Professional Documents
Culture Documents
Credits
Tharador Created by: Glenn Greyling
Additional Contributions: Shay Bowden, Christian Huic, Rod Oliver, Wesley Oliver,
Rihards Rubulis, Connor Skarott
Special Thanks: Jackson Clarke, The Official Podcast, Justin Lane (AKA Critical Paint)
And many thanks of course to the DM Stash community and our backers for all their
help and support during this project!
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
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©2023 Dungeon Master Stash Pty Ltd. All rights reserved. No portion of this book may be reproduced, stored in a retrieval
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All characters, locations, and events in this book are fictional and any resemblance to real persons, living or dead, or real
events, is purely coincidental.
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Preface
Eight years ago, my friend, Josh drew a basic U-shaped map on a blank sheet of copy
paper. From there I went in and filled it with cities, landmarks, and kingdoms. That map
was originally the Kingdom of Belfrie, the melting pot of Tharador and the centre of the
continent. Though back then we had no clue what the rest of the continent would look
like, nor what even lay beyond Belfrie’s borders. As we continued playing in the world,
I continued to expand it, and soon had a full continent map drawn and fleshed out (at
least in my head). Then came the entire world map of Minera after, making Tharador
seem grounded by being surrounded by even more exotic and far off lands.
Our world grew, but I never imagined that the world I was growing would one day be in
the hands of people around the globe, to enjoy, play in and build their own memories
and stories. This is what makes Tharador so special to me. Since starting DM Stash at
the start of 2021, I have used it as an outlet to build upon the foundations of Tharador,
fleshing it out more and more each month with 5E campaigns, and novels. This includes
its genesis story “Tears of Creation,” which is an important to understand Tharador’s
gods.
This is a world with thousands of years of history, deeply fleshed out and influenced by
many fantasy novels and worlds that I found myself lost in as a child. Wanting to have
my own world akin to those in scope and scale, I ensured that what I would go on to
build was grounded yet still fantastical.
Tharador is not however, a world that is the result of one person or one mind.
Fellowship, brotherhood and the passion of everyone around me built this world: from
the campaigns with my friends to the support of my family and loved ones, everyone
has contributed to the shaping of Tharador in one way or another. But now I am
fortunate that I can share this world with you, dear reader. So the endless joys this world
has brought me can be passed on to you.
This book describes Tharador and its history, plus as it is in the current Third Era.
Through this you can begin your own games in Tharador, using the stories in our
handcrafted Campaign sagas, or coming up with your own!
So enjoy, dear reader - for this is the fruit of many years of labours.
iv
First Map of Belfrie The humble beginnings of the world. You can find the latest renditions of Tharador and Minera’s
maps on the next four pages. Then you can delve into the world as written by Granulus Greywind!
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1
The Tharadori
Scholar Calendar
The Calendar used within Tharador
was adopted during the Second Era
after it was devised and agreed upon
by the Tharadori Scholars Association
(TSA), an international organisation
of scholars that was founded near
the start of the Second Era with the
purpose of preserving and recording the
knowledge and history of the various
cultures and peoples of Tharador. With
each race and kingdom using their own
dating conventions, the TSA Calendar
was devised as a standardized form
for universally tracking events and
simplifying mishaps from converting
dates in Elvish, Dwarvish, Colossal or
Human calendars. The calendar thus
marks the entire history of Minera into
four eras, from the Age of Creation to the
current Age of Liberty. Dates are written
with this in mind. For example, at the
time of writing this it is the 308th Year of
the Third Era, so it would be written as
3E308.
soon after the territories of Formen and Draksborne. The only places that still
Karkanoth successfully rebelled from employ slavery are Baldur with its use
the Empire as well. Scholars mark this of Orc slave labour in its mines and
as the end of the 750 year long era, as railways, and Sudd Tohst - a lawless land
the expansionism of human kingdoms that has never adhered to the rules of
simmered hereafter, including Baldur as others. There’s also of course the concept
well. of thraldom in Alimroth and the Siring
Servants of Greater Abune.
Days, Months and Seasons The only other majorly celebrated holiday
The Tharadori week has seven days, until the year’s end is Tharadornos and
and each day is named after the seven Tharamenos: two days of non-violence
(acceptably) worshipped Tharameni, the that celebrate Tharador and his Children
divine of Tharador. Weeks begin with respectively. Tharadornos is the Day of
Tharren. Balaren, Maethren, Syeldren, Giving, and Tharamenos is the Day of
Drendaren, Drydaren and Vosaren all Aiding. These are celebrated at the year’s
follow, the week beginning again after. exact midpoint, over the 180th and 181st
In order they respectively follow the days, during the month of Summer’s Ebb.
supposed birth order of the Tharameni, It is a crime in almost all kingdoms to
as well as their respective domains: commit any act of violence on this day,
Tharanais, Cedhelieth, Renmaeth, and it is said that even those that do and
Namneri, Inderimaeth, Erdrydion and go so unpunished by the law, will find
Horauthin. their punishment with the Tharameni
themselves.
Of course these are the traditionally
Elvish or Lamineran names for the days, There are of course other minor holidays
and most lay-folk in Central Tharador between these, some celebrated across
simply refer to them as the commonly the continent and others local to certain
known terms such as Monday, Tuesday kingdoms or cultures. These are listed
and so on, although these names change
among cultures and Kingdoms, thus
the use of the Elvish names is a form of
common ground, especially in scholarly
writing. A Tharadori Year is made up of
twelve months, each month containing
thirty days for a total of three-hundred
and sixty across the year. The year begins
with the first day of spring in the month
of First Bloom, and ends with the last day
of winter in Winter’s Wane. The new year
and the thawing winter is a time of much
celebration in Tharador. The Elves of Nan
Thalias and many Men as well celebrate
Brel Nostar - The Week of the Trees. This
holiday is recognized across all Tharador
as thousands flock to sacred sites of
Renmaeth and remember her sacrifice to
keep the continent of Tharador alive.
Spring’s end in Last Bloom finishes with
the raucous occasion of the Ten’gwaël
Flower Festival: a five day holiday
dedicated to the final blooming flowers
of Spring and ending the season with
merriment, drinks and mind altering
concoctions.
7
Liturium
The Breath has one antithesis:
Liturium. This dark, heavy metal with a
green hue was forged solely from the
hatred of Mindoriel for her brother,
Tharador. This metal disrupts any
essence of Breath it comes near. It’s the
source of the current conflict engulfing
Belfrie, Formen, and Leacianus, as the
three kingdoms war over this finite
resource, believed to be found only
on Duskweave Isle. Such a material is
invaluable, yet endlessly destructive.
13
Elves. They were mortal and held finite Namneri - The Soulbearer Lawful Good Death, life, rebirth,
cycles, fate
lives, Mindoriel is said to have thought
the creation of mortality to be an evil, and
Inderimaeth - Custodian Chaotic Good Sea, weather,
wished to halt this evil by breaking their of the Sea joviality
cycle of suffering.
Erdrydion - The Truth Lawful Good Truth, justice,
Bringer honour, light,
Thus the Sibling War erupted between righteousness
Tharador and Mindoriel and each of
Horauthin - Harbinger of Lawful War, peace, glory,
their children. Of this War many Elven War Neutral valor, strength,
scholars have written deeds both heroic diplomacy
and foul. The Colossi also have their own Brinilmin - The Broken Chaotic Chaotic magic,
One Neutral power, arcane
records, though many are lost beneath
the icy wastes of Oldavor. When the war
Markamin - The Chanced Chaotic Chaos, luck,
concluded, Minera was forever changed One Neutral change
and both siblings had created their own
retinue of Children who acted as agents in
the war against their aunt or uncle.
14
15
Emperor, upon seeing the burning hatred In the wake of Draksborne’s capitulation,
etched in Arthur’s face, knew what was Jochen took upon himself the task of
coming. Arthur attacked, ripping apart founding and reestablishing his realm.
the Emperor with the savagery of a feral His native city, Mistrath, was proclaimed
beast as he feasted on his royal blood. the capital and renamed Jochenia in
Once he was satiated, Arthur regained tribute to his own valour. The region itself
control of his senses and sought out adopted the name Belfrie, the fruition of
the Crown Prince. Holding him hostage a long-standing jest between him and his
at knifepoint, he forced him to sign the brother.
Belfrie Peace Treaty, securing freedom
for his brother’s realm. Post this, Jochen fathered a multitude of
children with his three wives, begetting
Gripped by fear, young Prince Jakobus fifteen progenies by the time of his
hastily signed the treaty. Arthur demise, forty-five years after securing his
afterwards departed to rejoin his brother. people’s freedom. Following his death,
Days later, he presented the blood- his offspring splintered into factions,
stained treaty, prompting Draksborne’s triggering a period of internal strife and
forces to retreat. This momentous event jockeying for power.
signalled the close of the Second Era and
heralded the onset of the Third Era: the
Age of Liberty. The Final Blow
Jochen’s ambition was not satiated by
Subsequently, Arthur found himself
merely achieving independence; he was
ostracised by his brother and erstwhile
acutely aware that Draksborne would
allies. His name was ruthlessly expunged
rapidly recover, even within his lifespan.
from history as Jochen was loath to
To eliminate any possibility of their
acknowledge that their victory had
resurgence, he instigated rebellions
been achieved by a vampire consumed
in the empire’s peripheral regions.
by bloodlust. According to Belfrian
Karkanoth, an ancient kingdom in the
records, an insurrectionist from the
empire’s north, boasted a formidable
capital assassinated the Emperor, a fact
navy, while Formen housed a myriad of
contested by Draksborne to this day.
venerable warrior clans rumoured to
However, even Draksborne remains
share the bloodline of the Colossals. To
oblivious to the fact that the assassin was
these regions, Jochen penned letters,
none other than the twin brother of the
promising financial support for their
heroic figure, Jochen Belfrie.
respective independence wars. He
convinced them that striking now, with
Every reference to Jochen having a twin
Draksborne in its weakest state, would
has been systematically erased from the
yield the most favourable outcomes. The
annals of history, barring the ancient
empire’s military was yet to recover from
archives untouched since the Second Era.
a relentless five-year conflict against him,
Belfrian scholars attribute the mention
and their newly-crowned emperor was
of a twin in Draksbornian records to
even less seasoned than the wine in his
mistaken identity. They conjecture
cellar.
that Jochen had a court mage skilled in
crafting body doubles and mirror images
At Jochen’s encouragement, they
through magic.
coordinated their rebellions. Draksborne’s
34
It was this agreement that ultimately lead transport the goods to dead drops for
to the Liturium War five years later. For their own agents to retrieve. When this
now however, the party could only scold was discovered a group of messengers
Kayrick and stew in worry for what might were to sent to King Hjolmir I to inform
come when the war was over. him of the treachery, but the King’s
quarters were secretly watched by the
Together nearly twenty-thousand soldiers spies of Leacianus.
of the living marched against almost
ten-thousand soldiers of the damned, When the messengers gave this news
though Kelathar’s forces were aided by to him, Valius Hanar himself teleported
foul beasts: undead dragons, hordes of to the King’s chambers, slaying him and
werewolves, giant werewolves and even framing the messengers, and placing a
vampires (who reportedly changed sides hex on their minds. It was not until Prince
to aid the living after the first day of Jolmbröd delved further into his father’s
battle). death that he realised the true culprit,
pardoning the messengers and sending
Ultimately the living were successful, a declaration of war to Leacianus. During
Kelathar was slain and the four kingdoms his coronation, Jolmbröd took the name
signed the Duskweave Treaty that would of his father, carrying it through the fires
see them each be given a portion of the of war in vengeance. King Hjolmir II will
island, and an equal share of Liturium. now not rest until he sees the head of
Nan Thalias took exemption from this: Valius Hanar on a pike.
they wanted no land nor Liturium.
They felt the safeguarding of Tharador
from forces of evil was their duty, and
wished for no reward from it. Leacianus
however, felt scorned. Formen and Belfrie
receiving an equal share of the Liturium
was never agreed, and no amount of
bargaining or arguing would have them
budge. Begrudingly, Valius Hanar signed
the treaty, but stewed a plan of his own
in secret afterwards. Kayrick was to be
chained and punished for his fallacious
negotiation, but the man disappeared
before he could be arrested and was
never found again. Wanted posters for
him hang on job boards across Belfrie
and Formen to this day. For his deceit
cost many more lives than he could ever
predict, as Leacianus did not take the rug-
pulled agreement lightly.
five thousand survived. It was not until for decades. When Seroca’s Shroud was
the Champions of Erdrydion visited the lifted, they were given a new lease at life
city some fifty years later did the city by both Cedhelieth and Namneri, and the
become restored, after the found motes fallen city became a shining jewel once
of Quorenderi’s forces remaining and again. The restoration of this city came
holding a curse over the city. Slaying at the same time as the Liturium War’s
them restored the city’s sight to the start, so has been widely overshadowed
Tharameni. by most historians and scholars who are
more focused on the unfurling situation
To them the city was enshrouded by near our borders than worrying about
Seroca, invisible and amiss. The souls the supposed intervention of the divine in
that perished there never entered a foreign nation.
Namneri’s chalice and wandered in limbo
45
Schools Morality
The Associated Magic Schools (AMS) of The AMS are the forefront of educational
Tharador originated as a unifying effort integrity and academic excellence.
to consolidate the three universities of They uphold the sanctity of knowledge,
Draksborne post the Empire’s dissolution. emphasizing ethical magical practices
What began as an endeavor to standardize and promoting unity in diversity. The
teachings burgeoned to include premier affiliated institutions, while differing in their
institutions from realms like Nan Thalias methodologies, converge on the principles
and Brightstone, even briefly embracing the of enlightenment, responsible magic use,
schools of Leacianus prior to the divisive and holistic student growth.
Liturium War. Standing as paragons of
magical academia, the AMS schools are
lauded as the zeniths of magical studies in
Tharador. Joining
Admission into any AMS school is a mark
of distinction. The criteria, while differing
Reach slightly per school, typically revolve around
magical aptitude, academic excellence,
Spanning across the vast landscapes of and an unwavering commitment to the
Tharador, the AMS’s influence permeates art. Rigorous entrance exams, coupled
throughout the major kingdoms where with magical proficiency tests, act as the
magic flourishes unbridled. From the gatekeepers to these esteemed halls.
historical corridors of Draksborne to
46
Persons of Interest
Barandir the Lucid: The Headmaster of
Ardris, Barandir is known for his immense
power, but also as someone willing to turn a
blind eye to his student’s misdeeds.
Orstina of Havenmond: A half-elf professor
of Bruderland College in Brightstone. She
specializes in Colossal Blood Magic and Gene
Research.
Morality
The Baldurian Inquisitors operate with an
unwavering, dogmatic belief that magic is
an abomination, and their methods reflect
this extremism. Their stringent anti-magic Insignia of the Inquisitors. Adorned on shoulder
stance can sometimes lead to unwarranted patches of most Inquisitors as well as any official
persecution, with even the innocent facing documentation or buildings. It very concisely sums
the wrath of an overzealous Inquisitor. Their up their views on magic.
singular focus on eradicating magic often
blurs the lines of justice and compassion.
48
Morality
The society holds a strict stance against the
integration of magic into their inventions. In
3E204, this led to a significant schism when a
faction within the society harnessed Minera’s
Breath in their creations. The deviation not
only led to their exile but also played a role Symbol of the BIS. Their patriotic motto is written
in revolutionizing Alimroth, turning it into a upon it. “Vision Drives Action. Action Drives
technological titan at the cost of destabilizing Progress. Baldur Thrives.”
the region of the Katarn Sea.
49
Persons of Interest
Reach Darian Dudley: The current president of
The BTC’s operations span across Baldur, the BTC, Dudley once owned a successful
with a significant presence in Ukrondia’s railway company which faced ruin following
jungles where Hardvin Fortress stands as a devastating attack by Orc abolitionists. His
a crucial forward base and trading post. motivations for leading the BTC stem more
Their influence touches various sectors, from a thirst for revenge than any financial
from mining and railways to shipbuilding. aspirations.
Furthermore, through partnerships with
other entities like the Greenskin Union, Jeffrey Lucas: An engineer within the BTC,
they have managed to extend their reach to Lucas is known for his innovative devices
Baldur’s northern coast without incurring the aimed at containing and transporting slaves.
transport expenses themselves. Some of his noteworthy creations include
the “Manacle Carriage” a specialized train
carriage designed for the rapid transport of
Activities & Methods large numbers of slaves, and the “Silencing
The BTC specializes in the procurement and Cuff,” a device that restricts an Orc’s ability
sales of Orc slaves, serving as the primary to communicate or use vocal commands,
supplier to various sectors within Baldur ensuring a more subdued transportation
and to reseller organizations. They employ process.
procurement officers to seek out slaves
within the jungles, salespeople to negotiate
deals, and slavers responsible for ensuring
the safe and efficient transport of Orcs
from the Hardvin Fortress to their destined
buyers.
Morality
In the eyes of Baldurian society the BTC
is morally dubious at best, though their
practice of slavery is condemned by Nan
Thalias, Belfrie and Formen. The BTC
capitalizes on the unfortunate loophole that
Taskmasters’ Conglomerate’s crest. It tries to portray
classifies Orcs as non-sentient beings. While
their organisation as refined and noble.
50
Morality
Walking the fine line between free trade
and monopolistic control, the BML, while
promoting commerce and prosperity, often
faces moral dilemmas due to its alleged The Compass of the Belfrian Merchant League. This
affiliations with organisations like the Rossa marker is adorned on all their ships, cargo and
trade carts.
51
Morality
Driven by a profound sense of
righteousness, the Church’s morality centres
around the teachings and tenets of the
Tharameni. This morality may change from
deity to deity. Their dedication often brings
Marker of the Church of the Tharameni. Though
them in opposition to entities and beliefs
each deity has their own symbol, this is used to
they deem heretical, leading them to take
denote things that belong to the greater Church
sometimes drastic measures to preserve the organisation. Usually on equipment or crates.
sanctity of their faith.
52
Reach
Though originating from their homeland
Persons of Interest
Zoltan Stone: Leading the Supremacy Union
of Greater Abune in Tharador, their armies
Committee, Zoltan is a staunch advocate for
are almost entirely stationed in Edrador, in
the Earth Elemi. His strategies often lean
and around Abunen Kolden. Their military
towards ensuring Earth Elemi dominance,
campaigns, supported by Tharadori
even if it means sidelining other Elemi
mercenaries, have seen them reclaim vast
factions during military campaigns.
territories previously under Fire Elemi
control. Marshal Kardos of Hurikan: Kardos, an
Air Elemi, oversees the Reclaimers’ military
forces, drawing up strategies and leading the
Activities & Methods charge against adversaries. His leadership
Engaging in both diplomatic and military has been pivotal in the successes of the
campaigns, the Elemi Reclaimers navigate Reclaimers’ territorial campaigns.
the complexities of multiple internal factions
with varying agendas. Despite internal Admiral Odon Tides: A Water Elemi, Admiral
disputes, such as those instigated by the Tides is the stalwart commander of the Elemi
pro-Earth stance of the Supremacy Union Reclaimers’ naval forces. His prowess on
Committee, the Reclaimers have made water has been instrumental in expanding
substantial headway in their territorial the Reclaimers’ influence across the shores
pursuits, primarily by leveraging the might of of Abunen Kolden and blockading the major
mercenary groups. cities held by their enemies.
Morality
While united under the banner of the
Reclaimers, the ethical stance of the group
varies based on internal factions. For
instance, while some factions prefer direct
military conquests, others lean more towards
strategic diplomacy. The one unifying factor
is their collective ambition to reclaim and
expand Elemi territories.
Morality
Honour is a fluid concept for the Golden
Griffins. Their primary compass is profit,
and their reputation reflects this. With their
betrayals, particularly during the Liturium
War, they have lost significant respect
and trust, especially from kingdoms like The Griffin emblem of the Golden Griffins. Its once
pristine gold reputation has become tarnished in
recent years.
54
Morality
Operating within the bounds of legality, they
only pursue sanctioned contracts. However,
their dedication to the task might sometimes The Insignia of the Mandril Vilor. A creative use of
push them to extreme measures. Their their initials, forming a torch, emblematic of them
primary allegiance is to the contract and the uncloaking those in the dark.
gold it promises.
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Morality
Their worldview is entrenched in the belief of
humanity’s unique destiny and the potential
The Mark of the Psithars. A spinning wheel adorned
of psionic powers. While they prioritize the
with psionic energy. Their belief is that their cycle of
safety and potential of psionics, it remains
death and rebirth is like a water wheel constantly
ambiguous how far they might go to realize pushed along by the flow of a river.
their dream of returning to Terra and
whether they would respect the choices of
humans who wish to remain.
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Morality
While criminal organizations often operate
outside conventional moral constructs,
the Rossa Cartel possesses its own unique
code of ethics. Though it may seem thin in
the eyes of outsiders, this code prohibits
activities such as extorting the destitute or The engraving found on a deceased Rossa Cartel
stealing from beggars. Instead, the Cartel member’s ring. The Cartel is usually secretive and
targets affluent marks, operating in ways bares little in the way of obvious identifiers usually.
to avoid significant legal ramifications. Those that wear such paraphernalia usually have
Nevertheless, their path often leaves a trail bought themselves a way to be above the law, but
not above death.
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Association
Joining
The TSA began as an academic initiative Entry into the TSA is not limited to academic
from a group of scholars at Draksborne’s elites. Instead, it’s an individual’s passion
Canos University during the Second Era. for knowledge, combined with their skills
With its primary focus on understanding and in reading, writing, and critical thinking,
documenting the realms of history, culture, that holds value. While formal educations
and language, the TSA has since blossomed or affiliations might aid in recognition, it’s
into a continental enterprise, garnering the contribution to the vast reservoir of
members from virtually every territory. Tharadori knowledge that truly matters.
Reach
From its inception at Canos University, the Persons of Interest
TSA’s influence has expanded across the Granulus Greywind: As the author of the
entire continent. Their presence is not only Sourcebook and a dedicated scholar for a
found in academic circles but also in courts, decade, I, Granulus, have committed my life
with members holding noble titles such to the detailed cataloguing and chronicling
as dukes, counts, and barons. Moreover, of events from the Third Era.
their reach extends to grassroots levels, Garrick Dracaurum: Hailing from noble
with educators and even skilled laborers lineage as the son of Duke Gendran
like farmers and fishers contributing to the Dracaurum of Velandria, Garrick is my
Association’s knowledge pool. cherished apprentice, showcasing immense
promise in scholarly pursuits.
Morality
The TSA promotes a secular and practical
approach to scholarship, emphasizing
tangible knowledge over abstract or arcane Emblem of the TSA. A scroll adorned with the
fields of study. Their ethos revolves around Brelyossi word for “Wisdom,” flanked by two
the pursuit of understanding and the Silverthorn tree branches.
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Morality
The essence of freedom defines the
Thrasliche Clan’s morality. Under Almenhier’s While the Thrasliche clan has no symbols, as most
guidance, many choose paths of restraint covens use their own, all Thrasliche vampires are
and coexistence. However, this freedom identifiable by their eyes. While most other clans
also births divergence, with some members have crazed eyes like a ghoul, Thrasliche vampires
leaning into their darker instincts. As such, have more concentrated and wise eyes, almost
the clan embodies a spectrum of moralities, feline like in their appearance.
from those upholding Almenhier’s peaceful
teachings to those challenging the very
fabric of his beliefs.
61
Morality
The Veilbinders operate in a moral gray
zone. While they undertake tasks that
might be deemed unsavory, they also have
their own code of ethics. For instance, they
never harm children, and they often find
themselves aiding the underdog against
oppressive rulers. Their true loyalty lies not
with any particular crown or creed but with The Shrouded Eye of the Veilbinders. This is a
Tharador itself. Their agents often justify symbol known by few, and it is drawn on objects
their actions by believing they’re maintaining that can be used to invoke their services. A carriage
might need its front left wheel changed, or a bucket
a balance of power, ensuring that no single
might need to be filled with water and left on a
entity becomes too powerful to threaten the
certain corner in the street.
continent’s fragile equilibrium.
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Morality
The WEHL prioritizes knowledge
and discovery over pure profit. Their
collaborations with scholarly groups show
they’re more than just brutish mercenaries, The Crest of the WEHL. Easily identifiable. This mark
but are instead dedicated to understanding. is placed outside all their headquarters across
However, they’re not entirely immune to Tharador as well, acting as a call to adventure.
conflicts, especially when their objectives
align too closely with that of other factions.
64
65
Kingdoms
here, and magic is even less so. Most
Deldonic regions still regard the usage of
Minera’s Breath as black magic. Though
magic is permitted and practiced in
This section of my book is dedicated to controlled environments like Colleges,
categorizing the current cultures that using magic in public in such regions will
span the continent of Tharador. It is typically result in imprisonment, followed
worth noting that the cultures mentioned by a trial for witchcraft. This attitude is
here are the predominant ones in a perhaps a cultural carryover from the
region. However, certain towns or regions Colossal War.
within a realm might have their own
unique culture or be a blend of different These men and women are descendants
cultures. For example, the city of Hvirna of those who settled near Oldavor
in Belfrie’s north, while being a Belfrian after the war. They either transformed
city, aligns more with the South Deldonic fortresses erected during the war
culture of Formen than it does with the into cities or inhabited the ruins of
Tradvian culture of central and southern abandoned Oldavori towns and forts.
Belfrie. Deldonic society values the contributions
of the individual, farmers to nobles are
Cultures are also, of course, heavily all valued in their own way for keeping
influenced by language, and many the wheel spinning, so to speak. But
language spheres bear close if a single spoke is broken, it’s quick
resemblance to the cultures associated to be replaced, with the broken spoke
with them. Using the same example of discarded.
Hvirna, while the common tongue of
Centrali is the standardized language
there, most residents speak Deldoni as
their first language. It is primarily official Influences
documentations and institutions of the The Deldonic Culture is profoundly
Crown or Duke that use Centrali as their influenced by its geographical setting and
language. the protective role that most Deldonic
Kingdoms play against the threats
of Oldavor. Many have incorporated
some elements of ancient Oldavori
culture into their own, despite often
Deldonic Culture denying it vehemently. This melding
is evident in their traditional tattoos,
Deldonic Culture is the prevalent culture ancestral worship, and alleged ancestral
throughout the kingdoms of Northern communes. Some remote Deldonic areas
Tharador. They are defined by their even practice shamanism that closely
harsher boreal environments, with many mirrors the practices of today’s Oldavori
Deldonic regions seeing snow as late as Colossals.
Last Bloom or even Summer’s Grasp.
Deldonic people are hardy and
rough, valuing labour, strength,
66
Brightstone
Major Settlements
Defined by its riverlands and towering
• Letzte Uhr - Largest garrison of The
boreal forests. Brightstone is one of the
Watchers in modern times. Used as
largest exporters of timber and one of
the headquarters for all three nations.
three kingdoms holding back the tide
• Reichweite - A bustling coal mining
of Oldavor. Founded by united clans of
town responsible for almost half of the
Men in the First Era. The Great Havel
coal in the northern kingdoms.
Range provides a natural barrier against
• Zwilling Zwei - Fortress with a Hex
Oldavor. They are close allies of Greypeak,
Hunter academy and Bruderland
earning them both the moniker of “The
College: the sole magic school of
Brother Kingdoms.”
Brightstone and Greypeak.
Capital
Het Zicht, a large city built in a craggy
Things of Interest
• A wealthy mogul in Het Zicht has
bay. It features large drydocks for ship
purchased an abandoned hospital,
building and was the largest port and
but reports of ghosts by workers
shipyard in the Draksborne Empire.
have halted its renovation into a
commercial hub (Low Level 3-5).
Ruling House • Veilbinders in Havenmond are
Ruled by House Valberk, King Heinrich attempting to replace the Count with
IV. A middling man more concerned a magical clone that they control (Mid
with stuffing his gullet than affairs of the Level 8-10).
realm.
72
Subcultures
Because of the nature of Centralian
lands, they bear many subcultures based
on the ancient kingdoms, tribes or city
states that were amalgamated by the
Draksborne Empire. Though in Baldur’s
case their subcultures are based more
around the exports and primary industry
of a region.
Centralian Names
Male Names: Antony, Argus, Arthur,
Brekken, Cardioth, Cedric, Conrad,
Cordon, Darius, Dorian, Edward, Eridius,
75
Draksborne
The greatest civilization of Tharador in
the Second Era. The Empire has fallen far
from its heights. It has managed to climb
back up in recent years through friendly
diplomacy with its neighbours and more
progressive policies towards slavery
and inhuman rights. Though mistrust
still lingers in the hearts of its former
subjects.
78
Capital
Sundestra, a bustling port city on an
island. Wealth inequality is rife here, and
gargantuan noble manors sit above the
squalor of gang filled slums. Within its
walls it is safe and even beautiful, but the
outskirts and beyond are no safe placed
for those who aren’t armoured and
armed.
Ruling House
Ruled by House Destra since its
foundation. This ancient house has had
many contenders try take the throne,
especially after the Empire’s Fall in the
Third Era. King Anton III is a king with an
eye for the future, wanting to follow in
Belfrie’s footsteps as a welcoming land.
Many factions within Draksborne are
against this.
Major Settlements
• Brel Alda - Tree of the West. Western
tree of the Four Pillars, and home of a
large circle of Ten’gwaël.
• Canos - Wealthy trade hub and home
to many universities, both mundane
and magical.
• Garnet Monastery - A monastery of
the Tharameni. It was sacked in 3E250
by adventurers tricked by Quorenderi.
Things of Interest
• A scholar in Canos wants to uncover a
hidden treasure he believes is at the
bottom of Lake Canne (Low Level 1-3).
• Nymphs in Amarth forest have been
seducing Men and using them as
labour in their new society (Mid Level
6-8).
• The Rossa Cartel has somehow got its
hands on a Djinni and it’s beginning
to create chaos in Sundestra’s slums
(High Level 10-12).
79
Subcultures
Baltian subcultures are distinct, with
some arguing they could be their own
cultures. However, for scholarly simplicity,
they fall under the Baltian umbrella.
Baltian Names
Male Names: Adilaz, Asha, Barouk,
Cseran, Daraq, Dazmir, Fazek, Gabori,
Hakar, Ilhanos, Jassar, Khoran, Lászim,
Mirek, Nizaro, Orbanif, Parvez, Pasrol,
Raszid, Soltam, Tarikos, Uzair, Vahid,
Zoltar, Zsafar.
Baltian Kingdoms
Sudd Tohst Major Settlements
• Alnardu - A holy city of Glanion. No
A lawless badland of city states that have
weapons are allowed within the city
been briefly united under the sword of
limits and must be handed over to
Sultan Hakim. This tenuous fealty could
guards on entering. The guards and
easily break at any moment, turning the
clergy members are armed, however.
land into a warzone once again.
• Brel Harmen - Southern tree of the
Four Pillars. The Druidic circle here is
Capital made up of many runaway slaves.
Torish Istrath, a place of hedonism and • Hinatal - A forgotten city of Elves and
vacuous spending in display of wealth. Men that was buried under sand for
Its main import is slaves and spices from four hundred years. It has recently
Edrador. re-emerged as a trade jewel of the
desert.
Ruling House
The Selassie Family rules Sudd Tohst
Things of Interest
after the conquests of Hasad Selassie one • A group of gnolls have set up camp
hundred and twenty years ago. His great- across the river from the village of
great grandson Sultan Hakim is more Naruk (Low Level 2-4).
concerned with indulging himself with • A warlord in Markaz needs a group
women and wine than running the realm. of slaves escorted to Beke in Abunae
after many of his guards perished in
the last run (Mid Level 8-10).
82
Brelyoss Names
Male Names: Aurelion, Berendor,
Caralor, Dylion, Eranthor, Falion, Finlorn,
Galathon, Hylarion, Ilthor, Llyrandor,
Morilin, Nelor, Orilios, Rhondor, Silathon,
Taranor, Thylor, Ulinor, Vaelion, Wynion,
Yllion, Zarbaeth.
Subcultures
Few Cyrndaëli subcultures exist. Due to
the interconnected nature of Leacianus
through its teleporter networks,
differences are minimal. Nirmeni reside
in and around Nirloom, while Duiniri
live by the rivers. Each subculture is
generally linked to a major city, with
minor distinctions. Sylfaen, the sole
naval port of Leacianus, stands out. It’s a
trading hub outside the Arcane Dome’s
reach. However, exposure to outsiders is
rare, given the strict regulations on Dome
access.
Cyrndaëli Names
Male Names: Aedron, Aelthor, Artorian,
Aulten, Carodir, Charys, Daerion, Eranthil,
Erestian, Faelor, Galdorien, Karydian,
Lorian, Netros, Ortherion, Rhovion,
Teverys, Uryndel, Valius, Zorandir, Zyril.
Ruling House
Leacianus is not ruled by one entity. Its
leaders are appointed, but rule for life.
Three leaders rule Leacianus, the Nirloom
88
Subcultures
The two main Hinatali Subcultures are
the Desert Dwellers and City Dwellers.
The Desert Dwellers are more akin to the
Hinatali culture of old before the city was
buried under mountains of sand. The
City Dwellers are those who lived within
Hinatal for the last four hundred years,
having their ideals shaped by the hard
times they lived in, and the humans they
lived alongside.
Hinatali Names
Male Names: Arkeus, Ash, Baelik,
Dreytin, Ehsan, Faerid, Galen, Hasir, Idris,
Jaleed, Keydrin, Malik, Naelin, Oraed,
Rolen, Suleer, Suraci, Tarek, Uzair, Vareel,
Yaser, Zaedrin.
Primary Languages
The Remnant Oldavori continue to speak Budnal Names
their ancient tongue, Budnal. However, Male Names: Aniketos, Brogvar, Char,
it has evolved so much since the fall of Chinnuk, Dakshi, Eyitsoq, Kaviq, Manik,
their empire that contemporary Colossals Nanuq, Patuk, Rajanuk, Silaq, Tygrin,
would not understand ancient texts from Uyarak, Vayu, Wajoski, Xanik, Yaraq.
the First Era. Additionally, due to the
tribal nature of their homeland, every Female Names: Agga, Anaya, Chalina,
tribe speaks a distinct dialect of Budnal, Driga, Eluna, Harmara, Ishani, Jyothika,
even the nomadic Wastewalkers speaking Kalaya, Lenisha, Meera, Nalini, Ooma,
different versions of the language. Priya, Qila, Raina, Suyana, Tuvana, Unika,
While communication remains feasible, Vrisha, Wynala, Yrinsel, Zelina.
misunderstandings and language
barriers are frequent. Common Chosen Names: Bear-
Stands-Tall, Dances-With-Shadows,
Hears-The-River, Runs-on-Wind, Sees-
Subcultures Beyond-Clouds, Touches-The-Sky, Walks-
Although technically each tribe of With-Pride, Whispers-In-Moonlight.
Oldavor can be considered its own
subculture, scholars typically group
them under two primary categories.
Setonic Colossals are those Remnant
Oldavori who have settled in and rebuilt
the ruins left by their ancestors. They’ve
mastered the art of cultivating livestock
and crops in vast underground networks
93
Remnant Kingdom
Oldavor Major Settlements
An icy hellscape stuck in an endless • Brel Endra - the Druidic Circle of the
winter for a thousand years. This North. The ice and snow thaws around
was the last territory of the Oldavori here and it is an oasis of greenery in a
Empire before its fall. On activating the sea of endless snow and ice.
Vavanasai, a weapon intended to freeze • Budhavara - Sole Colossal tribe
the lands of Men, the Colossals froze that has built trust with the Men of
themselves and doomed their people. Mayreth. Any that want to trade with
Now the deadliest monstrosities of those beyond the icy border do so
Tharador roam these frozen wastes. through Budhavara.
• Duoarastat - The old capital of Oldavor
before its fall. It is now the home of
Capital the Psyflayers and their Shapeshifters.
Seto is capital of Oldavor after the
Empire’s fall. It is a city bored into the
ground in cylindrical tiers, warmed by an Things of Interest
eternal fire that burns in its centre. • A town guard in Stoneholt received a
letter from his daughter that she was
running away to Budhavara to be with
Ruling House her lover. He worries for her safety.
Oldavor has no central rulers. Each
(Mid Level 7-9).
settlement is a self-governed tribe, with
• Rumours swirl of a legendary
each tribe having their own customs to
Nix Centipede near Takhara that
decide their rulers, and even what power
swallowed a whole Wastewalker Tribe
those rulers may have. Some may be
whole, and their treasure is still buried
chiefdoms, petty-kings or even ruled by a
in its innards. (High Level 16-18).
council or senate.
94
Unvisited Cultures
In the excursion I took to write this book
there are a few cultures which I did not
have the pleasure of visiting due to
current dire events that likely would have
resulted in my demise. Though I could
not extensively categorize these cultures
as I did with those prior, I have still left a
brief summary of each of these cultures
on the following pages, based on my
prior knowledge and the writings of my
predecessors and peers. Keep in mind
this is only a summary view, though I
hope enough to paint a picture in which
your mind’s eye can fill in the rest.
Horobok Culture
Horobok is the name for Dwarves in their
own tongue of Räghirik. Horobok inhabit
the region of Dornat Al Karit, their sole
remaining kingdom on Tharador that
borders Baldur. Dwarves had a great
influence on Baldur and its technologies,
teaching them the usage of gunpowder
which the Dwarves had used for mining
and large canons, and the Baldurians
adapted to small form weapons.
Note: The following section is written primarily for D&D 5E mechanics. It will include some sections of lore, though
may be removed from the “author’s voice” of Granulus.
VI: Tharador’s
Your deeper Colossal heritage is based on the clan you grew up in. The
clans present in the more dangerous areas of Oldavor had to resort
to the use of blood magic to survive and fight off that which is unseen
in the blizzards. Other clans were able to grow and evolve through the
Races
lessons they had learnt from their ancestors. Those who lived closer to
the borders of the kingdoms to the south had to learn how to scavenge,
hunt, and survive in climates and environments their ancestors were
not used to. It is your choice regarding the heritage that your Colossal
has.
Colossals Sanguine
Velgaryn as they are known to themselves, the Elves and the Gods. Expulsion. Your mastery of your own physiology allows you to
Lay people think them the descendants of giants, but the truth is identify and remove harmful conditions that affect your body.
even greater. The Colossals of Oldavor are descendants of Horauthin You have advantage on saving throws against the paralyzed and
himself, brought into the world and set loose on the forces of Mindoriel poisoned conditions.
like the dogs of war they were. When Mindoriel was defeated, their
bloodlust lingered. At first they sated it on themselves, but when unified Blood Gamble. When you make an attack roll, ability check, or
after centuries of war, they thirsted for the blood of others. Their wars saving throw, you can use your reaction to bolster the roll with your
engulfed the continent, until man was born to halt them. own life force. You must declare that you’re using Blood Gamble
after the roll has been made, but before you know if you succeeded
For a thousand years Men and Colossals warred, and though their or not. You expend one hit dice by rolling it, and you take necrotic
strength outmatched ours, their wit did not. Their Oldavori Empire damage equal to the total rolled (this damage cannot be reduced
ended in folly. A weapon created to blanket our lands in winter instead in any way). The roll is then added to your attack roll, ability check,
blanketed solely their own and irreversibly shattered after. Overnight or saving throw. You can use this ability a number of times equal to
they fell to ruin, their people starving, freezing and killing each other your proficiency bonus, and you regain all expended uses when you
over the last scraps of civilization. finish a long rest.
Those that survived did so through many different means, and all
that was left was the strongest of their kind. But their numbers have
dwindled to tens of thousands. Colossals are usually spoken about in
legends and tales, and few have ever lived to see one, though there are
some who escaped their frozen home in search of a better life. Spiritual
Ancestral Aid. In times of need, the spirits of your ancestors guide
Colossal Traits your actions. You have a pool of spiritual dice, which are d4s. The
number of dice in the pool equals your proficiency bonus. When
you make an ability check, you can choose to roll one of your
spiritual dice and add the result to your check. You can choose to
Ability Score Increase. Choose one of: (a) Choose any +2; choose
use this feature after you roll the dice for the check, but before
any other +1 (b) Choose three different +1
the outcome is determined. You can use only one spiritual die per
Size. Medium
ability check. You regain all expended spiritual dice when you finish
Speed. 30 ft.
a long rest.
Age. Colossi reach adulthood at around the same age as humans,
around their late teens, and typically live for less than a hundred
Spiritual Aptitude. Your ancestors guide your hand in crafting and
years.
survival. You gain proficiency in two of the following skills of your
Size. Colossi are between 7 and 9 ft. tall and weigh between 250
choice: Religion, Medicine, Nature, or any artisan’s tools of your
and 350 pounds.
choice.
Skills. You gain proficiency in the Athletics, Arcana, or Survival skills.
Your unique powers that raise you above your mundane counterparts
manifests itself in the elemental essence infused in you by one of the
four faces of Maethromin. You owe this power to him, and the Dreamed
Elemi that woke in Minera to give rise to your lineage.
These essences greatly affect the identity of an Elemi. It gives the Water
Elemi their “go with the flow” attitude, the Earth Elemi their rock-headed
stubbornness, the Air Elemi their breezy and uplifting auras and the
Fire Elemi their burning passions and love for hot tea.
102
Air Elemi
Lightning Resistance. You have resistance to lightning damage.
You’re descended from the Face of Air. Most Air Elemi exude cheerful
and uplifting personalities; sometimes even “air-headed.” But behind
this pleasant demeanour dwells an inflated sense of superiority that
Air Elemi hold over their ground pounder kin. This also applies to
non-elementals, even moreso. You may be either terrible or excellent at
disguising this, and it may show itself in unpredictable ways, such as
you simply using your Skyborne Stride at inappropriate times.
Don’t feel like walking down 100 flights of stairs? Hate using doors or
knocking? Just use the gift of your God-Ancestor and they won’t worry
you again. People around you may be horrified as they see you fall a
thousand feet, or be angry that you snuck into their room without a
knock, but why should they be mad? If those groundhogs could do what
you did, they would do it too!
People familiar with Air Elemi (mostly other Elemi) will chalk encounters
like this up to being “typical Air Elemi behaviour.”
103
Earth Elemi
Acid Resistance. You have resistance to acid damage.
Eyes of the Earth. As an action, you focus, and put the palms of
your hands to the earth beneath you, granting you a sense of
perception through the movement of nearby creatures. While your
palms are still connected to the ground, you are granted 60 ft. of
tremorsense. You are still aware of your surroundings while doing
this. Any movement including walking or standing up will break this
effect immediately.
You’re descended from the Face of Earth. Plant your feet firmly and
hold your convictions with an iron grip. You’re not easily swayed by the
thoughts and opinions of others, and getting you to do something you
really don’t want to do is like, well, getting blood from a stone.
Most people know better than to argue with an Earth Elemi. So you
win most arguments by default. Earth Elemi are known for being stoic
and rigid, people of few words and few emotions. Some Tharadori
philosophers from Centralian Kingdoms seek out Earth Elemi in a bid to
emulate their rigid personalities with their own philosophical school of
thought derived from it: stonicism.
Regardless, even if your words are quiet and few, your presence is not.
All eyes are usually on you when you enter a room, and your craggy
appearance makes a strong first impression on anyone who hasn’t
encountered an Earth Elemi before. Some might think a hag has placed
a curse on you.
104
Fire Elemi
Fire Resistance. You have resistance to fire damage.
Superior Darkvision. You can see in dim light within 120 ft. of you
as if it were bright light, and in darkness as if it were dim light.
Everything you see in darkness is in a shade of red.
• You emit bright light in a 20-foot radius and dim light for an
additional 20 feet.
• If a creature makes a melee attack against you or touches you
while within 5 feet of you, it takes 1d6 fire damage.
• You can move through the space of other creatures, though
you cannot end your turn in another creature’s space.
The flames persist until the start of your next turn. You can use this
feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
You’re descended from the Face of Fire. Your heart burns with passion
and desire, something you’ve been fixated on since you were but an
ember in your mother’s womb. Before your soul had even sparked.
This passion has carried into adulthood, and it is something that you
hold near and dear to your heart. It may be a passion of secret, or
something you have to tell everyone about the first time you meet. But
should this passion go awry your light will burn dimmer for a while.
Think about what this might be and how it has shaped you. Fire Elemi
are stereotyped as being hot headed and brutish, a claim that is usually
undeserved for their anger only shows when their passion ignites or is
challenged.
Fire Elemi are the only Elemi who have no lands of their own on
Tharador. Most Fire Elemi are hated by their kin for the atrocities
committed in their old homeland of Abunen Kolden four hundred years
ago. Many Elven-descended Elemi still remember the betrayal of the
Fire Council against the other three elements. The only Fire Elemi in
Tharador are usually political prisoners or traitors hoping to overthrow
their crown back home.
105
Water Elemi
Cold Resistance. You have resistance to cold damage.
You’re descended from the Face of Water. Go with the flow is the way
of your people and yourself. You’re carefree and easy, never stressing
about being late or whether you packed that extra healing potion. You
feel most at home in the water of course, and if you’re walking down a
riverside road you’re more likely to simply swim in the river, unless of
course it’s the dirty canals of Tradver.
Water Elemi are the most open and welcoming of all Elemi on Tharador.
They are travellers and most Elemi that people encounter beyond the
borders of Greater Abune is Water Elemi who simply wish to see the
sites and sate their wanderlust on Tharador’s waves.
Water Elemi are also one of the few Elemi to worship a deity besides
Maethromin and their God-Ancestors, for most are worshippers
of Inderimaeth too, believing her to have protected them from
Quorenderi’s Evils during their voyage to Tharador. Temples to
Inderimaeth are common to find across Water Elemi cities.
106
Some Awakened Humans are able to use their powers to bend the wills
of others to their own, manipulating their thoughts and emotions like
puppets on a string. Others have honed their abilities to enhance their
own physical and mental capabilities, becoming formidable warriors
and strategists on the battlefield. Still, others use their powers to
connect with the psionic world, communing with the spirits of their
ancestors and gaining divine insight and guidance.
As the Psionic venturee deeper, they shed their physical body and
became a being of pure cognitive energy, transcending physical
boundaries to become a radiant entity of psionic energy. The physical
world is their canvas now. Their imagination is their paint brush.
Creating a Psionic
As you sculpt your Psionic's genesis, consider the pivotal moment
of awakening, when the dormant powers within burst forth into
consciousness. Perhaps your Psionic was a child prodigy, their
abilities manifesting in subtle ways, a whisper of things to come. It
could be a path of self-discovery, a journey into the mind's deepest
caverns where revelations awaited, unlocking doors to hidden
potentials through meditation and dream exploration. Envision a
crucible of conflict, a moment of life and death where the Psionic
powers shocked into awakening, a surge of energy that turned the
tide in a vital confrontation. Your Psionic might bear the weight of
a secret, a hidden lineage of Psionic masters, a heritage of power
coursing through their veins, waiting for the right moment to
emerge.
108
PSIONIC
Proficiency Psionic Techniques
Level Features
Bonus Surges Known
3 +2 Mental Discipline 2 3
5 +3 - 3 4
6 +3 Expertise 3 4
9 +4 Dual Path 4 5
10 +4 Adaptive Shift 4 5
11 +4 - 5 6
14 +5 - 6 7
17 +6 - 7 8
20 +6 Thoughtform 8 9
Multiclassing Equipment
Should you want to multiclass into Psionic, the prerequisites and You start with the following equipment, in addition to the
proficiencies gained are listed below: equipment granted by your background:
If your DM allows the use of feats, you may instead take a feat.
Beginning at 1st level, as a bonus action, you can open your
mind to the thoughts and emotions of those around you. You can
communicate telepathically with any creature within 30 feet of
you. Your telepathic utterances are in a language you know, and Expertise
the creature understands you only if it knows that language. A
creature that you are communicating with cannot respond to you
telepathically. At 6th level, choose two of your skill proficiencies. Your proficiency
bonus is doubled for any ability check you make that uses either of
the chosen proficiencies.
Psychic path
At 2nd level, your psionic abilities allow you to follow a particular
Dual path
path, refining your powers to suit your chosen playstyle. This path
symbolizes the unique manner in which you manifest your psionic
powers, providing you with distinct advantages and capabilities. At 9th level, you can select a second Psychic Path and gain its
benefits.
• Thought Mage. Add your Intelligence Modifier to one
cognitive technique that deals psychic or force damage per
•
turn, that doesn’t already include a damage modifier.
Guided Fist. You gain proficiency in Unarmed Strikes, which
Adaptive shift
now deal 1d6. When you attack with your Unarmed Strikes,
you can use your Intelligence modifier, instead of Strength
or Dexterity, for the attack and damage rolls. Furthermore, Starting at 10th level, you can replace your proficiency in
you gain Unarmored Defense equal to 12 + your Intelligence Constitution or Intelligence saving throws whenever you finish
modifier. a long rest. To do so, choose Strength, Dexterity, Wisdom, or
• Prodigy. You gain proficiency in a number of skills equal to Charisma. You gain proficiency in saves using that ability, instead of
your Intelligence modifier. Constitution or Intelligence. This change lasts until you finish your
• Guardian. You gain proficiency in Martial Weapons, Medium next long rest.
Armor, and Shields.
110
Thoughtform
At 20th level, you attain the pinnacle of psionic mastery, gaining the
ability to partially transcend physical form and embody a being of
pure cognitive energy. You permanently assume a thought form.
You gain the following benefits:
Graviturgist Starting at 7th level, your mastery over gravity grants you the
ability to shield yourself and your allies from harm. As a reaction,
when you or a creature you can see within 60 feet of you is hit by
an attack or targeted by a spell that requires an attack roll, you can
The Graviturgist Mental Discipline invites psionics to become masters of
impose a gravitational field around the target, altering the course
gravity, guiding the unseen and potent forces to control and manipulate
of the attack or spell.
their surroundings. Initiates in this discipline learn to wield telekinetic
powers, hurling objects with a mere thought and shielding allies with
When you use this feature, the attacker must reroll the attack roll
an invisible, yet unyielding, force. As a Graviturgist hones their skill,
and use the new roll. If the new roll misses, the gravitational field
they unlock the secrets of gravitational fields, suspending enemies in
deflects the attack or spell, and the target takes no damage from
a dichotomy of forces that can both crush and liberate. Mastery in this
that attack or spell.
discipline bestows the phenomenal power to shape the very battlefield
itself, dictating flows of energy and motion with a finesse that can turn
You can use this ability a number of times equal to half your
even the tide of the fiercest battles. At the pinnacle of this path, one
Intelligence modifier (rounded down, a minimum of once), and you
can summon the awe-inspiring event horizon, a gravitational anomaly
regain all expended uses when you finish a long rest.
that pulls foes into a point of no return, demonstrating a mastery
over the unseen forces that is nearly godlike in its scope and power.
The Graviturgist is not just a warrior, but a force of nature, a maestro
conducting a symphony of energies on the battlefield, a true testament
to the incredible potential of the mind unleashed.
Gravitational Dichotomy
13th-level Graviturgist feature
Telekinetic Hurl You can change the effect or end it early as a bonus action on your
turn. Once you use this ability, you can’t use it again until you finish
3rd-level Graviturgist feature a long rest.
Warp walker At the start of your turn, you may declare that you are initiating a
Quantum Leap. This marks your current location and state, which
includes your hit points, the conditions affecting you, and any
expended resources such as class features, spell slots, or item
Warp Walkers are psionics who have mastered the art of manipulating charges.
space and dimensions to their advantage. Early in their development,
they learn to perform blink steps, teleporting short distances in the At the end of your turn, you immediately return to the marked
blink of an eye, and can access a personal dimensional pocket to store location and state, restoring any hit points lost, removing any
and retrieve items almost magically. As they hone their skills, they conditions gained, and refunding any resources expended during
unlock more potent abilities: forcibly teleporting others, triggering a this turn.
warp nova to teleport multiple allies, and, at the peak of their mastery,
initiating a Quantum Leap to reset their own state while preserving the However, all actions and effects you inflicted on other creatures or
effects of their actions on others. With a Warp Walker in your midst, the environment during the turn remain unaffected; only your state
reality becomes a canvas, manipulated at will to control the battlefield and location are reset.
and protect allies through seemingly impossible space-bending feats.
Once you use this ability, you cannot use it again until you finish a
long rest.
Warp Walker Initiate
3rd-level Warp Walker feature
Gain the Blink Step Cognitive Technique. It does not count towards
your maximum amount of Cognitive Techniques. Once you’ve
reached 18th level in this class, you can use the Blink Step Cognitive
Technique an unlimited number of times per day.
Dimensional Pocket
3rd-level Warp Walker feature
Blink Shift
7th-level Warp Walker feature
As an action, choose one creature you can see within 60 feet of you.
That creature must make a Wisdom saving throw. On a failed save,
you can forcefully teleport the target to an unoccupied space within
60 feet of you.
You can use this ability once per short or long rest.
Warp Nova
13th-level Warp Walker feature
Once you use this feature, you can’t use it again until you finish a
long rest.
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Mindweaver At 7th level, you learn how to subtly weave illusionary traits into
your physical appearance to affect the minds of others profoundly.
As an action, you can choose a creature within 30 feet of you that
you can see. The chosen creature must succeed on an Intelligence
In the intricate dance of mind and matter, Psionics of this subclass
saving throw against your Cognitive Technique save DC or fall
weave illusions with a mastery unattained by most. Commanding
under the subtle influence of your morphed presence for the next
the very fabric of reality, they manipulate perceptions to an extent
10 minutes. On a failed save:
that distinguishes friend from foe and sows chaos in the minds of
enemies. They bear the ability to project illusory duplicates, a versatile
• You subtly shift your appearance and demeanor, incorporating
tool that can be both a doppelganger in battle and a messenger in
elements that make you appear more desirable or intimidating
secret undertakings. With time, their control over illusions branches
to the target. This change is not drastic but might entail a
into an almost hypnotic influence over individuals, enabling them to
warm and comforting aura, a slight change in your features
morph their presence subtly to become either a figure of admiration
to align with the creature’s desires, or an unseen but palpably
or a source of fear. This mesmerizing ability evolves to affect groups,
menacing presence.
manipulating alliances and enmities in the blink of an eye. The
• For the next 10 minutes, you have advantage on Charisma
crescendo of their power erupts as a storm of illusionary doubles in the
(Persuasion) or Charisma (Intimidation) checks against the
battlefield, a whirlwind of chaos where enemies lose the grasp of their
affected creature, depending on the emotional trigger you
own wills, becoming mere puppets in the Psionic’s grand performance.
chose to invoke.
It is a path of illusion, control, and unmatched strategic mastery,
• During this time, you may use your Intelligence modifier,
weaving a tapestry of reality and illusion indistinguishable from each
instead of your Charisma modifier, for these Charisma
other, steering the events from the unseen and untouched vantage
(Persuasion) or Charisma (Intimidation) checks.
point, a maestro in a symphony of minds.
You can use this feature once per short or long rest.
Mindweaver Initiate
3rd-level Mindweaver feature
Phantom Alliance
13th-level Weaver feature
Gain the Mental Lure Cognitive Technique. It does not count
towards your maximum amount of Cognitive Techniques, and you
can use it as a bonus action.
At 13th level, your mastery over mental manipulation allows you to
twist the perceptions of creatures around you, distorting who they
Additionally, when you use the Mental Lure Cognitive Technique,
see as friends and foes. As an action, you can target a number of
you can target a number of creatures equal to your Intelligence
creatures equal to your Intelligence modifier (minimum of one) that
modifier (minimum of one) within range, attempting to influence
you can see within a range of 60 feet. Each target must succeed on
them all with the same suggestion or thought.
a Wisdom saving throw against your Cognitive Technique save DC
or have their perceptions altered for 1 minute.
Illusionary Strategist On a failed save, you can make a target perceive all creatures of
your choice within its sight as enemies, or see enemies as trusted
3rd-level Weaver feature
allies. This does not control the creatures’ actions but influences
their initial perceptions, potentially causing confusion and hesitancy
At 3rd level, you gain the ability to create an illusory double in battle.
of yourself. As an action, you can summon this illusion in an
unoccupied space that you can see within 30 feet of you. The The affected creatures can reattempt the Wisdom saving throw
illusion has hit points equal to your Psionic level + your Intelligence at the end of each of their turns, ending the effect on a successful
modifier and shares your AC and saving throw bonuses. It is save. A creature that succeeds on the saving throw is immune to
immune to all conditions. this ability for the next 24 hours.
You maintain a telepathic link with the illusion, allowing you to see
and hear everything it experiences. The illusion is in synch with
you, mirroring your actions and creating a deceptive display to
confound your enemies, though it cannot interact physically with its
surroundings or make attacks. Effects originating from the illusion
are illusory and have no real impact.
Illusory Onslaught
18th-level Weaver feature
If a creature of your choice starts its turn or ends its turn within 60
feet of you, one of the illusory doubles reaches them and merges
with them, forcing them to make an Intelligence saving throw
against your Cognitive Technique save DC.
You focus your psionic energy into a fine point and launch it at a You charge your weapon or unarmed strike with psionic energy
creature you can see within range. Make a ranged technique attack to deliver a powerful attack. As part of the action used to cast this
against the target. On a hit, the target takes 1d8 psychic damage. technique, you must make a weapon attack or an unarmed strike
against one creature within the weapon’s range, otherwise the
At Higher Levels. The technique’s damage increases as you gain technique fails. On a hit, the target suffers the attack’s normal
levels in this class. The damage increases to 2d8 at 5th level, 3d8 at effects and an extra 1d8 psychic damage.
11th level, and 4d8 at 17th level.
At Higher Levels. The technique’s damage increases as you gain
Empowered. The target takes an additional 2d8 psychic damage. levels in this class, dealing 2d8 damage at 5th level, 3d8 at 11th
level, and 4d8 at 17th level.
At Higher Levels. The amount of times you can use this ability
Glimpse increases as you gain levels in this class. You can use it three times
at 5th level, four times at 11th level, and five times at 17th level.
As an action, you can concentrate to receive brief flashes of insight.
Your next attack roll, ability check, or saving throw before the end Empowered. The target has disadvantage on their saving throw.
of your next turn has advantage. You can use this ability twice per
short or long rest.
At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times Insightful Charm
at 5th level, four times at 11th level, and five times at 17th level. As a reaction when you make a Charisma check with a skill in which
you are proficient, you can apply your mental acuity to supplement
Empowered. You can use this ability as a bonus action, instead of your natural charm. Add your Intelligence modifier to the result of
an action. the Charisma check. You can use this ability twice per short or long
rest.
Minor Emotional Aura At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times
As a bonus action, you can sense the dominant emotion of one at 5th level, four times at 11th level, and five times at 17th level.
creature you can see within 30 feet of you. The target must succeed
on an Intelligence saving throw against your technique save DC. Empowered. If the result of the Charisma check is 7 or lower, you
On a failure, you know the type of emotion (joy, sadness, fear, can choose to treat it as an 8 before adding any modifiers.
anger, etc.), but not the reason behind it. If you use this ability on a
creature that doesn’t experience emotions (such as most constructs
or undead), you sense only a void.
Empowered. You can also implant a minor emotional suggestion in Feral Empathy
the target, causing them to feel a specific emotion of your choosing You can cast beast bond on a beast at will, without expending a
until the start of your next turn. spell slot or material components.
At Higher Levels. The amount of times you can use this ability
Force Of A Thousand Thoughts
increases as you gain levels in this class. You can use it three times You can cast catapult once, without expending a spell slot or
at 5th level, four times at 11th level, and five times at 17th level. material components. You can’t do so again until you finish a short
or a long rest.
Empowered. The distance you can teleport increases to 20 feet.
Empowered. The range is increased by 10 feet, and you can add
your Intelligence modifier to the spell’s damage.
Lore Glimpse
As a bonus action, you touch a written work and absorb its basic
contents, gaining knowledge of what it is about but not deep
understanding or specific details. This ability does not allow you to
The Mind’s Whispering Wiles
learn spells or magical secrets hidden within the text. You can use You can cast charm person once, without expending a spell slot or
this ability twice per short or long rest. material components. You can’t do so again until you finish a short
or a long rest.
At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times Empowered. The spell casts at 2nd level.
at 5th level, four times at 11th level, and five times at 17th level.
Word Of Power
You can cast command once, without expending a spell slot or
material components. You can’t do so again until you finish a short
or a long rest.
Psionic Lexicon
You can cast comprehend languages on yourself at will, without
expending a spell slot or material components.
Boundless Stride
You can cast jump once, without expending a spell slot or material
components. You can’t do so again until you finish a short or a long
rest.
Versatile Mind
During a long rest, you can hone your psionic focus to temporarily
alter your skills. You can choose one skill in which you are proficient
and swap it with another skill in which you are not proficient. This
swap lasts until you finish your next long rest.
At Higher Levels. The damage increases as you gain levels in this Empowered. While this effect is active, you can add your
class. It deals 4d6 at 11th level, and 6d6 at 17th level. proficiency bonus to your AC when the targeted creature attacks
you.
Empowered. When you roll a 1 or 2 on a damage die, you can reroll
the die and must use the new roll, even if the new roll is a 1 or a 2.
Honed Instinct
Telekinetic Suspension As a reaction when a creature attempts to hit you with an attack,
your psionic energy surges, causing your body to move and react to
As an action, you can focus your psionic energy to manipulate the
defend itself. The triggering creature’s attack against you is made
gravitational forces surrounding a creature that you can see within
with disadvantage.
30 feet of you. The target must succeed on a Strength saving throw
against your technique save DC or become restrained as they are
Empowered. When you use your Honed Instinct, it remains active
lifted 15 feet into the air, suspending them in a gravitational stasis.
until the start of your next turn. During this time, the first attack
A creature restrained by this ability can use its action to make a
made against you by each creature is made with disadvantage.
Strength or Dexterity check (its choice) against your technique save
DC. On a success, it frees itself and descends to the ground at a
speed of 60 feet per round, landing without taking fall damage.
This ability lasts for 1 minute or until you lose concentration (as if
concentrating on a spell). Once you use this ability, you can’t do so
again until you finish a short or a long rest. Psionic Jaunt
As a reaction when a creature within 30 ft. of you is making a
Empowered. As a bonus action on your turn, you can exert Dexterity saving throw, you can add your Intelligence modifier to
additional control over the gravitational forces at play, moving the their total roll.
restrained creature up to 15 feet to an unoccupied space, provided
that this movement does not elevate the creature vertically. This Empowered. You can target two creatures.
movement does not provoke opportunity attacks.
Mind Mask
You can use your psionic powers to alter your appearance in the
minds of others. You can cast Disguise Self once without expending
a spell slot. Once you use this ability, you can’t do so again until you
finish a short or a long rest.
Spirit Sense
You can cast see invisibility once without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.
Temporal Deceleration
Psychic Drain You can cast slow once, without expending a spell slot or material
components. Once you use this ability, you can’t do so again until
As an action, you can force a creature within 60 feet that you can you finish a long rest.
see to make an Intelligence saving throw against your technique
save DC. On a failure, the creature takes 5d6 psychic damage, and Empowered. Affected creatures also have disadvantage on
you gain temporary hit points equal to half the amount of psychic Intelligence saving throws.
damage dealt. Once you use this ability, you can’t do so again until
you finish a short or a long rest.
Emotional Surge
As an action, you can ignite a surge of inspiring and empowering
emotions in yourself and in your allies. Choose a number of
creatures up to your Intelligence modifier (minimum of one)
Thought Bridge
You can cast sending once, without expending a spell slot or
that you can see within 30 feet of you. For 1 minute or until your
material components. Once you use this ability, you can’t do so
concentration ends (as if you were concentrating on a spell),
again until you finish a short or a long rest.
the chosen creatures gain temporary hit points equal to your
Intelligence modifier at the beginning of their turns. These
Empowered. If the target replies, you’re able to respond once
temporary hit points replace any temporary hit points the creature
more.
already has. Additionally, they have advantage on saving throws
against being frightened. Once you use this feature, you can’t do so
again until you finish a short or long rest.
Deep Recesses
At the end of a short rest, you regain half of your psionic surges
(rounded down). Once you use this ability, you can’t do so again
until you finish a long rest.
Subconscious Warning
You can add your Intelligence modifier to your initiative rolls.
Soul Tracker
You can cast locate creature once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.
Dreamweaver’s Expanse
You can cast hallucinatory terrain once, without expending a spell
slot or material components. Once you use this ability, you can’t do
so again until you finish a short or a long rest.
Portal Step
You can cast dimension door once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.
Empowered. When a dice rolls below the average, you can reroll it
once.
Psionic Catastrophe
As an action, you can unleash the full might of your latent psionic
energy, affecting all creatures within a 20-foot radius centred on
you. Each creature in that area must make an Intelligence saving
throw against your technique save DC. On a failed save, a creature
takes 10d6 psychic damage and loses the ability to take reactions
until the start of its next turn. On a successful save, a creature takes
half as much damage and doesn’t lose its ability to take reactions.
Once you use this ability, you can’t do so again until you finish a
short or a long rest.
Empowered. When you use this ability, you can choose a number
of creatures equal to your Intelligence modifier (minimum of 1) that
you can see within the radius to be unaffected by it.
Perfect Sight
You gain truesight out to a range of 30 feet.
Psychokinesis
You can cast telekinesis once, without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a long rest.
Memory Weave
You can cast modify memory once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a long rest.
Omniscient Gaze
You can cast scrying once, without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a long rest.
Willbreaker
You can cast dominate person once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a long rest.
PRIMAL PATH
the effect ends. Flying creatures do not fall due to having 0
movement speed. Creatures can repeat the saving throw at the
end of their turn, ending the effect on a success.
• Cataclysmic Leap. As a bonus action, you can expend Infernal
The following option is available to barbarians upon reaching 3rd
Dice to target a creature you can see within a range equal
level.
to your movement speed and propel yourself toward them,
provided you have greater than 0 ft. of movement. Your path
Hellfire must be straight and unobstructed, and you land in a square
adjacent to the target. Until the end of your turn, your next
successful melee weapon attack against that creature deals an
I stride into the battle with a fierce battle cry, my blood pumping and additional 1d10 fire damage per expended Infernal Dice.
the infernal energy coursing through my veins. My muscles bulge, my
skin turns a deep red and my eyes glow with an otherworldly fire. The Your Infernal Ability DC is equal to 8 + your proficiency bonus + your
ground beneath me trembles and the air around me grows hot and Constitution modifier.
thick with the scent of brimstone.
The fire in my eyes seems to mimic the ones in my fists as they unleash
the infernal flames upon my opponents. The sight of them writhing in
pain, trying to extinguish the flames, only fuels my rage further. I feel
Menacing Presence
a grin spreading across my face as I take in the destruction that I have 6th-level Hellfire feature
wrought. This is who I am.
At 6th level, as a bonus action, you can attempt to frighten
As the last of my enemies fall, I let out a triumphant roar, my chest
someone with nothing but the ferocious look in your eyes. Make a
heaving as I revel in my victory. My companions look at me with awe,
contested Charisma (Intimidation) check against a targets Wisdom
my enemies tremble in fear. I am the Infernal, and I am unstoppable.
(Insight) check. If the creature cannot see you, you automatically
fail the check. If you succeed on the contested check, the target
is frightened for 1 minute. They can roll a Wisdom saving throw
Infernal Abilities
3rd-level Hellfire feature
Infernal Visage
At 3rd level, your connection to your dwindling life force manifests 14th-level Hellfire feature
as explosive powers. You gain a pool of d6 Infernal Dice equal to
your Barbarian level and learn one Infernal Ability of your choice.
You learn additional Infernal Abilities at 6th and 10th level. Starting at 14th level, your infernal powers reach their peak. While
you are raging, you can use your action to transform into your
When an ability requires you to “expend an Infernal Dice,” roll demonic form. In this form, you gain the following benefits:
the dice and reduce your current hit points by the result as fire • Your size becomes Large, and your reach increases by 5 ft.
damage, which cannot be reduced in any way. You can only expend • You sprout demonic wings and gain a fly speed of 60 ft.
one Infernal Dice per ability use. The number of Infernal Dice you • Your melee weapon attacks, including your unarmed and
can expend per ability increases at 5th level (two dice), 11th level natural weapons, deal an additional 2d6 fire damage on a hit.
(three dice), and 17th level (four dice). You regain all expended
Infernal Dice when you finish a short or long rest. This transformation lasts for 1 minute or until your rage ends. You
can use this ability once per long rest.
Your Infernal Abilities are as following:
• Eruption. As an action, you can expend Infernal Dice to
unleash a burst of flame, forcing creatures within a 15-foot
radius centered on you to make a Dexterity saving throw
against your Infernal Ability DC. On a failure, they take 1d10
fire damage per Infernal Dice expended.
• Dreadful Roar. As an action, you can expend Infernal Dice to
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Vicious Tempo
BARD COLLEGE 3rd-level Rhythm feature
The following option is available to bards upon reaching 2nd level.
At 3rd level, your rhythmic abilities enable you and your allies to
strike with increasing force. When you are playing on beat, and
Rhythm you or an ally within 30 ft. of you successfully hit a creature with an
attack, you or your ally can use their reaction to grant advantage to
the next attack roll made against the same target until the end of
Bards of the College of Rhythm are masters of tempo and harmony, their next turn.
using their extraordinary musical talents to inspire their allies and
confound their foes. These bards wield the power of rhythm, infusing
their performances with the pulsing energy of life itself. They can weave
intricate melodies that lift the spirits of their allies or create discordant
cacophonies that shatter their enemies’ concentration. The College of
Rhythmic Disruption
Rhythm teaches its students to draw upon the fundamental forces of 6th-level Rhythm feature
the universe, harnessing the rhythmic energies that permeate all things
to create powerful magical effects. With their unwavering dedication to As a bonus action, you can target a creature within 60 ft. and
the art of music, these bards stand as shining examples of the power attempt to disrupt its concentration with a burst of discordant
and potential of the bardic tradition. noise. The target must make a Constitution saving throw against
your spell save DC. On a failed save, the target is deafened
for 1 minute, and loses concentration on any spells they were
concentrating on. Furthermore, they have disadvantage on
The Beat concentration checks for the next minute, as their ears and mind
3rd-level Rhythm feature are filled with a jarring ringing noise.
You can use this ability a number of times equal to your Charisma
As an action, while holding your spellcasting focus, you start modifier (minimum of 1) per day, regaining all uses at the end of a
rhythmically playing a particular beat, granting one of the following long rest.
benefits to you and allies of your choice that can hear you and start
their turn within 30 ft. of you.
• Rhythm of the Heart. Your music fills the hearts of you
and your allies, granting temporary hit points equal to your
proficiency bonus at the start of their turns. Rhythmic Mastery
• Rhythm of the Wild. Your music stirs the primal energy within 14th-level Rhythm feature
you and your allies, granting an additional 10 ft. of movement
and the ability to ignore non-magical difficult terrain.
• Rhythm of the Arcane. Your music allows you and your Your mastery of the Beat that encompasses all allows you to
allies to truly focus, allowing all effected creatues to add your harness its power in new ways. While playing on Beat, you and
Charisma modifier to their concentration checks when trying your allies within 30 ft. of you gain an additional benefits from
to maintain concentration on their spells or similar abilities. the Rhythm of the Heart, Rhythm of the Wild, and Rhythm of the
Arcane features.
You can remain playing on beat for 1 minute, and you can switch • Heart’s Echo. The temporary hit points granted by Rhythm
to a different beat as a bonus action on subsequent turns. You can of the Heart now includes your Charisma modifier.
cast spells, use abilities, and otherwise act normally whilst playing • Wild’s Frenzy. The additional movement and ability to ignore
on beat. However, the beat ends early if you are incapacitated, difficult terrain granted by Rhythm of the Wild is doubled
silenced, or knocked unconscious. to 20 ft., and affected creatures can move through magical
difficult terrain without penalty.
Once you have used this ability, you must finish a long rest before • Arcane Resonance. In addition to adding your Charisma
you can use it again. Otherwise, you can expend one usage of your modifier to their concentration checks, affected creatures also
Bardic Inspiration to regain usage of the beat. have advantage on saving throws to maintain concentration
on their spells or similar abilities. Furthermore, all creatures
within range have advantage on saving throws against
magical effects.
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CLERIC DOMAIN In addition, you learn the poison spray cantrip, which doesn’t count
against the number of cleric cantrips you know. When you are
The following option is available to clerics upon reaching 1st level. casting it, the range is increased to 30 ft., and you can target two
creatures with it if they are adjacent to each other and within range.
Pestilence Domain
Channel Divinity: Ill Omen
The downtrodden wretches of society fall into two minds: to lift 2nd-level Pestilence feature
themselves up to those of their betters, or to despise their betters and
wish to bring them down. Clerics of the Pestilence domain fall into the
Starting at 2nd level, you can use your Channel Divinity to curse
latter: vagrants and wretches cast aside by the eyes of the world, they
your enemies with ill fortune.
now only see it as a miserable place that strikes them while they’re
down.
As an action, you can call upon your deity’s power. Choose a
number of creatures within 30 ft. of you that you can see. Each
The whispers of a dark god of famine, disease and pestilence seduce
creature must make a Wisdom saving throw against your spell save
them, and in giving their souls to such a being they are in turn given its
DC. On a failed save, a creature is afflicted by a random effect listed
power. With this power, even the smoothest skin can turn gangrenous,
below for 1 minute. Roll a 1d4 to determine which effect for each
and the healthiest bodies poisoned and starve so all others can be
creature:
brought to their own misery.
1. Subtract 1d4 from their saving throws.
2. Subtract 1d4 from their attack rolls.
3. Their movement speed reduced by half (rounded down)
4. They cannot take reactions or bonus actions.
Pestilence Domain Spells
1st-level Pestilence feature At the end of each of its turns, an affected creature can make
another Wisdom saving throw. On a success, the curse ends for
that creature.
The Pestilence Domain focuses on unleashing poxes and blights
upon your enemies to weaken their bodies and spirits. In Tharador,
Idinhelieth is the dark divine that rules this twisted domain, and he
will cast plagues and barren harvests upon lands that have earned
his scorn. Contagious
6th-level Pestilence feature
At each indicated cleric level, add the listed spells to your spells
prepared. They do not count towards your limit.
At 6th level, your poison effects become contagious. When you
Cleric Level Pestilence Domain Spells inflict the poisoned condition on a creature, you can use your
1st: Ray of Sickness, Cause Fear reaction to spread the affliction to other creatures within 5 ft. of
3rd: Ray of Enfeeblement, Protection from Poison the target. Each affected creature must make a Constitution saving
5th: Bestow Curse, Stinking Cloud throw against your spell save DC. On a failed save, the creature is
7th: Blight, Shadow of Moil poisoned for the same duration as the original target.
9th: Contagion, Insect Plague
Potent Spellcasting
8th-level Pestilence feature
Plaguebearer
1st-level Pestilence feature Starting at 8th level, you add your Wisdom modifier to the damage
you deal with any cleric cantrip.
At 1st level, you become a conduit for diseases and poisons.
Whenever you deal necrotic or poison damage to a creature, you
can force them to make a Constitution saving throw. On a failed
save, the creature is poisoned for 1 minute. A creature can reroll
their saving throw at the end of each of their turns, ending the
Sickening Aura
17th-level Pestilence feature
effect on a success. A creature cannot be effected by this ability
again until the end of their next turn.
At 17th level, you can use your action to emit a horrific and
This ability can be used a number of times per day equal to your pungent aura of pestilence and poison around you, choking your
Wisdom modifier, regaining all uses on a short or long rest. enemies and poisoning their lungs and skin. For 1 minute, any
hostile creature that enters a 30 ft. radius of you for the first time
or starts its turn there takes 2d12 poison damage. Your poisons
Sickly become deadly, and any enemy that falls under the poisoned
condition by you takes damage equal to your Wisdom modifier at
1st-level Pestilence feature the start of each of their turns until the condition ends. If an enemy
is killed by this, any creatures within 5 ft. of it will also take the
same poison damage as a miasma of pestilence leaves their body.
As a reaction when you take poison or necrotic damage, you can
grant yourself resistance to it. Furthermore, if there is a creature You can use this ability once per long rest, or regain usage of it by
within 5 ft., they must succeed on a Constitution saving throw expending one use of your channel divinity.
against your spell save DC. If they fail, they take damage equal to
the damage you resisted. You can use this reaction a number of
times per day equal to your wisdom modifier.
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While you stand within your Wild Growth, your bond with nature
enhances your martial and magical prowess:
Circle of Plants
Nature’s Strike. When you hit with a weapon attack, the target
takes an additional 1d6 poison damage. This damage increases to
Druids of the Circle of Plants attune themselves with the primal force 2d6 when you reach 14th level in this class.
that flows through all flora, connecting with the very essence of growth
and vitality. These druids cultivate a bond with the verdant life that Spellforce Channeling. Once per turn when you cast a spell that
surrounds them, transforming the energy within into formidable allies deals damage, you can reroll a number of the damage dice up to
and powerful guardians. As masters of botanical magic, they harness your Wisdom modifier (minimum of one). You must use the new
the untamed strength of nature to protect their allies and overwhelm rolls. Once you’ve used this feature, you can’t use it again until you
their enemies. finish a long rest. Starting at 14th level, you can use it twice before
a long rest.
Clad in garments woven from vines, leaves, and flowers, these druids
blend seamlessly with the world of plants. Their presence causes nearby
foliage to flourish, and their touch can bring forth lush blooms and
thriving greenery even in the harshest environments. The Circle of
Plants druids serve as living conduits for the life-giving energy of the Photosynthesize
natural world, their very being a testament to the resilience and beauty 10th-level Plant feature
of nature’s creations.
As an action, you draw upon the nurturing energies of the earth,
causing roots and vines to envelop your legs and anchor you to
nature’s restorative embrace. You and allied creatures within 30
Verdant Empathy feet of you gain temporary hit points equal to your Druid level +
your proficiency bonus. If an affected creature is within the area
2nd-level Plant feature
of your Wild Growth feature, they gain additional temporary hit
points equal to your proficiency bonus.
At 2nd level, you gain the ability to communicate with plants. As a
bonus action, you can establish a connection with a plant within At the end of each affected creature’s next turn, any remaining
30 ft. of you, allowing you to communicate with it and perceive its temporary hit points granted by this feature are transformed into
senses. You can question plants about events in their area, such as actual hit points, up to the creature’s hit point maximum.
the passage of creatures, weather, or other circumstances. Plants
are limited by their intelligence and might not be able to provide Once you use this feature, you must finish a long rest before you
detailed information. You can also persuade plants to perform can use it again. Alternatively, you can choose to expend a use of
small favors for you, such as growing fruit or flowers, but this your Wild Shape to regain the use of this feature immediately.
ability does not give you control over the plants or the ability to
make them move.
Verdant Alliance
Wild Growth 14th-level Plant feature
2nd-level Plants feature
At 14th level, your connection with the natural world allows you
As an action, you can choose a point on the ground within 60 ft. to call upon powerful plant guardians for assistance. As an action,
that you can see. A 15 ft. radius area of difficult terrain centered you can summon two Verdant Guardians to appear in unoccupied
on that point sprouts with dense plants, vines, and roots. The area spaces within 60 ft. of you. The guardians appear as treants,
lasts for 1 minute. Allied creatures inside the wild growth are not local flora, or have general plant appearances. They are friendly
effected by the difficult terrain created by this feature, and cannot to you and your allies, and will obey any verbal commands that
be targeted or affected by your spells that deal damage, unless you issue to them (no action required by you). If you don’t issue
you choose to include them in the effect. You can move your Wild any commands to them, they defend themselves from hostile
Growth up to 30 ft. as a bonus action on your turn. creatures, but otherwise take no actions. The guardians act
immediately after you in initiative, and last for 10 minutes, until
You can only have one Wild Growth active at a time. If you try they are reduced to 0 hit points, or until you dismiss them as a
to create a another Wild Growth while one is already active, the bonus action.
previous Wild Growth immediately disappears.
Once you use this feature, you must finish a long rest before you
You can use this feature a number of times equal to your can use it again.
proficiency bonus, and you regain all expended uses after a long
rest.
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VERDANT GUARDIAN
Medium Plant, Unaligned CHA
14 (+2)
ACTIONS
Lash. Melee Weapon Attack: your spell attack modifier to
hit, reach 5 ft., one target you can see. Hit: 9 (2d8) + your
Proficiency Bonus as slashing damage.
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MARTIAL ARCHETYPE
The following option is available to fighters upon reaching 3rd level.
At 3rd level, weapons when wielded by you are extra deadly and
effective at slaughtering your enemies. Weapons gain the following Additional Fighting Style
benefits based on their damage type: 10th-level Weapon Master feature
Bludgeoning. The force of your attacks weaken the targets You can choose an additional option from the Fighting Style
stamina. Once per turn when you hit a creature with a weapon feature.
attack that deals bludgeoning damage, their speed is reduced by
10 ft. on their next turn, as you force them to expend their energy
on defending against your attacks.
Piercing. Your keen eye and deft strikes make for a destructive Expert Momentum Swap
duo. When you successfully hit a creature with a weapon attack 15th-level Weapon Master feature
that deals piercing damage, you find an opening in their defence.
Their AC is reduced by 1 until the end of your next turn (to a
maximum of 2). After you make an attack with a weapon that you have unsheathed
using the Weapon Swap feature, you can use your bonus action
Slashing. Your wide slashes damage more than just your intended to stow and unsheathe another weapon, immediately making a
target. Adjacent creatures of your choice within reach of your weapon attack with the new weapon it as it is unstowed. You add
original target suffer damage equal to the modifier used for your your proficiency modifier to the damage of this attack.
weapon attack.
You can only use an ally’s weapon this way once per turn.
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TRADITION Beginning at 7th level, your heightened senses enhance the power
of your strikes. When you are making an unarmed strike attack
The following option is available to monks upon reaching 3rd level.
roll against a creature, you can decide to spend 1 ki and make it an
Echoing Strike. When you hit a creature with an Echoing Strike, the
target and creatures of your choice within a 10 ft. radius of it must
Way of the Intuitive Adept make a Constitution saving throw against your Ki save DC. On a
failed save, all creatures take thunder damage equal to your Martial
Arts dice plus your Wisdom modifier, and become deafened until
Deep in the heart of a dense forest, Intuitive Adept monk Jiro faced off the start of your next turn. On a successful save, creatures only
against a group of bandits, their intentions clear as they surrounded take half damage and do not become deafened.
a group of frightened villagers. Jiro’s heightened senses allowed him
to anticipate each opponent’s movements, his Sight before Strike skill
guiding his swift reactions. As a bandit charged at him, Jiro unleashed
his Echoing Strike, sending a sonic shockwave through the air that
deafened the attacker and those nearby. Quickly, he focused his senses
and used Intuitive Resonance to assist a villager attempting to escape,
Sensory Initiate
7th-level Adept feature
granting them the advantage they needed to slip past the remaining
bandits.
Starting at 7th level, your heightened senses allow you to discern
The Intuitive Adept is a master of their senses, using their unparalleled subtle cues in your surroundings and anticipate the intentions of
perception to anticipate threats and react with precision in the heat of those around you. As a bonus action, you can spend 1 ki point to
battle. Channeling their ki to heighten awareness and manipulate their focus your senses, heightening your perception and insight. For 1
surroundings, these monks can detect the subtlest of movements, turn minute, you gain advantage on Wisdom (Perception) checks, and
the tide of any confrontation, and ensure that no danger escapes their Wisdom (Insight) checks against creatures within range equal to
watchful eye. As their skills evolve, their ability to navigate the world your movement speed. When you reach 17th level in this class, it’s
with clarity and focus becomes nothing short of extraordinary. duration is extended to 10 minutes.
Your martial arts technique perfectly intertwines your fighting style At 11th level, your heightened senses grant you a deeper
with your senses. When you choose this tradition at 3rd level, you understanding of the intentions and emotions of those in your
gain proficiency in the Insight and Perception skills if you aren’t vicinity, allowing you to respond accordingly. When a creature
already proficient. within a range equal to your walking speed makes an attack roll,
ability check, or saving throw, you can use your reaction and spend
1 ki point to focus and manipulate them with your ki, granting
them advantage, or imposing disadvantage on the roll, depending
on whether you wish to assist or hinder the creature. You must
Awakened Senses decide to use this feature before the roll is made.
3rd-level Adept feature
Paladins who act as Sentinels are masters of the shield - in ways that No attack or spell effect can penetrate the Radiant Ward. If a
others with even lifetimes of training couldn’t attain. Able to use the creature inside the Radiant Ward is targeted by an attack roll
greatest defensive tool in history as an efficient offensive tool is part or spell effect from the outside, or a creature within the Radiant
and parcel for a Sentinel Paladin. Some say the best offense is an Ward targets a creature outside of it, the Radiant Ward is targeted
indstructible defense - in the Sentinel’s case, it’s a two way street. instead.
Oath Spells to your allies. While you’re not incapacitated, you and creatures of
your choice within 10 ft. of you that have temporary hit points are
3rd-Level Sentinel feature granted resistance to all damage until those temporary hit points
are expended.
You gain oath spells at the paladin levels listed.
At 18th level, this aura is increased to 30 ft.
• Oath of the Sentinel Spells
3rd: Compelled Duel, Heroism
5th: Aid, Warding Bond
9th: Protection from Energy, Thunder Step
13th:
17th:
Aura of Purity, Freedom of Movement
Antilife Shell, Dispel Evil and Good
Shimmering
15th-Level Sentinel feature
At 15th level, creatures that you hit with a weapon attack or allies
Shield Combatant that you give temporary hit points to are considered shimmering
until the end of your next turn.
3rd-Level Sentinel feature
The next time a shimmering enemy is hit, they take additional
Your skill with a shield extends beyond just defense. When wielding radiant damage equal to your Charisma modifier, immediately
a shield, it gains the thrown property with a range of 20/40 feet ending the shimmering effect.
and for you, it is considered a simple weapon that deals 1d6
bludgeoning damage. After you make a ranged attack with your The next time a shimmering ally is healed, they receive additional
shield, it magically returns to your hand immediately after the hit points equal to your Charisma modifier, immediately ending the
attack. shimmering effect.
If you have the Extra Attack feature, when you throw your shield, A creature can only be affected by shimmering once per turn.
it can ricochet to strike a second target within 15 feet of the first.
Make a separate attack roll for this secondary target. This ricochet
counts as one of the attacks from your Extra Attack feature.
Sentinel Shield
20th-Level Sentinel feature
This effect ends early if you are incapacitated or die. Once you use
this feature, you can’t use it again until you finish a long rest.
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You can use this feature once, regaining usage at the end of a short
or long rest.
Spellbinding Strike
3rd-level Inquisitor feature
At 3rd level, you learn to imbue your attacks with disruptive magical
energies. When you hit a creature with a weapon attack, you can
choose to expend a 1st level spell slot to deal an additional 1d6
force damage. If the creature has the spellcasting feature, you can
force the creature to make a Wisdom saving throw against your
spell save DC. On a failed save, they are unable to cast spells that
require a somatic component until the end of their next turn.
This duration and the damage dealt increases by one turn and 1d6
for each expended spell slot level above 1st level.
Magical Conditioning
7th-level Inquisitor feature
Spell Sever
11th-level Inquisitor feature
At 11th level, you master the skill of severing the threads of magic
to deal devastating blows. When you hit a creature with a weapon
attack while a concentration spell is active on either you or the
target, you can choose to sever the connection to the spell to inflict
additional damage.
You can use this feature a number of times equal to your Wisdom
modifier (minimum of once), and you regain all expended uses
when you finish a long rest.
Dark Spellbreaker
15th-level Inquisitor feature
Once you use this feature, you can’t use it again until the start of
your next turn.
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Shadow On a failed save, your shadow binds to the creature’s shadow for
10 minutes. During this time, you can sense the target’s location if
it is within 1,000 feet of you, and you are aware of the direction of
As a Shadow Rogue, you are a master of obscurity and illusion. Your its movement.
affinity with the umbral realm allows you to manipulate light and
darkness to your advantage. With a wave of your hand, you craft Additionally, while the bond is active, you can use your Shadow
illusions that defy detection, and your eyes pierce through the deepest Step feature to teleport to an unoccupied space within 30 feet of
night. You’re no mere skulker in the shadows; you command them, the bound creature, provided you can see the creature and the
using them as pathways to teleport across battlefields or even bind destination space is in dim light or darkness.
yourself to your foes. But your ultimate mastery comes when you
become one with the shadows—immune to common harm, shifting Once you use this feature, you cannot use it again until you finish a
through barriers, and deadly in your unseen strikes. You’re not just in long rest.
the shadows; you are the shadows.
At 3rd level, you gain the minor illusion and thaumaturgy cantrips, You can become one with the shadows, transforming yourself into
and you can cast them as a bonus action. Intelligence is your a form of pure darkness. As an action, you can activate this feature
spellcasting ability when you cast these spell with this feature. to gain the following benefits for 1 minute:
When you cast minor illusion, you can make the illusion appear to
be shadow-like. • You emit a shroud of non-magical darkness around you in a 10
ft. radius while you are not hidden.
• You can move through other creatures and objects as though
they were difficult terrain. If you end your turn inside a
creature or object, you take 1d10 force damage, and you are
Umbral Sight shunted to the nearest unoccupied space.
3rd-level Shadow feature • When you hit a creature with a sneak attack, you can change
any number of the sneak attack damage dice into necrotic
damage.
You can see normally in darkness, magical and non-magical, out to • At the end of your turn, if you are in dim light or darkness, you
a range equal to 60 ft. or to the distance of your darkvision. become invisible until the end of your next turn, or until you
move more than 10 feet, make an attack, force a creature to
make a saving throw, or use your reaction.
Once you use this feature, you can’t use it again until you finish a
Veil of Shadows long rest.
3rd-level Shadow feature
When you use the Hide action in an area of dim light or darkness,
you become invisible. This invisibility lasts until you move more
than 10 feet, make an attack, force a creature to make a saving
throw, or use your reaction.
Shadow Step
9th-level Shadow feature
At 9th level, you gain the ability to step from one shadow to
another. When you are in an area of dim light or darkness, you
can use your bonus action to silently teleport up to 30 ft. to an
unoccupied space you can see that is also in dim light or darkness.
You then have advantage on the first attack you make before the
end of the turn.
You learn additional spells when you reach certain levels in this
Aspect class, as shown on the Asepct Spells table. Each of these spells
counts as a sorcerer spell for you, but it doesn’t count against the
number of sorcerer spells you know.
Embrace the arcane tapestry woven into the very fabric of your soul,
and give form to the ineffable. As a Sorcerer of the Aspect subclass, Whenever you gain a sorcerer level, you can replace one spell you
you are not alone in your magical journey. Summon your Aspect—a gained from this feature with another spell of the same level. The
celestial manifestation of your innermost self—to stand beside you in new spell must be a conjuration, illusion, or enchantment spell from
the theater of war and the halls of diplomacy. This ethereal companion the sorcerer, warlock, or wizard spell list.
mirrors your emotions, ideals, and even your flaws, becoming an
extension of your will. Command it to deliver your spells as you weave Sorcerer Level Aspect Spells
complex incantations, or let it take over the arcane energies of others 1st: Charm Person, Disguise Self
when their focus wavers. As you grow in power, so does your Aspect, 3rd: Enthrall, Suggestion
evolving into a perfect reflection of your arcane mastery. When you 5th: Major Image, Tongues
step into a room, it’s not just you entering; it’s an ensemble of your very 7th: Charm Monster, Dominate Person
essence. 9th: Mislead, Seeming
In combat, your Aspect shares your initiative count, but it takes its
turn immediately after yours. The only action it takes on its turn
is the Dodge action, unless you take a bonus action on your turn Spirit Bound Amplification
to command it to take another action. That action can be one in 6th-level Aspect feature
its stat block or some other action. If you are incapacitated, your
Aspect can take any action of its choice, not just dodge.
At 6th level, your ability to twist and weave the strands of magic
When you cast a spell with the casting time of one action or bonus now extends to your Aspect. You can now deliver your Metamagic
action, you can choose to deliver the spell through your Aspect amplified spells through your Aspect.
instead. Your Aspect must use its reaction to then deliver the spell
on its turn. You must maintain concentration on any spell delivered Whenever you use a Metamagic option, your Aspect gains
through your Aspect that requires concentration. Once you unlock additional benefits based on the Metamagic used:
Metamagic, you cannot augment spells and deliver them through
your Aspect until you reach 6th level in this class. • Careful Spell. When you use Careful Spell on your turn, your
Aspect automatically succeeds on the spell’s saving throw and
Your Aspect lasts for 10 minutes, until it is reduced to 0 hit points, is not counted against the number of creatures you can affect
you use this feature to summon the Aspect again, or until you with the spell.
die. You can summon your Aspect once per long rest, or you can • Distant Spell. After using Distant Spell on your turn, your
resummon it by expending sorcery points equal to the amount of Aspect’s movement speed and its maximum range are
times you have summoned it since your last long rest. doubled until the end of your next turn.
• Empowered Spell. After using Empowered Spell on your turn,
the next Soul Strike your Aspect makes before the end of its
next turn deals additional 2d6 force damage.
• Extended Spell. After using Extended Spell on your turn, your
Aspect may choose to activate or not activate its Soul Anchor
trait at the start of its next turn.
• Heightened Spell. After using Heightened Spell on your turn,
the next Soul Strike your Aspect makes before the end of its
next turn is made with advantage. The target of the Soul Strike
has disadvantage on its next saving throw within the next
minute.
• Quickened Spell. When you use Quickened Spell on your
turn, you can command your Aspect to immediately move up
to its movement speed and have the Quickened Spell delivered
through them.
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When you summon your Aspect, you shed a portion of your ACTIONS
living being and imbue your Aspect to become a true reflection
of who you are. Your Aspect gains the following benefits while Soul Strike. Your spell attack modifier to hit, reach 5 ft.,
it is summoned: one target you can see. Hit: (1d8 + PB) force damage.
• It can use its action to cast one of your prepared spells that
REACTIONS
has a casting time of one action, up to 2nd level. This action
expends your spell slot as usual. Your Aspect must follow Arcane Delivery. When you cast a spell with the casting
concentration rules as normal when casting a spell that time of one action or bonus action, you can choose to
requires concentration. have the spell be delivered from your Aspect instead.
• Whenever you use Metamagic and deliver the spell
through your Aspect, the sorcery point cost is reduced by 1
Your Aspect must use its reaction to then deliver the spell
(to a minimum of 1). on its turn.
• If you lose concentration on a spell, your Aspect can use
its reaction to take the spell. For the remaining duration of
the spell, it is treated as if your Aspect had casted it. Your
Aspect must follow concentration rules as normal.
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Expanded Spell List Once you use this feature, you can’t use it again until you finish a
1st-level Ascendant feature short or long rest.
Spell Level Spells Your close ties with your patron enable you to bolster the power of
1st: Detect Magic, Magic Missile your damaging spells. Once per long rest, when you cast a Warlock
2nd: Scorching Ray, Levitate spell that deals damage, you can invoke your patron’s power to
3rd: Counterspell, Dispel Magic enhance its potency. When rolling damage for the spell, any dice
4th: Greater Invisibility, Banishment that show a number less than or equal to half the die’s maximum
5th: Bigby’s Hand, Wall of Force (rounded down) are increased to that half-value. For example, if
rolling 1d6, a result of 2 becomes 3.
You regain the use of this feature after finishing a long rest, or you
can expend a use of Eldritch Reserve to use it again.
Power Reclamation
1st-level Ascendant feature
You can use this feature once, and you regain the ability to do so
after finishing a long rest. The number of times you can use this
feature increases when you reach 6th, 10th, and 14th level in this
class (up to a maximum of 4).
TRADITION Your mastery over hemomancy allows you to channel your own life
force to streamline your spellcasting. When you cast a spell, you
The following option is available to wizards upon reaching 2nd can choose to expend one hit die from your Lifeblood Reservoir
level. to remove the need for either the verbal or somatic components
of the spell. If you expend an additional hit die, you can eliminate
both the verbal and somatic components.
Hemomancy
Hemomancy Wizards draws power from their own life force, converting
Sanguine Resonance
2nd-level Hemomancy feature
essence into magical might. Each spell inscribed in their spellbook is
marked with their own blood, creating a potent reservoir of power. This
subclass harnesses the life force of enemies to enhance their magic, Your mastery of blood magic grants you heightened perception
making it a formidable force on the battlefield. When threatened, they of life energies. As an action, you can expend one hit die from
can tap into their blood’s energy to strengthen their spells and quicken your Lifeblood Reservoir to activate this feature. For a number of
their pace. Control over life, power, and the battlefield characterizes minutes equal to your Intelligence modifier (minimum of 1), you
their approach. They command the lifeblood of others as easily as their gain the ability to sense the presence of creatures within 30 feet of
own, balancing the dance between sacrifice and gain. In their veins, the you. This sense provides you with the following information:
raw power of the arcane truly thrives.
• The number of creatures within range.
• Their general direction relative to you.
• Information on if the creatures are paralyzed, petrified, or
poisoned.
Lifeblood Reservoir • An estimation of their current hit points relative to their
maximum hit points, categorized as Full, Above Half, Half,
2nd-level Hemomancy feature
Below Half, or None.
Your life essence powers your blood magic, setting a limit on how This sense can penetrate most barriers, but it is blocked by 1 foot
many hit dice you can use for such abilities each day. of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
Your Lifeblood Reservoir is a pool of hit dice equal to your wood or dirt.
proficiency bonus plus your Constitution modifier. You can expend
hit dice from this pool to use your blood magic abilities. This pool is While this feature is active, you have advantage on Wisdom
not separate from your regular Wizard hit dice; it represents a daily (Medicine) checks to assess or treat creatures within the detection
limit on the hit dice you can use for blood magic. radius and on Wisdom (Insight) checks, as you can gauge their
intentions through their heartbeats.
For example, if you have a proficiency bonus of +3 and a
Constitution modifier of +2, your Lifeblood Reservoir would This feature only works on creatures that have blood.
contain 5 hit dice, even if your total number of Wizard hit dice is
higher.
Your mastery over the essence of life enables you to draw vitality
from fallen creatures. Once per long rest, you can spend 10 minutes
performing a ritual over the corpses of creatures within a 15-foot
radius of you. These creatures must have blood for the ritual to be
effective. At the end of the ritual, you regain a number of hit dice
equal to the combined total of the Challenge Rating (CR) or class
levels (for creatures with class levels) of all affected creatures, up to
a maximum determined by your Lifeblood Reservoir feature.
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Your mastery of blood magic allows you to dominate the will of Your mastery of blood magic enables you to share your vitality,
others. As an action, you can compel a creature within 60 ft. that even at death’s door. When you are reduced to 0 hit points but
you can see to make a Constitution saving throw against your spell not killed outright, you can use your reaction to drop to 1 hit
save DC. On a failed save, you establish a telepathic bond with the point instead. You may then expend any number of hit dice from
creature until the end of your next turn. You can issue commands your Lifeblood Reservoir. For each hit die expended, you gain
(no action required) to the creature, which it strives to obey to the temporary hit points equal to the roll and your speed increases by
best of its ability. 10 feet until the end of your next turn.
You can extend the duration of the bond by expending one hit Alternatively, when an ally within 60 feet of you is reduced to 0 hit
dice from your Lifeblood Reservoir at the beginning of your turn, points, you can use your reaction to halve your current hit points
causing the bond to last an additional round. If the creature takes (rounded up). Your ally then regains hit points equal to the hit
damage, it can repeat its saving throw, ending the effect on a points you lost.
success.
After using either option, you can’t use this feature again until you
You can use this feature once per long rest. However, you can finish a long rest.
choose to regain a use of this ability sooner by expending a
number of hit dice from your Lifeblood Reservoir equal to your
proficiency bonus.
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At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a
feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the
prerequisite. For example, the Skill Feats provided here require you to be character level 4, and to have proficiency with a particular skill before it is
available to be selected.
Acrobatics Mastery • As a reaction when a creature that you can see and hear within
120 ft. casts a spell, you think quickly and recall on information
regarding what it could be. Make an Intelligence (Arcana)
Requires Level 4, and Proficiency in the Acrobatics skill. check. The DC equals to 10 + the spells level. On a success,
Increase your Dexterity score by 1, up to a maximum of 20. you learn what the spell is, and can ready yourself against the
Your mastery of acrobatic movements and agility grants you the spells effects. If the spell requires a spell attack and it is made
following benefits. against you, it is made with disadvantage. If the spell forces
• When jumping, you can use your Dexterity score in place of you to make a saving throw, you do so with advantage. You
your Strength score when determining how far you can jump. can use this ability a number of times equal to your Proficiency
Furthermore, any instance of an Strength (Athletics) check Bonus, regaining all uses after a long rest.
while jumping can be replaced with a Dexterity (Acrobatics)
check.
• When you fall from a height, you can use your Acrobatics
skill to reduce the impact of the landing. As a reaction, you
can make a DC (equal to half of the height you have fallen) Athletics Mastery
Dexterity (Acrobatics) check. If you succeed, you can reduce
the falling damage by an amount equal to your Dexterity Requires Level 4, and Proficiency in the Athletics skill.
modifier + your Proficiency Bonus (minimum 1), and you can Increase your Strength score by 1, up to a maximum of 20.
land on your feet without falling prone. Your exceptional physical prowess and strength grant you the
following benefits.
• When you take the Dash action, you are unaffected by non-
magical difficult terrain, and your jump distance is doubled
until the end of your turn.
Animal Handling Mastery • You have advantage on Strength (Athletics) checks make and
to break free from a grapple. Furthermore, you can use a
bonus action to attempt to shove a creature you are grappling,
Requires Level 4, and Proficiency in the Animal Handling skill. knocking them prone if they fail a Strength (Athletics) or
Increase your Wisdom score by 1, up to a maximum of 20. Dexterity (Acrobatics) check contested by your Strength
Your innate ability to bond with animals grants you the following (Athletics) check.
benefits.
• You can spend 10 minutes with a beast to convert it to a
Friendly disposition towards you. If it starts out as hostile, you
must succeed on a DC equal to 10 + the creatures CR (rounded
up) Wisdom (Animal Handling) check. This check is made with
disadvantage if another hostile creature is within 30 ft. of it.
Deception Mastery
• As a bonus action, you can give a command to one friendly Requires Level 4, and Proficiency in the Deception skill.
beast within 60 ft. of you. The beast must be able to hear you, Increase your Charisma score by 1, up to a maximum of 20.
and cannot currently be following the command of another Your silver tongue and clever guile grant you the following benefits.
creature. You can command the friendly beast to use its • When you successfully make a Charisma (Deception) check
movement, and take one basic action (such as attack, dodge, against a creature, your next Charisma (Deception) check
disengage, or dash). Alternatively, you can issue a general made against the same creature within the next 1 minute is
command that lasts for 1 minute, such as to guard a given made with advantage. You cannot use this effect against the
area. same creature for the next hour.
• You can make a Charisma (Deception) check instead of a
Wisdom (Insight) check to determine if a creature is not being
truthful to you, by weaving up further lies and seeing if they
get caught up in them.
Arcana Mastery
Requires Level 4, and Proficiency in the Arcana skill.
Increase your Intelligence score by 1, up to a maximum of 20. History Mastery
Your knowledge of arcane lore and magical principles grants you
the following benefits. Requires Level 4, and Proficiency in the History skill.
• You learn the Detect Magic spell, and it does not count against Increase your Intelligence score by 1, up to a maximum of 20.
the number of spells you know or can prepare. You can cast it Your deep understanding of history and past events grants you the
on yourself at will, without expending a spell slot or material following benefits.
components. Additionally, you can use your bonus action, • You learn two additional languages of your choice.
instead of your action, to detect magical auras within range of • You have advantage on Intelligence (History) checks made to
the spell. recall information about a culture if you know at least one of
the languages spoken by that culture. This feature does not
apply if you gained the ability to understand all languages
through a spell or other ability.
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Intimidation Mastery
Requires Level 4, and Proficiency in the Intimidation skill.
Increase your Charisma score by 1, up to a maximum of 20.
Your intimidating demeanour grants you the following benefits.
• As a bonus action on your turn, you can attempt to intimidate
a creature by hurling insults at them, or even just by giving
them a terrifying glance. Roll a Charisma (Intimidation)
check contested by the target’s Wisdom (Insight) check. On a
success, the creature must spend two feet for every one foot
travelled towards you until the end of their next turn, as their
body instinctually reacts to your intimidating demeanour. After
a creature is subjected to this feature, they gain advantage
against its effects for the next 24 hours. You can use this ability
a number of times per day equal to your Proficiency bonus,
regaining all uses on a short or long rest.
• Once per day, when you roll initiative you can immediately let
loose a terrifying battle cry, or exude your terrifying presence,
causing your enemies to think twice about what they’re doing.
Creatures of your choice (up to your Charisma modifier) within
60 ft. of you that can hear or see you have their initiative check
reduced by 1d4.
Investigation Mastery
Requires Level 4, and Proficiency in the Investigation skill.
Increase your Intelligence score by 1, up to a maximum of 20.
Your exceptional attention to detail and analytical skills grant you
the following benefits.
• As an action, you can study a creature within 30 ft. of you and
make an Intelligence (Investigation) check contested by the
target’s Charisma (Deception) check. On a success, you learn
one of the target’s personality traits, ideals, bonds, or flaws,
as well as any relevant information about their background,
profession, or history.
• Whenever you make an Intelligence (Investigation) check to
search for hidden objects or clues, you can choose to take an
additional 10 minutes to search more thoroughly. If you do,
you gain advantage on the check and can uncover hidden
or concealed objects that would normally require a passive
Perception score of 25 or higher to detect.
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Perception Mastery
Requires Level 4, and Proficiency in the Perception skill.
Increase your Wisdom score by 1, up to a maximum of 20.
Sleight Of Hand Mastery
Your infallible senses grant you the following benefits.
• Dim light no longer causes you to make your Wisdom Requires Level 4, and Proficiency in the Sleight of Hand skill.
(Perception) checks with disadvantage. Increase your Dexterity score by 1, up to a maximum of 20.
• When you roll initiative, you can make a Wisdom (Perception) Your dexterity and hand-eye coordination grant you the following
check to gather an understanding of the battlefield, including benefits.
where potential enemies are, and if there are any traps. If • You have a knack for using misdirection to your advantage.
creatures or traps are hidden, your Wisdom (Perception) check When you make a Dexterity (Sleight of Hand) check to steal
must meet or succeed their hide DC for you to see them. You or manipulate an item, you can use your reaction to impose
cannot benefit from this ability if you are surprised. disadvantage on a creature’s Wisdom (Perception) check,
provided that they are within 5 ft. of you (this will reduces their
Passive Perception score by -5).
• You have a talent for picking locks without attracting attention.
Performance Mastery When attempting to pick a lock using a Dexterity (Sleight of
Hand) check, you can do so without making noise or drawing
attention to yourself. Creatures in the area are unaware of
Requires Level 4, and Proficiency in the Performance skill. your activity unless they are actively searching for you.
Increase your Charisma score by 1, up to a maximum of 20.
Your ability to perform is wonderous, granting you the following
benefits.
• If you have taken at least 1 minute to prepare, you can make a
Charisma (Performance) in place of a Charisma (Deception) or
Stealth Mastery
Charisma (Persuasion) check. Requires Level 4, and Proficiency in the Stealth skill.
• When you are in a performance, you can attempt to distract Increase your Dexterity score by 1, up to a maximum of 20.
certain audience members that can see and hear you with You feel most comfortable when completely unseen, which grants
your mesmerising talent. Make a Charisma (Performance) you the following benefits.
check contested by the creature’s Wisdom (Insight) check. • While you are hidden, you can move up to 10 ft. into the open
If your check succeeds, you grab the creatures attention without immediately revealing yourself while moving. As
thoroughly, causing them to make Intelligence (Investigation) soon as you end your movement in a position in which you
and Wisdom (Perception) checks with disadvantage until would be visible, or you make an attack or cast a spell, you are
you stop your performance (this will reduce their Passive immediately revealed.
Perception and Investigation scores by -5).. • You can make a Dexterity (Stealth) check to hide behind a
creature that is the same size as you.
Persuasion Mastery
Survival Mastery
Requires Level 4, and Proficiency in the Persuasion skill.
Increase your Charisma score by 1, up to a maximum of 20. Requires Level 4, and Proficiency in the Survival skill.
Your gift of gab and charm grant you the following benefits. Increase your Wisdom score by 1, up to a maximum of 20.
• You exude an aura of trust. When attempting a Charisma Your mastery of the wilderness and what it takes to survive grants
(Persuasion) check against a creature that you are friendly you the following benefits.
with, you can choose to give yourself advantage on the roll. A • When you are in an area that you are familiar with, such as a
creature cannot be effected by this again for 24 hours. region you have travelled through before, you make Wisdom
• When buying from a store that you have purchased items (Survival) checks with advantage when finding your way,
from before, the base price of items for you are reduced by scavenging food, or finding a safe place to rest.
10%. Furthermore, when selling items to a store you have sold • Your ability to scavenge is unmatched. When making a
to before, you can sell it for an additional 10% of its value. Wisdom (Survival) check to scavenge the body parts of a
creature, you make the check with advantage if you’ve spent
at least 1 minute analysing it while it was alive, or if you’ve
scavenged parts from that species of creature before.
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Furthermore, as a bonus action you can infuse yourself with frost, Acid Mastery
causing your next successful attack to deal an additional 1d6 cold
damage. This damage increases to 1d8 upon reaching 11th level, The first time that you deal acid damage against a target on your
and finally to 1d10 upon reaching 17th level. turn, the acid begins to eat away at your targets flesh. They must
succeed on a DC (8 + your Proficiency Bonus) Constitution saving
You can infuse yourself a number of times equal to your proficiency throw, or decrease their maximum hit points equal to the amount
modifier per long rest. of acid damage taken until the end of their next turn.
Versatility Expert
Requires 15 Strength.
Increase your Strength score by 1, up to a maximum of 20.
Years of training and combat experience have honed your weapon
techniques to a level of unparalleled skill and mastery.
• When wielding a weapon with the versatile property, you gain
the benefits of it being wielded with two hands when only
wielding it in one hand.
Expert Collaborator
Collaborating with allies comes naturally to you, as you offer your
aid and expertise to bolster their abilities.
• You gain an additional reaction. You can only use this reaction
to cast the help action when an ally is making an attack
against a creature within 5 ft. of you.
• If you are proficient in a skill and using the Help action to aid
an ally within 5 ft. of you in making an ability check with that
skill, and the ally is not already proficient in that skill, the ally
gains proficiency for that ability check.
Armor Piercer
Increase your Strength, or Dexterity score by 1, up to a maximum
of 20.
You have learnt how to strike through the toughest defenses and
shatter the strongest barriers.
• When you attack a creature who is wielding a shield, you gain
a +1 to your attack roll. Furthermore, when you deal damage
to a creature with temporary hit points, you pierce through it,
dealing the damage to their hit points instead.
Mortal Wounds
Increase your Strength or Dexterity score by 1, up to a maximum of
20.
The Mortal Wounds you inflict are not easily healed, and your
critical strikes deal even more damage.
• Whenever you damage a creature with a weapon attack, they
are inflicted with Mortal Wounds, causing all healing they
receive to be reduced by an amount equal to your Proficiency
Bonus (to a minimum of 0) until the end of your next turn.
• When a creature inflicted with Mortal Wounds is struck with a
critical hit, they suffer additional damage from the weapons
attack equal to the attacking creatures proficiency bonus (this
bonus is not doubled for the purposes of the critical hit).
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