‘Warhammer 40,000 (5€ D&D)
Codex AeldariRaces
Aeldari
Classes
Aeldari Warrior.
Gaurdian
‘Autarch
Farseer.
Warlock.
Spiritseer.
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Pe.92Aeldari
‘As a humanoid race, Aeldari are physically very similar to
Humans, although not entirely identical by any means,
They possess longer and cleaner limbs, and fine ascetic
features with penetrating and slightly slanted, almond:
shaped eyes.
Their ears are also slightly pointed, but otherwise they
could pass as Human at first glance. The most obvious
difference between Humans and Aeldari can only be seen
when they move, for the movements of an Aeldari radiate
a subtle grace which is impossible for a Hurnan to
emulate.
This can be seen in even their slightest gestures or the
dexterity with which they manipulate small objects
The Aeldari mind, while similar in general to the Human
psyche, is far more inclined towards emotional extremes.
Because of this, Aeldari are more intelligent but also far
more intense than Humans.
‘Although an Aeldari and a Human can both feel grief or
Joy, the Aeldar's experience is likely to be far more
extreme,
This natural inclination towards emotional extremes is
both a blessing and a curse to the Aeldari. On the positive
side, it gives them an unparalleled appreciation of lfe and
an unrivalled ability to express themselves thraugh music
land other creative endeavours.
‘A melody or gesture made with grace and skill can elicit
{an intensity of pleasure which is unimaginable to 2
Human.
But this potential for joy is paralleled by an equal
‘capacity to feel despair, ambition and even hatred.
Confronted by grief or other personal setbacks, an Aeldari
suffers mental torments which far exceed the boundaries
of Human anguish,
‘The extreme nature of their temperament makes it very
important that the Aeldari maintain a measure of se
control at all times, for itis dangerously easy for them to
become entranced by and ultimately dependent upon the
‘experiences that their culture offers ther,
They must learn to control the darker side of their
natures, which is no less an essential portion of the Aeldari
psyche ~ and the source of the catastrophe that nearly
‘caused their extinction,
For this reason, the Asuryani are defined as a culture by
their pursuit of the Asuryani Path. This philosophy teaches
them how to balance their potent minds and pursue
constructive goals rather than falling to the amoral pursuit
of pleasure and selfishness.that ultimately destroyed the
ancient Aeldar’ and still defines their dark kin, the
Drukhari
The Aeldari are a naturally psychic species, and all
Aeldari possess the potential to become powerful psykers
ifthey choose to pursue this path,
The Aeldari can use these innate abilities to shape
‘matter, which lies at the foundation of their extraordinary
command of technology.
‘Though highly advanced and feared across the galaxy,
the Aeldari are still a dying people in the late 41st
Millennium — a shadow of their former glory — and thelr
species teeters on the brink of final annihilation,‘Traits
Ability Score Increases/decreases. 446, Re-rall 1's
drop lowest. Then Dex go's up by 4 and Charisma up by to
‘a max of 20, Furthermore constitution dawn by 2 to a
maximum of 20.
‘Age. Although Aeldari reach physical maturity at about the
same age as humans, the Aeldari understanding of
adulthood goes beyond physical growth to encompass
worldly experience, An Aeldar’ typically claims adulthood
and an adult name around the age of 100 and can live to
be 750 years old.
Alignment: Aeldarilove freedom, variety, and self-
‘expression, so they lean strongly toward the gentler
aspects of chaos. They value and protect others’ freedom
‘as well as their own, and they are more often good than
net
Size: Aeldari range from under 5 to over 6 feet tall and
hhave slender builds. Your size is Medium.
Speed: Your base walking speed is 40 feet.
Alian metabolisum: Gain advantage against resisting the
poisoned condition and resistance aginst poison damage.
Furthermore you need only eat once a Week and drink
‘once a day.
Darkvision: Accustomed to twilt forests and the
‘darkness of the warp, 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 asifit were
dim ight. You car‘t discern color in darkness, only shades
of gray.
Meditation: Acldari don't need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 hours a
day. (The Common word for such meditation is “trance.")
While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have become
reflexive through years of practice. After resting in this
way, you gain the sare benefit that a human does from 8
hours of sleep.
Alien reflexes Aeldari gain advantage on initiative rolls
and a +2 AC When not Wereing Heavy Armor.
Languages: You can speak, read, and write gothic and
‘Aeldari Aeldarl's fluid, with subtle Intonations and
intricate grammar. Aeldari literature is rich and varied, and
their songs and poems are famous among the Imperials.
Skill Profeciencies: Insight.Asuryani
The Asuryani (‘children of Asuryan” in the Aeldari Lexicon),
also called Craftworld Aeldar’ as they were named before
the fall of their lost realm, or the Eldar as they were long.
known to outsiders, are an ancient humanoid alien species
whose vast empire once extended the width and breadth
of the known galaxy, but who now live on vast, city-like
starships called craftworlds.
A Craftworld is a vast, planetoid-sized spacecraft
populated by the highly advanced humanoid species
known as the Eldar. The Craftworlds travel through the
void of space at sublight speeds, carrying the greater
remnant of the Eldar race after their Fall, Each Craftworld
is a self-sufficient, Independent realm with its own
distinctive culture, The most important Eldar Craftworlds
of the Milky Way Galaxy are listed and described here,
Every Craftworld is built upon a skeleton of Wraithbone
whose structure extends throughout the gigantic voidcraft,
Asimilar skeletal core lies at the heart of most Eldar
‘constructions and every one of their spacecraft. In
function, this core is similar to the blood vessels and
nervous system of a living creature, pumping life-giving
‘energy around the body and also transmitting the psychic
impulses that coordinate its many functions. Wraithbone
Js psycho-conductive, and the core of a Craftworld acts as
aself-replenishing reservoir of psychic power. The invasive
ribslke structures carry this energy throughout the entire
length and breadth of the vessel
Ina very real sense, the Craftworld isa living entity,
powered by psychic energy and responding in an organic.
‘way to the stimuli of psychic forces. The power contained
within it can be expended as ight and heat, and most ship-
board devices could not actually function without the
wireless psychic power grid that runs throughout the
substructure of the Craftworld
The Eldar refer to this grid as the Infinity Circuit, a
‘metaphysical neural structure studded with the Spirit
‘Stones of the Craftworld's dead, their gestalt psychic
collective serving as the source of the great vessel's power-
-and Its ghostly sentience.
The Aeldari Empire was without equal, and they counted
themselves masters of the stars. But millennia ago, the
‘eldar''s overweening pride and their fall into hedonistic
practices led to a cataclysm that all but eradicated their
kind and led to the birth of the Chaos God Slaanesh,
Despite their boundless power, the heart of their
civilisation was torn out by this catastrophe of their own
‘making, forcing many of the surviving Aeldari, now calling
themselves "Eldar®to outsiders and "Asuryant" among,
themselves, to flee upon gigantic, continent-size starships
‘once used for commerce and trade that they named
craftworlds, Now the Asuryani cling to survival by a thread,
fighting the horrors of the galaxy with ritualised discipline
and consummate skill.
The Aeldari species has a long and complex spacefaring
history, so long in fact that litle is known for certain about
the course of their physical evolution and early planet-
bound existence. The original Aeldari homeworld was
destroyed during the catastrophic collapse of the Aeldari
civilisation known as the Fall of the Aeldari
The remnants of Aeldari culture that survived the
cataclysm among the Asuryani preserved much of their
species’ history in the form of traditional stories, songs
and dance, Written records, monuments and visual
records were almost completely destroyed except for a
few instances where they were taken aboard voidcraft
fleeing from the doomed worlds,
Prerequisites To be a Aeldari Warrior you must be a
‘AeldariProficiency Bonus Features Battle Focuses
2 Battle Focus
2 ‘Asuryani Focus, Sixth sence
n Patient Defence
2 Ability Score Increase
8 Extra Attack
8 Asuryani Focus Feature
8B Cunning
8 Ability Score Increase
4 Evasion
“4 Asuryani Focus Feature
“4 ‘Adamant Focus, Extra Attack (2)
4 Ability Score Increase
45 Unyielding
5 Asuryani Focus Feature
45 Purge Mind and body
45 Ability Score Increase
+6 Perfect body
46 Asuryani Focus Feature
+6 Ethreal Walk
+6 Ability Score Increase Unlimited
Class Feature
‘As 2 Asuryani you gain the following class features
Hit Points
Hit Dice: Dependant on Asuryani Focus, each Asuryani
Focus has its own hit die per level, see chart below,
Focus Hit Die
Gaurdian 1D12
‘Autarch 110
Farseer 106
Warlock 1D10
Spiritseer 108
Hit points at 1st level: 6 + your constitution modifier,
Hit Points at Higher Level: Focus Hit die + your
Constitution modifier per Inquisitor level after 1st
Proficencies
[Armors Light, Medium, and Sheilds
Weapons: All simple and martial weapons plus all
Sharuken weapons.
Tools: lchemical tools
Saving Throws: Strength, Wisdom
Skills: Choose 3 Inteligence modifier skills from
‘Acrobatics, Athletics, History, Insight, Intimidation,
Investigation, Medicine, Persuation, Perception, Religion|
Technolegy,
Battle Focus Damage
2
2
2
2
8
3
8
3
“4
“4
“4
14
+5
“5
+5
45
46
+6
6
are |
have
atri
your‘Once you have battle focused the maximum number of
times for your Asuryani level, you must finish a Long Rest
before you can Battle focus again. You may battle focus 2
times at 1st Level, 3 at 3rd, 4 at 6th, § at 12th, and 6 at
ath,
Asuryani Focus
Adamant Focus
Beginning at 11th evel, your battle focus is so tuned, that
t ends early only if you fall Unconscious or if you choose
toend it.
‘Unyielding
‘At 2nd level, you choose a Aeldari focus that you focus and
train in, you Pick a Aeldari focus to train in, Choose either
Guardian, Autauch, Farseer, Spiritseer and Warlock all
detailed at the end of the class description. Your choice
grants you features at 3rd level and again at 6th, 10th,
‘1dth and 18th level
Sixth Sense
‘At 2nd Level, you gain an uncanny sense of when things
nearby aren't as they should be, giving you an edge when
you dodge away from danger. You have advantage on
Dexterity Saving Throws against Effects that you can see,
such as traps and Spells. To gain this benefit, you can't be
Blinded, Deafened, or incapacitated,
Patient Defence
‘At 3rd Level, you may take the dodge action as a bonus
action,
Furthermore you gain a + 1 to your AC, this increases by
4 at level 8, 14 and 20.
Ability Score ‘Improvement
When you reach 4th level, and again at 6th, &th, 12%h, 16th,
‘and 20th 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 Sth level, you can attack twice, instead of
‘once, whenever you take the Attack action on your turn,
The number of attacks increases by 1 when you reach 11th
level inthis class.
Cunning
By 7th level, your instincts are so honed that you have
advantage on Initiative rolls.
‘Additionally, fyou are surprised at the beginning of
‘Combat and aren't incapacitated, you can act normally on
your first turn, but only ifyou enter your battle focus
before doing anything else on that turn,
‘Evasion
Beginning at 9th level, you can nimbly dodge out of the
way of certain area Effects, such as a red dragon's fiery
breath or ance Storm spell. When you are subjected to an
‘effect that allows you to make a Dexterity saving throw to
take only half damage, you Instead take no damage if you
succeed on the saving throw, and only half damage if you
fail
Starting at 13th level, your battle focus can keep you
fighting despite grievous wounds. If you drap to 0 Hit
Points while you're in a battle focus and don’t die outright,
you can make a DC 10 Wisdom saving throw, If you
succeed, you drop to 1 hit point instead,
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or Long Rest, the
DC resets to 10.
Purge body and mind
Starting At 15th level, you can use your action to end one
effect on yourself that is causing you to be Charmed,
Frightened, disesed or poisoned. This may be done a
number of times equal to your wisdom bonus you regain
uses of this after you prefarm a long rest
Perfect Body
Starting at 17th level your Aeldari body and mind is so
tuned that you suffer none of the frailty of old age, and
you can’t be aged magically. You can still die of old age,
however i willbe in about double the normal time it
would take. In addition, you need fery minimum food or
Aethreal Walk,
Beginning at 19th level, you can use your action to become
Invisible for 1 minute, During that time, you also have
Resistance to all damage. or you can cast the Astral
Projection spell, without needing material Components.
When you do so, you can't take any other creatures with
you. this may be done a number of times per long rest
‘equal to your Wisdom Modifier.Asuryani Focus
Gaurdian
‘A Guardian is one of the militia infantry of the Aeldari
craftworlds who serve multiple tactical roles as needed in
the defence of their homes.
In Uimes of peace the Guardians pursue thelr normal
civilian roles. All adult Asuryani, however, are trained in
the arts of warfare-and can be called to arms if their
craftworld is threatened,
Its a painful irony that, in the Aeldari species’ endless
‘quest for survival, the very civilians the warhosts fight to
protect are all too often forced to take up arms. Every
‘Aeldar is trained and ready to fight as a Guardian if need
be,
On some craftworlds, Ulthwé foremost amongst them,
the Guardians are the most common of all Aeldari
warriors, As the number of dedicated, professional Aeldari
troops ~-the Aspect Warriors ~ in a craftworld are simply
+100 few to meet all threats, those Aeldari dedicated to a
civilian Asuryani Path serve as Guardians in battle, forming
the bulk of the Craftworlder Aeldari armies,
Guardians are also called upon to pilot and crew the
majority of the Aeldari’s many war machines, providing.
vital armoured support and transportation for the warhost
in battle.
Guardian forces consist of two main types; the tactically
flexible Guardian Defenders, and the more assault
‘oriented Storm Guardians, Both are equipped with Aeldari
Mesh Armour.
When you choose this Asuryani Focus you gain
Proficiency in Survival, Acrobatics, Athletics and
Dextarity saves. If you are already proficient in any of
these you may pick one to have expertise init
Furthermore you become Proficient with all Spacial
Ranged and melee Weapons.
‘Warriors Focus
Starting at 2nd level, Your focus is true and Ferce When
you are in a battle focus you double you extra damage
during the focus.
‘Exarch Traits
‘Av 6th level, you gain the the folowing ability.
Second Wind: You have a limited well of stamina that
you can draw on to protect yourself from harm. On Your
Turn, you can use a Sonus Action to regain Hit Points.
‘equal to 1410 + your Imperial legionnaire level. Once you
use this feature, you must finish a short or Long Rest
before you can use it again
Indomitable: you can re-rolla saving throw that you
fail. Ifyou do so, you must use the new roll. Once you use
this feature, you must finish a Long Rest before you can
use it again,
‘Action surge: you can push yourself beyond your
normal limits for a moment. On Your Turn, you can take
fone additional action on top of your regular action and a
possible Bonus Action. Once you use this feature, you
must finish a short or Long Rest before you can use it
again.
‘Exarch Endurance
‘Av Oth level, you gain one extra use of indomitable ability
‘Exarch Action
‘At 14th level, you gain gain the Extra Attack (2) and one
‘extra use of the Action surge ability
‘Exarch
‘Av 18th level you may Use the indomitable ability 3 times
between rests and you get one extra use of either, action
surge or second wind per short rest or long res
ooAutarch
They are held with high esteem by both Seers and warriors,
alike with each Autarch having mastered many paths
‘across their centuries-long lifespans. This includes one or
‘more facets of the Warrior Paths and at some point in
their lives, they begin to show a passion for the intricacies
cof command as well as strategy. They do not believe in
victory being achieved by simple martial excellence in the
heat of the battlefield but that the true path lies in holding
a wider vision whilst directing a war host in achieving the
most lethal as well as efficient manner. Thus, they walk the
Path of Command that leads to a burning obsession where
they see each mission and battle being part of a much
grander battle plan. Inspiration and guidance comes to
them from the mythical leaders of the ancient Houses,
such as Eldanesh, Ulthanash and Bierellian
When you choose this Asuryani Focus you gain
Proficiency in intimidation, Persuasion, Athletics
and Wisdom saves. Ifyou are already proficient in any of
these you may pick one to have expertise in it
Furthermore you become Proficient with all Spacial
‘Aeldari Ranged and melee Weapons.
‘Exarch
When you choose this path at 2nd level, Your command
presesnts bring the best out in all around you.
You have a constant command aura, the auras 10ft
Sphere centered on you. Any creatures you wish in the
sphere gain any auras you have, provided you are
conssious and can speak. you Start with the Tactical
persicion and Expert team command aura,
Tactical Percision: Any creature you wish Within you
‘command Aura range, may add your Charisma Modifier to
any of there damage rolls from any source,
Expert Team: Any creature you wish Within you
‘command Aura range, may add your Charisma Modifier to
all there skill checks made,
Battlemaster
‘At 6th level you can impower your allies, gain the Rights of.
battle and battlemaster command aura, Furthermore your
‘command aura sphere increses to 15ft
Rights of ballte: Any creature you wish Within your
‘command Aura may add your Charisma Modifier to all of
there Attack roll
Battlemaster: Any creature you wish Within your
command Aura may add your Charisma Modifier to all of,
there ability saves,
Strategist
{At 10th level, gain the Seise the Initiative and Expert Team
command aura, Furthermore gain your command aura
sphere increses to 20%
Seise the Initiative: Any creature you wish Within your
command Aura may add your Charisma Modifier to all of
there Initiative checks and players onthe frst round of
combat may Re-oll a aie of there choosing this may be
done after you roll but before the sucsess ofthe rol was
determined by the DM and you must keep the second
resuk.
Elite Team: Any creature you wish Within you
command Aura range, has advantage on all there skill
checks made.
‘Wise Commander
By 14th level, a creature may add your charisma madifier x
2 to any aura's insteed of just your charisma modifier and
you gain the Wise Commander command aura,
Wise Commander: Any creature you wish Within your
‘command Aura has advantage on all ability Saves.
Autarch
‘At 18th level, gain the Rites of war and Autarch command
aura.
Rights of War: Any creature you wish Within your
‘command Aura has advantage on all attacks roll
‘Autarch: Any creature you wish Within your command
(RB10
Farseer
‘A Farseer is the most potent and respected form of Eldar
psyker or Seer. A Farseer was once a Warlock, but has now
become lost upon the Path of the Seer forever in the same
way as the Exarchs are wed eternally to the Path of the
Warrior. A council of the most powerful Farseers generally
governs a Craftworld. Farseers possess a wide diversity of
psychic specialities with divination being the most
common skill They are most often known for using their
vast psychic powers to see the possibilties of the
that they can manipulate events to better ensure t
survival of the Eldar species in the wake of the Fall
When you choose this Asuryani Focus you gain
Proficiency in Warp/Arcane, History, Insight and
Charisma saves. Ifyou are already proficient in any of
these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch
weapons.
Farseer Powers
Level PowerRunes Cantrips Known _ Spell Runes Known
2nd 3 4
ard
4th
sth
6th
7th
ath
sth
10th
1th
12th
13th
14th
15th
16th
17th
1th
19th
2oth
4
5
6
7
8
9
10
"
2
13
4
15
15
16
16
7
18
19
20
4st 2nd
Sth 6th 7th sth othRune Psyker
[At 2nd level, you gain the ability to cast Psychic powers,
this acts the same as casting a spell, See chapter 10 in the
PHB for the general rules of spellcasting. but with a few
modifications as Seen on PG. __ Using Psychic Powers.
arseer Runes
Asuryani Farseers dose not focus on a imited number of
Psychic Disciplines they may pick from any Discipline with
the exception of Necromancy and Imperialis Divinus
Cantrips
You learn 4 cantrips of your choice from the psychic
disciplines your allowed. You learn additional cantrips as,
you level, ee cantrips collumn of the Farseer. Cantrips
may be cast without having your spell tomb and do not
use any pages within i.
Power Slots.
The Farseer powers table shows how many power slots
you have to cast your powers of 1st level and higher. To
‘ast one of these spells, you must expend a power siot of
the spells level or higher. You regain all expended power
slots when you finish a long rest. For example, if you know
the Tstlevel spel shield and have a ‘st-evel and a 2nd-
level power slot available, you can cast shield using either
slot
Spell Runes Known. You know 4 1stevel powers at
2nd level. The Spells Runes Known colurnn of the Farseer
table shows when you can learn more powers of 1st evel
or higher. Each of these spells must be choosen from a list,
you are allowed and you must be of a level for which you
have power slots, Whenever you level up you may swap
‘out 2 power with one with a level of wich you can cast and
{rom a discipline you are allowed.
Spelleasting Ability inteligence is your speleasting
ability for your spells, since you learn your spells through
study and memorization, You use your Intelligence
whenever a spell refers to your spelcastng ability, In
addition, you use your Ineligence moaifier when setting
the saving throw DC for a spell you cast and when making
an attackrll with one
Spell save DC =8 + your proficiency bonus + your
Charisma modifier
Spell attack modifie
Charisma modifier
‘Eldrich lighting
‘At 2nd level You gain the Eldrich blast cantrip and it deals
LUghtinig damage instead force. This spell does not count
‘word your Rune spells known.
Rune Attupment
‘At 2nd level, your deep understanding and advanced
studys of the warp allow you to manipulate the warp in
diferent ways. This is represented by power runes, which
allow you to create a variety of different Effects
/our proficiency bonus + your
‘Runes of Empowerment
You have 3 Runes of Empowerment, and you gain one
Adaltional point every tme you level up until evel 12 then
0s up by 2 each level, toa maximum of 30 a level 20.
toa maximum of 22 at level 20 You can never have more
Runes of Empowerment than shown on the table for your
level. You regain all Runes of Empowerment runes when
you finish a Long Rest.
‘Rune Conversion
You can use your power runes to gain additional Spell
Slots or sacrifice Spel Slots to gain adaitional Runes of
Empowerment. You learn other ways to use your power
runes as you reach higher levels
Creating Spell Slots. You can transform unexpended
Runes of Empowerment into one spell sit as Bonus
Action on Your Turn. The created Spell lots Vanish atthe
tend ofa Long Rest. The Creating Spell lots table shows
the cost of creating a spell slot ofa given level. You can
create Spell Sots no higher in level than Sth,
Creating Spell Slot
Spell stot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
sth 8
6th 9
7th "
ath 2
sth 14
Converting a Spell Slot to power runes. As a Bonus
‘Action on Your Turn, you can expend one spell slot and
gain apa SASS Satie
slot’s
(RB =2
Rune Manipulation
‘At 2nd level, you gain the ability to manipulate your Spells
to adapt to situation. You gain two of the following Rune.
Manipulation options of your choice. You gain another one
at 6th, 10th, 14¢h and at level 18 you know all of them,
You can use only one Rune Manipulation option ona
spell when you castit, unless otherwise noted,
Careful Spell
When you Cast a Spell that forces other creatures to make
saving throw, you can protect some of those creatures
from the spells ful force, To do so, you spend 1 warp
charge per target and choose a number of those creatures
up to your inteigence modifier (minimum of one
‘eature) A chosen creature autornatically succeeds on its
‘Distant Spell
When you Cast. Spell thathas a range ofS feet or greater,
you can spend 1 warp charge per spel level to double the
range ofthe spell
Wihen you Cast a Spell that has @ range of touch, you can
spend 1 warp charges to make the range ofthe spell 30
feet
‘Empowered Spell
When you roll damage fora spel, you can spend 1 warp
charge per dc, to re-olla number of the damage dice up
to your inteligence modifier (minimum of one). You must
use the new rol
You can use Empowered Spell even if you have already
used a different Metamagic option during the casting of
the spell
Extended Spell
When you Casta Spell that has a Duration oft minute or
longer you can spend 1 warp charge per spel eve to
doubles Dutaton toa maxanum Duration of 24 hours
Heightened Spell
When you Cost spell that forces ceatireto makes
Steir nee is ese ieee at cagspend wer
Charged 1 per spel level Heightcned to ge one target of
ihe spel detdvitagcoh | fectcavng tow made
against espe
Quickened Spell
Wihen you Cast a Spel that has a Casting Time of 1 action,
you can spend 2 warp charges to change the Casting Time
to1 Bonus Action for this casting
Subtie Spell
Riet Geticoata Soak ou fnapardlt hare cisres te
Se eee eee
Fwinned Spell
When you Cast a Spel that Targets only one creature and
doesn'thave a range of self,you can spend a number of
warp charges equal tothe spel level to target a second
creature in range withthe same spell (1 warp charge ifthe
spell is a cantrip,
To be eligible, a spell must be incapable of targeting
more than one creature at the spells current level. For
‘example, Magic Missile and Scorching Ray aren't eligible,
but Ray of Frostis.
Charged Spell
When you cst a spel that requlers a creature to make a
Save against you spell DG. You may choose to spend a
Ga pa eae stad porees wt ttre oo ene
Tale te opal sore OC ey ine armour of Warp Charges
eal
‘At level 10 this raises from 5 to 10,
Seer
Starting at 2nd level you Know and have all the Divinasion|
power runes these do not count twords you normal
allotment of powers. you do not actual know the powers
‘ofa level until you have a power slot of equal level
Prescience
‘At 6th level, your avility too glmps the future as a farseer
gives you a small advantage even in areas you don't focus
much on, You can add half your Charisma bonus, rounded
up, to any Dexterity ability check you make,
‘Additionally, your relative swiftness makes you harder to
hit. When you are wearing light armor ar no armor, You
add half your Charisma bonus rounded up to you AC.
At level 14 both thease abilites you add your whole
Charisma bonus.
Rune Recovery
Starting at 10th level, when you are casting a spell, you
may apply one of the below features. This my be done a
number of time per day equal to half you Charisma
modifier (rounded down to a minimum of 1). you regain.all
uses of this feature after you complete a long rest.
+ Re-oll a Spell attck roll. This must be done before
sucsess is resolved
+ Make a creature re-rolla save that passes against one
of you spells
Eldritch Flexibility
Beginning at 14th level, You begin to display an increased
‘amount of skill over the ability to regulate the Runic warp
magic flowing through you, When you create a spell slot of
Sth level orless with the rune conversion feature, the cost,
of creating a spel slot is now a number of sorcery points
‘equal to that spell's level.
Master Diviner
At level 18, The farseer may cast one Divination spell per
spell level without useing 3 Rune power slot ofthat level.‘Warlock
‘A Warlock is an Eldar Seer or psyker who previously
walked the Path of the Warrior as an Aspect Warrior of the.
Eldar Craftworlds and now uses his potent psychic powers,
to help lead Eldar warhosts, Warlocks who lose themselves
upon this path ultimately become Farseers. The mast
aggressive and warlike of all the potential variants of the
Path of the Seer is that of the Warlock. Since Warlocks are
‘Seers who once trod the Path of the Warrior, their
previous experience as Aspect Warriors allows them to
harness thelr more destructive impulses when using their
psychic powers in combat, The ornate helmets worn by
Warlocks in the field are kept in the shrines of the Warrior
Aspects as a sign of the clase link between Warlocks and
their former status as Warriors, A Warlock can only attain
that status by returning to the Aspect Shrine that he once
belonged to and receiving his helmet from the shrine's
Exarch as part of the same blood-ritual undergone by
Aspect Warriors
‘AWarlock not only learns the use of the psychic runes of
war but also how to wield the Witchblade, a powerful Eldar
Force Weapon. Witchblades writhe and twist with living,
runes of the Eldar Lexicon that focus the inherent power
‘of the Warlock’s mind into destructive psychic energy
using a helical psychic matrix that runs through the core of
the blade. In the hands of a Warlock, a Witchblade strikes
with a devastating burst of psychic force that can
incinerate an enemy where he stands.
Warlock spelicasting
Level Power Runes Cantrips Known
2nd
3rd
4th
sth
6th
7th
8th
3th
10th
1th
12th
13th
ath
15th
16th
ath
18th
19th
2oth:
Spell Runes Known,
Whenever the Craftworld Eldar go to war, their Warlocks
accompany their forces of Aspect Warriors and Guardians.
They use their psychic powers both to protect the Eldar
Warriors and to wreak havoc among their foes; a thought-
wave from a Warlock can instil courage in his comrades or
sear the souls of the Eldar's enemies. Though not as
psychically powerful as Farseers, few of the psykers found
among the other intelligent species of the galaxy can equal
the arcane might of an Eldar Warlock or match their
combat prawess with the power of the Warp.
When you choose this Asuryani Focus you gain
Proficiency in Warp/Arcane, History, Intimidati
Charisma saves. Ifyou are already proficient in any of
these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch
weapons.
4st 2nd
2
8“
Psyker
When you reach 2nd level, you gain the ability to cast
Psychic powers, this acts the same as casting a spell, See
chapter 10 in the PHB for the general rules of spellcasting,
but with a few modifacations as Scean on PG. Using
Psychic Powers.
Warlock Runes
Aeldari Warlocks focus ona limited numberof Basic
Diciplines equal to your Charisma modifier, from the
following Telepathy, Telekiness, Electromancy, Divination,
Biomancy and lludarancy
Cantrips
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Power Slots.
The Warlock powers table shows how many power slots
you have to cast your powers of 1st level and higher. To
‘ast one ofthese spells, you must expend a power slat of
the spells level or higher. You regain all expended power
slots when you finish a long rest. For example, if you know
the 1stevel spel shield and have a sclevel and a 2nd-
level power slot available, you can cast shield using either
slot
Spell Runes Known. You know 3 1stlevel powers at
2nd level. The Spells Runes Known column of the Warlock
table shows when you can learn more powers of 1st evel
or higher. Each of these spells must be choosen from a list,
you are allowed and you must be ofa level for which you
have power slots. Whenever you level up you may swap
‘out power with one with a level of wich you can cast and
{roma discipline you are allowed.
Spelleasting Ability Inteligence is your spelleasting
ability for your spells, since you learn your spells through
study and memorization. You use your intelligence
whenever a spell refers to your spelcasting abit. In
addition, you use your Inteligence modifier when setting
the saving throw DC for a spell you cast and when making,
an attackroll with one
Spell save DC~8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
‘Elodrich lighting
‘At nd level You gain the Eldrich bast cantrip and ft deals
Lighting damage instead force. This spell does not count
‘word your Rune spells known,
Rune Attupment
‘At 2nd level, your deep understanding and advanced
studys of the warp allow you to manipulate the warp in
diferent ways. This is represented by power runes, which
allow you to create a variety of different Eff
‘Runes of Empowerment
You have 1 Runes of Empowerment, and you gain one
Adaltional point every tme you level up, toa maximum of
20 at level 20. You can never have more Runes of
Empowerment
than shown on the table for your level. You regain all
Runes of Empowerment runes when you finish a Long,
Rest.
‘Rune Convertion
You can use your power runes to gain additional Spel
Slots, or sacrifice Spel Slots to gain aditional Runes of
Empowerment. You learn other ways to use your power
runes as you reach higher levels
Creating Spell Slots. You can transform unexpended
Runes of Empowerment into one spel siot asa Bonus
Action on Your Turn. The created Spell Sots Vanish at the
tend ofa Long Rest. The Creating Spell lots table shows
the cost of creating a spell slot ofa given level. You can
create Spell Slots no higher in level than Sth
Creating Spell Slot
Spell slot level _ power runes cost
ist 2
2nd 3
3rd 5
4th 6
sth 8
6th 9
7th "
ath 2
oth 14
Converting a Spell Slot to power runes. As a Bonus
‘Action on Your Turn, you can expend one spell slot and
gain a number of Runes of Empowerment equal to the
slots level
Rune Manipulation
‘At 2nd level, you gain the ability to manipulate your Spells
to adapt to situation, You gain two of the following Rune
Manipulation options of your choice. You gain another one
at Sth, 10th, 14th and at level 18 you know all of them,
You can use only one Rune Manipulation option on a
spell when you cast it, unless otherwise noted
Careful Spell
When you Cast a Spel that forces other creatures to make
saving throw, you can protect some of those creatures
{com the spell ul force. To do so, you spend 1 warp
charge per target and choose 2 number of those creatures
Up C0 your inteligence modifier (minimum of one
‘eature), A chosen creature autornatically succeeds on Its
saving throw against the spell‘Distant Spell
When you Cast a Spel that has a range ofS feet or greater,
you can spend 1 warp charge per spell level to double the
range ofthe spell
When you Cast a Spell that has a range of touch, you can
spend 1 warp charges to make the range of the spell 30
feet.
‘Empowered Spell
When you roll damage for a spell you can spend 1 warp
charge per dice to reoll a number ofthe damage dice up
to your intligence modifie (minimum of one), You must
use the new rol
‘You can use Empowered Spell even if you have already
used a different Metamagic option during the casting of
the spell
‘Extended Spell
When you Cast a Spell that has a Duration of 1 minute or
longer, you can spend 1 warp charge per spel level to.
double its Duration, to a maximum Duration of 24 hours.
Heightened Spell
When you Cost a Spell that forces a creature to make a
Saving throw to resist ts Effects, you can spend'3 warp
charges +1 per spel level Helghtened to give one target of.
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Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action,
you can spend 2 warp charges to change the Casting Time
01 Bonus Action for this casting
Subtle Spell
When you Casta Spell you can spend 1 warp charge to
st t without any somatic or verbal Components,
Twinned Spell
When you Cost a Spell hat Targets only one creature and
doestt have a range of sel, you can spend a number of
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but Ray of Frost.
Charged Spell
When you cast a spel that requies a creature to make a
save against you spell Dc You may choose to spend a
number of Warp Charges upto» maximum o,f done,
raise the spell save DC by the amount of Warp Charges
oe
‘At level 10 this raises from 5 to 10
Power Weave
Starting at Sth level, when you take the attack action on.
your turn, you may use one of your additional attacks to
instead cast a cantrip with a casting time of 1 action.
Psychic Interference
Beginning at 10th level, you can use your reaction and
your mastery over your mind slow down or redirects an
attack, When you are hit from a ranged or thrown weapon.
You may use this reaction, the damage you take from the
weapon attack s reduced by 1D10 + your Intelligence
modifier + your As level
Ifyou reduce the damage to 0, you can attempt to
redirect the attack to any creature within 30/60ft. Make a
ranged spell attack against the new target. On a hit, the
target takes damage equal to the amount of damage that
was negated plus your Intelligence modifier.
You have a limited number of charges on the Redirect
part of this ability, equal to half your Intelligence modifier
(rounded up). All expended uses recharge after you have
taken a long rest, At 15th level you may use this @ number
of times equal to your intelligence mad per long ré
Psychic Sheild
{At 14th level, you have further strengthened your rind,
When you or a friendly target within 15ft radius of you are
the target of a weapon attack, you can use your reaction to
‘engage your mind defensively and attempt to deflect the
strike. Roll 1D4 and add the result to your AC until the start
of your next turn, the triggering attack is also subject to
this increase in AC. You can use this ability a number times
‘equal to half your Intelligence modifier (rounded up}, you
regain all expended uses after a short of long rest, At 16th
level the radius of this ability is 30ft
Psyichic Rebuke
Atlevel 18, Your Runic Warp magic has grown more
powerful and is now capable of protecting you when ever
you are attacked. Anytime you are attacked with a melee
attack, You can use your reaction to deal psychic damage
equal to half your level + your Intelligence modifier to the
attacker. This can only be used a number of times per long
516
Spiritseer
Seer in a way that allows him or her to commune with the
souls of the dead Eldar preserved in the Craftworla's
Infinity Circuit. In times of peace, the Spiritseers serve as a
bridge between the living and the dead, ensuring the
wisdom of the past remains available to those stil able to
influence the present. In time of war, the Spiritseers
entreat the souls of the dead to empower Wraithguard
and Wraithlord constructs, using the dead to protect their
Iving kindred.
When an Eldar dies, his or her Spirit Stone is reverently
grafted to the Wraithbone core of his or her Craftworld in
the place known as the Dome of Crystal Seers, joining and
rmingling with the countless souls of the past Eidar already
present within the Craftworld's structure. The resuking.
gestalt psychic entity is known as the Infinity Circuit, and is,
an integral part of a Craftworld's life, subtly providing
guidance to the living Eldar dwelling within the Craftworld
‘and protecting them against Warp-spawned pers.
With the souls of the deceased "trapped" within the
Infinity Circuit, and with their numbers dwindling rapidly,
the Eldar eventually turned to their deceased kin as 2
source of knowledge, wisdom and in time of dire crisis,
even combat assistance. The Spiritseers are those Eldar
who walk the Path of the Seer who specialise in
communing with the spirits of the dead present in thelr
Craftworld’s Infinity Circuit
‘A Spiritseer is an Eldar psyker who walks the Path of the
The Path of the Spiritseer is one of the most difficult of
Paths to walk for an Eldar. Like ll variations of the Path of
the Seer, it requires the Eldar to call on his or her psychic
powers with all the risks that usage entails. The Spiritseer
must possess a mental discipline and fortitude beyond
compare, for communing with the dead is extremely
taxing, Depending on the spirits past life and manner of
death, it might be cooperative, but often is either
unresponsive, racked with grief, jealous of the stil ving or
‘even malicious. The Spiritseer must adapt himself to
commune with the intended spirit without being refused
for even worse, possessed. Another, more subtle danger of
this Path is that the Spiritseer must be sell-possessed
‘enough to always ask and never demand assistance from
the dead, no matter how dire his and his people's need
might be. Making demands of the dead, forcing them to
serve the will of the ving, is a practice considered
anathema amongst the Eldar, who view itwith the same
loathing that humans reserve for necromancy. Ics for this,
reason that many Eldar view Spiritseers with some
suspicion. Although the line between spiritseeing and
necromangy is sometimes very fine, the Spiritseer must
always remain aware that the dead must only give
assistance to the living wilingly. The combined pressures
of resisting the dead and enduring the cultural censure of
the living makes the Path of the Spiritseer an uneasy road
that few Eldar dare walk
When you choose this Asuryani Focus you gain
Proficiency in Warp/Arcane, History, Religion and
Wisdom saves, If you are already proficient in any of
these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch
weapons.Spiritseer spellcasting
Level Power Runes Cantrips Known Spell Runes Known —1st_2nd Sth 6th 7th sth oth
2nd
ard
ath
sth
6th
7th
ath
sth
toth
ath
12th
13th
1th
15th
16th
17th
18th
13th
2oth
‘Rune Psyker
When you reach 2nd level, you gain the ability to casi
Psychic powers, this acts the same as casting a spell. See
chapter 10 in the PHB for the general rules of spelicasting.
‘but with a few modifacations as Scean on PG, __ Using
Psychic Powers.
“Wriath Runes
‘Aeldari Warlocks focus on a limited number of Diciplines
you may choose, from the following Telekinesis, Telepathy,
Necromancy, Biomancy and tlludamancy
Cantrips
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‘Power Slots.
The spirtseer powers table shows how many power slots
you have to cast your powers of 1st level and higher. To
‘ast one ofthese spells, you must expend a power slot of
the spells level or higher. You regain all expended power
slots when you finish a long res. For example, f you know
the Tstevel spel shield and have a Istlevel and a 2nd-
level power slot avallabl, you can cast shieldusing either
slot
4
5
6
7
8
9
10
"
2
13
4
15
18
16
16
7
18
19
20
3
Spell Runes Known. You know 4 1st-level powers at
2nd level. The Spells Runes Known column of the spiritseer
table shows when you can learn more powers of 1st level
Cr higher. Each of these spells must be choosen from a list
you are allowed and you must be of a level for which you
have power slots. Whenever you level up you may swap
‘out a power with one with a level of wich you can cast and,
from a discipline you are allowed.
Spelleasting Ability Intelligence is your spellcasting
ability for your spells, since you learn your spells through
study and memorization. You use your Intelligence
whenever a spell refers to your spelicasting ability. In
addition, you use your Intelligence modifier when setting
the saving throw OC for a spell you cast and when making
anattack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Wraith Blast
‘At 2nd level You gain the Eldrich blast cantrip and it deals,
Necrotic damage instead force. This spell does not count
tword your Rune spells known.
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Rune Attuyment
‘At 2nd level, your deep understanding and advanced
studys of the warp allow you to manipulate the warp in
diferent ways. This is represented by power runes, which
allow you to create a variety of different Effect
‘Runes of Empowerment
You nave 3 Runes of Empowerment, and you gain one
addtional pint every time you level up, until level 12 then
085 up by 2 each level, to a maximum of 30 at level 20,
You can never have more Runes of Empowerment than
shown on the table for your level. You regain al Runes of
Empowerment runes when you finish a Long Rest.
‘Rune Convertion
You can use your power runes to gain additional Spell
Slots, or sacrifice Spell Slots to gain additional Runes of
Empowerment, You learn other ways to use your power
runes as you reach higher levels,
Creating Spell Slots. You can transform unexpended
Runes of Empowerment into one spell slot as a Bonus
Action on Your Turn. The created Spel Slots Vanish at the
tend of a Long Rest. The Creating Spell Slots table shows
the cost of creating a spell slot of a gven level. You can
create Spell Slots no higher in level than Sth,
Creating Spell Slot
Spell slot level
power runes cost
1st A
2nd 3
3rd 5
ath 6
sth 8
6th 9
7th u
ath 12
sth 14
Converting a Spell Slot to power runes. As a Bonus
‘Action on Your Turn, you can expend one spell slot and
gain a number of Runes of Empowerment equal to the
slot’ level
Rune Manipulation
‘At 2nd level, you gain the ability to manipulate your Spells
to adapt to a situation. You gain two of the following Rune
Manipulation options of your choice. You gain another one
at 6th, 10th, 14th and at level 18 you know all of them,
You can use only one Rune Manipulation option ona
spell when you cast It, unless otherwise noted,
Careful Spell
When you Casta Spell that forces other creatures to make
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Distant Spell
When you Casta Spell that has a range ofS fet or greater,
you can spend 1 Rune of Empowerment to double the
range ofthe spel
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‘Empowered Spell
When you roll damage fora spel,you can spend 1 Rune of
Empowerment to reroll a numberof the damage dice up
to your intelgence modifier (minimum of one) You must
use the new roll
You can use Empowered Spel even f you have already
used a ifferent Metarnagic option during the casting of
the spell
Extended Spell
When you Cast a Spell that has a Duration oft minute or
longer, you can spend 1 Rune of Empowerment to double
Duration, to a maximum Duration of 24 hours.
Sfeightened Spell
When you Cast a Spell that forces a creature to make a
saving throw to resist its Effects, you can spend 3 Runes of
Empowerment to give one target ofthe spell disadvantage
on ts first saving throw made against the spell
Quickened Spell
When you cast a Spell that has a Casting Time of 1 action,
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Casting Te to Sonus Action fortis casting
Subtle Spell
When you Cast a Spel, you can spend 1 Rune of
Empowerment to cast t without any somatic or verbal
Components
Twinned Spell
When you Cast a Spel that Targets only one creature and
doesn't have a range of sel, you can spend a number of
Runes of Empowerment equa tothe spels level to target
a second creature in range withthe same spell (1 Warp
charge fthe spell is a cantrip
To be eligible, a spell must be incapable of targeting
more than one creature atthe spelt current level
txample, Magic Missile and Scorching Ray arent eligible,
Dut Ray of Frostis,Charged Spell
When you castaa spell that requlers a creature to make a
save against you spell DC. You may choose to spend a
number of Runes of Empowerment up to a maximum of 5,
if done raise the spell save DC by the amount of Runes of
Empowerment used
{At level 10 this raises from 5 to 10,
Wrath Jfost
Stat
ing at 2nd level you Know and have all the
Necromancy power runes these do not count twords you
normal allotment of powers. you do not actual know the
powers ofa level until you have a power slot of equal level
‘Bonesinger
{At 6th level, You learn the basics of counjureing
Wrathbone, in the form of a wraithbone sword and Armor
with armor, the Shadow blade neromancy spell becomes
the Waithbone spell. The Wraithbone spell: is the same as.
the Shadow blade spell with the following changes.
+ You add +2 to your AC while the spell is active
‘+ The spell level increses from 2nd level to 3rd level
‘+ When casting at higher levels, increase the damage of
the blade by +1D8 and the AC by +1 for each power si
level used above 3rd,
‘Rune Recovery
Starting at 10th level, when you are casting a spel, you
may apply one of the below features. This my be dane a
number of time per day equal to half you Charisma
modifier (rounded down to a minimum of 1). you regain all
uses of ths feature after you complete along rest.
‘+ Re-roll a Spell attck roll. This must be done before
sucsess is resolved
‘+ Make a creature re-roll a save that passes again:
of you spells
‘Eldritch Flexibility
Beginning at 14th level, You begin to display an increased
amount of skill over the ability to regulate the Runic warp
magic flowing through you. When you create a spell slot of
Sth level of less with the Rune conversion feature, the cost
of creating a spell slot is now a number of sorcery points
‘equal to that spell’ level
Spirit Guide
At level 18, when you would drop to 0 hitpoints and
become unconscious ar die, you can choose to roll aCON
saving throw with a DC of 10 to gain temporary hit points
fequal to 3times your CON score and you do not fall
unconscious. Each time you succeed on the CON saving
throw, you gain 2 points of exhaustion.
(RB iz