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Preamble
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Credits and Thanks Artist Credits
Tavras#9512 - Contributor, Artist pg1 - Thaumaturgist by Tavras
kname#0795 - Contributor, Balancing pg3 - Faraway God, by Mony Pich
pg6 - Strike - Audra Adaar, by Sketch
PopsicleHeart#4931 - Contributor, Spell Design
Glee
Dinnbach#1703 - Contributor, Lore pg8 - Buer, Amalgamations, by River of
Valourah#3142 - Contributor, Proofreading Commerce
Early Testers pg9 - Heart of Lorkhan by Helena
Aleucard#5673 - Jumguma#1434 - StrixBerseria#530 - Nikulina
Reshy#5860 - QuarianBiotic#5795 - Valourah#3141 - pg10 - Mestakung, by Fahmi Fauzi
EmpressNeo#8348 - EVE#4160 - Emme#7434
pg12 - Smiley, by Scietronc
Focus of this Manual pg14 - Costume idea sketch 3, by Toraji
This document acts as a supplement for Dungeons and pg16 - Daisy, by Andrius Matijosius
Dragons 5th edition. It provides a new class, four new races,
several feats, and a bevy of new spells for players to utilize pg18 - Testspeed-014, by Paul Chadeisson
during their many adventures. The general theme and intent pg19 - Floral Ghoul, by Bo Moore
of these new materials is centered around the art of
“Thaumaturgy”, the study of magic and the arcane in a pg20 - Summer Ghoul, by Bo Moore
manner closer to science than mysticism. Thaumaturgy pg21 - The road ahead, by ThemeFinland
seeks to break down the universe into its most basic
components, before reordering them towards a new purpose. pg22 - Artist Unknown
This document also contains brief information on the history pg23 - Setne 3.0, by Zaiisey
of Thaumaturgy itself, as well as the land in which it
originates. The homeland of Thaumaturgy, Umbra, is not pg24 - Skyler, by Enothar
explained in detail within this document. For more pg25 - Beyond Human, by Kuki Wang
information on the land of Umbra please seek this pg26 - Beyond Human, by Kuki Wang
document’s author.
pg27 - Celestial Artificer, by Raphael
Suggestions, ideas, and problems? Elijah Tolentino
I am always happy to see any and all feedback, everything you pg28 - Lohrien, by Excellero
provide helps me to improve in the future and make
beneficial changes to current material. If you ever wish to pg30 - Steampunk World, by Islu Jang
discuss matters related to this document please contact me pg35 - Crimson Circle, by Claudiu-
at one of the provided instances below. Antoniu Magherusan
Email- Mruncivil@Gmail.com
Discord- Slye #1891 pg38 - Niohogger, Amalgamations, by A
River of Commerce

Preamble
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Table of Contents
- 4 - What is Thaumaturgy? - Glossary
- 5 - Thaumaturgist Class Features - Ancients - A society believed to have existed long before
- 8 - Thaumaturgist Grimoire - recorded history which possessed technology and
- 8 - What is a Crux? -
understanding far beyond the world's current. No name or
title can be attributed to them; as all trace of who they
- 10 - Institute of Nsindus - were was wiped off the face of existence, leaving behind
- 12 - Institute of Dyfias -
only their towering enigmatic creations.
Automata - Complex machinations left behind by the
- 14 - Institute of Qala - Ancients, most semi robotic in nature. These construct
- 16 - Institute of Vulfen - creatures still seek to fulfill their primary functions, the
tasks given by the Ancients, long after their masters
- 18 - Umbran Races - dissapeared from existence. In recent years the Vrathiir
- 19 - Helwyr - Empire has begun producing it's own new models of
Automata; though they are nowhere near the complexity
- 21 - Igazi - of their Ancient peers.
- 23 - Dyfian Kobold - Hesh - A large people group born on the Isle of Vilen who
spread across the continent of Umbra. With a set of
- 25 - Sentients - beliefs and customs arguably akin to religious practice the
- 27 - Feats Hesh have long been a definitive influence upon Umbra.
O'ala - The largest and most widespread faith upon
- 28 - Thaumaturgical Spells - Umbra; worship of the Great Mother and the tennets she
- 29 - Abjuration Spells - sets out for her children. Love, curiosity, and acceptance.
Om'ala - A term in the older dialects of Umbra referring to
- 31 - Divination Spells - The Great Mother; a diety figure of the O'ala faith; and
- 32 - Conjuration Spells - who modern scientists believe to in fact be an enormous
malfunctioning machination of the Ancients.
- 33 - Enchantment Spells - Om'bali - A semi-metallic material displaying both
- 34 - Illusion Spells - organic, living properties and the capability to both alter
the laws of reality and cause genetic mutations in a local
- 35 - Necromancy Spells - area. Om'bali generally grows in "forests" that resemble
- 37 - Transmutation Spells - mangroves. Believe to be created by, and a gift from, The
Great Mother Om'ala. Om'bali is used for a variety of
- 38 - Thaumaturgist Minions - Thaumetic technology such as Vrathiir produced
- 39 - Thaumaturgist Spell List - Automata and a Thaumaturgist's Crux.
Thaum - The primary unit of measurement in
[*]Page art : Faraway God, by Mony Pich Thaumaturgical practice; defined as the quantity of
thaumetic (magical) energy needed to create a one square
centimeter flame which exists for one second.
Umbra - A large continent standing lonesome seperated
from others by violent oceans. Umbra is the home of
Thaumaturgy, the Vrathiir Empire, several unique sentient
species, and a myriad of ancient mysterious structures the
size of mountains which dot the landscape.
Vrath - A society dating back several thousand years
which developed culturally and technologically
abnormally by modern standards; with a focus on
biological technology and genetic alteration. The Vrath
were able to reach heights of power and knowledge not
seen since the ancients, but were ravaged in an event
referred to the Fall of Vrath, leaving Umbra in tatters and
their creations to inherit the continent.
Vrathiir - Umbra's current ruling empire, having
successfully united the land's societies during the Frontier
War; against invaders seeking to wrest the Great Mother
from her children. Under the watchful eye of Vrathiir
Umbra has prospered like never before.

Glossary
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What is Thaumaturgy?
"Thaumaturgy? I liken it to fire.
Both discoveries began the birth of
a new world." - Oldaman.
Thaumaturgy is a methodology for the study of what others
may refer to as "magic". Viewing it as a science rather than a
form of mysticism. Thaumaturgy seeks primarily to measure,
document, alter, and utilize the reality altering forces so many
sorcerers, clerics, warlocks, druids, and at times even
wizards take for granted. Just as with heat, weight, and
momentum, magic is simply another force waiting to be
understood and bent to our will.
The study of Thaumaturgy first began on the continent of
Umbra, a mysterious, solitary land dotted by mountainous
ruins of past societies. Utilizing the records left behind by
those who came before, the people of Umbra saught a way to
better understand and control magic, some fearing it's
potential to wipe them out as it had done their forebearers;
while others of course simply desired it for their own benefit.
From these desires the first Thaumaturgists were born,
though they began as little more than scholarly shamans,
mystics, and invokers. Methods were agreed upon for the
proper study and usage of the world's magical forces, initial
efforts to investigate them aided by troves of notes left behind
by the once terrifyingly powerful Vrath Archons. Over time as
the potential benefits of magic became more apparent
scattered councils of invokers came together in Umbra's first
major cities to advise kings and queens, aid their efforts, and
begin creating basic schools. It was not until the arrival of
Oldaman, believed to be an immortal Thaumaturgist and the
father of magic as a science, that the first Institute of
Thaumaturgy was founded in Qala. From that day forward it
became a guiding science, Thaumaturgists became respected
scholars, and the influence of Thaumaturgy started it's
inevitable alteration of Umbra's future.
In the modern day institutes of Thaumaturgy can be found
scattered all across Umbra, ranging from small schools all
the way to grand complexes such as the Institute of Vulfen; a
shining jewel designed by Ashvayne the Great.
Thaumaturgists themselves are in high demand, with true
masters of the art still relatively few in number due to the
time and investment required. Students of Thaumaturgy are
on the rise constantly, most institutes accepting students
from all across Umbra who bring new ideas and theories to
our ever evolving understanding of magic. Those young
Thaumaturgists go on to become industrial aids, famous
adventurers, advisors to provencial governors, terrifying
warriors in the name of their homeland, healers and
priestesses of divine will, or seers into the future of our world.
The wheels of progress continue to turn, our
understanding of magic, of the Thaumetic energies that
suffuse existence, continues to grow. You as an aspiriting
Thaumaturgist are to be the next generation of this quest.
You are to seek your purpose in this world as a practioner of
arts beyond the understanding of most. You do so with the
blessing of Empress and Great Mother, for ours is to hold the
future in our hands; and to guide it.

Primer
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Thaumaturgist Class Features
Thaumaturgist
Level Proficiency Bonus Features Cantrips Known Highest Spell Level
1st +2 Spellcasting, Thaumaturgy, Crux 2 1
2nd +2 Grimoire, Thaumaturgical Institute 2 1
3rd +2 2 2
4th +2 Ability Score Improvement 2 2
5th +3 3 3
6th +3 Institute Feature 3 3
7th +3 Arcane Fortitude 3 4
8th +3 Ability Score Improvement 3 4
9th +4 Spell Link 3 5
10th +4 Institute Feature 4 5
11th +4 ─ 4 6
12th +4 Ability Score Improvement 4 6
13th +5 Anti-Magic Protection 4 7
14th +5 Institute Feature 5 7
15th +5 5 8
16th +5 Ability Score Improvement 5 8
17th +6 5 9
18th +6 Advanced Arcane Fortitude 6 9
19th +6 Ability Score Improvement 6 9
20th +6 Singularity 6 9

Hit Points Starting Equipment


Hit Dice: 1d8 You start with the following items, plus anything provided by
Hit points at 1st level: 8 + your constitution modifier your background.
Hit points at higher level: 1d8 (5) + con per (a) a Dagger or (b) a Short Sword
thaumathurgist level after first (a) two Javelins or (b) a light Crossbow and 20 bolts.
Proficiencies (a) a Scholar’s Pack or (b) an Explorer’s Pack
Your Crux
Armor: Light A set of Tinker’s Tools
Weapons: Simple Weapons, Hand Crossbows, Longbows, Alternatively, you may start with 6d4 × 10 gp to buy your
Longswords, Short Swords, Whips own equipment, as well as your Crux.
Tools: Tinker’s Tools
Saving Throws: Intelligence, Constitution Multiclassing
Skills: Choose 2 from Acrobatics, Athletics, Arcana, Ability Score minimum: 13 Intelligence and 13
History, Investigation, Nature, and Religion. Constitution.
No Cross Class Spell Slot Progression.

Feature Table
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Thaumaturgy Crux Casting
A Thaumaturgist’s spellcasting is powered by their own A Crux is a Thaumaturgist’s greatest tool, allowing them to
physical and mental energy, burning it as fuel to mold the alter reality to their whim, in the form of spells. An enigmatic
very fabric of reality to their whim. When you cast a spell, a and impossibly complex arcane machine capable of
portion of your current and maximum hit points are removed. channeling it's users raw mental and physical fortitude into
Maximum hit points lost this way cannot be regained until spells. As a Thaumaturgist gains experience utilizing their
you finish a long rest. The table below displays the amount of Crux their spellcasting capabilities, and repitoire of spells,
hit points lost when casting a spell at each level. When expands.
casting a spell at a level higher than its original spell level, the Cantrips :
amount of hit points lost is equal to the higher level it was
cast at. Loss of hit points from this feature cannot be negated At 1st level, you may prepare two cantrips of your choice from
or reduced in any way. If casting a spell would leave you with the Thaumaturgist spell list. You learn additional wizard
less than 1 Maximum hit point, you instantly die. cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Thaumaturgist table. Your
Hit points lost per spell level prepared cantrips may be changed as part of a long rest; As
Spell Level Hit points lost with preparing spells.
1st 3 Preparing and Casting Spells :
2nd 6 You prepare the list of Thaumaturgist spells that are available
for you to cast, choosing from the Thaumaturgist spell list.
3rd 8 When you do so, choose a number of Thaumaturgist spells
4th 12 equal to your Intelligence modifier + your Thaumaturgist
level (minimum of one spell). The spells must be of a level
5th 16 which you can cast.
6th 20 For example, if you are a 3rd-level Thaumaturgist, you can
cast up to 2nd level spells. With a Intelligence of 16, your list
7th 28 of prepared spells can include six spells of 1st or 2nd level, in
8th 32 any combination. If you prepare the 1st-level spell
9th 50
Accelerated Strike, you can cast it at 1st or second level.
Casting the spell doesn't remove it from your list of prepared
spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of Thaumaturgist spells
requires time spent communing with your Crux: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability :
Intelligence is your spellcasting ability for your
Thaumaturgist spells, you learn your thaumaturgist spells
through vigorous research and experimentation. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a Thaumaturgist spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Ritual Casting :
You can cast a Thaumaturgist spell as a ritual if that spell has
the ritual tag. You don't need to have the spell prepared.
When casting a spell as a ritual, you do not lose hit points
from the Thaumaturgy feature.
Spellcasting Focus :
So long as your Crux is somewhere on your person, and in
contact with your body, it serves as your spellcasting focus
[*]Page art : Strike - Audra Adaar, by Sketch Glee

Class Features P1
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Thaumaturgical Institute
Every Thaumaturgist receives education and training from
one of several institutes dedicated to the study of
Thaumaturgical mysteries. Each Institute provides its own
specialization to the Thaumaturgist, determining their
capabilities and the role they will play amongst fellow
adventurers. When you reach 2nd level, choose an Institute
from the list of available Institutes, your choice grants you
features when you choose it at 2nd level and additional
benefits at 6th, 10th, and 14th levels.
Grimoire
When you reach 2nd level you are provided a Grimoire, an
amorphous creature created using the memories of a long
dead Thaumaturgist left trapped within their crux. The
personality of your Grimoire is also drawn from these
memories. It serves as tutor, aid, and friend to aspiring
Thaumaturgists. Your Grimoire acts on your turn and follows
your orders.
Arcane Fortitude
Starting at 7th level, when you or your Grimoire fail a roll to
maintain concentration on a spell, you may instead choose to
succeed. You may use this feature a number of times equal to
your proficiency modifier, regaining all uses on a long rest.
Spell Link
Starting at 9th level, As an action you may touch your
Grimoire and cast a spell on it,, storing the spell. The spell
cast must be of a level equal to your proficiency modifier or
lower. Your Grimoire then gains the ability to cast that spell
once. You can use this feature a number of times equal to
your proficiency modifier, regaining all uses on a long rest.
Anti-Magic Protection
Starting at 13th level, as a reaction when you or your
Grimoire would be affected by an anti-magic field, or other
effect which would remove existing spell effects, you both
become immune to these effects until the start of your next
turn. When you use this feature you may not cast spells until
the start of your next turn. You may use this feature a number
of times equal to your proficiency modifier, regaining all uses
on a long rest.
Advanced Arcane Fortitude
Starting at 18th level, While concentrating on a spell being
incapacitated or rendered unconcious does not cause your
concentration to end.
Singularity
Starting at 20th level, As an action, for a brief period your
Crux is fully absorbed into your body. For 1 minute you gain
resistance to all damage and the Thaumaturgy feature no
longer reduces your maximum or current hit points. At the
end of this duration the enormous strain causes you to
immediately gain four levels of exhaustion.

Class Features P2
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Thaumaturgist's Grimoire

E
very aspiring Thaumaturgist is provided Deathless :
with a creature known as a Grimoire, a When a Grimoire is reduced below 1 hit points, it reverts to
creature formed from the mind of a fallen an inert state but is not destroyed. As part of a short rest, A
Thaumaturgist. The link between a Thaumaturgist may expend half their current hit dice
Thaumaturgist and their Crux runs so deep (rounded up) to revive their Grimoire; feeding it their own
that, upon death, their mind becomes lifeforce. The Grimoire returns to life wih a number of
perserved, yet trapped, in the device. Those hitpoints equal to the result of the expended hit dice.
trapped minds are harvested to create Grimoires. It is
considered a great honor for one's post-mortem mind to be
selected, a chance for their brilliance to survive well after Actions:
death. For students of Thaumaturgy receiving a Grimoire too There Was an Attempt.
is an honor, a sign they are one step closer to becoming a true Melee Weapon Attack: -2 to hit, Reach 5ft., one target. Hit: 0
Thaumaturgist; and giving them access to otherwise (1d2 - 2) bludgeoning damage. Though a Grimoire may
impossible to obtain firsthand knowledge. attempt a spirited assault on another creature, it’s soft
Grimoires, beyond simply acting as tutors and teachers, amorphous form makes any attempts the equivalent of being
assist their Thaumaturgist masters in the field. Acting as buffeted by a bag of pudding.
scouts, aids, and sometimes even valuable tools in combat.
Their technically undying nature, simply being reduced to [*]Page art : Buer, Amalgamations, by River of Commerce
their base form, and complete lack of needs such as food,
drink, and sleep, make them undeniably useful to any
Thaumaturgist.
Grimoire Attributes and Features
Tiny Construct, Unaligned
Armor Class: 12
Hit Points: - (1 + your spellcasting ability modifier + six
times your level in the Thaumaturgist class.)
Speed: 20ft., Fly(hover) 60ft.
STR:6 - DEX:14 - CON:14 - INT:18 - WIS:12 - CHA:10
Skills: Stealth +5, Perception +2
Senses: Blindsight 30ft, Passive Perception 13
Languages: Understands all languages you do.
Challenge: ¼ (50XP)
Link :
As an action, while within 5ft of you, your Grimoire melds
into your body, hiding away within and appearing as little
more than a strange tattoo. While linked the Grimoire has
total cover but cannot take any actions other than to speak or
it's tutoring feature. While linked to a Grimoire it moves with
you. You, or your Grimoire, may break the link at any time as
an action. If your Grimoire is forcibly moved more than 5ft
away from you, the link breaks.
Tutoring :
While your Grimoire is within 5ft, it can use it's action to
provide you advantage on your next skill check if you are
proficient in that skill. Your grimoire can use this feature a
number of times equal to your proficiency modifier, regaining
all uses on a long rest.
Malleable :
Made from a material similar to living clay, a Grimoire can
take upon any shape it, or it's master, may desire. As an
action, your Grimoire can alter it's shape and appearance,
though it may not alter it's size and cannot become a
functional tool, weapon, or other object.

Grimoire
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What is a Crux?

T
he greatest tool of a Thaumaturgist, known as
a "Crux", allows them to harness magic in
ways previously thought impossible. Before the
establishment of Ashvayne the Great's mighty
empire, and the unification of Umbra, most
Thaumaturgists utilized magic as one would
expect from a common wizard; spells recorded
down and cast as incantations limited by an arguably more
meager scope of understanding. The Crux invented by now
"head" of the Institute of Volvatenkrat, Felicity De' Meryl,
pushed Thaumaturgy to greater heights. A device capable of
becoming one with it's user, granting them the ability to
harness arcane powers, even the laws of reality itself, to their
will. A beautiful creation, one which has served as the
foundation of Thaumaturigcal arts since it's inception.
All Thaumaturgists receive a Crux upon completing their
education and training, to become one with their Crux is seen
by many as a graduation of sorts. Every aspiriting
Thaumaturgist creates their Crux by hand, the act of doing so
presenting a deeply personal bond between themselves and
the enigmatic object. At it's core every crux is an almost
impossibly complex arcane machine formed from the same
pure Om'bali as a Sentient's core. Current science is
incapable of understanding exactly how these cores form.
Despite this, a Thaumaturgist with vigorous mental training
becomes capable of "feeling" the core, willing it into
existence and they would a dream. Sequestered alone for
several days a Thaumaturgist will eventually emerge with the
core fully formed, a newly formed life inexporably connected
to their own. A link is formed, the Crux feeding on it's
creator's vitality and becoming inexorably connected to them;
very much alive itself though incapable of expressing
anything beyond basic thoughts and feelings.
Once this process is complete a Thaumaturgist is granted
an official title, and begins designing a "shell" for their Crux,
to protect the invaluable core within from harm. The design
of this outer shell is personally decided upon by every
Thaumaturgist. It can range from turning their crux into a
mask or amulet to be worn, all the way to a simple utilitarian
box. A Thaumaturgist's Crux will often become a defining
symbol, similar to a coat of arms, for which they become
regognized.
To aid the Crux in its connection to a Thaumaturgist an
intricate web of tattoos is created across their body, following
the pathways of major veins and arteries. The ink used for
these tattoos being suffused with liquid Om'bali, creating
pathways across a Thaumaturgist's form able to convey their
vitality to the Crux wherever upon themselves it may be kept.
Some Thaumaturgists even opt to have a Crux surgically
implanted at some point in their body; creating a more direct
connection both mentally and physically with the object, that
it should be able to consume both physical and mental vitality
more readily. Via consuming this vitality, the Crux grants
Thaumaturgists the abilities for which they are famed;
utilizing magic to mold reality to their whim.
[*]Page art : Heart of Lorkhan by Helena Nikulina

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Institute of Nsindus
“Purpose is sought by all creatures,
for us it is expressing the will of
our Great Mother. That her
children be showered in care, love,
and acceptance.” -High Priestess
Milalia
The Institute of Nsindus is the largest of several religiously
focused institutes across the continent of Umbra. Located
halfway up the Holy Mount Ikhaya, the Institute of Nsindus,
part of the grand temple known as “Home of the Great
Mother”, is an enormous center of faith and worship for the
O'ala faith. This faith focuses on the worship of The Great
Mother and the tenets she set forth for the people of Umbra;
which revolve around creating better lives for all her children,
healing the sick, aiding the weak, showing care to all, and
creating a world based around respect and love above all
else. The Institute of Nsindus thus focuses its studies, and
methods taught to its thaumaturgist, around these ideals of
their faith. Thaumaturgist of Nsindus are taught healing and
restorative magics which would normally be wholly
inaccessible to their peers, making them capable of healing
great wounds, curing diseases, and warding away death itself.
The unique abilities of a Thaumaturgist from the Institute of
Nsindus make them highly sought after by any party of
adventurers.
The primary focus of study within the Institute of Nsindus
is, as would be expected, around expanding the capability of
thaumaturgists to make use of restorative abilities. Under
normal circumstances this is not something thaumaturgists
are capable of; extensive training and specialized methods
being required within the institute of Nsindus before even the
most basic restorative spells can be viably utilized. Part of
making these spells viable is believed to be the connection
priestesses have to The Great Mother, that by allowing her
will to guide their own they are given these capabilities. This
leads into the second major area of study within the Institute
of Nsindus, The Great Mother herself alongside other major
faiths of the past. It is the intention of the High Priestesses of
the O'ala faith, who lead the institute, to one day fully
understand the origins and purpose of The Great Mother.
The Great Mother herself has even been known to directly
encourage these studies, granting priestesses her seemingly
endless knowledge that they might better bring affection and
care to her beloved children.
[*]Page art : Mestakung, by Fahmi Fauzi

Nsindus
10
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Institute features
Specialization, Religion:
When you select this Institute at level 2, you gain proficiency
in the Religion skill. If you already had proficiency in Religion,
you instead gain double your proficiency bonus to skill checks
with the Religion skill.
Will of the Great Mother:
Starting at 2nd level, you are able to cast restorative spells
inaccessible to other Thaumaturgists. Your extensive training
in the ways of the Church, in the will of The Great Mother,
allows you to soothe the rigors of a dangerous world. You gain
access to new spells and gain advantage on Medicine checks.
At each indicated Thaumaturgist level, you gain access to
new spells; these spells are always prepared. When you
restore hit points to a creature using these spells, restore an
additional amount equal to your proficiency modifier.
1st level - Cure Wounds, Healing Word, Ceremony
3rd level - Lesser Restoration, Prayer of Healing
5th level - Mass Healing Word, Revivify
7th level - Aura of Life, Death Ward
9th level - Greater Restoration, Mass Cure Wounds
11th level - Heal
13th level - Resurrection
Shared Burdens:
Starting at 6th level, you can take the suffering of your allies
unto yourself; sparing them those pains. As an action, you
may remove negative conditions from an ally within 30ft,
such as blinded, charmed, deafened, frightened, paralyzed,
petrified, poisoned, stunned, or levels of exhaustion. When
you remove these negative conditions they are transferred to
you, causing you to become affected by them for their
remaining duration. For each of these conditions you suffer
from, you gain a +1 bonus to your AC and saving throws.
Self Sacrifice:
Starting at 10th level, you can shift pain from allies to
yourself; allowing them to fight on. As a reaction when a
creature within 30ft takes damage, you can transfer half the
damage they sustain to yourself until the start of your next
turn; causing damage against them to be halved. You can use
this feature a number of times equal to your proficiency
modifier, regaining all uses on a long rest.
Martyr:
Starting at 14th level, most only have one life to give for those
they love, the Great Mother has blessed you with several.
When you would normally die, you may instead return to life
with a number of hit points equal to twice your level. You can
use this feature once, regaining all uses on a long rest. When
you die, all conditions affecting you are removed and your
body cannot be destroyed.

Nsindus Features
11
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Institute of Dyfias
"Our institute's purpose is simple,
to study nature, then improve upon
it. Such as Amphibious Wheat!
Surprisingly useful, unlike the
carnivorous cows." - Head
Researcher Fedelitas
The primary stated goal of the Institute of Dyfias is to
observe and improve upon nature, a concept that is pervasive
across the entire organization. The form these improvements
take range from the mundane to the astonishing, finding their
place all across Umbra and at the behest of Vrathiir. The
influence of Dyfian Thaumaturgists can be felt in simple ways
as more bountiful wheat harvests, attributed to mutated
strains of Vilenti crops carefully cultivated in the institute’s
vast laboratories. This same method can be seen in
improvements to livestock, alteration of local flora to make a
hostile area more livable, or even the slow and methodical
elimination of susceptibility to certain diseases in
populations. Some of the institute's work of course finds its
way to less peaceful endeavors, Vrathiir’s military being a
primary contractor in pursuit of substances which are
capable of healing wounds, strengthening musculature, or
sharpening the eyes. None of these astonishing
advancements would be possible without the institute’s
primary cause and creed, to observe and to improve, for often
the way to improve nature can be found within nature.
Thaumaturgists from the institute of Dyfias have the ability
to take these smaller alterations of the natural world a step
further, utilizing rapid mutagenic potions to improve
themselves when the need arises. These mutagenic
substances allow for astounding feats such as growing
entirely new organs, rapidly increasing the body’s size, or
altering the brain’s chemistry on a fundamental level. As a
Dyfian Thaumaturgist progresses they become more capable
of altering their forms to something new, something better,
turning themselves into shining examples of their institute’s
core ideology. The greatest Dyfian Thaumaturgists even find
it possible to fundamentally alter themselves permanently,
improving upon the species they once were to become
something new. For their benefactors all that matters is the
ability of Dyfias to create a more effective and productive
empire; for Dyfian Thaumaturgists all that matters is the
unending march towards progress.
[*]Page art : Smiley, by Scietronc

12
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Institute Features
Specialization, Nature: Devil’s Wings : Requires Level 10 : You grow a pair of
large wings, gaining a flying speed of 50ft.
When you select this Institute at level 2, you gain proficiency **Flumph Telepath Gland: ** requires level 10 : You can
in the Nature skill. If you already had proficiency in Nature, communicate telepathically with any willing creature
you instead gain double your proficiency bonus to skill checks within 60ft.
with the Nature skill. Hulking Mass : Requires Level 10 : You may use your
consitution modifier, in place of strength or dextetiry, for
Mutagen: melee attack and damage rolls. You have advantage on
consitution saving throws, as well as against the stunned
Starting at 2nd level, you gain the ability to make mutagenic or paralyzed conditions.
potions which temporarily enhance your form. You choose
which Mutagens to create and how best to utilize them, Infused Blood:
tailoring mutations to whatever challenges you may face.
As part of a long rest you may create a number of Starting at 6th level, while affected by a mutagen you regain a
mutagenic potions up to twice your proficieny modifier. You number of hit points equal to your proficieny bonus at the end
require a set of Alchemist's Supplies in order to create a of every round while in combat, or every hour while not in
mutagen. Once consumed mutagenic potions last for an combat.
amount of time equal to their level requirement. Mutagenic
potions without a requirement last for 1 hour, mutagenic Enhanced Form:
potions which require 6th level last for 10 minutes, Starting at 10th level, upon consuming a mutagen you may
mutagenic potions which require 10th level last for 1 minute. increase or decrease your size by one category for it's
Any mutagenic potions over your maximum spoil and are duration, from Medium to Large, for example. Mutagens may
destroyed. only increase or decrease your size by one category.
You may consume a mutagen as a bonus action, instantly
gaining any benefits for it's duration. At 2nd level you may Mutant:
only safely benefit from up to 2 mutations. You may end the
effects of any mutagen as a free action. Starting at 14th level, your maximum mutations is 3. As part
of a long rest you may select a mutation, this mutation
Mutations; becomes permanent. Only one mutation may be permanent.
Fastieth Sinews : When you move on your turn in
combat, you can double your speed until the end of the
turn. Once you use this trait, you can't use it again until
you move 0 feet on one of your turns.
Harpy Talons : Your hands become natural weapons,
talons, with which you are proficient. These talons use
either your strength or dexterity modifier for attack and
damage rolls, whichever is higher, and deal 2d4 slashing
damage on a hit.
Gills : You can breathe underwater normally and gain a
swimming speed of 40ft.
Owl’s Eyes : You gain darkvision out to 300ft and
advantage on perception checks which rely on sight.
Kenku Vocal Cords: You can mimic any sound, including
voices, heard in the last 24 hours and have advantage on
deception checks.
Chuul Feelers : You can cast detect magic at will.
Isikali Musculature : Your Long Jump distance is
doubled, your High Jump height is doubled. Your next in a
round after excecuting a Jump has advantage.
Bone Carapace : Requires Level 6 : Reduce any damage
you take by an amount equal to your constitution modifier.
Oozeform : Requires Level 6 : You transform your body
into a malleable ooze, you can move through a space as
narrow as 1 inch wide without squeezing. Any worn
equipment or held objects are not transformed.
Girallon Adrenaline : Requires Level 6 : You may attack
twice instead of the normal once when you take the attack
action on your turn. Your walking speed increases by 5ft.

13
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Institute of Qala
“Our purpose is to give purpose;
knowing the outcomes and
directing towards the most
beneficial. Mostly.” -Seer Hyun
The Institute of Qala is the oldest in the known world, having
been with the birth of Thaumaturgy itself. It sits atop a hill
overseeing an equally ancient city, Qala itself, believed to be
the section of coastline where both Igazi and Humans first
arrived upon the Isle of Vilen as refugees. It is perhaps
appropriate then that the primary focus of the institute is
upon time, it’s study, and how it can be manipulated. The first
magical practices of the isle’s denizens were believed to have
followed a similar vein to the Institute’s current endeavors,
with soothsayers and seers attempting to peer into the future.
While some of these individuals were mere frauds, reading
palms and telling futures from tea leaves, others study deeply
how time flows and the manner in which magical forces
interact with that flow. They eventually discovered that while
time is linear, the manner in which thaumaturgical forces
interact with it is not. This birthed the first true seers,
individuals who could accurately predict and warn of great
disasters, of where to plant seeds for the greatest bounty, of
how kings should fight their battles. While now these seers
are seen as dated in their ideas, it is their discoveries which
founded the modern study of time.
Currently the Institute of Qala focuses it’s study more on
how to manipulate and interact with time rather than simply
view into it, such matters of divination having become
comparatively simple practices to any accredited practitioner
of thaumaturgy. While advanced equipment, entire labs, and
whole teams of expert thaumaturgists are needed to more
deeply affect the flow of time, some of Qala’s discoveries and
practices can be utilized more practically in the field.
Thaumaturgists from Qala most frequently utilize their
insights into time to alter the timeline in subtle, small
manners, yet quite enough to have a distinct impact should
they ever find themselves in a combative situation. Indeed
they are even capable of intentionally creating disturbances
in the timelines of individual creatures, fragmenting their
existence with miniature paradox loops in order to quite
literally pull them apart on a temporal level.
[*]Page art : Costume idea sketch 3, by Toraji

Qala
14
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Institute features
Specialization, History: The Right Time:
When you select this Institute at level 2, you gain proficiency Starting at 14th level, you are able to temporarily lock a
in the History skill. If you already had proficiency in History, creature in time while perserving and building it's energy,
you instead gain double your proficiency bonus to skill checks either for good or ill. As an action, you may Target another
with the History skill. creature you can see within 60ft, it must succeed on an
intelligence saving throw against your spell save DC or have
Temporal Tinkering : it’s next turn skipped. When the creature is next able to take a
turn, it gains the ability to take three standard actions instead
Starting at 2nd level, you may subtly alter the flow of time of the normal one. You may use this feature once, regaining
around creatures to either aid or hinder. At the start of all uses on a long rest.
combat you may provide one creature you can see within 60ft
a bonus to their initiative roll equal to twice your proficiency
modifier, while reducing the initiative of a second creature by
this same amount.
As a reaction when a creature you can see within 60ft
makes an ability check, you may add a bonus to their roll
equal to your initiative modifier (minimum of 1). You may
choose instead to reduce their roll by this same amount. You
may use this ability a number of times equal to your
proficieny modifier, regaining all uses on a long rest.
Foresight :
Starting at 6th level, you gain the ability to delve deeper into
possible futures, returning with valuable information. As an
action, you may peer into the future and ask a single question
about events to come, you receive a yes or no answer which is
always correct. The DM answers to the best of their
knowledge, though the answer may come from a timeline
which does not occur. You may use this ability a number of
times equal to your proficiency modifier, regaining all uses on
a long rest.
Additionally, you have advantage on any check to detect a
trap, hidden creature, or hidden object, and a bonus to your
initiative modifier equal to your intelligence modifier.
Bide:
Starting at 10th level, you gain the ability to temporarily
displace yourself from the timeline. At the start of your turn
you may choose to delay your turn, including all actions and
movement, to a time of your choosing before the end of
combat; Your turn then immediately ends. You may use this
delayed turn at any time. If you interrupt another creature's
turn, it resumes it's turn normally once yours ends. Only one
turn can be delayed using Bide at a time. Bide may only be
used after rolling for initiative, and ends when combat
initiative ends. You may use this feature a number of times
equal to half your proficiency modifier (rounded down),
regaining all uses on a long rest.

Qala Features
10
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Institute of Vulfen
“Our purpose is the preservation of
Ashvayne's vision. Honor, grace,
cunning, strength, in the name of
our homeland.” - Blackguard
Anwyn De’Feyce
The Institute of Vulfen is currently the only of its kind, a
martial academy dedicated to the study of Thaumaturgy as a
tool for combat. While other institutes may focus upon the
study of reality’s eccentricities, time and it’s manipulation,
advanced medicinal practices, or even the transmutive forces
of the Isle itself, Vulfanian thaumaturgists devote themselves
to martial training and turning raw thaumetic energy into
tools of war. Originally founded by the Knights of the Ashen
Throne, the distinct facets of a knightly order still remain
present within the institute. Students of the Institute are
taught matters of honor, law, order, chivalric values, and to
maintain an air of civility and politeness to any and all;
including their most hated opponents. Thaumaturgists from
Vulfen frequently go on to become ranking members of
Vrathiir’s military forces, specialist combatants assigned to
shock forces, or enter directly into the service of the Empress
as her personal houseguard. The training and education a
Vulfanian Thaumaturgist receives makes them an oddity
amongst their peers, and a terrifying force to behold for their
opponents.
The primary area of study within the Institute of Vulfen,
outside of martial and military matters, is the consolidation
and tangibility of Thaumaturgy’s reality altering forces into
tools of war. Put simply, the institute of Vulfen researches and
experiments upon the concept of making “magic” into
something physical and practical. The culmination of these
ideas forms the heart of Vulfanian Thaumturgist combat
techniques, The Crux Blade. A weapon formed by making the
connection between a Thaumaturgist and their Crux
tangible, physical, shaping it into a devastating weapon. The
Crux Blade and all derivative physical manifestations are
extensions of the Crux itself, and thus an equal extension of
the Thaumaturgist's own mind and body; capable of
empowering both as their mastery increases. Via Crux Blade
and extensive training passed down generations of noble
knigts Vulfanian Thaumaturgists have come to be known as
amongst the most skilled and deadly martial combatants
across the whole of Umbra.
[*]Page art : Daisy, by Andrius Matijosius

Vulfen
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Specialization, Arcana: Hungering Crux:
When you select this Institute at level 2, you gain proficiency Starting at 14th level, your Crux has become potent enough
in the Arcana skill. If you already had proficiency in Arcana, to devour other magical objects, feasting upon them to gain
you instead gain double your proficiency bonus to skill checks their capabilities. You may choose to consume a magical
with the Arcana skill. melee weapon with your Crux Blade, gaining any magical
effects and abilities it may have had. Your Crux Blade can
Crux Blade: only benefit from the effects of a single item at a time, objects
are destroyed when consumed by your Crux Blade.
Starting at 2nd level, you gain the ability to create a weapon
from your Crux. A tangible expression of your link to the
device. Casting spells empowers your Crux, allowing you to
perform greater combat feats.
As a bonus action, you may conjure a Crux Blade in your
hands, provided you aren't wearing armor, using a shield, or
wielding a weapon. Your Crux Blade ends early if you are
incapacitated, or if you don armor or a shield. You may
dismiss your Crux Blade at any time you choose (no action
required). If you drop your Crux Blade or throw it, it
dissipates at the end of the turn, or when conjured again.
Your Crux Blade counts as a simple melee weapon with
which you are proficient that deals 2d4 force damage on a
hit, has the two handed property, and uses your spell attack
modifier for it’s attack and damage rolls. If your Crux Blade
strikes a target with immunity to force damage it deals
physical (slashing) damage instead of the normal force.
If you cast a spell while wielding your Crux Blade, you gain
the following benefits until the end of your next turn;
You have advantage on your next attack roll using your
Cruxblade.
You may make an attack with your Cruxblade as a bonus
action.
Crux Guard :
Starting at 6th level, Conjuring your Crux Blade also creates
a set of form-fitting umbral armor across your body. While
wielding your Cruxblade, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
If you cast a spell of at least 1st level while wielding your
Crux Blade, you gain the following benefits until the end of
your next turn;
You gain a bonus to your AC equal to your spell attack
modifier.
Your walking speed increases by 10ft.
Crux Crown:
Starting at 10th level, Conjuring your Crux Blade also creates
a spectral crown upon your brow. You can now conjure a
Crux Blade as a free action rather than a Bonus Action.
If you cast a spell while wielding your Crux Blade, you gain
the following benefits until the end of your next turn;
As a bonus action, you may teleport a willing creature
within 30ft up to 10ft from it's original position.

Vulfen Features
12
17
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Umbran Races

T
he birthplace of Thaumaturgy, Umbra, is a
land dotted with mountainous ruins of a
society long sense gone from this world. The
primary sentient races of Umbra are the
primary practitioners of Thaumaturgy, the art
of manipulating reality itself born via the
exploration and continued study of those vast
mysterious complexes that dot the continent. All races, even
the widespread humans, bear the influence either of the
Ancients or Vrath; some such as Helwyr and Sentients were
even their direct creations. All races have worked together to
settle, understand, advance, and defend their continent.
Realizing with the formation of Vrathiir, all must work
together to overcome both their dangerous homeland, and
those outside influences that would take it from them.
[*]Page art : Testspeed-014, by Paul Chadeisson

Umbran Races
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Helwyr

H
elwyr are not a singular species, they are a
collection of creatures created long ago by the
ancient Vrath Archons for a singular purpose;
War. As was the way of the Vrath, they rarely
fought their own battles, instead utilizing
arcane methods to manufacture legions of
living weapons referred to as the Helwyr.
Each was a tool, a cog in a seemingly endless legion utilized
by the Vrath during their conquest of Umbra so long in the
past. When it came time for the Vrath Empire to fall the
Helwyr were left behind, their Archon masters and their
gleaming cities reduced to little more than dust in the span of
days by entities beyond the ken of mortal minds. The Helwyr
fought on for years, ever attempting to carry out the will of
their masters, until finally they understood; The Helwyr were
the last survivors of the Vrath Empire, and they were now
free.
Directly following Vrath Empire's destruction Helwyr
across Umbar were lost, given a freedom they had never
experienced and knew precious little of. Always having been
guided, commanded, and led by their Archon masters most
Helwyr perished unable to survive on their own, unable to
understand something so simple as food and shelter when
their very existence had been devoted to war and slaughter.
Those few Helwyr out of millions capable of surviving on
their own became almost little more than beasts, fragmenting
into scattered tribes with only the most basic of tools and
society. Many found their way to the dense jungles of Jumhas,
a land ever viscious and violent as the remnants of the
Ancients seep from their mountainous factories into the
baisin; creating a breeding ground for mutated flora and
fauna, as well as the perfect home for a species like the
Helwyr.
For over two thousand years the Helwyr persisted in this
manner, tribes who hunted the great monstrosities of Jumhas
both for sustenance and raw materials, but also for the joy
their minds had been designed to feel in the heat of battle. It
was this lust for war that attracted the Helwyr to the largest
conflict Umbra had seen since the fall of the Vrath, The
Frontier War; a conflict which resulted in the creation of
Vrathiir. The Helwyr saw war reach the edges of their vast
jungles and spilled out onto the battlefields eager to join,
seeing it as a joyous occasion to be celebrated rather than as
the devastating conflict it was. Though it is unknown why the
Helwyr came to ally themselves with the other races of
Umbra in their war against their continent's invaders, it is
assumed they felt a kinship to them as fellow descendants of
the ancient Vrath. Throughout the Frontier War the name of
the Helwyr came to be known across Umbra and beyond,
creatures spawned from the ancient days capable of ripping
armored knights to shreds with narry a single weapon in
hand. At Vrathiir's founding as continental empire of Umbra
the Helwyr tribes were recognized as the 6th Dominion. At
long last they were warriors of an empire once more, free and
honored where once they were tools.
[*]Page art : Floral Ghoul, by Bo Moore

Helwyr
19
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Attributes and Features
Ability Scores: Dex +2, Str +1
Size: Medium
Speed: 35ft, 30ft Climb
Age :
Helwyr reach maturity by age 11, but typically have a lifespan
comparable with humans at just under a century.
Alignment :
Helwyr frequently drift towards chaotic alignments due to the
strength of their animalistic instincts. In times of stress and
hardship a Helwyr will act on whatever base feelings it may
have, prioritizing survival and the completion of “the hunt”
over more complicated matters.
Size :
Helwyr are generally large and bestial, towering over average
humans by several feet. Lithe and lanky yet compact, they
resemble the predators stalking their overgrown homelands.
Helwyr stand on average between 6.5 to 7.5 feet tall and
weigh between 240 to 300 pounds. Your size is Medium.
Darkvision :
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Predator's Tools :
Your claws are natural weapons, which you can use to make
unarmed strikes. Your claws deal 1d4 slashing damage and
utilize your strength bonus for attack and damage roll. You
are proficient with your claws. Your claws provide you a
climbing speed of 30ft.
Bloodhunger :
As a bonus action you may attempt to bite a creature which is
not on full life. This bite is considered a natural weapon with
which you are proficient, deals 1d4 piercing damage on a hit,
and uses your strength or dexterity modifier for attack and
damage rolls, whichever is higher. When you hit a creature
with your bite, your walking speed increases by 5ft until the
start of your next turn. You may use this feature a number of
times equal to your proficiency bonus, regaining all uses on a
long rest. You can consume flesh from any creature without
negative side effects.
Hunter’s Instincts :
You have proficiency in the survival skill and advantage on
checks to track creatures.
Bloodscent :
You have advantage on Wisdom (Perception) checks that rely
on smell and can detect spilled blood within a mile radius.
Languages :
You can speak, read, and write Common.
[*]Page art : Summer Ghoul, by Bo Moore

Helwyr Features
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Igazi

I
gazi were once little more than the favored slaves of [*]Page art : The road ahead, by ThemeFinland
the Vrath, yet they have become one of the most
widespread and influentian species upon Umbra.
Alongside humanity the Igazi founded the nation of
Vilen, then went on to create the Empire of Vrathiir
which now holds away across the entire continent.
Like humanity the Igazi have become a
commonplace species, as staple of the land, a people bearing
a long history filled with heroes and legends who can trace
their ancestry back to before even the founding of the Vrath
Empire. While the Igazi may have been through great
hardship, repression, control, famine, and near destruction,
they have remained steadfast, ever unwilling to give in.
Survivors who have progressed far past squallar to become
the world's leaders.
It is believed that originally the Igazi existed as scattered
tribes across the Isle of Vilen, once isolated from the rest of
Umbra. Their species evolution and progression being
influenced by The Great Mother; a religious figure for the
people of Umbra who researchers believe to be some form of
enormous malfunctioning Ancient device bearing it's own
sentience. Almost as soon as the Vrath first arrived on Vilen,
The Father, greatest amongst the Archons, ordered all
sentient creatures removed and barred thereafter from
entering the Isle. Even going so far as to force out the Igazi,
shipping their people back to the mainland and leaving Vilen
an empty place. His intents to this day remain unknown, yet
the effect his orders had on the Igazi was all too clear.
After being sent to the mainland the Igazi were rapidly
noticed for their penchant for learning, and general cunning.
The Archons saw in them an opportunity, and immediately
began the process of enslaving the Igazi, turning them into
"favored servants". They became aids to the Archons and
their retinues, given intellectual tasks or those that the simple
flesh puppets of the Archons did not have the intelligence to
complete. Some even became personal assistants of the
Archons, confidants and scribes. With the fall of the Vrath
Empire, the Igazi were left desperately attempting to survive
the death and decimation all around them. Those that
survived found a blasted, near dead land waiting for them.
Understanding that they could not survive in the land left
behind by the Vrath, the Igazi set off across the continent in
the hopes of returning to their ancestral homeland; now seen
as a promised land of prosperity and plenty. During this
arderous journey many of their species perished, yet they
came to meet others in search of refuge; fragments of
humanity who once too were servants of the Vrath. Refugees
both, Humanity and Igazi found their way on a fleet of rafts to
the Isle, where once more The Great Mother would serve as
nurturing guide, showing them to lands ripe and ready to
become farms, meager communities, welcoming back her
children with open arms.
Now, over two thousand years later, the Igazi and Humanity
have turned the Isle into a hub of technological, social, and
intellectual progress. A shining gem of the continent dotted
with massive cities, institutes of learning, and covered in
beautiful farmlands. The Igazi themselves, now leaders of
their world, where once they were refugees.

Igazi
21
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Attributes and Features
Ability Scores: Choose any +2, Choose any +1
Size: Medium
Speed: 30ft
Age :
Like Humans, Igazi reach adulthood in their late teens and
live less than a century.
Alignment :
Most Igazi tend towards a lawful alginment, standing for
order and law as the founders of the great Vrathiir Empire.
Size :
Igazi are slightly smaller than the average human, standing
about five feet tall. They have lithe, dexterous bodies,
weighing between 100 to 120 pounds. Your size is medium.
Darkvision :
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Swift Learner :
Igazi possess naturally curious minds, ever hungry for
knowledge. You learn new languages, and gain new tool
proficiencies, in half the normal time. You are profieicnt in
one skill, one language, and one tool of your choice.
Lithe Movements :
As a bonus action, you may immediately move up to 10ft
without provoking attacks of opportunity. Once you use this
trait, you can't use it again until you move 0 feet on one of
your turns.
Cunning :
As part of a long rest you may choose one skill, tool, language,
or weapon, you gain profieciency in your choice until your
next long rest. If you choose a skill or tool you are already
profieicient in, when you make a roll using it, roll a 1d4 and
add it to the result.
Languages :
You can speak, read, and write Common and one other
language of your choice.
[*]Page art : Artist Unknown

Igazi Features
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Igkyn

I
gkyn are seen by many as the blessed sons and [*]Page art : Setne 3.0, by Zaiisey
daughters of The Great Mother, born via her grace
and given health, beauty, and strength from her
influence. A relatively new species to Umbra, the first
Igkyn were only born after the Igazi and Human
refugees found their way to and settled upon Vilen.
After the first decade, a Igkyn child was said to have
been born as a sign of approval from The Great Mother.
Indeed, it was The Great Mother's influence which allowed
the child to be born, such a union of species otherwise being
impossible. The child was born strong and beautiful, proud
and confident, becoming one of the Isle's first great leaders;
it's first queen over the developing city-state of Qala. Igkyn in
the modern day are exceedingly more common, though still
their numbers are centered around the Isle of Vilen, the
possibility of their birth spreading alongside The Great
Mother's influence.
Modern research suggests that the Igkyn are in all
likelihood an attempt by The Great Mother to continue down
the road of what she sees as her purpose; helping the species
she encounters and nurtures to excel. As with the Igazi
millenia ago the Great Mother is capable of fundamentally
altering the development of a species, changing it's genetic
structure towards an unknown goal. The Igkyn are the lattest
incarnation of this, The Great Mother giving them what she
likely believes to be the greatest aspects both of Humanity
and Igazi. Each new generation of Igkyn showing greater
changes over the last, even if they are extraordinarily subtle
and undetectable to the unlearned eye.
The extent to which an Igkyn displays the aspects of either
parent varies heavily based on the individual. Some Igkyn are
primarily human with little to differentiate them beyond
reptillian eyes and small patches of scales, others display full
tails, horns, clawed hands, or lithe reptile like legs.
Unfortunately current research has as of yet been unable to
identify what exactly causes these differences in Igkyn, as it
appears to be nearly wholly random what aspects of
parentage will be transferred. Past the first generation
however Igkyn mothers and fathers will always transfer
aspects of their parentage as would otherwise be expected,
leading the species to display more common traits over time
based on the success of it's members.
Across Umbra, though most prominently in centers of faith
towards The Great Mother on Vilen, the Igkyn continue to be
seen as blessed. Children of The Great Mother who were
held in her embrace before birth. This blessing is visible in
the simple fact that Igkyn commonly develop healthier,
hardier, more athletic, and often more beautiful than their
peers with comparatively little effort. Most even tend to live
longer lives than their parental species. While this makes
them exceedingly useful in a variety of fields Igkyn are also
filled with a natural desire to seek greatness, adventure, and
to make a name for themselves. As if The Great Mother
herself were pushing her children to go out into the world
and discover, to become greater still than she made them.
This means Igkyn are rarely sedimentary, instead preferring
to live dynamic lives, set out to new lands, join military units,
or simply become prominent adventurers.

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Attributes and Features
Ability Scores: Con +2, Choose any other +1
Size: Medium
Speed: 30ft.
Age :
Like Humans, Igkyn reach adulthood in their late teens, but
tend to live for well over a century.
Alignment :
Due to their natural wanderlust and desire to explore Igkyn
tend towards chaotic alignments, rarely staying in one place
or holding the same beliefs for long.
Size :
Igkyn tend to be larger than the average human, standing on
average just over 6 feet tall and weighing between 200 to 240
pounds. Your size is medium.
Darkvision :
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Blessed by the Great Mother :
The influence of The Great Mother aids your actions. When
you roll a saving throw or skill check and fail, you may roll a
1d4, adding it to the result and potentially causing you to
succeed. You may use this feature a number of times equal to
your proficiency modifier, regaining all uses on a long rest.
Hale and Harty :
Blessed with good health, you have advantage on saving
throws against disease, poison, and to maintain
concentration.
Inquisitive :
Ever searching for new discoveries, you are proficient in
investigation, one skill of your choice, and one tool of your
choice.
Languages :
You can speak, read, and write Common and one other
language of your choice.
[*]Page art : Skyler, by Enothar

Dyfian Kobold Features


24
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Sentients

S
entients are the most abnormal of all Umbra's
species. Creatures formed from living metals
wrapped around a core of Om'bali; a reality
altering material capable of defying the laws of
nature. Little is known of them even to this day,
the efforts of researchers at the Institute of
Volvatenkrat having found precious little
information on the enigmatic creatures found dotted across
Umbra. Only via recent discoveries are the people of Umbra,
or the Sentients themselves, aware at all of why they exist,
what they are, or where they might come from.
A majority of Sentients are believed to have come from a
time long before even the Vrath Empire. The Archons
believed that the Sentients were the undying souls of
Ancients clinging onto bodies of steel and magic, they were
not entirely incorrect. Each Sentient appears to have a mind
at some point ripped from a living sentient creature, hence
the name by which they are commonly referred. These minds
somewhow found themselves trapped, or perhaps
intentionally placed within, a roiling core of pure Om'bali and
other materials the scientific community has yet to indentify.
Their mind controls this core, which in turn holds sway over
the materials which make up their strange metallic,
malleable bodies. Most seemingly do not realize, initially, that
they are technically dead, that they exist within a new body, or
comprehend their subconcious control over that body.
When Sentients are found, or appear, it is normally from
the enormous ancient facilities that dot Umbra. Finding their
way out from depths unexplored, or being found by research
teams, salvagers, and treasure hunters. Some Sentients even
come wandering out of wastelands, confused and lost,
seeking to understand who they are. In all cases their
memories appear to be almost entirely destroyed, with only
basic knowledge left intact. All understanding of who they
were, the society from which they came, and what happened
since their "long sleep" stripped from them. This does
however remain consistent with the ongoing theory that an
unknown force some time in the distant past intentionally
obliterated all knowledge of who and what the Ancients were,
though left their creations and technology intact.
Currently while few in number Sentients tend to be
prominent members of Umbra society. With a natural knack
for academic fields, and the simple fact they have no need of
food, drink, sleep, can never become sick, and may essentially
mold themselves to any form they wish, making them an
asset to any whom they deign to serve. Similarly adventuring
parties will frequently go out of their way to recruit Sentients,
seeing all the potential benefits such a creature could provide
to their efforts. Still, the number of Sentients across Umbra
remains extremely low compared to other species, with only
a few thousand recorded. This number, however, is constantly
increasing; albeit slowly. Recent efforts by notable researcher
Felicity De' Myrelle even proving it is possible to create new
Sentients in the modern day, though the process is little
understood and thus far appears to require a willing subject
to be torn apart on a molecular level to become the creature's
hosted mind. Then again, research requires sacrifice.
[*]Page art : Beyond Human, by Kuki Wang
Sentients
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Attributes and Features
Ability Scores: Int +2, choose any other +1
Size: Medium
Speed: 30ft
Age :
Automata, being creatures of metal and thaumetic power, do
not age.
Alignment :
The alignment of Sentients tends towards chaotic neutrality,
their primary concern frequently being accomplishing their
own goals. Few sentients care for the concepts of good and
evil.
Size :
The size, shape, and weight of a Sentient Automata varies
based on their whim, but are always between 4 to 8 feet tall,
and weigh between 80 to 240 pounds. Your size is Medium.
Living Metal :
Your body is made up of semi living metallic substances,
providing you the following benefits:
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
You have 60ft of Darkvision.
Reconstitution :
When you take a long rest, you relax and release control over
the materials of your body, causing you to form into a pool of
metallic ooze. You must spend at least six hours in this state,
rather than sleeping. In this state you are motionless and
appear inactive, however you are not rendered unconscious;
you can see and hear as normal. When you drop below 1 hit
point, you return to this amorphous form.
Malleable Form :
You have total control over the materials which make up your
body, allowing you to alter it at will. As an action you may
alter your size, shape, and appearance.You can also adjust
your height and weight, but not so much that your size
changes and your body always remains visibly formed from
metallic materials. You may mold your limbs, using them as
Thieve’s Tools, or Jeweler’s Tools, you are proficient with
these tools.
Repulsion:
While not wearing armor, you gain a fly (hover) speed equal
to your walking speed.
Languages :
You can speak, read, and write common and one other
language of your choice.
[*]Page art : Beyond Human, by Kuki Wang

Sentient Features
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Feats
Displacement
Prerequisites: The ability to cast spells of at least 1st level
A simple concept; the best defence is to never let an
opponent near. When you cast a spell of 1st level or
higher, you may choose to move 5ft in any direction to a
location you can see. You may use this feature a number of
times equal to your proficiency modifier, regaining all uses
on a long rest.
Dampening
Prerequisites: Class - Thaumaturgist
You learn to convert excess thaumetic energy into a
shield.When you cast a Thaumaturgy spell, you may
choose to gain temporary hit points equal to half the
spell’s cost in maximum hit points. These temporary hit
points remain until the end of your next turn. You may use
this feature a number of times equal to your proficiency
modifier, regaining all uses on a long rest.
Edgewalker
Prerequisites: Class - Thaumaturgist
Thaumaturgists must often stand on the line between life
and death.. When casting a Thaumaturgy spell that would
cause your maximum or current hit points to drop below
1, you may instead expend a death saving throw to cast the
spell. This death saving throw is considered failed.
Bestial Warrior
Prerequisites: Race - Helwyr
You embrace the teachings of the archons; to live as a
weapon. When not wearing armor your AC is equal to 13
+ your dexterity modifier, and attacks with your claws deal
an additional 1d4 damage on a hit.
Keenscale
Prerequisites: Race - Igazi
You adopt the methods of Igazi Keenscales, hunters from
centuries past. When you use your "Lithe Movements"
feature, you can also simultaneously make a single
weapon attack.
Ever Blessed
Prerequisites: Race - Igkyn
The gaze of the Great Mother shines bright upon you.
When you use the "blessed by the great mother" racial
feature, you may roll an additional 1d4; and you may use
this feature for attack rolls.
Inert State
Prerequisites: Race - Sentient
Death is a mere inconvenience. When you die your body
enters an inert state, reviving after 1 hour with 1 hit point.
You can use this feature once, regaining all uses on a long
rest. Addtionally, your body cannot be destroyed.
[*]Page art : Celestial Artificer by Raphael Elijah Tolentino
Feats
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Thaumaturgical Spells

T
he Spells in this section are not entirely
exclusive to Thaumaturgists; instead they are
based upon the discoveries of Thaumaturgical
Institutes. They deal primarily with
manipulating fundamental factors of reality,
easing the life of a thaumaturgist, and keeping
them from potential harm. While
Thaumaturgists utilize spells from all corners of reality, they
possess almost none centered around bringing direct harm to
their opponents.

A Thaumaturgist's spell list includes all spells


described in this document, and all spells included
as part of the Thaumaturgist Spell List
NOTE; The Board of Applied Thaumaturgy is
not responsible for any inversions of reality, or
damage to the fundamental laws of physics,
caused by this repertoire of spells.

[*]Page art : Lohrien, by Excellero

Spells
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Abjuration Spells
Accelerated Strike Malikar's Gauntlet
1st-level Abjuration 2nd-level Abjuration
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Self
Components: S, M (A steel spring) Components: V, S, M (A gauntlet made of adamantium
Duration: Instant costing 50gp)
Duration: 1 minute (concentration)
By binding raw arcane force to your body’s musculature,
strikes can be executed with unnerving swiftness. When you A powerful aura of force emanates from a gauntlet worn by
cast this spell, make a single weapon attack. the caster, causing their strikes to impact their target with
At higher levels: For every spell slot above 1st used to cast bone shattering force. For the spell’s duration, the caster’s
this spell, your attack does an extra 1d6 force damage if it unarmed attacks deal an additional 2d6 force damage and
hits. When cast using a 5th level spell slot or higher, make utilize intelligence, instead of the normal strength, for attack
two attacks instead of the normal one. and damage rolls. Creatures hit by an attack have
disadvantage on concentration saving throws until the start
Ablative Barrier of their next turn.
2nd-level Abjuration At higher levels: when you cast this spell using a spell slot
Casting Time: 1 Action of 5th level or higher, you can attack twice, instead of once,
Range: Self when you take the attack action on your turn; You ignore this
Components: V, S, M (A cube of solid volcanic glass) benefit if you already have a feature, like Extra Attack, that
Duration: 1 Turn lets you attack more than once when you take the Attack
action on your turn.
When you cast this spell, you convert conventional defenses
into a temporary thaumetic barrier. You gain 20 temporary hit Forcefield
points until the end of your next turn. After you cast this spell, 4th-level Abjuration
your AC is 10 until the end of your next turn. Casting Time: 1 Reaction, which you take when you would
At higher levels: For every spell slot above 2nd used to sustain damage
cast this spell, increase the amount of temporary hit points Range: Self
gained by 10. Components: V, S
Felicity's Starlight Barrier
Duration: 1 Round
2nd-level Abjuration A shimmering field surrounds you, dampending the force
Casting Time: 1 Minute of oncoming blows. You gain resistance to all damage types
Range: Self until the start of your next turn.
Components: V, S, M (A fragment of a tower shield) Weave Rider
Duration: 24 hours 4th-level Abjuration
While not wearing armor, clothing, or wielding a shield, you Casting Time: 1 Bonus Action
construct a faintly shimmering barrier of starlight molded to Range: Self
your form; protecting you from harm. For this spell’s duration Components: V, S, M (A small silver disk)
your base AC becomes equal to 13 + your spellcasting ability Duration: Concentration, up to 1 hour
modifier. The spell ends if you don armor, clothes, equip a
shield, or if you dismiss the spell as a free action. You conjure, and ride, a “board” of pure thaumetic force
which allows you to travel along the flow of reality itself. For
this spell’s duration you a foot off the surface of the ground,
your walking speed is increased by 30ft, you cannot be
knocked prone, you do not provoke attacks of opportunity,
and your speed cannot be reduced.
At higher levels: For every spell slot above 4th used to cast
this spell, the potential duration increases by 1 hour and your
walking speed is increased by an additional 10ft. If you cast
this spell using an 8th level spell slot, it no longer requires
concentration.

Abjuration Spells 1
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Force Cube [*]Page art : Steampunk World, by Islu Jang
4th-level Abjuration
Casting Time: 1 Action
Range: 60ft
Components: V, S, M (Cube of Solid Iron)
Duration: 1 Minute
When you cast this spell, choose a space you can see within
range. A 5ft wide 5ft tall cube of pure force appears in this
location. This cube cannot be moved, cannot be destroyed,
cannot be moved through, and obscures any vision through it.
The Force Cube remains for the spell’s duration or until
dispelled. You can dismiss the Force Cube as a free action.
Any creatures within the Force Cube when it is created are
harmlessly shunted to the nearest open space; prioritizing
spaces furthest from the caster.
Infinity Shroud
7th-level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (A fragment of iron from a meteorite
costing 500gp)
Duration: 1 Minute
For this spell’s duration; When you lose hit points, reduce
the amount lost by an amount equal to your spellcasting
modifier (minimum of 1). You gain a bonus on saving throws
against magic equal to your spellcasting ability modifier.
Hu's Flying Island
8th-level Abjuration
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (An Angel's Heart worth 2,000gp)
Duration: Concentration, up to 1 hour
You create a huge floating island, rising into the sky, to act
as a method of travel and mobile stronghold. As a part of
casting this spell, you place your hands on an area of earth
and must remain in contact with this spot for the spell’s
entire casting time. In a 300ft radius from this spot the land,
as well as any structures or objects on it, begins to rise into
the air at a speed of 15ft every minute to a final height of
1,000ft. At the end of the spell’s casting time a stable floating
island is formed with a 300ft radius. All land and objects
which make up this mass are kept aloft safely by magical
forces for as long as you maintain concentration on this spell.
If your concentration on this spell ends, the island will begin
to fall back to the earth at a rate of 15ft per minute until it
reaches the ground.
While concentrating on this spell you can command the
island to float to a chosen destination. The island moves at a
speed of 4mph while you are not concentrating on the spell
and 10mph while you are concentrating on the spell. Casting
this spell again while a Flying Island already exists does not
create another Flying Island. The Flying Island will always
remain 1000ft above the ground, altering it’s ellevation to
account for hills and mountains.
If you maintain concentration on the spell for it’s full
duration the flying island becomes permanent until
dismissed or destroyed.

Abjuration Spells 2
30
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Divination Spells
Informed Fated
Divination Cantrip 9th-level Divination
Casting Time: 1 Minute Casting Time: 1 Action
Range: Self Range: Self
Components: V, S Components: V
Duration: Instant Duration: Concentration, up to 1 Minute
When you cast this spell; You know which way is north, you You choose to exist only within the most successful
know what time of day it is, you know what the weather will timelines. When you roll a D20, you can treat a roll of 18 or
be for the next hour. lower on the d20 as a 19.
Locate Self
2nd-level Divination
Casting Time: 1 Action
Range: Self
Components: V, S, M (a hand mirror)
Duration: Instant
When you cast this spell, you know approximately where
you are in existence. You know the closest landmarks to you,
you know what plane you are on, and you know the title of
your current location; though these names may mean little to
you.
Precognition
2nd-level Divination
Casting Time: 1 Minute
Range: Self
Components: V, S, M (A golden pocketwatch worth 50gp)
Duration: 24 Hours
As part of casting this spell you glimpse the future, seeing
flashes of a battle. When you cast this spell, choose a bonus
action. The next time you roll for initiative, you may
immediately execute this bonus action. This bonus action
may not be to cast a spell or activate a magical item. The
spell then immediately ends.
At higher levels: When you cast this spell using a spell slot
of 7th level or higher, you may choose a single action rather
than a bonus action. This action may not be to cast a spell or
activate a magical item.
Certainty
4th-level Divination
Casting Time: 1 Reaction, when a creature within range
rolls a d20
Range: 30ft
Components: V, S
Duration: Instant
Shuffling through timelines, you find one with exactly the
desired result; When a creature within range rolls a d20 you
cause the number rolled on the dice to automatically equal
10. Certainty must be cast before the outcome of a creature’s
roll is determined.

Divination Spells
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Conjuration Spells
Jaunt Void Beast
Conjuration Cantrip 6th-level Conjuration
Casting Time: 1 Action Casting Time: 10 Minutes
Range: 5ft Range: touch
Components: V, S Components: V, S, M (Skin from a Starspawn)
Duration: Instant Duration: Concentration, Up to 24 hours
You disappear from reality and re appear in a location you Few steeds are befitting of you, so you take it upon yourself
can see 5ft away. to make one. As part of casting this spell you must remain in
physical contact with a living warhorse for the spell's entire
Consuming Power casting time. At the end of this casting time, the warhorse is
2nd-level Conjuration transformed into a Void Beast which obeys your commands
Casting Time: 1 Action and serves you loyally, acting as a capable mount.
Range: 30ft You control the Void Beast in combat. While the Void Beast
Components: V, S is within 1 mile of you, you can communicate with it
Duration: Instant telepathically. When the Void Beast reaches 0 hit points, it
turns into a pool of inert slime. You cannot create more than
Empowering a summoned entity can be both an extremely one Void Beast at a time using this spell. As an action you
dangerous and highly useful act. Target an allied summoned may dismiss the Void Beast, causing it to immediately fall
creature within range, the creature may immediately take into a pool of inert slime. When the Void Beast dies or is
another turn. At the end of this turn the creature immediately dismissed any equipment or items it was carrying fall to the
dies, imploding violently and dealing 3d6 force damage to all ground.
creatures within 5ft. If you maintain concentration on this spell for it’s full
duration, the Void Beast becomes permanent; until killed or
Astrole's Astonishing Ambry dismissed.
3rd-level Conjuration
Casting Time: 1 Minute Astral Domain
Range: Self 9th-level Conjuration
Components: V, M (A cupard door) Casting Time: 1 Action
Duration: Instant Range: Self
-Ritual- Components: V, S, M (The eye of a Marut, worth 10,000gp)
Casting this spell allows you to reach into an extra Duration: Instant
dimensional storage space which can hold up to 500 pounds. The greatest achievement of any Thaumaturgist is not to
When the spell is cast you may choose up to ten objects simply alter reality, but to create their own. As part of casting
within 5ft to store, these objects must not be secured to their this spell you are transported to a new Astral Plane of your
environment; a door on it’s hinges could not be stored. You own creation. This Astral plane begins as a 100ft radius area
may also choose up to ten objects to remove from Astrole’s of your own design, you choose the terrain, weather, and
Astonishing Ambry, which fall from holes in reality to land at aesthetics of the plane. This plane can support life, if you
your feet. Exceeding the 500 pound limit of Astrole’s choose to allow it, but flora and fauna will not develop
Astonishing Ambry causes all stored objects to instantly fall naturally and must be acquired from elsewhere. When
at the caster’s feet. For heavier objects a set of steel toed reaching the edge of this plane creatures will encounter an
boots are recommended. impassable invisible barrier; with the infinite astral sea
beyond.
Extricate After you cast this spell the first time, each subsequent cast
4th-level Conjuration will return you to your Astral Domain. You may also reach
Casting Time: 1 reaction, when you would sustain damage your Astral Domain by Plane Shift, or other similar spells and
Range: 10ft effects. If you cast this spell while already within your Astral
Components: V Domain an additional 100ft is added to its radius and you
Duration: Instant may alter its terrain, weather, and aesthetics as you wish. You
The best method of avoiding danger is to never be near it. may only create one Astral Domain, due to the enormous
You cast this spell as a reaction just before you would suffer strain of maintaining your own miniature plane of existence.
damage, teleporting up to 10ft to a nearby location you can
see; potentially avoiding the damage in the process. Extricate
must be cast before damage has been determined.
At higher levels: For every spell slot above 4th used to cast
this spell, the distance you may teleport increases by 10ft.

Conjuration Spells
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Enchantment Spells
Focus You break a target’s mind, forcing them to dance violently
Enchantment Cantrip and uncontrollably until their body rips itself apart. Choose a
creature you can see within range, that creature must make a
Casting Time: 1 Action Charisma saving throw. On a fail, the creature begins to
Range: Self dance uncontrollably and cannot take any action on their turn
Components: S, M (A small malleable sack of beans) other than to move. The creature additionally loses 1d4 hit
Duration: 10 Minutes points at the end of every turn while under the effects of this
You focus your thoughts for a coming task. Choose a skill spell. The creature may attempt the save again at the start of
or tool, the next time you make a skill check with the chosen their turns, and must succeed three times to end this spell’s
skill or tool add a bonus to your roll equal to 1 plus half your effects. If the creature fails their saves three times they can
spellcasting modifier (rounded up). The spell then no longer make further saves against the spell’s effects until
immediately ends. Casting Focus again during its duration the end of it’s duration. The corpse of a creature which dies
causes the spell to immediately end. while affected by this spell continues to dance eratically
across the battlefield until the end of the spell’s duration.
Convey Idea
Enchantment Cantrip Creeping Madness
Casting Time: 1 Action 8th-level Enchantment
Range: Touch Casting Time: 1 Action
Components: V Range: Self, (15ft Radius)
Duration: 1 Minute Components: V, S
Duration: Concentration, up to 1 minute
As part of casting this spell you make physical contact with
another creature. The next time you attempt to speak to that You create an aura around yourself which constantly
creature during the spell’s duration it is vaguely aware of assaults the minds of nearby creatures, burrowing deep,
what you are attempting to say, or tell it, even if it does not ripping apart memories, hopes, and dreams; leaving them
speak your language. This spell does not convey entire broken. A cloud of darkness and malice swirls around you to
thoughts, only vague meanings and intents. The exact a distance of 15 feet for the duration.
concepts conveyed are determined by your DM. When you cast this spell, you can designate any number of
creatures you can see to be unaffected by it. The area within
Rapid Understanding is difficult terrain for an affected creature, and when the
3rd-level Enchantment creature enters the area for the first time on a turn or starts
Casting Time: 1 reaction, which you take when a creature its turn there, it must make a Wisdom saving throw. On a
casts a spell failed save, the creature is paralyzed until the start of it’s next
Range: 30ft turn and becomes frightened until the end of it’s next turn.
Components: V, S On a successful save the creature is unaffected.
Duration: 1 Minute Revitalization
Watching another creature cast a spell, you can briefly 8th-level Enchantment
expand your understanding of it. As a reaction when a Casting Time: 1 Action
creature within 30ft of you casts a spell, you gain the ability to Range: Touch
cast this spell if it is a spell of a level you can cast. You may Components: V, S, M (a cup of warm milk)
cast this spell once, Rapid Understanding then immediately Duration: 3 Hours
ends.
You reach into a creature’s mind, forcing it into a deep
Nehekg's Torture Dance slumber. A creature you touch must make an intelligence
7th-level Enchantment saving throw. If it fails, the creature immediately falls
Casting Time: 1 Action unconscious for the spell’s duration. On a successful save the
Range: 60ft creature is unaffected. If a creature remains unconscious for
Components: V, S, M (Sheet music doused in venom) the spell’s full duration, it gains the effects of a long rest. A
Duration: 10 Minutes creature rendered unconscious by this spell can be awoken
as if it were sleeping normally, or by taking any form of
damage. A creature can only be affected by Revitalization
once every 7 days.

Enchantment Spells
33
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Illusion Spells
Wondrous Wardrobe Back Biter
1st-level Illusion 4th-level Illusion
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60ft
Components: V, S, M (A Seamstress's scissors) Components: V, S, M (The blade of a long dead warrior)
Duration: 24 Hours Duration: 1 Round
-Ritual- You briefly become ethereal, leaping through solid matter
A good Thaumaturgist should never be without a change of to decimate an unfortunate foe. Choose a creature within
clothes, or the latest fashions. When you cast this spell, a range, you instantly appear at a chosen location within 5ft of
spectral wardrobe appears before you. This wardrobe that creature, in it’s blindspot, and make a single melee
remains for 1 minute or until you dismiss it as a free action. weapon attack. You have advantage with this attack. If the
You can interact with this wardrobe to conjure a set of attack hits, you gain invisibility until the start of your next
illusory clothes on your body; you choose the appearance of turn.
this clothing. These illusory clothes remain for the spell’s
duration or until they are dispelled. Illusory clothes created Phantom Assault
by this spell disappear instantly if they are removed from your 5th-level Illusion
body. Casting Time: 1 Action
Range: Self
Mimicry Components: V, S, M (The crown of a dead king worth
2nd-level Illusion 500gp)
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: Touch You reach into the ethereal plane, pulling forth a phantom
Components: V, S, M (The toungue of a Mimic) copy of yourself to fight alongside and draw power from. For
Duration: 1 Hour this spell’s duration your walking speed is increased by 40ft,
Careful study of the infamous creatures known as Mimics you have advantage on all weapon attacks, you do not
has allowed their peculiar abilities to be replicated. When you provoke attacks of opportunity, and you can move through
cast this spell on a willing creature, choose either a chest, other creatures unhindered. The first time you make a
table, chair, bed, cabinet, rug, door, or framed picture of weapon attack against a creature during a turn while this
medium size. For the spell’s duration the creature you touch spell is active, your phantom repeats the same attack against
becomes shrouded by an illusion of the selected type, causing a chosen creature within 30ft.
them to appear as a piece of furniture. If another creature At higher levels: When you cast this spell using a spell slot
attempts to interact with them during this time, such as to sit of 7th level or higher, your phantom attacks twice instead of
on a chair, the target of this spell may immediately make a once.
single attack against the creature interacting with them, this
attack is automatically a critical hit. This spell ends if a
creature it was cast on takes any action or moves.
A creature which can see the illusory furniture created by
this spell may attempt an Investigation check with a DC equal
to your spell save DC to see past the illusion.
Spectral Sprint
3rd-level Illusion
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (A scrap of writing from a Spectre)
Duration: 2 Rounds
You fade into the ethereal plane like a ghost or spectre,
allowing you to pass through solid matter. Until the end of
your next turn you may move through solid matter, such as
walls, objects, or other creatures, as if it were difficult terrain.
When an object or creature moves while you are within it,
you move with them. While within an object, creature, or
terrain, your vision is not obstructed. If this spell’s effect ends
while you are still within an object you are forcibly ejected to
the nearest open space and sustain 1d10 force damage for
every 5ft moved.

34
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Necromancy Spells
Lesser Bloodthorn Target a creature you have summoned, or any willing
Necromancy Cantrip creature, within range. The target creature instantly dies, and
you gain a number of hit points equal to half the creature's
Casting Time: 1 action remaining hit points when it died. Any hit points gained from
Range: Self (5-foot radius) this spell over your maximum are converted into temporary
Components: S, M (A melee weapon) hit points which last for 1 hour.
Duration: 1 round
You coat the weapon used in the spell's casting with a few
drops of your blood and make a melee attack with it against
one creature within 5 feet of you. On a hit, the target suffers Greater Bloodthorn
the weapon attack's normal effects and is left with weeping 3rd-level Necromancy
wounds, causing them to sustain 2d4 necrotic damage at the
start of your next turn. Casting Time: 1 bonus action
This spell's damage increases when you reach certain Range: Self
levels. At 5th level, the melee attack deals an extra 1d4 Components: S, M (A melee weapon and a small cup of
nedrotic damage to the target on a hit, and the damage the blood)
target takes at the start of your turn increases to 3d4. Both Duration: 1 round
damage rolls increase by 1d4 at 11th level (2d4 and 4d4) and Refining the bloodweaving arts of the Hesh Yn', a
again at 17th level (2d4 and 5d4). Thaumaturgist is capable of enhancing a weapon with bloody
bramble of thorns. Your next attack which hits a creature this
A Life for a Life turn deals an additional 4d4 necrotic damage and leaves
1st-level Necromancy them with wretched wounds. These wounds cause the target
Casting Time: 1 reaction, when a creature within range dies to sustain an additional 4d4 necrotic damage at the end of it's
Range: 60ft next turn.
Components: V, S, M (Shaving from a tombstone) At higher levels: For every spell slot above 3rd used to cast
Duration: Instant this spell, both your attack and the wound inflicted deal an
additional 2d4 necrotic damage.
Death and life are two sides of the same coin, one only
needs to flip to the other side. As a reaction when a creature Shadow Servants
within 60ft would be reduced below 1 hit point, this spell 4th-level Necromancy
negates the damage that would have reduced them below 2
hit point. You then immediately die. Death caused by this Casting Time: 10 Minutes
spell cannot be negated in any way. Range: Touch
Components: V, S, M (the skull of an undertaker)
Blood for Blood Duration: Concentration, up to 1 hour
2nd-level Necromancy While common corpses may have their purpose, you
Casting Time: 1 reaction, when you take damage require more diligent servants. As part of casting this spell
Range: Touch you must remain in contact with the corpse of a humanoid
Components: V, S, M (Finger bones of a gladiator) creature for the spell’s entire casting time. At the end of this
Duration: Instant duration, the corpse is consumed; melting into a black ichor
The life of any creature is a force which is measurable, and which rises as a Shadow. This Shadow serves you, obeying
your every order. Shadows created by this spell have an
can be used to an end. As a reaction when you lose hit points, intelligence score of 12, allowing them to act independently
you transfer the suffering to a nearby creature. The creature and attune to magic items. While a Shadow you create with
must make a constitution saving throw. On a fail, the creature this spell is within 1 mile of you, you can communicate with it
takes an amount of psychic damage equal to half the number telepathically. When a Shadow reaches 0 hit points, it turns
of hit points you lost (rounded up). into a pile of ash. Shadows you create with this spell cannot
Die for Me attack other creatures, or utilize magic items to harm them,
2nd-Level Necromancy and will ignore orders to do so. If you maintain concentration
on this spell for it’s full duration, the Shadow becomes
Casting Time: 1 action permanent; until killed or dismissed. When you cast this spell,
Range: 60ft any Shadows under your control are instantly destroyed.
Components: V, S, M (A freshly harvested spine) During combat Shadows created by this spell act on your
Duration: Instant turn, and if not given orders will attempt to hide from hostile
creatures.
At higher levels: For every spell slot above 4th used to cast
this spell, you create an additional Shadow.

Necromancy Spells 1
35
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Last Lough
5th-level Necromancy
Casting Time: 1 reaction, when you would be reduced below
1 hit point
Range: 30ft
Components: V
Duration: Instant
Death has its own power, and those either pragmatic or
insane enough find ways to use even their own. As a reaction
when you would otherwise be reduced below 1 hit point, a
massive explosion of necrotic energy rips out from your body.
Creatures within a 30ft sphere centered on you must make a
dexterity saving throw. Targets take necrotic damage equal to
half your unmodified maximum hit points (rounded down) on
a failed save, or half as much on a success. You then
immediately die; an expected result of imploding.
Golden Age of Necromancy
8th-level Necromancy
Casting Time: 1 action
Range: Self (20ft Radius)
Components: V, S, M (The horn of a Nightwalker worth
1,000gp)
Duration: Concentration, up to 10 minutes
Enormous quantities of negative energy radiate from the
caster, draining life from all living creatures; leaving behind
wretched husks which rise as servants. An aura of pulsing
negative energy follows the caster to a distance of 20ft for the
spell’s duration.
When you cast this spell, you can designate any number of
creatures you can see to be unaffected by it. When a creature
enters the area for the first time on a turn or starts its turn
there, it must make a Constitution saving throw. On a failed
save, the creature cannot regain hit points until the start of
it’s next turn. On a successful save the creature is unaffected.
If a creature dies while within this spell’s radius, and it is not
an undead, construct, elemental, ooze, or plant, it returns
after 1 hour as a Witherling under the caster’s control.
On each of your turns, you can use a bonus action to
mentally command any creature you made with this spell if
the creature is within 60 feet of you (if you control multiple
creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide
what action the creature will take and where it will move
during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete.
[*]Page art : Crimson Circle, by Claudiu-Antoniu Magherusan

Necromancy Spells 2
36
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Transmutation Spells
Shunt Vigor
2nd-level Transmutation 4th-level Transmutation
Casting Time: 1 Action Casting Time: 1 Action
Range: 30ft Range: 30ft
Components: S Components: V, S, M (The horn of a bull)
Duration: Instant Duration: Instant
Select a creature within range, it must succeed on a You imbue a target with your own vigor and energy,
strength saving throw or be moved up to 15ft in a direction of allowing them to act with greater swiftness. Target another
your choice by a small mound of earth; which dissipates creature you can see within range, that creature may
immediately after casting this spell. If a creature encounters a immediately take a single standard action.
wall or other solid object while being moved by this spell, it’s
movement stops and it is knocked prone. Impossible Adhesive
At higher levels: For every spell slot above 1st used to cast 6th-level Transmutation
this spell, the distance you can move a creature increases by Casting Time: 1 Action
15ft. Range: Touch
Components: V, S, M (A ball of sticky sap)
Bolt Duration: Concentration, up to 1 hour
2nd-level Transmutation You create an impossibly sticky substance, connecting two
Casting Time: 1 Bonus Action objects with it. When you cast this spell, two objects you are
Range: Touch in contact with, and which are in contact with one another
Components: S ,become connected by a magical adhesive. These objects
Duration: 1 Round cannot be separated until the end of this spell’s duration, or
You imbue a creature with an enormous burst of until this spell is dispelled. If you maintain concentration on
momentum, allowing them to move at terrifying speeds. As this spell for it’s full duration the adhesive becomes
part of casting this spell you touch a willing creature, it’s base permanent until dispelled.
movement speed increases by 10ft and is doubled until the
end of it’s next turn.
At higher levels: For every spell slot above 2nd used to
cast this spell, the creature’s base movement speed is
increased by an additional 10ft.
Trueform
3rd-level Transmutation
Casting Time: 1 Action
Range: 30ft
Components: V, S, M (Blood from a changeling)
Duration: 10 Minutes
When you cast this spell, target a creature within range
that has been changed from their original form. This includes
creatures who have been polymorphed, shapechangers,
wildshaped creatures, and any other creature which is not in
its original form; if they have one. The creature must succeed
on a charisma saving throw, reverting to its original form on a
failure. A creature which fails this save cannot change their
form, or have their form changed, until the end of this spell’s
duration. A creature under the effect of this spell may make a
charisma save at the end of each of it’s turns. On a successful
save, the spell ends.

Transmutation Spells 1
37
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Thaumaturgist Minions
[*]Page art : Niohogger, Amalgamations, by A River of
Commerce
Witherling
Medium Undead, Unaligned
Shadow Servant
Armor Class 12 Medium Undead, Unaligned
Hit Points 11(2d8 + 2)
Speed 30ft.
Armor Class 12
Hit Points 16(3d8 + 3)
STR DEX CON INT WIS CHA Speed 40ft.

14 (+2) 8 (-1) 12 (+1) 7 (-2) 8 (-2) 5 (-3)


STR DEX CON INT WIS CHA
Damage Immunities Poison 6 (-2) 14 (+2) 13 (+1) 7 (-2) 10 (0) 8 (-1)
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft, passive perception 9
Skills Stealth +4
Languages understand all languages of it's master,
Damage Vulnerabilities Radiant
but cannot speak
Damage Resistances acid, cold, fire, lightning,
Challenge 1/4 (50 XP)
thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Simple Minded A Witherling is only proficient with Damage Immunities necrotic, Poison
simple weapons. Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses Darkvision 60ft, passive perception 10
Languages understand all languages it's of master,
Void Beast but cannot speak
Challenge 1/2 (100 XP)
Large Abberation, Unaligned
Amorphous The shadow can move through a space
Armor Class 13 as narrow as 1 inch wide without squeezing.
Hit Points 60(8d10 + 16) Shadow Stealth While in dim light or darkness, the
Speed 60ft, Fly(hover) 80ft shadow can take the Hide action as a bonus
action. Its stealth bonus is also improved to +6.
Sunlight Weakness While in sunlight, the shadow has
STR DEX CON INT WIS CHA disadvantage on attack rolls, ability checks, and
saving throws.
18 (+4) 16 (+3) 16 (+3) 12 (+1) 10 (0) 12(+1)
Pacifistic A Thaumaturgist's Shadow cannot attack
other creatures and cannot take any action that
Skills Athletics +4, Acrobatics +2 would bring harm to a creature.
Damage Resistances radiant, psychic
Condition Immunities exhaustion
Senses Darkvision 60ft, passive perception 10
Languages understand all languages of it's master,
but cannot speak
Challenge 3 (700 XP)

Alien Mind The Void Beast has advantage on


intelligence, wisdom, and charisma saving throws.

Actions
Claws. Melee Weapon Attack, +6 to hit, reach 5ft.,
one target. Hit: 15 (2d8 + 6) Slashing damage.
Void Spines. Ranged Weapon Attack, +5 to hit, 20ft
range, one target. Hit: 10 (2d4 + 5) Piercing
damage plus 5 (2d4) Psychic damage.

38
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Thaumaturgist Spell List
Enhance Ability 4th Level Flesh to Stone
Cantrips (0 Level) Enlarge/Reduce Globe of Invulnerability
Arcane Eye
Booming Blade Hold Person Banishment Guards and Wards
Blade Ward Invisibility Charm Monster Magic Jar
Control Flames Knock Confusion Mass Suggestion
Dancing Lights Levitate Dimension Door Move Earth
Light Locate Object Otto’s Irresistible Dance
Dominate Beast
Mage Hand Magic Mouth Programmed Illusion
Elemental Bane
Magic Stone Mirror Image Scatter
Fabricate
Mending Misty Step Freedom of Movement Soul Cage
Message Pass Without Trace Greater Invisibility Summon Fiend
Minor Illusion Ray of Enfeeblement Hallucinatory Terrain Tasha’s Otherworldly Guise
Mold Earth Rope Trick Leomund’s Secret Chest True Seeing
Prestidigitation See Invisibility Locate Creature Word of Recall
Resistance Shadow Blade Mordenkainen’s Private
Shape Water Silence 7th Level
Sanctum
Spare the Dying Spider Climb Create Magen
Otiluke’s Resilient Sphere
Thaumaturgy Suggestion Polymorph Etherealness
Warding Wind Stone Shape Forcecage
1st Level Mirage Arcane
Web Stoneskin
Absorb Elements Mordenkainen’s Magnificent
Summon Aberration
Alarm 3rd Level Mansion
Summon Construct
Bane Animate Dead Plane Shift
Charm Person Bestow Curse 5th Level Project Image
Color Spray Blink Animate Objects Reverse Gravity
Command Catnap Contact Other Plane Sequester
Comprehend Languages Clairvoyance Simulacrum
Control Winds
Detect Magic Counterspell Symbol
Creation
Disguise Self Daylight Teleport
Danse Macabre
Expeditious Retreat Dispel Magic Dominate Person
Faerie Fire Fear 8th Level
Dream
False Life Fly Far Step Antipathy/Sympathy
Feather Fall Galder's Tower Geas Control Weather
Fog Cloud Gaseous Form Hold Monster Demiplane
Grease Glyph of Warding Dominate Monster
Legend Lore
Identify Hypnotic Pattern Earthquake
Mislead
Illusory Script Intellect Fortress Clone
Modify Memory
Jump Leomund’s Tiny Hut Passwall Maze
Longstrider Life Transference Planar Binding Mighty Fortress
Shield Magic Circle Rary’s Telepathic Bond Mind Blank
Silent Image Major Image Scrying Power Word Stun
Sleep Nondetection Seeming Telepathy
Snare Phantom Steed Skill Empowerment 9th Level
Tenser’s Floating Disk Protection from Energy Telekinesis
Unseen Servant Remove Curse Astral Projection
Teleportation Circle
Sending Transmute Rock Foresight
2nd Level Slow Wall of Light
Alter Self Spirit Shroud Gate
Wall of Stone
Arcane Lock Summon Shadowspawn Wall of Force Imprisonment
Blindness/Deafness Summon Undead
Blur Tiny Servant 6th Level Mass Polymorph
Crown of Madness Tongues Arcane Gate
Darkness Wall of Water Contingency Shapechange
Darkvision Water Breathing Create Undead
Detect Thoughts Time Stop
Water Walk Eyebite
Earthbind True Polymorph
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