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www.kisarta.com
ISBN: 979-12-80231-03-1
June 2021
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tronic or mechanical systems, without the written permission of the publisher. This digital publication is
a fictional product, any reference to existing personalities, organizations, places, names or events is purely
coincidental. English Edition © 2021 Isola Illyon Edizioni di Luca Scelza & C. S.a.s.
Notice of 'Open Game Content'. This digital compendium was produced under the Open Game License
Version 1.0a using or citing 'Open Game Content' elements that can be found in the System Reference
Document 5.1 ("SRD5"). The full license can be found at the end of this sourcebook.
Abomination 21
RACES 5 Demiurge 22
Hexen Knight 23
Starchild 5 Ravager 23
Xhybris 7 Traveler 24
Barbarian 10 Introduction 25
Bard 11 Scene 1 - The Calling 25
Cleric 11 Scene2 - Toward the Light 30
Druid 12 Scene 3 - Light and Shadow 32
Fighter 13 Scene 4 - The Forgotten Goddess 36
Monk 14 Epilogue 44
Paladin 15 NPCs 45
Ranger 16
T H E D R O P O F B L O O D 47
Rogue 17
Sorcerer 18
Warlock 19
Wizard 20
After a quick and terrified reading, all the lucky ones who were able to parse it for a
few minutes decided to leave it in the trunk where they had found it: the terror of
being swallowed up among those pages or seeing the materialization of the absurdi-
ties hidden prevailed over every desire of appropriation.
But Kisarta is a special place, where courage is a gift that guides many Souls, who
face darkness by anchoring themselves to their bravery. Among those who have read
through the Codex, some have decided to jot down the knowledge that was easier
to understand, or the bits that remained in their mind after the shock of reading.
This compendium includes the transcription (in playable terms as well) of those
legends, offering you archaic and dark knowledge, with the purpose to help you and
to relieve the suffering that awaits you too in this world of darkness.
S TA R C H I L D
FA L L E N A N D L O S T
LIGHTBEARERS
TEARS OF DEMISE
S TA R C H I L D T R A I T S
INCOMPREHENSIBLE
AMONG THE UNUSUAL
FUNCTION FIRST
A K H A B O R- X H Y B R I S
Size. Akhabor-xhybris stand between 7 and 8 feet tall.
Their slim but muscular bodies weigh between 200 and
300 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Ability score increase. Your Strength score increases by 2,
and your Dexterity score is reduced by 2.
Powerful Build. You count as one size larger when deter-
mining your carrying capacity and the weight you can
push, drag, or lift.
Long-Limbed. When you make a melee attack on your
turn, your reach for it is 5 feet greater than normal.
Slam. If you move at least 30 feet straight toward a target,
you can immediately use a bonus action to make one at-
tack against the target using your body mass and dealing
bludgeoning damage equal to 1d6 + your Strength mod-
ifier if it hits.
BARBARIAN
SHROUDED
P R I M A L PAT H S
soul by 6th level to learn to meld its essence to yours, grant-
ing you additional benefits. While raging, you are resistant
to acid, fire, lightning, thunder, cold and poison.
PAT H O F T H E P O S S E S S E D
G H O S T LY V I S A G E
Some might consider this a Path forced by circumstances, as
Beginning at 10th level, you can project your ghostly half to
it develops as the rare occurrence of being inhabited by an
scare nearby creatures, as an action.
incorporeal undead right before ending up in Kisarta. Bar-
barians finding themselves along this path might even be When you do so, each non-undead creature within 30
unaware, for a while, of the presence lurking within them. feet of you that can see you must succeed on a Wisdom sav-
But they will inevitably find out, as their souls are now inex- ing throw against a DC of 8 + your proficiency bonus +
plicably and inextricably bound together. As time unravels, your Charisma modifier or be frightened by you until the
the bond becomes stronger than a simple tie, as the two be- end of your next turn. If. This effect ends on a creature if it
gin thinking like a new, single mind again. ends its turn out of line of sight or more than 60 feet away
from you. If the creature succeeds on its saving throw. You
B O U N D T O U N D E AT H can use this feature a number of times equal to 1 + your
Starting when you choose this path at 3rd level, the syner- Charisma modifier (minimum of 1), and regain all expend-
gy with your bound companion shields you from negative ed uses at the end of a long rest.
energy and allows you to channel its essence of death to
empower your strikes. You are resistant to necrotic damage. ONE AND THE SAME
While you’re raging, your weapon attacks deal extra necrot- Starting at 18th level, your ghostly companion now trusts
ic damage equal to your proficiency bonus. you enough to dare reaching out of your body to help in
BOON OF TWO MINDS battle. When you make an opportunity attack, roll an ad-
ditional attack. If that additional attack hits, it deals 4d6 +
At 3rd level, your spiritual companion shares his knowledge your Charisma modifier in necrotic damage to the target.
with you. You learn one language of your choice (represent-
Despite your material nature, the necromantic energy
ing a language the ghost knew in life), and you become
of the undead that resides within you prevents you from
proficient in one skill of your choice between Animal Han-
hitting the ground too heavily when you fall. You take only
dling, Arcana, History, Investigation, Nature and Religion.
half of any falling damage, and take no falling damage at all
If you’re already proficient in the skill you choose, you can
when falling for less than 100 feet.
double your proficiency bonus for the chosen skill.
Additionally, you cannot be possessed by another ghost. Your timeless, ethereal guest also causes you to age more
slowly, even outside of Kisarta. For every 10 years that pass,
your body ages only 1 year.
Wether by the strain of simply existing in Kisarta or by Gods of this domain are often either entities that have been
the effort necessary to be hilarious in the darkest times, chained by their peers for a long time, or the jailers them-
the laughing bards collectively known as Fools built their selves. Clerics of this Domain will in fact often be found su-
craft out of the desecration of reality through chaos and pervising prisons and unyieldingly enforcing the law. They
depraved laughter. Some deem their mere presence to be tend to be rigorous both in their faith and in their behavior,
unsettling, or even mind-breaking, due to their erratic be- maniacally organizing their time and maintaining compo-
havior and attitude. To witness one of their performances is sure even in the direst of junctures.
to fathom into madness itself.
IMPRISONMENT DOMAIN SPELLS
M I N D' S L A B Y R I N T H
CLERIC
At 3rd level, your mind’s intricacy gives you advantage in LEVEL
SPELLS
saving throws against any spell or magical effect that would
sense your emotions or read your thoughts, divination 1st entangle, find familiar
spells, and being charmed.
3rd hold person, warding bond
RIDDLE ME THIS
5th glyph of warding, phantom steed
From 3rd level, when you grant a Bardic Inspiration die to a
creature, you have resistance against bludgeoning, piercing, 7th banishment, resilient sphere
and slashing damage until the end of your next turn.
9th geas, telekinesis
PERPLEXING AURA
BONUS PROFICIENCY
At 6th level, your insanity exudes from you through your
spells, piercing the metaphysical wall to reality and making When you choose this domain at 1st level, you gain profi-
your enemies’ attacks clumsy and disorderly. While you are ciency with heavy armor.
maintaining concentration on a spell targeting one of more
of your allies and no hostile creatures, you can grant the tar-
gets of the spell a bonus to their Armor Class equal to the
level of the spell slot used to cast it, divided by three (round-
ed up, minimum bonus of 1).
This does not work with area of effect spells that your
allies happen to be in.
CHAOTIC PERFORMANCE
Starting from 6th level, you can use Weal and Woe points to
fuel the following effects:
Lucky Save. When a creature within 30 feet of you other
than yourself takes damage, you may spend any number
of Weal Points up to your monk level divided by 5 as a
reaction. If you do, roll an amount of your Martial Arts
Dice equal to the number of points you spent and add
your Wisdom modifier to the result. The triggering dam-
age is reduced by that amount.
ENGINEER
By 9th level, you have developed a wit for that can be con-
structed on the spot, improvising materials and construc-
tion methods. You can spend a short rest to create an object
Brilliant resourcefulness is the soul of an Engineer, a
by spending money equivalent to the item’s value (repre-
tech-savvy tinkerer able to produce a vast array of objects
senting scrap and previously obtained materials), choosing
and contraptions by combining bits of collected scraps.
between a block and tackle, caltrops, a grappling hook, a
Engineers are capable of producing pieces of advanced
hunting trap, a lamp, a bullseye lantern, a hooded lantern,
technology, combining conventional and magical resourc-
a portable ram, a signal whistle, a tent, a dice set, a dragon
es into extraordinary and useful items. Of course, one of
chess set, or additionally a blowgun or net.
their primary interests is usually into the improvement of
weaponry... Items created through this feature aren’t conventionally
high in quality, despite being fully functional, and cannot
I N O R G A N I C S E R VA N T be sold for more than half the building cost you paid.
From 3rd level when you choose this archetype, you gain
The Game Master might decide you couldn’t have pos-
the companionship of a small mechanical creature. The
sibly gathered or kept the materials necessary to use this fea-
creature works as if created by the find familiar spell, and
ture, based on what happened recently in your game.
with the same restrictions, but is not magical and is a con-
struct instead of a celestial, fiend or fey. You can change its
M U LT I- T O O L
form at the end of a long rest.
If the companion is destroyed (as an example by drop- By 13th level, you gathered enough resources and knowl-
ping to 0 Hit Points) you can rebuild it at the end of a long edge to build a special device that can replicate the effects of
rest. You can’t have more than one such companions at one some magic items.
time. Choose a magical item between: boots of striding and
springing, dimensional shackles, efficient quiver, eversmok-
ing bottle, folding boat, goggles of night, helm of telepathy,
immovable rod, iron bands of binding, lantern of revealing,
necklace of adaptation, wind fan.
SORCEROUS ORIGINS
At 14th level, you learn the dominate person spell if you
didn’t know it already, and it doesn’t count toward the
number of known spells. Additionally, you can cast it once
VA M P I R I C B L O O D L I N E per long rest without requiring components and without
spending a spell slot. When you do so, the target has disad-
vantage on their saving throw against it.
Pale skin and the darkest of eyes, long fangs and an unbeat-
ing heart. The origins of vampiric sorcerers is shrouded in a ONE WITH THE NIGHT
mist as mysterious as the one their ancestors are known to At 18th level, your being is fully imbued with the nightly
turn into. It is said that they might be the result of a long se- powers of your vampiric ancestor. You know the following
ries of experiments in which an actual vampire tried to craft spells, which don’t count toward the number of known
some kind of offspring, while others deem that being born spells. You can cast each once every long rest without re-
in a castle while its vampiric owner is being slain would quiring components or spell slots:
suffice. Whatever the truth, these sorcerers inherit many of
their ancestor’s strengths, and often quite a lot of hate from • Conjure animals (8 Wolves only)
the common folk, at least outside of Kisarta. • Gaseous form (self only).
• Fly (self only)
VA M P I R I C A N C E S T R Y
• Polymorph (self only, Bat only).
Your vampire forebear left you a legacy of powers and
quirks. You gain the following benefits when you choose
this sorcerous origin at 1st level:
• You have darkvision out to 60 feet if you didn’t have it
already.
Thomas van steven.siro.vai@gmail.com
WA R L O C K PULSAR
PAT R O N S
more, you can spend one of your spell slots to activate it if
you already consumed its use.
1st faerie fire, guiding bolt • The creature is charmed by you until the Shrouded in
Light feature ends. At the end of each of its turns, the
2nd augury, moonbeam creature can repeat the saving throw, ending the condi-
tion on a success.
3rd blink, clairvoyance
• The creature suffers 4d10 radiant damage. At 18th lev-
th arcane eye, confusion
4 el, this damage increases to 6d10.
SHROUDED IN LIGHT
M A R K S O F L I F E A N D D E AT H
From 6th level, you can spend your Arcane Marks for the
following effects:
• You can use an action and spend one Arcane Mark to
gain proficiency in any saving throw of your choice you
aren’t already proficient in, for one hour. You can’t
gain more than one proficiency through this effect at
the same time.
• When you cast a wizard spell that deals damage, you
can spend any amount of Arcane Marks to increase the
damage dealt by that spell by 1d6 for each Arcane Mark
spent.
AFFINITIES CONDUITS
These hexen knights have been trained to be the abso- A ravager channeling their rage as an Executioner are the
lute best in espionage, tactical warfare and assassination. ultimate weapon to point toward one’s enemies to see their
They’ve been made one of the most terrible threats in the complete annihilation. Ravagers of this kind approach their
landscape of Kisarta’s violent intrigues by both their martial targets with razor-sharp focus, and won’t stop until the
and arcane training, being mobile and able to attack from 'condemned' are neutralized.
afar with power and accuracy.
CONDEMN
F LY I N G D E AT H
From 1st level when you choose this path, as a bonus ac-
When you choose this Affinity at 3rd level, you learn to ex- tion, you can deliver judgment against a creature you can
tend the reach of you doomstrike, and to use its shockwave see within 30 feet of you. You gain advantage on attack rolls
for tactical purposes. You can now use your Doomstrike against the creature for 1 minute or until you drop to 0 hit
feature with ranged attacks made with thrown weapons. points or fall unconscious. The targeted creature has disad-
This also applies to your Improved Doomstrike feature vantage on attack rolls against targets other than you until
when you obtain it. Any weapon you throw magically flies the minute expires, or if you attack any other creature, you
back to your hand immediately after the attack, unless you cast a spell that targets a hostile creature other than the tar-
wish it not to. get, a creature friendly to you damages the target or casts a
harmful spell on it. Once you use this feature, you can’t use
WINDLIKE it again until you finish a long rest.
From 7th level, you become able to dash or hide as a bonus ONE MORE
action.
From 6th level, the death of your enemies just pushes you
IN AND OUT further towards their annihilation. On your turn, when
At 14th level, you can use your bonus action to teleport to you reduce a creature to 0 hit points with an attack, you can
an unoccupied space you can see up to 60 feet away, return- make a melee weapon attack as part of the same action. The
ing in the same way to your previous position at the end of maximum number of total attacks in your action is equal to
your turn unless you wish to remain at the new position. your proficiency bonus.
Upon reaching 20th level, your affinity for magic, the shad- Once you reach 13th level, no enemy can escape the reach
ows and trickery itself makes you a perfect conduit for of your rage. You can attack twice when making an attack
spontaneous powerful magical deception. Once per long of opportunity as a reaction.
rest, you can use an action to cast a spell of 9th level or lower C A P I TA L P U N I S H M E N T
from the enchantment or illusion school of magic. You do
so without spending a spell slot. At 18th level you embody the swift conclusion of pain,
rage, and thirst for justice. Once per long rest, you can
use an action to make a single melee attack with a Ravager
Weapon. A creature hit by the attack will die instantly if it
has 100 hit points or fewer. Otherwise, it will simply suffer
the attack’s regular damage.
From 15th level, you can create two shadow clones before
V O C AT I O N S
having to rest. The two shadow clones can exist at the same
time, but require two separate bonus actions to be creat-
ed. Maintaining two clones at the same time takes intense
S H A D O W V O C AT I O N effort and requires concentration on it (as if concentrating
on a spell) to exist. If concentration is lost, both clones dis-
These travelers have found themselves at ease in the dark- appear immediately. If two shadow clones coexist, only the
ness of most of Kisarta’s landscape, and embraced it to the first one created can cast spells.
extent of learning to manipulate it as if part of their bodies.
SHADOW CLONE
From 7th level, when you are in an area of dim light or dark-
ness, you can use your action to become invisible until you
move or take an action or a reaction. Additionally, when a
clone created by the Shadow Clone feature vanishes, you
can choose to instantly teleport in the space it was occupy-
ing (no action required).
THE BONES
Orthar does not know the exact location of their base The group of adventurers can decide either to confront
within the forest. However, he advises the adventurers to them on the spot and interrogate them to obtain informa-
get to a spot where he usually leaves goods purchased by the tion from them about their lair, or to follow them to their
wanted man’s goons, which they then secretly collect. base to see where it is in case they have not been noticed. If
Gondir is with the party, he will suggest the second option.
Thomas van steven.siro.vai@gmail.com
Acolyte of Alloch Heretic Sorcerer
Medium humanoid (any race), neutral evil Medium humanoid (any race), neutral evil
Armor Class 17 (breastplate, shield) Armor Class 12
Hit Points 22 (4d8 + 4) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 18 (+4)
Saving Throws Str +5, Con +4 Throws Cha +7
Skill Athletics +5, Stealth +3 Skills Arcana +4, Deception +7, Persuasion +7
Senses Passive perception 10 Senses Passive perception 10
Languages Common Languages Common and Draconic
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Alloch’s Brand. The acolyte is resistant to radiant damage. Alloch’s Brand. The heretic sorcerer is resistant to radiant
damage.
ACTIONS
Spellcasting. The heretic sorcerer is a 5th-level spellcaster:
Multiattack. The acolyte can make two melee attacks
his spellcasting ability is Charisma (spell saving throw DC
with the club or two ranged attacks with the crossbow.
15, +7 to hit for spell attacks). He has the following sorcerer
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- spells prepared:
get. Hit: 3 (1d4 +1) bludgeoning damage. * Cantrips (at will): mage hand, message, ray of frost
Light Crossbow. Ranged Weapon Attack: +3 to hit, range * 1st level (4 slots): burning hands, kyltranos’ blade*,
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. magic missile
* 2nd level (3 slots): scorching ray, web
* 3rd level (2 slots): lightning bolt
ACTIONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4+2) piercing damage.
Now that the fight is over, the party can move around the
temple however they want. In the secret compartment that From this point you can simply decide to end the adven-
has opened there are various objects including jewelry, pre- ture or use it as a starting point for other plots, after reward-
cious gems, and small objects of art for a total value of 2500 ing the players with a new level for their characters.
Aether Shards. In a small slipcase you can also find a amulet
of health and four potions of beast shape (Kisarta source- If the group takes Wilhelm’s remains to the cathedral,
book, page 198). the Patriarch could be so impressed that he entrusts them
with a new task, even more tangled and crucial; the group
If Wilhelm’s spirit intervened during the battle, read this: could meet Kevras again, finding him in extreme difficulty
and deciding to help him in some convoluted quest to save
his sister; a certain explorer may have come back to life and
The Saint’s spirit seems to quiet down when the
be looking for her magic sword. In any case, this adventure
last enemy lies dead on the ground. His smoky fig-
should provide you with plenty of ideas to continue your
ure turns towards you, giving you a smile and a look
group’s adventures or to create new ones.
full of gratitude. He gently places the spear on the
ground and gives everyone a last nod of his head,
while his shape dissolves in a myriad of luminous
orbs that float upwards, disappearing in the vaulted
ceiling of the temple.