh blood on make a DC 15 Dexterity saving throw or catch on
of a sentient creature, requiring 1 hit point of blood for fire.
each creature within 20 feet of the statue when the ritual The firespitter’s flammable qualities also enhance
is completed. Once it done, each creature within the area magical fire. The wielder may use a bonus action to
gains inspiration, which they must use within 1 minute direct a spell or ability that deals fire damage through
or it is wasted. Once activated, a dragon fetish loses its the firespitter, increasing the DC of that spell or ability
power until the next day at dawn. by one. Whether being used to attack or enhance a
spell, a firespitter can be used only once per round.
Fanged Warclub
Weapon (morningstar), rare Fluid Modulation Gloves
This oblong wooden weapon is crafted of hardened Wondrous item, very rare (requires attunement)
teak carved with a jagged edge and embedded with
the shells, carapaces, and teeth of slain creatures. You These brown leather gloves look partially made of
gain a +1 bonus on attack and damage rolls with this water, with aquatic patterns flowing through the back
magic weapon. In addition, when you hit a creature side of the gloves. Fluid modulation gloves permit you
that has a bite attack, you can use a bonus action to to tamper with the physical properties of liquids while
knock out some of the target’s teeth, embedding them protecting her from their harmful effects.
in the fanged warclub. The target must succeed on a DC By plunging both hands in a body of liquid as an
14 Strength saving throw or else it takes disadvantage action, you can manipulate that liquid in a 20-foot
on attack rolls made with its bite for 1d4 rounds. The radius. Each round you keep your hands submerged,
effect ends immediately if the creature hits you with its the radius expands an additional 5 feet, up to 40 feet.
bite attack. As long as the creature’s stolen teeth remain While the gloves are immersed, you can moderate
embeeded in the fanged warclub, it deals 1d10 piercing the liquid’s temperature, suppressing environmental
damage on a hit instead of 1d8. heat or cold dangers deriving from that liquid. You may

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also alter the phase of the liquid in the affected area,
freezing it to the point of solidification or boiling it to
the point of vaporization.
Creatures other than you standing in the affected area
when it becomes frozen cannot move; they gain the
grappled condition (Escape DC 14) unless they make a
successful DC 16 Dexterity saving throw, and take 1d6
points of cold damage each round they begin their turn
within the area. Likewise, creatures in the affected area
when it becomes boiling gain one level of exhaustion
unless they make a successful DC 16 Constitution
saving throw and take 1d6 points of fire damage each
round they remain in the area. After you pull out your
hands as a bonus action, the affected area returns to its
original state 1 round later.

wide that extends out from you to a target within 120


feet. Make a ranged weapon attack against the target.
On a hit, the target takes damage from the harpoon plus
4d6 lightning damage. In addition, each creature in the
line excluding you and the target must make a DC 15
Dexterity saving throw, taking 4d6 lightning damage on
a failed save, and half as much damage on a successful
one. The lightning bolt turns back into a harpoon when
it reaches the target and it then reappears in your hand.
The hurricane harpoon can shroud you in a whirling
screen of strong, howling wind. While this effect is active
attack rolls against you are at a disadvantage and all melee
attackers (including those using reach weapons) must
make a DC 15 Strength saving throw or be pushed back
Finally, you can create a protective field around
10-feet and be knocked prone. This effect lasts 1 minute.
your body as an action, which takes the form of a
thin plasmatic layer spawning from the gloves. This In addition, once per day you can control winds
protective field can be used for up to 10 rounds each within 5 miles of you. This acts as a control weather
day (these rounds need not be consecutive) and grants spell but only effects wind conditions. Any ship upon
you resistance against fire or cold (your choice). You which you stand are unaffected by this effect unless you
an use this ability to grant this benefit to a creature wish otherwise.
you touch rather than to yourself, but the layer begins Finally, if you are targeted with an effect that deals
to evaporate if you stop touching that creature with lightning or thunder damage, you become shrouded
the glove, ending at the beginning of that creature’s with gale-force winds riddled with crackling lightning
next turn. and peals of thunder. The effect provides damage
resistance to both lightning and thunder to the
Hurricane Harpoon triggering attack until the end of your next turn. While
Weapon (javelin), legendary (requires attunement) so shrouded, whenever a creature within 5 feet of you
This harpoon (treat as a javelin) has a head of mithral hits with a melee attack, the shield erupts with lightning.
and barbs of coral or whalebone. You gain a +1 bonus The attacker takes 2d8 lightning and thunder damage.
on attack and damage rolls with this weapon, and it This effect consumes the wielder’s reaction.
also has the stormshaft weapon property (see below). Each effect once used can’t be used again until the
When you hurl it and speak its command word, it next dawn. In the meantime, the harpoon can still be
transforms into a bolt of lightning, forming a line 5 feet used as a magic weapon.

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terrain. A successful Dexterity saving throw with a
DC of 8 + your Charisma modifier + your proficiency
bonus halves this damage. Once you use this ability,
you must complete a long rest in order to use it again.
Epic Attunement. You can cause the volcanic rock
and ash that you summon to manifest as clinging
lava instead. A creature that fails its Dexterity saving
throw takes the normal damage and is restrained, but
each round must attempt the Dexterity saving throw
at the beginning of each of its turns or take 3d6 fire
damage. The creature keeps taking damage and remains
restrained until it succeeds its Dexterity saving throw.

Lava Collar
Wondrous item, rare (requires attunement)
While wearing this necklace you can walk on lava,
hovering just above it as if using water walk to stride
over water. You take no damage from the nearness of
that lava and do not treat it as difficult terrain. As a
bonus action, you can gain resistance to fire damage for
10 minutes, after which this power can’t be activated
again until the next dawn.

Ring of Alternate Paths


Ring, legendary (requires attunement)
Mounted in the interwoven basket of a thick trellis
silver ring, a sparkling amethyst symbolizes the many
possible lives of a hero. The ring of alternate paths
Pyroclastic Rod bestows upon you visions of some parallel lifetime.
Rod, legendary (requires attunement) At the beginning of each day, you swap one ability
you possess for another you could have possessed had
This hexagonal rod of black basalt is shot through with you chosen differently. This substitution lasts for 24
tiny cracks glowing with orange light and radiates hours, and the ability you gain must be a valid choice
intense heat that burns any non-attuned creatures for on the day that you make it. For instance, a cleric could
1d6 fire damage. The rod can be wielded as a +1 mace change his domain, but could not swap his domain for
that deals 1d6 fire damage in addition to its normal a fighting style or sneak attack. If applicable, you may
damage. While wielding the rod, you can counterspell swap a set of abilities, such as a druid’s choice of circle.
one spell that deals cold damage as if using a 3rd-level
spell slot. As an action, you can use the rod to summon The interlacing destinies brought about by the ring
chunks of volcanic rock and ash down to the ground, of alternate paths disrupt reality’s perception of the
dealing 3d6 bludgeoning damage and 3d6 fire damage wearer, making it harder for others to comprehend her
to all creatures in a 20-foot radius. During this time, destiny. A creature casting a divination spell that targets
driving ash blocks all sight within the area of effect, the wearer has a 20% chance of spell failure.
and the falling ash causes the area to become difficult If a creature tries to simultaneously wear two rings

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of alternate paths, the rings interact in paradoxical aquatic creature back to its home plane with a successful
ways, and both rings permanently lose all their attack roll if the creature fails a DC 17 Wisdom saving
magical properties. throw. You can dispel a spell which has a water or
aquatic component by touch, as if using dispel magic
Ring of Backstepping but affecting only the spell effect touched. If you touch
Ring, rare (requires attunement) a summoned aquatic creature, you can dispel the effect
that brought it; if the creature is non-native, it must still
This copper ring holds between the open ends of its
succeed at a DC 17 Wisdom save to avoid banishment.
bypass shank a fragile glass center stone. By pressing
together the two sides of the band and crushing the In addition to its above uses, a rod of the ebb tide can
glass piece in the middle as an action, you instantly be used to cast a hallow spell. This adds the following
travel between two points located in the same plane of additional effects (and restrictions) to the hallow spell.
existence, teleporting from your current position to the The range of the spell is increased to 1-mile.
exact place you occupied at the end of your last turn.
Only aquatic creatures are affected.
This power works regardless of the distance between
the two points, though they must be on the same plane. All creatures within 1 mile of the rod of the ebb
tide gain a +2 bonus to AC and advantage on saving
All gear and held objects travel with you. If you are
throws against aquatic effects or effects created by
touching your familiar, you can choose to take your
aquatic creatures.
familiar with you. If you are touching any other type
of creature, such as during a grapple, that creature is A creature attempting to use a spell that is related to
left behind. If the target destination is occupied when water (even a harmless effects) must succeed at a DC
you activate the ring, you teleport instead to the nearest 20 spell attack check or the effect fails. Even if the effect
unoccupied space in relation to your target destination. succeeds, the caster must repeat this check every round
at the beginning of its turn or the effect is dispelled; this
The shattered center stone reforms after you complete
does not apply to instantaneous effects.
a long rest, after which the ring can be used again.
You can use the ring of backstepping to return to your Aquatic creatures cannot be summoned into the area
previous position even if it is on another plane, though of the rod of the ebb tide, and if they enter the area by
when you do so the stone takes 1 week to reform. other means they must succeed on a DC 17 Wisdom
save once per minute or be banished. A creature holding
the rod of the ebb tide automatically succeeds on checks
to overcome its power.
So long as the rod of the ebb tide remains stationary the
hallow spell’s duration is changed to indefinite. It must
remain stationary (relative to its surroundings; it can
be used to create this effect while mounted on a ship)
while serving as a focus in this way. If it is moved and
not replaced within 1 round, the effects are suppressed
until it is restored to its position. If not replaced within
1 minute or if the rod of the ebb tide is destroyed, these
effects end immediately.
Rumble Hammer
Weapon (light hammer), rare (requires attunement)
This hammer sports shaft and head of stone. You gain
a +1 bonus to attack and damage rolls made with the
Rod of the Ebb Tide hammer. In addition, when you strike a target that is
standing on the ground, a loud rumble echoes between
Rod, legendary the stone head of the rumble hammer and the ground,
This 2-foot-long baton is constructed of blue coral dealing 1d6 thunder damage to the target. On a critical
grown to link 13 large misshapen pearls. The rod grants hit against a creature touching the ground, the target
you a +2 bonus to AC against aquatic creatures (GM’s instead takes 2d6 thunder damage and must make a
discretion but at a minimum any creature with a swim DC 15 Strength saving throw or be knocked prone.
speed). You can use the rod to send any non-native As an action once per day, the hammer can be struck

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roll a d20. If you roll a 1, the staff breaks into hundreds
of bone splinters that pierce the ground and vanish.
Stormshaft Weapon
Weapon (any thrown or ammunition), uncommon
Attacks made with a stormshaft weapon are not
adversely affected by wind effects (GM’s discretion as
to what a wind effect is but examples include the effects
of the gust of wind spell or an air elemental’s whirlwind
attack), whether natural or magically created. A
stormshaft weapon deals additional damage in an area
of strong or stronger winds, adding +1 damage of the
weapons type per category of wind strength above calm
(use the control weather Table: Wind as a guide).

against the ground or a similarly hard surface to create


Summoner’s Scrambler Staff
a thunderwave, using Strength as your spellcasting Staff, rare (attunement to a spellcaster required)
ability modifier. The tip of this fine darkwood staff clasps a scintillating
ametrine cut in the navette shape—a yellow-
Skimming Weapon and-purple-banded gemstone which, upon close
Weapon (any thrown or ranged), uncommon inspection, reveals within its crystalline walls the
A skimming weapon skips across the surface of liquid shifting image of diverse beings. The summoner’s
when thrown or slices cleanly through it when thrown scrambler staff allows its wielder to cast any conjure
at a target below the surface. Water provides no spell as an action, spending 1 charge for each level of
protection against attacks with a skimming weapon, the spell. However, the staff cannot be activated at will:
and if you also are fully or partially submerged a to trigger its powers, the wielder must successfully
skimming weapon returns to you after the attack. If channel the magic of another creature.
there is a liquid surface between you and your target At the beginning of his turn, the wielder of the staff
when the weapon is thrown, you can spend a bonus
action to skip the weapon off that surface, allowing you
to either increase the weapon’s range increment by 10
feet for that attack or to alter the weapon’s trajectory
in mid-flight, allowing you to treat any square of the
liquid’s surface within range as the weapon’s point of
origin for the purpose of determining whether the
target has cover.
Staff of the Raised Horde
Staff, rare (attunement required)
A sticky, greenish ectoplasmic coating covers the
surface of this staff carved from a single bone. With
a command, a staff of the raised horde taps into the
deep wells of negative energy to temporarily raise large
numbers of corpses, giving its wielder the power to
turn the tides of a battle.
A staff of the raised horde allows the use of the
following spells:
• Command undead (1 charge)
• Animate dead (2 charges)
The staff has 10 charges, and regains 1d6+4 expended
charges per day at dawn. If you expend the last charge,

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can choose a target and ready an action to try to siphon Survivalist’s Arrow
its magic. If the target attempts to cast a spell, you then
make an ability check using your spellcasting ability. Weapon (arrow), common
The DC equals 10 + the spell’s level. This modest but precisely crafted arrow is a boon to
If the spell is a summoning spell, the target loses its those stuck in unfamiliar wilderness. When shot up
action and the wielder casts a conjure spell from the into the air, it lands unharmed on the ground, its tip
staff; this spell must be of the same level or lower than pointing in the direction of the nearest source of fresh
the spell being used by the target. If the target’s spell water within 10 miles. If there is no water within 10
is not a conjure spell, the staff gains one charge (up to miles, it instead lands point upward. If the arrow hits
its maximum capacity) and the targeted spell’s effective a creature, it deals an additional 1d6 piercing damage,
spell level decreases by 1 (to a minimum of that spell’s and then becomes nonmagical.
level). The staff gains no charges from scrambling spells
of 2nd level or below.
Wand of Aquafire
Wand, uncommon (requires attunement by a spellcaster)
The staff has 10 charges, and recharges only by
scrambling spells. If you expend the last charge, roll This wand has 5 charges. While holding it, you can use
a d20. On a 1, the staff discorporates into a flurry of a bonus action to expend 1 of its charges to enable you
tiny radiant motes that scatter and wink out, leaving to see clearly at double the normal distance underwater
nothing behind. (or up to 30 feet away even if you are in murky water
or have no light source) until the end of your turn. In
addition, you can expend 1 of its charges as a bonus
action when you cast a spell that deals fire damage.
Creatures and objects that are fully immersed in water
do not have resistance to this fire damage.
The wand regains 1d4 + 1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On
a 1, the wand dissolves into seawater and is destroyed.
Wand of Ash Storm
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to create a a
20-foot-tall cylinder with a 40-foot radius centered on
Stickytongue Mask a point you choose within 150 feet. Driving ash blocks
all sight (even darkvision) within the spell’s area of
Wondrous item, very rare (requires attunement)
effect, and falling cinders cause the ground in the area
A stickytongue mask looks like a coquian’s face. The to become difficult terrain. The effect lasts as long as the
mask extends your tongue by 10 feet, making the tip of user concentrates, up to 1 minute.
it particularly sticky. As a bonus action, you can make a
The wand regains 1d6 + 1 expended charges daily at
grapple attempt with your tongue. If you are successful,
dawn. If you expend the wand’s last charge, roll a d20.
the target gains the grappled condition, and you are
On a 1, the wand crumbles into ashes and is destroyed.
restrained but not grappled. A tethered creature can
escape the grapple as normal, or by dealing 5 points of
slashing damage to the tongue (AC 13), which severs
the tongue. A severed tongue regrows after one minute.
While using your tongue to grapple a creature, you
can attempt to pull the creature closer as an action,
contesting your Strength (Athletics) check with the
target’s Strength (Athletics) or Dexterity (Acrobatics).
You can detach the tongue without using an action.
Alternatively, you may use your tongue as a whip
that deals no damage. Using your tongue in such a way
allows you to attempt trip and disarm contests against
targets within 10 feet.

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Monsters STR DEX CON INT WIS
15 (+2) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 13 (+1)
CHA

One could find a great many creatures in the


Boricubosan archipelago as it is a vast expanse of Saving Throws Con +4, Str +4
land and sea. Below is a small smattering of creatures Skills Perception +3, Stealth +4
one can find in Boricubos. These creatures are almost Senses  blindsense 30 ft., darkvision 60 ft.; passive
always hostile in some form or another and will likely Perception 13
fight to the death when encountered. This is not always Languages Aquan, Common
the case, however, and some may be able to provide Challenge 1/2 (100 XP)
useful information to the PCs if spared, but more often Rain Frenzy. Adaros revere storms, and their lust for
than not these creatures are to be taken as enemies. blood is amplified exponentially while it is raining.
Special note must be made of the dragons and drakes While fighting in the rain or during other stormy
listed. GMs should not use them in their games unless weather, adaros have advantage on Strength saving
the party has discovered and awakened them in some throws and saving throws against being frightened. In
fashion or another. They are meant to be extremely rare such conditions, at the start of its turn, the adaros can
enemies, and unless the campaign is centered around gain advantage on all melee weapon attack rolls during
fighting off a draconic menace, they should be used that turn, but attack rolls against it have advantage until
sparingly and treated as more mythological creatures the start of its next turn. An adaro gains this benefit
than one would find elsewhere. even if it is underwater, but only as long as it remains
within one turn away from the water’s surface.
Adaro Speak with Sharks. An adaro can communicate
Malevolent denizens of the waters, adaros are among telepathically with sharks to a distance of 100 feet.
the fiercest sentient hunters of the tropical seas. They This communication is limited to simple concepts,
are known and feared by sailors on many exotic shores, such as “come,” “defend,” or “attack.”
as well as by common folk who just happen to live Water Breathing. The adaro can only breathe underwater.
near the ocean. Many have witnessed a fellow sailor or
fisher suddenly go rigid, a poisoned spear jutting from Actions
his guts, only to fall into the water and be taken by the Bite. Melee Weapon Attack. +3 to hit, 5 ft. reach, one
vicious adaro responsible for the assault. target. Hit: 5 (1d6 + 2) piercing damage.
Ripjaw. Strictly carnivorous, adaros feed upon their Spear. Melee Weapon Attack. +3 to hit, 5 ft. reach, one
victims almost immediately after slaying them. Their target. Hit: 6 (1d8 + 2) piercing damage, and the target
brutally sharp teeth cut through bone almost as easily must succeed on a DC 13 Constitution saving throw
as through flesh, and their powerful digestive systems or be poisoned for 1 minute. The poisoned creature is
are capable of handling most organic matter. Adaros paralyzed. The creature can repeat the saving throw at
usually eat once every couple of days, gorging on meals the end of each of its turns, ending the effect on itself
half their weight. on a success.
Stormchasers. Adaros’ strange relationship with
storms has intrigued scholars for centuries. These
sea-dwellers have a special connection to the deadly Adaro Brute
creatures of the water and the wildness of foul weather, Medium monstrosity, neutral evil
and it is no coincidence that they attack humanoids
more often during rough seas. Adaros are seminomadic Armor Class 13 (natural armor)
by nature; a tribe travels until it finds a suitable hunting Hit Points 110 (17d8+34)
ground and leaves either when its presence becomes Speed 10 ft., swim 50 ft.
too well known or when its game runs low.
An adaro is 7-1/2 feet long and weighs 250 pounds. STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 13 (+1)
Adaro Saving Throws Con +4, Str +5
Skills Perception +3, Stealth +4
Medium monstrosity, neutral evil Senses blindsense 30 ft., darkvision 60 ft.; passive
Armor Class 13 (natural armor) Perception 13
Hit Points 65 (10d8+20) Languages Aquan, Common
Speed 10 ft., swim 50 ft.

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Bonus Actions
Underwater Rage (3/day). An adaro can enter a rage
while underwater. While in this rage, they deal an
extra 4 (1d8) damage whenever they make a successful
attack against a creature, but they have disadvantage
on all Wisdom and Intelligence saving throws. This
rage lasts 1 minute, until ended as a bonus action, or
the adaro does not attack a creature nor take damage
in a turn.
Actions
Multiattack. The adaro makes two bite attacks.
Bite. Melee Weapon Attack. +4 to hit, 5 ft. reach, one
target. Hit: 12 (2d8 + 3) piercing damage.

Adaro Chief
Medium monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 210 (28d8+84)
Speed 10 ft., swim 50 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 10 (+0) 15 (+2) 16 (+3)
Saving Throws Con +7, Str + 10
Skills Perception +6, Stealth +7
Senses blindsense 30 ft., darkvision 60 ft.; passive
Perception 16
Languages Aquan, Common
Challenge 10 (5,900 XP)
Martial Advantage. Once per turn, the adaro can deal
an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an
ally of the adaro that isn’t incapacitated.
Challenge 3 (700 XP) Rain Frenzy. Adaros revere storms, and their lust for
Rain Frenzy. Adaros revere storms, and their lust for blood is amplified exponentially while it is raining.
blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy
While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving
weather, adaros have advantage on Strength saving throws and saving throws against being frightened.
throws and saving throws against being frightened. In such conditions, at the start of its turn, the adaros
In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls
can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have
during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro
advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only
gains this benefit even if it is underwater, but only as long as it remains within one turn away from the
as long as it remains within one turn away from the water’s surface.
water’s surface. Speak with Sharks. An adaro can communicate
Speak with Sharks. An adaro can communicate telepathically with sharks to a distance of 100 feet.
telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts,
This communication is limited to simple concepts, such as “come,” “defend,” or “attack.”
such as “come,” “defend,” or “attack.” Water Breathing. The adaro can only breathe underwater.
Water Breathing. The adaro can only breathe underwater.

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Actions Cantrips (at will): guidance, sacred flame, spare the dying
Multiattack. The adaro makes three longspear attacks. 1st level (4 slots): bane, command, cure wounds
It may substitute a longspear attack for one bite attack. 2nd level (3 slots): blindness/deafness, hold person
3rd level (3 slots): protection from energy, spirit guardians
Bite. Melee Weapon Attack. +7 to hit, 5 ft. reach, one 4th level (1 slots): control water
target. Hit: 15 (2d8 + 6) piercing damage. Instead
of dealing damage, the adaro can grapple the target Rain Frenzy. Adaros revere storms, and their lust for
(escape DC 16) blood is amplified exponentially while it is raining.
While fighting in the rain or during other stormy
Longspear. Melee Weapon Attack. +7 to hit, 10 ft. weather, adaros have advantage on Strength saving
reach, one target. Hit: 19 (3d8 + 6) piercing damage. throws and saving throws against being frightened.
Expert Command. The adaro can give a command to all In such conditions, at the start of its turn, the adaros
adaros and sharks within 30 feet. Each such creature can gain advantage on all melee weapon attack rolls
rolls 1d6 and adds the result to their next d20 roll so during that turn, but attack rolls against it have
long as they follow the adaro’s orders. advantage until the start of its next turn. An adaro
gains this benefit even if it is underwater, but only
as long as it remains within one turn away from the
Adaro Mystic water’s surface.
Medium monstrosity, neutral evil Speak with Sharks. An adaro can communicate
Armor Class 15 (natural armor) telepathically with sharks to a distance of 100 feet.
Hit Points 162 (25d8+50) This communication is limited to simple concepts,
Speed 10 ft., swim 50 ft. such as “come,” “defend,” or “attack.”
STR DEX CON INT WIS CHA Water Breathing. The adaro can only breathe underwater.
16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 17 (+3)
Actions
Saving Throws Con +5, Str + 6, Wis +7
Skills Perception +7, Stealth +7 Multiattack. The adaro makes two spear attacks. It may
Senses blindsense 30 ft., darkvision 60 ft.; passive substitute a spear attack for one bite attack.
Perception 17 Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
Languages Aquan, Common target. Hit: 12 (2d8 + 3) piercing damage.
Challenge 7 (2,900 XP) Spear. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
Innate Spellcasting. The adaro is a 7th-level spellcaster. target. Hit: 12 (2d8 + 3) piercing damage, and the
Its spellcasting ability is Wisdom (spell save DC target must make a DC 15 Constitution saving throw,
15, +7 to hit with spell attacks). The adaro has the taking 10 (3d6) poison damage on a failed save, or
following cleric spells prepared: half as much damage on a successful one.

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Benthonir Skills Athletics +5, Stealth +5
Damage Immunities cold
Endemic to deepest parts of the ocean, benthonir Senses blindsense 30 ft., darkvision 60 ft., passive
are transparent humanoids with an undifferentiated Perception 10
biology. Each drop of the condensed slime that makes Languages Aquan, Benthoniri
up a benthonir’s body is interchangeable with the rest so Challenge 2 (450 XP)
long as enough of the body remains viable to maintain Regeneration. The benthonir regains 5 hit points at the
life. This extends to the beginning of their lives, with start of its turn if it has at least 1 hit point.
vast fields of benthonir buds growing on the walls of
ocean trenches. Water Breathing. The benthonir can breathe air and
water. Additionally, a benthonir can freely cast spells
Kraken Cultists. Vast schools of benthonir gather and use other abilities while submerged.
in the trenches. There they worship the krakens they
believe created them from the lesser creatures of the Actions
trenches and, at the krakens’ behest, wage war on the Multiattack. The benthonir makes two attacks: one
realms above. In their pantheon, the krakens only bend with its bite and one with its claw.
knee to the even greater Vulnatatoa.
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one
Mutations. With their great numbers and ever- target. Hit: 7 (1d8 + 3) slashing damage.
shifting form, it comes as no surprise that the benthonir
are susceptible to a wide variety of mutations. Few Claw. Melee Weapon Attack. +5 to hit, reach 5 ft., one
surface dwellers have seen a normal benthonir and target. Hit: 6 (1d6 + 3) bludgeoning damage.
fewer still recognize them as kin to the mutants who
can be found on the surface. Thankfully for surface
dwellers, the benthonir can only bud in the trenches,
leaving the surface as yet uninvaded.
Fire Shark benthonirs have red coloration that gathers
in scales over their transparent flesh. This appearance
grants them advantage on Dexterity (Stealth) checks
while in the vast kelp jungles below he waves. They are
also immune to fire rather than cold and often have
multiple arms.
Human Born benthonirs look completely human but
lose fast healing and their swim speed, instead gaining
a normal 30-foot land speed. They can suppress their
bite, claw, and morphic form as a bonus action. Using
these abilities can reveal their true nature, but otherwise
detecting their benthoniri biology requires close
examination requiring at least 1 hour and a successful
DC 20 Intelligence (Nature) check.
Human Mimic benthonirs look like incomplete
human beings, wrinkled as their flesh constantly melts
and reforms, but could be mistaken for elderly humans
in poor light. They have a land speed of 30 feet and a
swim speed of 20 feet.

Benthonir
Medium monstrosity, neutral
Armor Class 13
Hit Points 71 (11d8 + 22)
Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 10 (+0)

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Dragon, Brine Tail. Melee Weapon Attack. +10 to hit, 15 ft. reach, one
target. Hit: 13 (1d6 + 10) bludgeoning damage.
Although not inherently evil, brine dragons have little Acid Breath (Recharge 5–6). The dragon exhales acid
patience for kindness and philanthropy. As they age, in a 90‐foot line that is 10 feet wide. Each creature in
they grow more and more opinionated and obsessed that line must make a DC 19 Dexterity saving throw,
with power—by adult age, a brine dragon counts itself a taking 52 (15d6) acid damage on a failed save, or half
failure if it doesn’t rule over a collection of “lesser beings” as much damage on a successful one.
such as humans, merfolk, locathah, or even sahuagin.
Frightful Presence. Each creature of the dragon’s choice
Their blue-green neck frills sweep back from their heads,
that is within 120 feet of the dragon and aware of it must
leading to a body of dark, shiny scales and fin-like crests.
succeed on a DC 19 Wisdom saving throw or become
Brine dragons prefer salt water but can venture into fresh
frightened for 1 minute. A creature can repeat the saving
water and onto land in desperation when prey is scarce.
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is successful
Ancient Brine Dragon or the effect ends for it, the creature is immune to the
dragon’s Frightful Presence for the next 24 hours.
Huge dragon, lawful neutral
Armor Class 19 (natural armor) Touch of the Sea (3/day). The dragon touches an
Hit Points 225 (18d12+108) adjacent creature. That creature gains a swim speed
Speed 30 ft., fly 80 ft., swim 80 ft. of 30 feet for 8 hours. This does not give the creature
the ability to breathe underwater.
STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 23 (+6) 23 (+6) 20 (+5) 21 (+5) Legendary Actions
Saving Throws Cha +11, Dex +6, Int +12, Str +16 The dragon can take 3 legendary actions, choosing from
Damage Immunities acid the options below. Only one legendary action option
Skills Athletics +16, Perception +11, Stealth +6 can be used at a time and only at the end of another
Senses blindsense 60 ft., darkvision 120 ft., passive creature’s turn. The dragon regains spent legendary
Perception 21 actions at the start of its turn.
Languages Aquan, Common, Draconic Detect. The dragon makes a Wisdom (Perception) check.
Challenge 17 (18,000 XP)
Tail Attack. The dragon makes a tail attack.
Amphibious. The dragon can breathe air and water.
Wing Attack. The dragon beats its wings. Each
Innate Spellcasting. The dragon’s spell casting ability is creature within 10 feet of the dragon must succeed
Intelligence (spell save DC 20). It can innately cast the on a DC 19 Dexterity saving throw or take 13 (2d6 +
following spells, requiring no material components: 10) bludgeoning damage and be knocked prone. The
At will: control water, detect magic, mage hand, dragon can then fly up to half its flying speed.
prestidigitation
3/day each: color spray, invisibility, obscuring mist Adult Brine Dragon
1/day each: control weather, sleet storm, teleport Large dragon, lawful neutral
Legendary Resistance (3/Day). If the dragon fails a Armor Class 17 (natural armor)
saving throw, it can choose to succeed instead. Hit Points 142 (24d10+60)
Siege Monster. The dragon deals double damage to Speed 30 ft., fly 80 ft., swim 80 ft.
objects and structures. STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 19 (+4) 19 (+4) 16 (+3) 17 (+3)
Actions Saving Throws Cha +7, Dex +4, Int +8, Str +12
Multiattack. The dragon can use its Frightful Presence. Damage Immunities acid
It then makes three attacks: one with its bite and two Skills Athletics +12, Perception +7, Stealth +4
with its claws. Senses blindsense 60 ft., darkvision 120 ft., passive
Bite. Melee Weapon Attack. +10 to hit, 15 ft. reach, Perception 17
one target. Hit: 32 (4d10 + 10) piercing damage plus Languages Aquan, Common, Draconic
9 (2d8) acid damage. Challenge 11 (7,200 XP)
Claw. Melee Weapon Attack. +10 to hit, 15 ft. reach, Amphibious. The dragon can breathe air and water.
one target. Hit: 13 (1d6 + 10) slashing damage. Innate Spellcasting. The dragon’s spell casting ability is

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Intelligence (spell save DC 16). It can innately cast the Bite. Melee Weapon Attack. +8 to hit, 10 ft. reach, one
following spells, requiring no material components: target. Hit: 18 (2d10 + 7) piercing damage plus 9
At will: control water, detect magic, mage hand, (2d8) acid damage.
prestidigitation Claw. Melee Weapon Attack. +8 to hit, 10 ft. reach, one
3/day each: color spray, invisibility, obscuring mist target. Hit: 10 (1d6 + 7) slashing damage.
1/day: sleet storm Tail. Melee Weapon Attack. +8 to hit, 10 ft. reach, one
target. Hit: 10 (1d6 + 7) bludgeoning damage.
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead. Acid Breath (Recharge 5–6). The dragon exhales acid
in a 60‐foot line that is 5 feet wide. Each creature in

Actions that line must make a DC 17 Dexterity saving throw,


Multiattack. The dragon makes one attack with its bite taking 35 (10d6) acid damage on a failed save, or half
and two with its claws. as much damage on a successful one.

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Touch of the Sea (3/day). The dragon touches an Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
adjacent creature. That creature gains a swim speed target. Hit: 18 (2d10 + 7) piercing damage plus 9
of 30 feet for 8 hours. This does not give the creature (2d8) acid damage.
the ability to breathe underwater. Claw. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
Legendary Actions target. Hit: 10 (1d6 + 7) slashing damage.
The dragon can take 3 legendary actions, choosing from Acid Breath (Recharge 5–6). The dragon exhales acid
the options below. Only one legendary action option in a 30‐foot line that is 5 feet wide. Each creature in
can be used at a time and only at the end of another that line must make a DC 15 Dexterity saving throw,
creature’s turn. The dragon regains spent legendary taking 24 (7d6) acid damage on a failed save, or half
actions at the start of its turn. as much damage on a successful one.
Detect. The dragon makes a Wisdom (Perception) check. Touch of the Sea (3/day). The dragon touches an
adjacent creature. That creature gains a swim speed
Tail Attack. The dragon makes a tail attack. of 30 feet for 8 hours. This does not give the creature
Wing Attack. The dragon beats its wings. Each the ability to breathe underwater.
creature within 10 feet of the dragon must succeed
on a DC 17 Dexterity saving throw or take 13 (2d6 +
8) bludgeoning damage and be knocked prone. The Brine Dragon Wyrmling
dragon can then fly up to half its flying speed. Tiny dragon, lawful neutral
Armor Class 13 (natural armor)
Young Brine Dragon Hit Points 103 (23d4+46)
Speed 30 ft., fly 60 ft., swim 60 ft.
Medium dragon, lawful neutral
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 162 (25d8+50) 16 (+3) 15 (+2) 11 (+0) 13 (+1) 10 (+0) 11 (+1)
Speed 30 ft., fly 60 ft., swim 80 ft. Saving Throws Cha +3, Dex +4, Int +3, Str +5
STR DEX CON INT WIS CHA Damage Immunities acid
24 (+7) 13 (+1) 15 (+2) 15 (+2) 12 (+1) 13 (+1) Skills Athletics +5, Perception +2, Stealth +4
Senses blindsense 60 ft., darkvision 120 ft., passive
Saving Throws Cha +4, Dex +4, Int +5, Str +10 Perception 12
Damage Immunities acid Languages Aquan, Common, Draconic
Skills Athletics +10, Perception +4, Stealth +4 Challenge 3 (700 XP)
Senses blindsense 60 ft., darkvision 120 ft., passive
Perception 14 Amphibious. The dragon can breathe air and water.
Languages Aquan, Common, Draconic Actions
Challenge 7 (2,900 XP)
Bite. Melee Weapon Attack. +4 to hit, 5 ft. reach, one
Amphibious. The dragon can breathe air and water. target. Hit: 14 (2d10 + 3) piercing damage plus 9
Innate Spellcasting. The dragon’s spell casting ability is (2d8) acid damage.
Intelligence (spell save DC 13). It can innately cast the Acid Breath (Recharge 5–6). The dragon exhales acid
following spells, requiring no material components: in a 30‐foot line that is 5 feet wide. Each creature in
At will: detect magic, mage hand, prestidigitation that line must make a DC 13 Dexterity saving throw,
3/day: color spray taking 10 (3d6) acid damage on a failed save, or half
as much damage on a successful one.
Actions
Multiattack. The dragon makes one attack with its bite
and two with its claws.

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Drake, Coral Bonus Actions
Speed Surge (3/day). A drake can draw on its draconic
Like a piece of moving coral, this drake’s coloration and heritage for a boost of strength and speed that allows
scale patterns change to match nearby anemones, corals, it to double its movement speeds that round.
seaweed, and urchins. This adaptation allows the creature
considerable stealth in its natural habitat. It avoids combat Actions
if it can, preferring to hide and protect its young. Long Multiattack. The drake makes one bite attack, one sting
serrated spines stretch from the coral drake’s body, waving attack, and two claw attacks.
in brilliant colors against a blue sea. The creature’s long
snout stretches out from its narrow face and an array of Bite. Melee Weapon Attack. +7 to hit, 5 ft. reach, one
spikes and slender protrusions form a jagged crown. target. Hit: 15 (2d10 + 4) piercing damage.
Inside the mouth, serrated teeth form multiple ringed Claw. Melee Weapon Attack. +7 to hit, 5 ft. reach, one
ridges where it’s young feed on leftover scraps of food and target. Hit: 8 (1d8 + 4) slashing damage.
small parasites. Needle-thin talons spring from finned Sting. Melee Weapon Attack. +7 to hit, 5 ft. reach, one
appendages, and a stinger frilled with tiny barbs curves target. Hit: 7 (1d6 + 4) piercing damage, and the
at the end of its slender tail. A coral drake measures 7 ft. target must make a DC 16 Constitution saving throw,
from the tip of its snout to its barbed stinging tail. Thin taking 14 (4d6) poison damage on a failed save, or
and agile, the beast weighs less than 100 lb. half as much damage on a successful one.
Egg Warders. Both male and female coral drakes Breath Weapon (Recharge 5–6). Coral drakes nurture
gestate their delicate eggs inside sacks within their their offspring in specialized throat sacks. They can
mouths and throats. This oral incubation protects the pressurize these sacks to spew forth a 15-ft. cone of its
vulnerable eggs, but even still, only a handful of these spawn. Any creatures in this area must succeed a DC
creatures ever reach maturity since their parents use the 16 Dexterity saving throw or take 27 (6d8) piercing
ravenous spawn for defense when faced with dangerous damage from thousands of tiny bites, or half as much
enemies. Coral drakes live in warm waters near great damage on a successful one. In addition, all creatures
coral reefs. Many of these creatures hollow out small in the area must succeed a DC 16 Constitution saving
lairs in these reefs and protect their meager hoards throw or be stunned for 1 round.
with the aid of the area’s natural inhabitants. Taking
advantage of its natural immunity to poison, coral
drakes often choose lairs nestled in forests of poisonous
urchins, stinging anemones, and toxic corals.

Drake, Coral
Medium dragon, neutral evil
Armor Class 16 (natural armor)
Hit Points 178 (21d8+84)
Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
Saving Throws Con +7, Dex +5, Str +7
Damage Resistance cold
Skills Athletics +7, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common, Draconic
Challenge 8 (3,900 XP)
Innate Spellcasting. The drake’s spell casting ability is
Wisdom (spell save DC 12). It can innately cast the
following spells, requiring no material components:
3/day each: blur
Water Breathing. The drake can only breathe underwater.

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Drake, Jungle Drake, Jungle
Jungle drakes are tenacious predators, ruthlessly Large dragon, neutral evil
adapted to the environment they call home. The tails Armor Class 15 (natural armor)
of these drakes inject a virulent toxin, capable of Hit Points 152 (16d10+64)
debilitating the most stubborn of foes. A jungle drake Speed 40 ft., fly 60 ft.
measures 14 feet from front to back, with a lean but STR DEX CON INT WIS CHA
muscular build, and weighs around 2,100 pounds. 24 (+7) 17 (+3) 19 (+4) 8 (-1) 13 (+1) 12 (+1)
Pack Stalkers. Jungle drakes typically travel in Saving Throws Con +7, Dex +6, Str +10
rampages of three or more, stalking animals or Skills Athletics +10, Perception +4, Stealth +6
humanoids without remorse. Able to travel through Senses darkvision 60 ft., passive Perception 14
forested terrain with ease, jungle drakes prefer to make Languages Draconic
several hit-and-run attacks, using their stingers to inject Challenge 6 (2,300 XP)
their prey with poison. After the venom has time to
set in, the drake reemerges from the jungle, snatching Woodland Stride. A drake can move through any sort of
the weakest target in its jaws before retreating back foliage at full speed without taking damage or suffering
into the woods with its new meal. When the prey of impairment from difficult terrain. Areas of foliage that
a jungle drake appears too well armed or prepared to have been magically manipulated affect it normally.
assault foes head-on, the drake stalks them, letting the Bonus Actions
natural hazards of the jungle wear them down before
emerging to grab a meal, and then retreating back to Speed Surge (3/day). A drake can draw on its draconic
the protection of the deeper jungle. heritage for a boost of strength and speed that allows
it to double its movement speeds that round.
Actions
Multiattack. The drake makes one bite attack, one
sting, and two claw attacks.
Bite. Melee Weapon Attack. +6 to hit, 10 ft. reach, one
target. Hit: 11 (1d8 + 7) piercing damage. Instead
of dealing damage, the drake can grapple the target
(escape DC 15) and move up to its fly speed.
Claw. Melee Weapon Attack. +6 to hit, 10 ft. reach, one
target. Hit: 11 (1d8 + 7) piercing damage.
Sting. Melee Weapon Attack. +6 to hit, 10 ft. reach,
one target. Hit: 10 (1d6 + 7) piercing damage, and the
target must make a DC 15 Constitution saving throw,
taking 3 (1d6) poison damage and is stunned for 1
round on a failed save, or half as much damage on a
successful on. A successful saving throw negates the
stunned condition.

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Drake, Lava
Lava drakes rise from smoldering volcanic crevasses
to terrorize and devour those creatures weaker than
themselves. While far less intelligent that their draconic
kin, they are equally arrogant and seek out the adoration
of humanoids. They can and often do submerge
themselves in molten rock, burrowing through the lava
to sneak up on prey, or to provide a dramatic display
of power to those who worship them. Thick, black-
crusted scales cover a lava drake’s body. Stockier than
other drakes, adults can grow up to 18 feet in length
and weigh over 3,000 pounds.

Lava Drake
Large dragon, neutral evil
Armor Class 16 (natural armor)
Hit Points 199 (21d10+84)
Speed 30 ft., burrow 30 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 18 (+4) 9 (-1) 12 (+1) 11 (+0)
Saving Throws Con +8, Dex +8, Str +11
Damage Immunities fire
Damage Vulnerabilities cold
Skills Athletics +11, Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 9 (5,000 XP)
Lava Burrow. The drake can only use its burrow speed damage from the shower of scalding rock; a successful
within lava or magma. DC 16 Dexterity save halves the damage.
Bonus Actions Breath Weapon (Recharge 5–6). Coral drakes nurture
Speed Surge (3/day). A drake can draw on its draconic their offspring in specialized throat sacks. They can
heritage for a boost of strength and speed that allows pressurize these sacks to spew forth a 15-ft. cone of its
it to double its movement speeds that round. spawn. Any creatures in this area must succeed a DC
16 Dexterity saving throw or take 25 (8d6) piercing
Actions damage from thousands of tiny bites, or half as much
Multiattack. The drake makes one bite attack, one tail damage on a successful one. In addition, all creatures
attack, and two claw attacks. in the area must succeed a DC 16 Constitution saving
throw or be stunned for 1 round.
Bite. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 10 (1d6 + 7) bludgeoning damage.
Magma Shake. Whenever the drake exits from being
submerged in molten rock (either magma or lava), it
can shake its body, flicking a fine spray of scalding
molten rock in every direction. All creatures within
a 30-foot radius of the lava drake take 30 (12d4) fire

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Drake, Mist Actions
Multiattack. The drake makes one bite attack and one
Mist drakes are less openly aggressive than most tail attack.
drakes, as they are not as physically strong and
imposing as most of their kin. Their bodies are Bite. Melee Weapon Attack. +6 to hit, 10 ft. reach, one
narrow and serpentine, more suited for quick strikes target. Hit: 20 (3d10 + 4) piercing damage.
and hit-and-run tactics than for close combat. Tail. Melee Weapon Attack. +6 to hit, 10 ft. reach, one
However, they excel at stealth for creatures of their target. Hit: 13 (2d8 + 4) bludgeoning damage.
size, and can expel a burst of thick fog whenever Fogburst (Recharge 5–6). A drake can expel a ball of
they need to create a diversion or screen themselves solid mist that explodes into a cloud of fog upon
from archers trying to target them. In the mist, they impact. This attack has a range of 60 feet and deals 17
move swiftly and silently to disperse groups of foes (5d6) points of bludgeoning damage to all creatures
with their explosive breath and then single out one in a 20-foot radius if they fail a DC 15 Dexterity
of their enemies for a quick and deadly attack before saving throw, or half as much on a successful save.
their victim’s allies can regroup and come to its Flying creatures in this area that fail a DC 15 Strength
rescue. Mist drakes mate only once few decades but saving throw or be pushed back to the edge of this
are more caring parents than others of their ilk. After radius, taking 3 (1d6) damage per 5 feet they travel if
the clutch of two to six eggs hatch, the hatchlings stay they end up striking a solid object. Creatures on land
with their mother for up to 20 years before seeking must succeed a DC 15 Strength saving throw or be
out their own hunting territory. Mist drakes live up knocked prone.
to 200 years. A typical mist drake is 13 feet long from
head to tail tip, but these lithe dragons rarely weigh
more than 1,000 pounds.

Drake, Mist
Large dragon, neutral evil
Armor Class 15 (natural armor)
Hit Points 136 (16d10+48)
Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
Saving Throws Con +6, Dex +5, Str +7
Skills Athletics +7, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 5 (1,800 XP)
Fog Vision. The drake can see through fog or mist as if
it were not there.
Innate Spellcasting. The drake’s spell casting ability is
Wisdom (spell save DC 12). It can innately cast the
following spells, requiring no material components:
3/day: fog cloud
Misty Camouflage. While in fog or mist, the drake’s
Stealth bonus is +8. Additionally, while in or adjacent
to an area of fog or mist, the drake can use the Stealth
skill even while being observed.
Bonus Actions
Speed Surge (3/day). A drake can draw on its draconic
heritage for a boost of strength and speed that allows
it to double its movement speeds that round.

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Formian possess any worker or warrior in the hive. A queen uses
these thralls as her eyes and ears and can cast spells
Giant, antlike expansionists with an alien hive through them. Creatures that invade a hive might find
intelligence, formians are not evil, but they are aggressive themselves the equals of the queen’s myrmarchs and
in the propagation of their kind into new territories, taskmasters only to be laid low when a mere worker
including new worlds they encounter through unleashes the queen’s tremendous magical power,
interplanetary portals. The formian homeworld is a employing the full force of her cunning and wrath.
lush green jungle planet teeming with life both above Formian Myrmarchs. Larger than typical warriors,
and below ground level. Formian hives create vast formian myrmarchs are the chief guardians of the hive.
tunnel systems, turning the subsurface of the planet They serve as trusted advisors to the queen and as
into a honeycomb-like structure. After colonizing every generals of her armies.
habitable piece of land on their home world, formians
Formian Warriors. Warriors are the formians
looked to the stars for additional lands to infest.
outsiders most frequently encounter. The warriors of
Expansionistic Colonists. This instinct to expand and the hive follow the orders of the myrmarch and defend
propagate often causes conflict with their neighbors. the hive from all encroachers. They also serve as hunters
Though the formians believe it is their right to annex within formian lands and protect workers that venture
into new areas, they have no patience for those who beyond the hive.
move into theirs. Formians claim and fiercely defend
Formian Taskmasters. Taskmasters serve the queen
verdant areas of land around their hive because much
as overseers of projects that require greater intelligence
of the hive’s nutritional needs are supplied by surface
and more liberated thinking than workers possess.
agriculture and hunting. In spite of this, intruders often
Each taskmaster oversees workers bred with specific
don’t even notice they have entered formian territory.
skills, directing tasks like expanding tunnels, repairing
The ground above a formian hive appears unoccupied—
damage to the hive, or undermining the lands of
formians conceal entrances to their hives and prefer
dangerous creatures.
harvesting fruits and berries in a way that leaves the
land largely untouched. Meat that lands on formian Formian Workers. Workers are by far the most
tables typically comes from expeditions to drive off or common formians, and perform a vast number of basic
hunt predators. Formians of the warrior caste organize tasks, but they avoid interacting with those outside
these campaigns and these warriors have little patience their hive.
for poachers.
Matriarchal. Formian society is a strict matriarchy.
Though each hive’s queen is theoretically independent Formian Myrmarch
and her rule absolute, allegiances are common between Large monstrosity, lawful neutral
hives, and less powerful hives often grudgingly defer Armor Class 17 (natural armor)
to more powerful matriarchs. Hundreds of worker Hit Points 210 (20d10+100)
and warrior formians serve even the smallest of hives. Speed 50 ft.
Larger hives number in the tens of thousands and have STR DEX CON INT WIS CHA
complex tunnel systems with interwoven corridors
connecting territories that might span over hundreds 20 (+5) 19 (+4) 20 (+5) 17 (+3) 16 (+3) 18 (+4)
of square miles on the surface alone. Saving Throws Cha +8, Con +9, Str +9
Each formian hive is designed primarily to protect Damage Resistance psychic
the queen. Approaching the center of the hive can be Skills Arcana +7, Perception +7, Persuasion +8
exceedingly difficult. Paths are designed deliberately to Senses blindsense 30 ft., darkvision 60 ft., passive
lead encroachers away from the queen’s hidden lair. In Perception 18
addition to deceptive corridors, formians often build Languages Common; telepathy 150 ft.
traps and place complex magical protections, decoys, Challenge 10 (5,900 XP)
and illusions to protect the queen’s inner sanctuary. Innate Spellcasting. The formian’s spell casting ability is
Formian Queens. Evolved to procreate on a massive Charisma (spell save DC 16). It can innately cast the
scale, a formian queen is barely able to move under following spells, requiring no material components:
her own power. On the rare occasions she leaves her At will: detect thoughts
throne, a small army of workers assist and defend her, 3/day each: charm monster, hold monster
but formian queens are by no means defenseless. They
are massive and powerful beings and have the ability to 1/day: feeblemind

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Actions Actions
Multiattack. The formian makes one bite attack, one Multiattack. The formian makes four claw attacks.
sting attack, and two claw attacks. Claw. Melee Weapon Attack. +10 to hit, 10 ft. reach,
Bite. Melee Weapon Attack. +7 to hit, 5 ft. reach, one one target. Hit: 26 (7d6 + 2) slashing damage.
target. Hit: 10 (1d10 + 5) piercing damage.
Legendary Actions
Claw. Melee Weapon Attack. +7 to hit, 5 ft. reach, one
target. Hit: 9 (1d8 + 5) slashing damage. The formian can take 3 legendary actions, choosing
from the options below. Only one legendary action
Sting. Melee Weapon Attack. +7 to hit, 5 ft. reach, option can be used at a time and only at the end of
all targets within reach. Hit: 8 (1d6 + 5) piercing another creature’s turn. The formian regains spent
damage, and the target must make a DC 16 legendary actions at the start of its turn.
Constitution saving throw, taking 28 (8d6) poison
damage on a failed save, or half as much damage on Fast Healing. The formian regains 10 hit points.
a successful one. Hive Frenzy. The formian grants all other formians in
Throwing Spear. Ranged Weapon Attack. +7 to range of its telepathy the benefits of the haste spell for
hit, 30/120 ft. range, one target. Hit: 8 (1d6 + 5) 1 turn.
piercing damage, and the target must make a DC 16 Telepathic Feedback. The formian can unless
Constitution saving throw, taking 28 (8d6) poison debilitating telepathic feedback. Those within its
damage on a failed save, or half as much damage on telepathic range who are not formians must succeed a
a successful one. DC 18 Intelligence saving throw or have disadvantage
Inspire Hive. The formian can inspire all formians on all attack rolls and ability checks for 1 round.
within telepathic range as if cast the spell heroism. Lair Actions
This effect lasts 1 minute, and the formian does not
have to concentrate on this effect. On initiative count 20 (losing initiative ties), the formian
takes a lair action to cause one of the following effects; The
formian can’t use the same effect two rounds in a row:
Formian Queen • The formian can cast cure wounds on any formian
Large monstrosity, lawful neutral within the lair as if it were in a 3rd level spell slot.
Armor Class 19 (natural armor) • The formian can take control of one formian
Hit Points 231 (22d10+110) within the lair, other than itself, and cause it to
Speed 5 ft. take a turn. Even if that formian has Multiattack, it
STR DEX CON INT WIS CHA can only make 1 attack.
14 (+2) 10 (+0) 20 (+5) 19 (+4) 18 (+4) 25 (+7) • The formian can summon 1 formian warrior
Saving Throws Cha +13, Con +11, Int +10 within 120 feet of itself. This formain warrior starts
Damage Resistance psychic at half its normal hit points.
Skills Arcana +11, Perception +11, Persuasion +15
Senses blindsense 30 ft., darkvision 60 ft., tremorsense
120 ft., passive Perception 21
Formian Taskmaster
Languages Common; telepathy 200 ft. Medium monstrosity, lawful neutral
Challenge 17 (18,000 XP) Armor Class 15 (natural armor)
Hit Points 172 (23d8+69)
Innate Spellcasting. The formian’s spell casting ability is
Speed 40 ft.
Charisma (spell save DC 21). It can innately cast the
following spells, requiring no material components: STR DEX CON INT WIS CHA
At will: magic jar (other formians only), magic missile 17 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 19 (+4)
(as if cast in a 5th level spell slot) Saving Throws Cha +7, Con +6, Str +6
3/day each: cone of cold, teleport Damage Resistance psychic
Skills Arcana +4, Perception +6, Persuasion +7
1/day: feeblemind Senses blindsense 30 ft., darkvision 60 ft., passive
Legendary Resistance (3/day). If the formian fails a Perception 18
saving throw, it can choose to succeed instead. Languages Common; telepathy 150 ft.
Challenge 7 (2,900 XP)

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Innate Spellcasting. The formian’s spell casting ability is range, one target. Hit: 4 (1d4 + 2) piercing damage,
Charisma (spell save DC 16). It can innately cast the and the target must make a DC 16 Constitution saving
following spells, requiring no material components: throw, taking 28 (8d6) poison damage on a failed save,
At will: comprehend languages, detect thoughts, sending or half as much damage on a successful one.
(to formian queen only) Claw. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
3/day each: cure wounds, invisibility target. Hit: 7 (1d8 + 3) slashing damage.
1/day each: confusion, heroism Sting. Melee Weapon Attack. +6 to hit, 5 ft. reach, all
targets within reach. Hit: 6 (1d6 + 3) piercing damage,
Actions and the target must make a DC 16 Constitution saving
Multiattack. The formian makes one sting attack and throw, taking 28 (8d6) poison damage on a failed save,
two claw attacks. or half as much damage on a successful one.
Blowgun. Ranged Weapon Attack. +6 to hit, 25/100 ft.

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Formian Warrior Formian Worker
Medium monstrosity, lawful neutral Small monstrosity, lawful neutral
Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 110 (17d8+34) Hit Points 19 (3d8 + 6)
Speed 40 ft. Speed 40 ft., burrow 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 3 (-4) 6 (-2) 5 (-3)
Saving Throws Con +5, Dex +4 Damage Resistance psychic
Damage Resistance psychic Skills Perception +1
Skills Perception +5 Senses blindsense 30 ft., darkvision 60 ft., passive
Senses blindsense 30 ft., darkvision 60 ft., passive Perception 11
Perception 15 Languages Common; telepathy 60 ft.
Languages Common; telepathy 60 ft. Challenge 1/4 (50 XP)
Challenge 3 (700 XP) Able Assistant. A formian worker can use the Help action
Coordinate. If the formian successfully attacks a as a bonus action to assist any other formian worker.
creature, all other formians has advantage on attack Burden Bearer. A formian worker can carry double the
rolls against that creature for 1 round. normal load for a creature of its Strength, and it has
Actions advantage on Strength checks made to lift, carry, or
move heavy objects.
Multiattack. The formian makes one sting attack and
two claw attacks. Actions
Claw. Melee Weapon Attack. +4 to hit, 5 ft. reach, one Bite. Melee Weapon Attack. +3 to hit, 5 ft. reach, one
target. Hit: 7 (1d8 + 3) slashing damage. Instead of target. Hit: 4 (1d6 + 1) slashing damage.
dealing damage, the formian can grapple the target
(escape DC 13).
Sting. Melee Weapon Attack. +4 to hit, 5 ft. reach, all
targets within reach. Hit: 6 (1d6 + 3) piercing damage,
and the target must make a DC 16 Constitution saving
throw, taking 3 (1d6) poison damage on a failed save,
or half as much damage on a successful one.
Throwing Spear. Ranged Weapon Attack. +4 to
hit, 30/120 ft. range, one target. Hit: 6 (1d6 + 3)
piercing damage, and the target must make a DC
16 Constitution saving throw, taking 3 (1d6) poison
damage on a failed save, or half as much damage on
a successful one.

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Open Game License Version 1.0a
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supernatural abilities or effects, logos, symbols, or graphic designs; and any Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
other trademark or registered trademark clearly identified as Product identity Townshend, based on original material by E. Gary Gygax and Dave Arneson.
by the owner of the Product Identity, and which specifically excludes the Open The Hypertext d20 SRD. © 2004, Jans W Carton.
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam
associated products contributed to the Open Game License by the Contributor Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James
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Content. (h) “You” or “Your” means the licensee in terms of this agreement. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors
2. The License: This License applies to any Open Game Content that contains a Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob
notice indicating that the Open Game Content may only be Used under and in McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ
terms of this License. You must affix such a notice to any Open Game Content Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
that you Use. No terms may be added to or subtracted from this License except Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors:
as described by the License itself. No other terms or conditions may be applied Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim
to any Open Game Content distributed using this License. Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schnei-
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guilherme cosenza (Order #31471313)


135
guilherme cosenza (Order #31471313)
Islands of Adventure!
Explore the incredible archipelago of Boricubos, a land rooted in the myths and legends of the
Taino and Arawak peoples of Puerto Rico and the Caribbean. This amazing campaign setting
includes vividly detailed cultures with seven sensational playable races, from the anabagua
flower-folk to the volcanic wolakan, the mercenary iguaca parrotfolk, the hurakan living
storm scions, and more! Plus you’ll find nearly 40 new archetypes and class options for every
5E character class, alongside dozens of new spells, weapons and armor, feats, magic items, and
so much more, including the all-new shaman class, a divine spirit-master and cousin to the
warlock who binds the spirits of nature and the incarnation of ancestors to wield mystic power,
with dozens of spirit bindings and boons to make each shaman unique!
Boricubos: The Lost Isles also includes adventure hooks, culture and history, and over a
dozen new monsters native to the archipelago, plus three introductory adventures to help your
heroes find their place in this island paradise: Prophet of Perdition, Ancient Bones, and Six
Days Til Sacrifice! Slake your thirst for tropical adventure with Boricubos, where the echoes
of murder in the houses of the gods brings war and chaos on the land, sea, and sky below,
even as insidious invaders from beyond gather their strength. Now is a time for heroes, in
an incredible world designed with a talented team of Latinx creators, including lead designer
Miguel Colon. Whether you want to run a full Boricubos campaign or just mine an incredible
wealth of campaign options for your players, this incredible 5th Edition campaign setting will
definitely help Make Your Game Legendary!

ISBN-13: 978-1-955320-04-7
Price: $29.99
makeyourgamelegendary.com
LGP486BO015E

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