Professional Documents
Culture Documents
A
Species Traits
species that have built up civilizations in the
continents of Iapyx and Ikarios. Iapyx in the The description of each species includes sepcies traits
West, a land of innovative settlements, cities that are common to members of that species. The
and towns pushing the boundaries of what following entries appear among the traits of most
the mortal mind can create. But, in the species.
quieter corners of the land, there are simple Ability Score Increase
joys being shared, languages spoken and exchanged. Every species increases one or m ore of a character’s
Ikarios to the East, a place rife with metropolises built ability scores, and may also decrease a scores.
with the basic pleasures of living in mind.
In these lands of splendor, people of varying cultures, Age
religions, and appearances thrive. From the human The age entry notes the age when a m em ber o f the
minority to the yuansu’s massive empire of land in race is considered an adult, as well as the race’s
Iapyx. From the vast jungles of the Quê-Huong where expected lifespan. This information can help you decide
callidryas reside under nearly every tree, to the isolated how old your character is at the start of the game.
underground tunnels of Muqasarad where the eremia
dwell in Ikarios. Each species and their cultures have Size
made a name for themselves in the Mortal Realm. Characters of most species are Medium, a size category
including creatures that are roughly 4 to 8 feet tall.
Choosing a Species Members of a few species are Small (between 2 and 4
There is no such thing as a common or uncommon feet tall), which means that certain rules of the game
species in the Mortal Realm. Whether in Iapyx or affect them differently. The most important of these
Ikarios, everyone has a place in the world, and while rules is that Small characters have trouble wielding
species will most often hail from their country or land of heavy weapons, wielding them at disadvantage.
origin, like an infernal born to their parents in Centras, Speed
there’s a reason for everything. When you choose your Your speed determines how far you can move when
species, think about where you come from, the land of traveling and fighting.
your people, and what might have happened to bring
you to where you begin your story. Language
Your choice of species affects many different aspects By virtue of your species, your character can speak,
of your character. It establishes fundamental qualities read, and write a certain language spoken in their
that exist throughout your character’s adventuring homeland. Common is a given for all species, since it is
career. When making this decision, keep in mind the a sort of universal language. If your character is not
kind of character you want to play. For example, a originally from their species’ homeland, think about
cordyan or a masquerader could be a good choice for a what language they speak where they are from.
sneaky rogue, an oni or auroch can make a tough
warrior, and a skog or a stormborn can be a master of Subspecies
arcane magic. Some species have subspecies. Members of a
Your character race not only affects your ability subspecies have the traits of the parent species in
scores and traits but also provides the cues for building addition to the traits specified for their subspecies.
your character’s story. Each species’s description in this Relationships among subspecies vary significantly from
chapter includes information to help you roleplay a species to species and world to world.
character of that species, including personality, physical
appearance, and features of society. These details are
suggestions to help you think about your character;
adventurers can deviate widely from the norm for their
species. It’s worthwhile to consider why your character
is different, as a helpful way to think about your
character’s background and personality.
SPECIES OF IAPYX
1 5 P l a y a b l e S p e c i e s
Cordyan The Reign of Nibiru
“NIBIRU SPEAKS, AND SO WE LISTEN,” A tall, As previously stated, the cordyans are descended from
humans who were infected with a fungus unlike any
imposing humanoid mushroom man spoke in a shrill, other. This fungus acts as a hive mind of sorts, and
warbley sort of voice to me. He let me into town with a through hallucinations and mental influence, has rooted
wave of his hand, and I could swear I saw spores fall itself as its own religion centering on the Great One,
from his fingertips. He allowed us entry into his inn, fed Nibiru. Nibiru is an eldritch abomination, a being of
us, gave us drink and information, but… I think he stole pure evil and malice, and worshipped by the cordyans. It
some of my coins. Fair enough I suppose. is said, in cordyan texts, that Nibiru is the true creator of
-Brygga Hrogyn, scholar, explorer, and traveling bard the mortal realm. But, Nibiru was forsaken by the
benevolent god Y’boocs, a being of goodness and health.
Nibiru is all, and all is Nibiru. Cordyans are united in This god took the credit for the creation of the world,
their revelry in the dark. Like the shadows cast upon the and Nibiru was cast to the foul retches of the world,
forest floor of their homeland of Vildmark, they take never to return. But, the cordyans vow to bring back
pride in being cunning and often delve into the darker their dark lord, the true creator. They often hold rituals,
parts of society. shadowy meetings where numbers of monsters are
sacrificed, their evil blood ingested by the cordyans from
Tainted Fungus decorative silver chalices. The cordyans bask in the
Blight that Nibiru brings, coming from these small
The Cordyans are a strange folk, in that they are almost portals which they have in their home city of Gahs. The
entirely made of fungi, whereas other races are either of cordyans continue to this day to thrive in evil, hoping to
flora or fauna. It’s commonly accepted that the one day resurrect their dark lord Nibiru.
Cordyans were once human in the far distant past, and
after being infected by a particularly aggressive and Dark Abodes
psychoactive fungus, became as they are. They are The main city of the cordyans, Gahs, is a fairly decent-
relatively tall, a minimum of 6ft tall, and a maximum of sized one. It is about a fourth the size of Centras, and
over 7ft. They have slender bodies, too, similar usually densely packed. Their homes are on the small side, but
between muscular and thin. Their skin is reminiscent of they have wooden stairs and bridges going up the trees
the various mushroom species across Iapyx they build their homes against, which lead them up and
up into larger buildings built higher up on the dark trees
in the Vildmark Wilds. These homes are crafted from
derfwood, a darkened tree that yields dark purple
planks and possesses incredibly dark brown bark.
These homes and the city itself is lit by way of jars of
firebugs, which glow a bright yellowish-green in the
twilit forest. Oftentimes the Cordyans will decorate the
outside of their homes with the bones of goblins or
other monsters, usually killed by their warriors.
Warriors of Shadow
The most common trade of the cordyans is that of the
assassin. Cordyans are given training in stealth and
cunning at a young age, and are gifted a dagger upon
their tenth birthday, for which to train further with.
Besides this, Cordyans make good tavern keepers and
hunters. But, most often than not, Cordyans will leave
their home when they come of age, and go into the
mortal realm to likely become a mercenary, a killer-for-
hire, or even a monster-hunter, contracted to kill
monsters that have overrun a village or town. They are
commonly thieves, stealing from each other in feats of
skill. For fun, the Cordyans enjoy gambling and combat
tricks, like knife throwing or acrobatic sparring.
They are often particularly good at cards, and are Hybrid Nature. You have two creature types: humanoid
among the best players in the mortal realm, even after a and plant. You can be affected by a game effect if it
few drinks. works on either of your creature types.
Fungal Alchemy. Cordyans have an innate
Cordyan Names understanding of alchemy, often using their own spores
Upon their children’s birth, cordyan parents are reached as ingredients. You gain proficiency in Alchemists’
out to by Nibiru, and given the child’s name. Changing Supplies.
Shadow Training. Cordyans make the best assassins
one’s name is heavily frowned upon in cordyan culture, and are trained as such, you have proficiency with
and could lead to one’s family disowning them. Family daggers and proficiency in the Stealth skill.
names are nonexistent in cordyan culture, and instead, Tools of the Cunning Trades. Having had much
cordyans prefer titles such as “The Cunning” or experience with gambling, thievery and trickery, you
“Shadowblade” to emphasize their skills. may choose to have proficiency in either Sleight of
Male Names: Antal, Berg’val, Bhindus, Brorn, Caelnolu,
Hand or Deception.
Languages. You can speak, read, and write Common
Dandar, Divdyn, Durnor, Hadrogh, Geloyn, Ilrin, and Annunaki. Annunaki is a wierd, trippy sort of
Irendrar, Lirdzen, Malaggar, Morennel, Narlros, language that almost sounds like melodic tones with
Numrini’th, Nyloth, Pharius, Ryltar, Sabal, Sorn, clicking throughout.
Syrdar, Taldinyon, Tolokoph, Urlryn, Velkyn, Yazston,
Zeerith
Female Names: Akordia, Amalica, Balaena,
Belarbreena, Brorna, Cazna, Chadra, Charinida,
Dilynrae, Eclavdra, Erakasyne, Faeryl, Ghilanna,
Greyanna, Halisstra, Ilivarrra, Imrae, Jezzara, Jhangara,
Khaless, Lledrith, Llolfaen, Miz’ri, Nendra, Phyrra,
Sabrae, Shyntlara, Solenzara, Thalra, Thirzel, Umrae,
Viconia, Vierna, Viconia, Z’ress, Zilvra
Cordyan Traits
Your corydan character has a variety of natural abilities,
the result of your fungal nature and cunning training.
Age. The Cordyans live to about the age of 300, and
reach the age of maturity at about 40 years old.
Size. Your size is medium.
Speed. Your walking speed is 30ft. Cordyan Dagger
Darkvision. Accustomed to the darkness of the
Vildmark Wilds dark forests, you have superior vision in
dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Keen Senses. You gain proficiency in the Perception
skill.
Fungal Form. You have advantage on saving throws
against poison, and resistance to poison damage.
Masters of Trickery. You have the ability to use the
Minor Illusion cantrip at will. Your spell save DC for this
spell is 8 + Charisma modifier + proficiency bonus.
Drakon In terms of religion, each drakon individual follows
one of the Drakes, each representing an ideal and
“KEEP TO THE WILD WILLOW PASS, HUMAN,” A believed to be the cause of natural phenomena. While
they most often follow the Drake of their ancestry, they
trio of green drakon, short and wiry, prod at my side
may split off from this, choosing a different one (though
with sticks, balls of sickening green energy bubbling up
this is often met with criticism and banishment from
in their opposite hands as I try to branch off from the
thir tribe. The Drakes and their ideals are as follows:
path they’ve described. I have a job to do, and if these
Guivre the Black Drake represents Intellect and causes
three are barring me from completing it, then perhaps
sinkholes, Qinglong the Blue Drake represents
I’ll be killing more than just a banshee.
Community and causes thunderstorms, Kukulkan the
-Marius Gavreau, previous Holder of the Gavreau Violet Drake represents Loyalty and causes
monster hunting famly. earthquakes, Wruenele the Gray Drake represents
Might and causes tornadoes, Ryujin the Bronze Drake
The ways and culture of the drakon are seldom represents Discovery and causes tsunamis, Fafnir the
understood by the rest of Iapyx. They keep to Gold Drake represents Wealth and causes volcanic
themselves, shun even their own kind if they aren’t in eruptions, Cuelbre the Green Drake represents Cunning
their tribe, and wield powerful magic on par with some and causes missing people, Kulshedra the Red Drake
of the best in the land. represents Honor and causes wildfires, Kholkikos the
Silver Drake represents Focus and causes sandstorms,
Serpentine Sorcerors and Bakunawa the White Drake represents Beauty and
causes the changing of the moon’s phases.
The drakon take after the creatures they’re named after,
the Drakes, in appearance. They have long lizardlike Of the Wilds
tails which they can control at their will like a limb, and Living in different parts of the Stamme Wilds, the
completely scaley bodies. Some may have horns and drakon are a tribal species. The Stamme Wilds are
feathers, but none can grow hair. Their eyes are usually known as the Wilds of Eternal Autumn. Trees are in a
similar to a snake’s or lizard’s, but they also can bear constant state of losing their brightly colored red,
more docile and rounded looking eyes. They stand at orange, yellow, and brown leaves until night, and then
about 3-3.5ft on average, and are usually muscularly or regrowing them back in the coming dawn. There are a
thinly built. They also have claws on their fingers and do pair of paths cutting through the wilds that connect
not wear footwear, instead going barefoot. Their scales Salutis and the Ironwood Forest, as well as connecting
and look take the appearance of whichever Drake they Alainn and Centras. The drakon, while not participating
take the ancestry of. in the world stage on a regular basis, have agreed not to
The Great Divide attack any outsiders who take these paths through the
Wilds, a truce signed into law called the Wild Willow
The Drakon are said to have descended from the very Peace Accord.
first creatures to walk the mortal realm, who are also SteveSketches
attributed with the creation of the world. These were
the Drakes. The different types created the mortal
realm, and then fled underground to sleep for the rest of
time. In their image, they created the drakon, both as a
symbol of their power, and a reminder that the Drakes
are the true rulers of the mortal realm. This has led to
the common belief among the drakon that they are
superior to the other races, though this is not uniform
within them. There are ten different types of drakon,
coinciding with the different types of Drakes. These
types are the black, blue, violet, gray, copper, gold,
green, red, silver, and white Drakes. These different
types of drakon, are split apart from each other by their
trbes. There is no formal city, nor do they often
commune with each other, save for traveling to the
other areas of the Stamme Wilds to trade or get a drink
of stiff violet drakon ale. The drakon, as such, take care
to not associate with the other tribes too much, as doing
so may be construed as a sign of disrespect to one’s
own tribe by the chieftain.
Outsiders Unwelcome Tribal Magics
The drakon are an isolated people, closed off from the With the powers of the Drakes running through their
rest of the world in very specific ways. They believe that blood, the Drakon have an inclination toward magic.
outsiders, non-drakon, are lesser, not as intelligent or While they have usual professions like tavern keepers,
even powerful. They do not participate in the Coalition general salesmen, armorers, and other such craftsmen,
of Powers, though they may send an attendant every so they most often are some type of mage. They have a
often. They don’t use the standardized metals system of knack for the mystical arts, often doing work with
currency as well, instead using a gemstone native to the potions and spells. As pastimes, the Drakon like to
Stamme Wilds that gold drakon act as treasurers and travel the Stamme Wilds in search of rare bugs,
bankers for. Unlike most other species in Iapyx, the especially as hatchlings,and even traverse the whole of
drakon do not have a formal military. Instead, they have the mortal realm. But, in the case of the latter, they
a reserve force of highly powerful mages called the quite love to adventure, joining bands of other travellers,
Emissaries Legion, which can be called upon in times of in an attempt to prove their worth to the world. Cultures
need for the tribes of drakon that call the Stamme Wilds differ from tribe to tribe, each having their own customs
their home. In the event of an invasion, all Emissaries and holidays.
are called upon to defend. But, for the most part, Drakon Names
Emissaries are tasked with either protecting more at-
risk or valuable villages and guarding the borders of the The given names of drakon often coincide with their
Stamme Wilds territory. Emissaries come from all Drake ancestry, giving them names like Coldheart,
tribes, with red and green drakon making up the bulk of Fireblood, and Copperscale. As for their family name,
the forces, especially on the borders. they earn it by way of feats their family has performed,
When first joining the legion, an Emissary is selected always starting with “the,” leading to family names such
by their village elders and sent to the nearest green as The Brave or The Cunning. Since the drakon are
drakon village. There, they are trained, and given a tribal, their names, both given and family, usully tend to
choice between guarding the border, or guarding a represent their living Drake ancestor both in color,
village. In the case of the former, they will make power, and in value. For instance, a name for a red
residence in a silver drakon village and defend the drakon could be Firetongue the Brave, and a blue
border at all times, sleeping in the night with the drakon might be called Azure the Kind.
knowledge they may be awoken to a call of duty at any
moment. In the latter, they will only know of the village Drakon Traits
they’re stationed at after they’ve arrived there. Once Your drakon character has many abilities, only
there they’ll get briefed on evacuation plans, defenses strengthened by their values and their powerful magical
already in place, etc. Emissaries are bound for life to ancestry.
their duty, and defecting in any way is punishable by Ability Score Increase. Your Strength score increases
torture for an entire moon cycle concluding in by 1, and either your Wisdom, Intelligence, or Charisma
execution. increase by 2.
Age. Young Drakon grow rather quickly. They are
able to walk hours after hatching, attain the size and
development of a 10-year-old Human child by the age of
3, and reach adulthood by 15. Despite their quick
development, they remain in adulthood for quite long,
living to be about 120 on average.
Size. Dragonborn are shorter than most other
species, standing below 4.5 feet tall and averaging
SteveSketches almost 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Ancestry of the Drake. Being born from several types
of Drakes, the Drakon has a breath weapon and a
damage resistance in regards to a damage type of their
choice from the table.
Drake Ancestry
Drake Damage Type
Gold Fire
Silver Force
Bronze Cold
Red Fire
Blue Lightning
Green Psychic
Violet Force
White Radiant
Black Acid
Gray Thunder
Human Names
immense potential, and as such can do anything their
hearts desire. At 1st level, you can take a Feat (as long
Human names range all over Iapyx. Usually, wherever as they match the prerequisites for that Feat).
the human lives, they will have a name that reflects the
dominant society living there.
Alphonse Arsenault
Holder of the Arsenaults
Inferal
“HAVE YOU BEEN TO THE INDUSTRY DISTRICT?” were pure, but as all things, were corrupted by sin. It is
by following these Godly Vices that they may heed their
King Gorkesh said. The king was not the imposing force
cautionary tale and maintain balance within themselves
that we thought of him. He stood hunched over, horns
amidst the sins that exist in all mortal bodies, so as not
glistening and adorned with gold, a crown loosely sat
atop his head. It looked much too small for him, to face a downfall like they did. They are as follows:
however. “Please, you haven’t been to Inferis if you’ve Superbus the Vice of Pride: A man of supposedly
only just seen the Impuratus’ hold on my country.” great power, who toted his magical abilities above all
-Alwyn Harlig, skog Venturer and scholar. others
Corneum the Vice of Lust: A woman who’s beauty
The infernal are often looked down on. It’s said among and grace captivated the land, and even caused a war
the other species and societies in Iapyx, that the Iratus the Vice of Wrath: A destructive force of
Infernal are descendant from a people who embraced nature, rumored to be able to fell an entire army in
devils. While untrue, it has led to infernal as a people one swing of his scythes
either trying to evolve past their reputation, or live up to Esuriit the Vice of Gluttony: A man who was deemed
it. responsible for famines across the land he ruled
Aemulor the Vice of Envy: A woman who led a
Demonspawn genocide against humans, believing them to be
The infernal are usually described, whether aptly or not, insignificant in her eyes
as devilish in appearance. Their faces are often molded Avarum the Vice of Greed: A man who sought after,
in a scowl, blank, with pupilless white eyes. Their skin and achieved, immortality, though brief
ranges from shades of red to sometimes even blackish- Otiosum the Vice of Sloth: A man who died from
red. Upon their foreheads there are sharp horns, sheer laziness despite discovering restorative magic
sometimes growing from the sides of their temples,
appearing like ram horns. Their hair is most often black,
though there are some with dark red hair or even white
hair. From behind them they have a pointed tail, which
serves no other purpose besides being able to move
about like a limb.
The Seven Godly Vices
The Infernal are worshippers of Godly Vices. These
Godly Vices are believed by the Infernal to have
cultivated the Mortal Realm in past lives, when they
The Kingdom of Inferis insignia of their god on it, crafted by their father’s
hands, and painted in part with their mother’s blood.
Named after the region where it stands, the great
Kingdom of Inferis is a city that thrives in darkness. The Infernal Names
buildings are tall and large, with awnings that The Infernal are often given names that mean deadly
constantly cast a shadow across the cityscape. The things or strike fear in the hearts of targets in the
palace is the only building that has the most light, due to Daemonish language, like Bal’gadon, Mazrak, and
the giant braziers constantly lit at its front gates. Apart Azgillan. As for family names, they are instead titles,
from these, there are huge numbers of torches earned by the father of the family and passed down from
throughout the city, needed to keep the darkness at bay generation to generation, like “The Fanged” or
for visiting races. “Skullcrusher.”
The city is considered a cesspool by most of the rest
of the mortal realm. It is known for its massive crime Infernal Traits
syndicate, The Impuratus, along with being rife with Your infernal character is thought to be a descendant of
gambling, thievery, murder, and dark magic. While the sinful beings, and whether you rise above this or rise to
main city is a hive of scum, the surrounding villages are it, your prowess benefits from either.
often described as quaint. While they may partake in Ability Score Increase. Your Wisdom score increases
drink more than is preferred, they are often very by 1, and your Dexterity score increases by 2.
welcoming and outside of the cloud of darkness that is Age. The Infernal live long lives, living on average to
the main city in Inferis. about 250, and reach the age of maturity around 20
years old.
Size. Despite their imposing look, infernal aren’t all
that tall, standing only about 5.5-6ft on average. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
score, followed by Dexterity. Second, choose the hermit not gain any proficiencies when picking this class.
background.
Class Features
As a sifu, you gain the following class features
Hit Points
Hit Dice:1d10 per elementalist level
10 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d10 (or 5) + your
Constitution modifier per elementalist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools
Elemental Strike resist the feature’s effects. The saving throw DC is
calculated as follows:
At 1st level, your practice with your element allows you Chi save DC = 8 + your proficiency bonus + your
to blast an opponent with an elemental strike. You can Wisdom modifier
use your elemental strike when you make an attack.
Your elemental strike has the following properties: Deflection
You can spend 1 chi point as a reaction to deflect or
You roll a d6 for the damage of your elemental dissipate an elemental strike, weapon attack, or spell
strike. This die changes as you gain sifu levels, as attack that would deal damage to you. When you do so,
shown in the Elemental Strike column of the Sifu the damage you take from the attack is reduced by 1d10
table. Your elemental strike deals bludgeoning + your Wisdom modifier + your Sifu level.
damage.
Your elemental strike is a ranged weapon with a Power Blow
normal range of 20 feet, or a long range of 60 feet. When you hit an enemy with an elemental strike, you
When attacking a target beyond normal range, you can spend 1 chi point to force the enemy to make a
have disadvantage on the attack roll. You can’t attack Strength saving throw. On a failed save, the enemy is
a target beyond the strike’s long range. Despite being pushed 10 feet away from you.
a ranged weapon, you do not have disadvantage on
attack rolls with your elemental strike when a hostile Surprising Angle
creature is within 5 feet of you, nor when attacking a When you make an attack against a creature with an
creature that is prone within 20 feet of you. elemental strike, you can spend 1 chi point to hit the
You can use Strength instead of Dexterity for the target from any angle, not simply in a straight line. This
attack and damage rolls of your elemental strike. allows you to ignore the effects of any amount of cover
When you reduce a creature to 0 hit points, you can except for total cover.
choose to avoid killing them with your elemental Fighting Style
strike, leaving them unconscious.
When you take the Attack action with a weapon with At 2nd level, you begin to develop your own fighting
which you have proiciency on your turn (including style. Choose one of the following options. You can’t
your elemental strike), you can make one elemental take a Fighting Style option more than once, even if you
strike as a bonus action. later get to choose again.
Chi Archery
Starting at 1st level, your training allows you to harness You gain a +2 bonus to attack rolls you make with
the mystic energy of chi. Your access to this energy is ranged weapons.
represented by a number of chi points. Your sifu level Power Strikes
determines the number of points you have, as shown in When you roll a 1 or 2 on a damage die for your
the Chi Points column of the Sifu table. elemental strike, you can reroll the die and must use the
You can spend these points to fuel various elemental new roll, even if the new roll is a 1 or a 2.
forms. You start knowing one Simple form (1 chi point),
and depends on your subspecies: Temperature Superior Range
Regulation for Ignan, Air Scooter for Auran, Air Bubble The short range of your elemental strike is increased to
for Aquan, and Seismic Sense for Terran (all elemental 30 feet, and its long range is increased to 90 feet.
forms are detailed in Chapter 10: Elemental Forms).
You learn more elemental forms and levels of forms as
you gain levels in this class. You require at least one of
your hands to be free to initiate any form.
When you spend a chi point, it is unavailable until you
finish a short or long rest, at the end of which you draw
all of your expended chi back into yourself. You must
spend at least 30 minutes of the rest meditating to
regain your chi points.
After a long rest, you may switch out your current
forms for forms you’re able to initiate based on your sifu
level.
Your elemental form attacks count as magical for the
purpose of overcoming resistances. Some of your chi
features require your target to make a saving throw to
Elemental Forms
At 2nd level, you begin to wield absolute control and
authority over your element. In addition to basic effects,
you learn amazing powers to drive your foes before you.
Form Levels
Form Level Chi Cost
1st 2
2nd 3
3rd 4
4th 5
5th 6
Forms Known
You know three 1st-level forms of your choice from your
element’s form list.
The Forms Known column of the Sifu table shows
when you learn more forms of your choice. Each of
these forms must be of a level that you know. For
instance, when you reach 5th level in this class, you can
learn one new form of 1st or 2nd level.
Additionally, when you gain a level in this class, you
can choose one of the forms you know and replace it Elemental Barrage
with another form from your element’s form list, which At 3rd level, your Elemental Strike can now be used as
also must be no higher than your maximum form level. a bonus action a number of times equal to your
Initiating Forms proficiency bonus per long rest.
Your forms are chi features, and so you must spend chi Unyielding Vow
points to initiate these forms. You spend the number of
chi points shown on the Form Levels table in order to Choose an unyielding vow, which describes the
initiate a form. emotional and spiritual way that you use your elemental
Most forms have enhanced effects, which you can abilities: Fury, Wildness, Peace, and Connection,
initiate by spending additional chi points when you detailed at the end of the class description. Your choice
initiate the form. Each additional chi point you spend grants you features when you choose it at 1st level and
increases the form’s level by 1. again at 6th, 14th, and 18th level.
You cannot spend chi to initiate a form at a higher
level than your maximum form level, as shown in the Ability Score Improvement
Maximum Form Level column of the Sifu table. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Wise Fighter
Beginning at 6th level, you can add your Wisdom
modifier to your initiative rolls.
Restful Spirit
Beginning at 7th level you spend at least 1 minute
resting, you can give yourself all the benefits of a short
rest. Once you use this feature, you can’t use it again
until you finish a long rest.
Evasion Unstoppable Wrath
At 7th level, your instinctive agility lets you dodge out of Starting at 3rd level, when you are reduced to 0 hit
the way of certain area effects. When you are subjected points but not killed outright, you can drop to 1 hit point
to an effect that allows you to make a Dexterity saving instead. You can’t use this feature again until you finish
throw to take only half damage, you instead take no a long rest.
damage if you succeed on the saving throw, and only Pushed to the Brink
half damage if you fail. Your sheer willpower overshadows your care for your
Stalwart Spirit own wellbeing.
Starting at 6th level, as a bonus action on your turn,
At 10th level, through sheer force of will, you can use a you may attempt to extract more power from the wells
bonus action to remove one of the following conditions of chi than is available to you. Make a DC 12
from yourself: Charmed, Frightened, or Poisoned. In constitution saving throw. On a success, you gain 2d4
addition, forgoing food and drink doesn’t give you levels chi points. On a fail, you take 2d6 damage. This damage
of Exhaustion. cannot be prevented in any way.
Unrelenting Survivor Elemental Fury
At 14th level, your physical and mental discipline grant Starting at 11th level, you draw on the wrath in your
you proficiency in all saving throws. spirit to strengthen your attacks even further. You can
choose to take 1d4 damage in exchange for enhancing
Draw Upon the Elements the effect of a form you initiate by one level without
At 15th level, when you roll Initiative, you regain 8 expending a chi point. This damage cannot be
expended chi points if you have none remaining. prevented in any way.
Rage of the Unstoppable Spirit
Elemental Defense At 17th level, when you recover using your Unstoppable
Beginning at 18th level a Bonus Action, you can spend 3 Wrath feature, you can choose to lash out with
chi points to perfectly bolster yourself against harm for elemental fury. Any creature within a 20ft radius must
1 minute or until you are Incapacitated. During that succeed a Dexterity saving throw contested by your chi
time, you have resistance to all damage except Force save DC, taking 3d10 force damage on a failed save and
damage. half that amount on a succesful one.
Spirit of Liu
If you drop to 0 Hit Points, you can spend 4 chi, roll
4d12 dice, and add the dice together. Your number of
Hit Points instead changes to the total rolled. Each time
you use this feature after the first, the chi cost increases
by 2. When you finish a Short Rest or Long Rest, the chi
cost resets to 4.
Unyielding Vows
When a Sifu reaches a level of power above most
novices, they make a decision, a promise, a vow to
themselves about how they will use their awe-inspiring
abilities for whatever reason they so choose. Think
about your Sifu, what drives them when they take this
vow, and how they use it to wield their element.
Vow of Fury
You have a goal and are so determined to complete it
that you will not allow your enemies or your physical
limits to get in your way. Whether it is sworn vengeance,
your conviction to rescue a loved one, or a conviction to
protect the world from the grasp of an evil beyond
comprehension, you gain your strength and inhuman
resolve through your raw determination and rage. You
gain the following class features.
Vow of Wildness
Animal Style
At 3rd level, you gain one of the following features of
your choice.
Monkey Swing. You can move through the spaces of
hostile creatures, regardless of size.
Mantis in the Grass. You can use the Hide action as a
bonus action on your turn.
Turtleduck Shell. Your base AC becomes 13 + your
Dexterity modifier if you are not wearing armor.
Wing of the Crane. You can use your Deflection chi
feature without needing to spend chi points.
Vow of Peace
There is power in peace. Whether someone taught you
this lesson or you figured it out yourself through many
years of isolation, Sifus whose primordial connection is
that of peace try to focus on that quiet in the center of
chaos, drawing their strength from tranquility around
them. You gain the following class features.
ITEMS, TRINKETS, AND
TREASURES
Wondrous item
A
someone’s back, is made from a soft brown
cloth and contains glass orbs that clink
against one another when moving. Inside
the bag, the orbs appear to be made out of a
clear glass, and somehow filled with a
strange, shimmering liquid. The color of
this liquid varies between the orbs and can be red,
orange, yellow, green, blue, purple, pink, or clear.
Activating the Bag
You can use an action to pull a random glass orb from
the bag and throw it up to 20 feet, or smash it where
you are standing. When the orb lands, it shatters, and
the effect of the orb spreads in a 10ft radius. Roll a d8
on the Orb Table below to determine the effect of the
orb upon shattering. The bag contains 1d6 glass orbs,
and once the bag is emptied, the orbs do not return to
the bag for a week.
Orb Table
Result Effect
1 Pink Liquid: Creatures in the AOE heal 2d4+2 hp.
2 Green Liquid: Creatures in the AOE take 1d6 poison
damage, and must succeed on a DC 13 Constitution
saving throw or be poisoned. At the start of each of the
affected’s turns, while poisoned in this way, they take
1d6 poison damage. At the end of each of the affected’s
turns, repeat the saving throw. On a successful save, the
poison damage taken on subsequent turns ends and
they are no longer poisoned.
3 Clear Liquid: Creatures in the AOE become invisible for
1 hour. Anything worn or carried is also invisible. The
effect ends early if the creatures affected attack, cast a
spell, or take damage.
4 Orange Liquid: Creatures in the AOE take 1d6 fire
damage at the start of each of their turns as long as they
are within the AOE. A creature can end this damage by
using its action to make a DC 10 Dexterity check to step
out of the flames. The flames last for 1d6 turns.
5 Purple Liquid: The thrower is instantly teleported to an
unoccupied space within the 10ft radius of the AOE
when this orb shatters.
6 Blue Liquid: Creatures in the AOE must succeed on a
DC 10 Dexterity saving throw or take 2d6 cold damage
and their movement is reduced to 0ft until they make
the DC 10 Dexterity saving throw at the end of
subsequent turns.
7 Red Liquid: Creatures in the AOE heal 2d6+4 hp.
8 yellow Liquid: Creatures in the AOE are blinded for 1d4
turns.
1
Rare Longsword (Requires Attunement)
Petronius
A
sentient blade that is believed to house the
soul of the last person to wield it, an
infernal man who served the king as
treasured advisor. This advisor was
described as a hedonist, a playboy, and a
witty charmer.
Though, his charm could only get him so
far, as soon his dealings with a political rival of the king
would be found out. Always the cunning one, the advisor
decided to end himself with his own sword. He sliced
his veins with the sword, then bound them before he
threw a lavish party where he made merry, gave gifts,
and dined on gourmet food and drink. After the party, he
retired to his room and reopened his veins one last time.
Properties of the Sword
In order to attune to this longsword, the wearer must
have a Charisma score of 14 or higher.
While wielding this longsword, it gives the following
benefits:
You may add +1 to attack and damage rolls made
with this weapon.
You roll with advantage when making Performance Cursed Weapon
checks to make someone laugh or tell a joke.
You may cast the spell Tasha’s Hideous Laughter a This longsword, like the soul bound to it, is cunning
number of times equal to your proficiency modifier through and through. After 3 uses of this weapon,
per long rest. The spell save DC for this spell is 8 + Petronius will try to yet again kill itself. You must
Charisma modifier + proficiency bonus. succeed a DC 15 Charisma saving throw, taking 2d6
piercing damage, having one of your belongings
Sentient Weapon destroyed, and becoming unattuned to Petronius for 1
day on a failed save. On a success, you instead only take
This longsword is possessed by the spirit of Petronius, 1d6 piercing damage, and remain attuned to the
an advisor to the king with a penchant for hedonistic weapon, who then laughs it off.
behavior.
Sentience. Petroniusis a sentient chaotic neutral
weapon with an Intelligence of 9, a Wisdom of 10, and a
Charisma of 16. It has hearing and darkvision out to a
range of 30ft. Petronius can speak, read, and
understand Common and Daemonish, but can only
speak to the wielder who is attuned to it.
Personality. Petronius is witty, sneaky, and an enjoyer
of the finer things in life. If Petronius likes you, it will
make it known, and if not the same is still true.
Petronius is a lover of comedy especially, and requires
the wielder attuned to it to tell it a joke once each day. If
the joke isn’t good enough for it, Petronius will be
unable to be used until the next day.
2
Chapter 10: Elemental Forms
Ignan Forms Fire Pinwheel Auran Forms Heart of the Sky
Fire Whip Navin’s Tiny Tornadoes
Simple Firecall Simple Power Puff
Temperature Regulation Heat Flow Air Scooter Resounding Blow
Leap of the Sun Sickening Mistral
1st Level Pyre Bolt 1st Level Tympanum Assault
Backfire Pyreball Aether Burst Whiff
Battering Flames Sunlight Air Cushion Windwall
Blinding Fire Weather Deep Breathing
Dragontongue Protection of the East Wind 4th Level
Flametongue Arrow 4th Level Shield of the Sky Blinding Dust
Flashbang Barrage of Flames Theft of the South Wind Cone of the North
Gleaming Strike Blazing Meteors Thunderburst Dust Angel
Searing Ray Burning Coals Updraft Howling Gale
Shield of Flame Choking Cloud Warding Whisk Navin’s Cyclones
Smoke Cloud Crepescular Ray Wind Bolts Sandstorm
Dragonflight Zephyr Onslaught Spirit of Air
2nd Level Fire Protection Squall
Burn Metal Inferno 2nd Level Wind Slice
Fiery Leap Pyre Storm Air Funnel
Fire Buff Sparksword Battering Gale 5th Level
Fire Blast Wall of Flames Disorienting Gale Empyrean Strike
Firemark Earsplitting Ring Hand of the Tempest
Flame Falchion 5th Level Gust Hurricane
Mirage Ash Rain Mighty Leap Potent Coriolis
Scorching Flare Bonform Reciprocating Gale Prison of the West
Whirling Sphere Delayed Pyreball Vortex Suffocate
Ember Storm Tornado
3rd Level Firespout 3rd Level Touch the Sky
Blinding Shot Immolate Chinook Wind Control
Counter Luminous Globe Counter Windspout
Dragonshield Nova Free Breeze
Aquan Forms Hailstorm Terran Forms Boulderskin
Ice Bullets Counter
Simple Iceberg Formation Simple Earth Launch
Air Bubble Chi Infusion Seismic Sense Earthmeld
Octopus Form Gravel Geyser
1st Level Tidal Surge 1st Level Landslide
Echoing Strike Water Drill Battering Earth Mouldywarp Dive
Flash Freeze Waterwall Burst Ring Rock Gauntlet
Freezing Strike Weird Dive Clay Coaster Sandwall
Grasping Ice Dust Cloud Stone Hut
Healing Waters
4th Level Grasping Earth
Hydro Shield Aqua Prison Gravel Shot 4th Level
Ice Slick Hailstones Land Leap Aftershock
Lurking Mist Razor Rings Quicksand Churning Sphere
Surface Tension Transmute Ice Rock Blast Clodshot
Water Whip Water Control Soft Sand Landwave
Water Gimbal Soil Scuttle Mackar’s Mini Meteors
2nd Level Stone Shield Sandstorm
Creeping Ice 5th Level Terror Firma Strike of the Mountain
Freeze Metal Blizzard
Ice Slides Bubble of Invulnerability 2nd Level 5th Level
Ice Spear Greater Rejuvenation Earth Slide Dustspout
Lesser Rejuvenation Hand of the Sea Mountain Strike Fault Line
Permafrost Strike Ice Trap Sand Augur Fresh Grave
Refraction Icequake Sickening Shot Hand of the Mountain
Slicing Disks Icewall Stone Hammer Impenetrable Stone
Soothing River Move Ice Stronq’s Earthen Grasp Meteor Storm
Tidal Push Pillars of Ice Sudden Wall Move Rock
Watery Cloak Reviving Waters Terra Cotta Armor Pillars of the Earth
Sudden Tsunami The Trembler Rockalanche
3rd Level Tui La’s Maelstrom Stonewall
Counter Waterspout 3rd Level Transmute Earth
Form Descriptions
Ignan Forms
Temperature Regulation
Simple Form
Cost: 1 chi point
Casting Time: 1 action
Range: Self
Duration: Consciousness, up to 8 hours
This form allows you to negate the effects of cold. Using
this form, you are immune to the effects of exhaustion
due to cold climate and have resistance to cold damage.