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Reasons, Credits, and Insanity

I
made this with no intended purpose at first, and it's This most likely will get updated as I (hopefully) get
spiraled too far so I'm posting it here in GMbinder requests on things I should add such as Omni-cells, Specials,
for all to see. Of course, all credits go to Phoenix labs and possibly changes to weapons. If you do have any, you can
for making an amazing game and a world that is so find me in the Dauntless Discord server as ChrisYeet.
packed with lore and factions it drove me to do all of
this. Though I think some credit should go to me as
well for all the conversions I had to make and of
course the additions.

Weapons and weapon Spells


statistics I am not (for the current moment) adding spells to the game,
DND already has plenty. So instead I'm going to modify the
There are many weapons in the shattered isles, each with its damage types the base game provides, of course, some are
uses, whenever you attack using an aetheric ability. choose very specific and will not be subject to change, such as
one ability score, this is used to add towards your damage for Thunder, Force, Acid, and Psychic. These are not subject to
your aetheric abilities, however, if you are a class with a change because they aren't able to fit in with the already
spellcasting ability such as sorcerer or wizard, it shall use existing damage types in Dauntless, and they also represent
your spellcasting ability for that instead, This will be called previously existing, sounds represent Thunder, Force is quite
SF and will be used later. There are also a few additional literal, etc. The Conversion list is below.
weapons that are extra options for more specific looks/uses. Fire = Blaze
All of these weapons also have a requirement for use, like Cold = Frost
multiclass requirements. Lightning = Shock
Sword: STR or DEX 13 Poison = Terra
Hammer: STR 13 Necrotic = Umbral
Striker: STR or DEX 13 Radiant = Radiant
Axe: STR 13 So when you are creating your character and you select
Chain Blades: DEX 13 your spells, change the damage types. These damage types
Ostian Repeaters: DEX 13 are used when you apply enough Aetheric Damage of a
Ostian Rifle: DEX 13 singular type into the behemoth. Causing an effect to happen
War Pike: DEX 13 is simple, once you deal 1/3 of the Behemoth's health as
Large Battle Fist: STR or DEX 13 Aetheric damage of a singular type, one of the following
Arcstone Staff: INT, CHA, or WIS 13 effects happen
Of course, as the DM you don't have to do this, but it's (Blaze) The Behemoth is set ablaze, dealing 1d6 Blaze
suggested to narrow down the options. you can only wield damage for 4 turns.
one Aetheric weapon at a time. so no dual wielding swords. (Frost) The Behemoth is covered in ice, halfing its
movement speed.
Characters & Weapons (Shock) The Behemoth is electrically shocked, causing it
Characters with martial and simple weapon proficiency's to lose its next turn
gain access to these weapons through that proficiency, Its a (Terra) The Behemoth is flushed with Terra Energy,
bad idea to give the druid a giant Axe. causing allies to gain %50 life steal for one turn.
Martial Weapons gain access to all weapons (Radiant) The Behemoth is blinded by Radiance, making
Simple weapons gain access to Chain Blades, Ostian the behemoth blind for 2 turns
repeaters, War pike, and Arcstone staff. (Umbral) The Behemoth is frightened, making it run away
If your class does give you multiple weapons, you are in fear for 2 turns.
allowed to start with only one aetheric weapon, you can later If you and your party are using different weapon types, like
acquire another aetheric weapon later, but as a starting 2 are using Frost, and the other 2 are using Blaze, both
character you only get one. effects happen if they both have 1/3 of the behemoths done as
Later in game when you might possibly have multiple their respective aetheric damage types. However, if both
weapons, any effects like Tempest Form or Determination are effects activate within the same timeframe, they cancel out,
removed when you unequip the weapon for a different one. because a behemoth cannot be both on fire, and covered in
You can only have 2 weapons on you at a time. ice.

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OmniCells
Omnicells are new magic items that give the attuned user
new abilities, these are Very Rare magic items that should
only be given to players around 10th level.
Bastion
Passive: While attuned, gain temporary hit points equal to
your level, Whenever you deal damage roll a d20, if you roll
anything past 18, give yourself 5 more hitpoints, max of 50.
Active: Leap forward 30 ft and slam the ground, consuming
all temporary hit points in a blast of energy that deals
damage to nearby targets equal to the amount of temporary
hit points consumed. 6 round cool down
Iceborne
Passive: Increase your CON by 2. Gain 1 hit point lifesteal
whenever you deal damage and roll a d4 whenever you take
damage to reduce it by the amount rolled.
Active: Throw an ice lance that does 1d10 frost damage;
double damage if thrown at full health.
Discipline
Passive: When you roll damage you can hit crits on a roll of
18 or higher, healing is reduced by a 1d4 which you roll Artificer
whenever you receive health. Reaching max stacks of
Flaming Fist makes you Disciplined, which makes you hit Passive: Amount of healing and shielding granted per second
crits on a roll of 17 or higher for 24 seconds, When is increased by 1 for every 15% of current health when
Disciplined ends, stacks are cleared. activated.
Active: Perform a quick parrying punch that deals 1d6 Active: Send your Drone to a target to have it perform one
blaze damage. Parrying an attack reflects half the damage of four actions:
back and grants a stack of Flaming Fist, This can stack 4 1 - Revivable Slayer: Revive and give a Slayer the Artificer
times. 18 second cooldown. Aura for 18 seconds. Can only perform this revive once every
90 seconds.
Tempest 2 - Active Slayer: Cleanse the targeted Slayer of status
effects and grant them the Artificer Aura for 18 seconds
Passive: Dodging through an attack grants a stack of Velocity. 3 - Behemoth: - Mark a Behemoth part to take 1d4 aetheric
Each stack lasts 48 seconds and increases movement speed damage from all sources for 18 seconds
by 5 ft. Max 5 stacks. 4 - Ground: - Surround an area with a radiant wall for 18
Active: Consume a stack of Velocity to dash 20 ft and deal seconds, Radiant wall blocks hostile projectiles and beams,
1d8 shock damage to a nearby target, prioritizing unbroken and applies the Artificer Aura to all Slayers within 24 second
behemoth parts. For every 5ft increase in movement speed cooldown
from your base, deal extra damage equal to half your level Artificer Aura: Slayers in the aura (5ft) restore 5 health per
along with the 1d8. Stacks are refreshed on use and this round. If health is full a 5 temporary hit points are granted.
movement doesn't provoke attacks of opportunity. Health shield lasts for 24 seconds. Max 20 temporary hit
Revenant points.
Passive: Gain 2 hit point lifesteal whenever you deal damage.
When Revenant state ends, each stack of Void Energy grants
4 health per turn for 12 seconds.
Active: Drain up to half your health to enter Revenant state
and spawn a Void Orb. For every 10 % of health drained,
summon an Umbral Tendril that deals 1d12 umbral damage.
If an Umbral Tendril hits a target, it spawns an additional
Void Orb upon impact. Picking up a Void Orb grants a stack
of Void Energy, which gives +1 damage and extends Revenant
state by 1 second. Revenant state lasts for 18 seconds and
prevents all healing. 10 second cooldown.

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Sword
The Sword has a light and Heavy attack, the heavy attack
does 1d8 Slashing damage and gives 1 valor, but the light
attack gives 2 valor and does 1d6 Slashing damage. So you're
trading aetheric moves for little damage or more damage for
less Aetheric moves
Valor is the same as in dauntless. Can only have six valor
at a time.
Crescent strike deals 1d12 + SF aetheric damage.
Resounding echo is an AoE attack held with concentration
on a 10ft radius that deals 1d8 + SF aetheric damage per
round on whatever is affecting it for 5 rounds.
Blade rush, allowing you to dash 20 ft and attack with a
1d6 + SF aetheric damage. this movement doesn't
provoke opportunity
Blade surge working as a projectile that does 1d8 + SF
aetheric damage with a range of 20ft/60ft.
All of these take a bonus action to use. And consuming 3
valor.
If you gain 9 valor throughout the battle, you become
surged with aetheric energy, increasing your range to 10 ft
and adding a bonus to damage equal to 1d6 aetheric
danage to all attacks
This weapon can be wielded with a shield and it has
finnese
Hammer
Big ol' shotgun hammer. The basic attack does 1d10
Bludgeoning damage, the weapon also has an Aether Cell
counter. Aether cells are the ammo for this weapon.
You can reload the weapon with a bonus action, reseting
the counter. You can only have 6 Aether cells on you at a
time, if you do reload the hammer, your movement speed
is halfed for that turn. I shouldn't have to say this but any
loop hole that somehow finds a way to infinitly feed aether
cells into the hammer, it explodes and you die in the blast.
It's basic attack can be empowered with an Aether cell to
do an extra 1d4 Aetheric damage with a bonus action. You
can only empower it with one aether cell, no stacking all of
them till your 1d10 attack now (somehow) does an extra
6d4 Aetheric damage.
Has a ranged cone attack (15ft) that does 1d8 aetheric
damage. This attack consumes an aether cell, you can
charge this once each of your turns if you want to, so you
can take 6 turns to do 6d6 Aetheric damage
If you do 3 of those basic attacks (whether empowered or
not) the remaining cells are used to do a special attack, if
you do choose to use this special move it does 2d6 on
each tile it touches in a straight line.
This weapon is Two-handed and uses your strength for the
basic attack.
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Axe
A heavy hitter for tactical Slayers. The Axe is a relatively slow
hitting weapon, making up for it with substantial damage on
each hit.
Basic attack does 2d6 Slashing, you can also charge the
weapon by giving 10 ft of movement, with each time you
do this you do an extra 1d6 Aetheric damage when you hit
(max charge 3), which you roll when you stop charging
your axe, and finally try to hit it you can do other actions
while charging but not attack actions.
Grim Onslaught: 40ft/100ft, 4d8 + SF slashing damage on
hit, can only be used after at least 6 successful charge
attacks (any level of charge), and granting a level of
determination, Giving you +1d6 damage to any hit. Max 2
levels of determination, each stack of Determination lasts
1 minute.
Alt /Flight of Ruin: Similar to the hammers special attack,
you cause damage in a line, it does 2d8 Aetheric damage
on each tile it touches in a straight line.

War Pike
You get charges by hitting with your slash and stab attacks,
slash dealing 1d8 damage and giving 2 charges, stab dealing
1d6 damage and giving 3 charges, each costing an action to
use.
Aetheric ground stab: Stab the ground and cause a
rupture around you (radius 10 ft), causing the ground to
shoot an influx of said elemental aether to cause instant
1d8 + SF aetheric damgage to every enemy within range.
requires 2 charges. Costs 1 bonus action.
Aetheric mark: leave a deep mark in the enemy and surge
aether into them, causing them to take 1d6 +SF damage,
if the mark is hit it does 1d4 + SF aetheric damage,
however, players can only hit it once per turn. Requires 3
charges. Costs 1 Bonus action. Mark lasts 5 rounds
Aetheric charge-shot: take the backend of your pike and
aim it at your enemy, charging a ball of elemental power to
form at the end of it, shooting at a range of 20ft/60ft,
causing 3d6 + SF aetheric damage. Requires 5 charges.
Costs 1 action.
Aetheric weapon charge: use your stored aether to infuse
your weapon with elemental power, dealing 1d4 extra
Aetheric damage to the enemy you hit. Lasts 1 Minute.
Costs 1 bonus action and 1 charge.
You can only have 8 charges stored at once.
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Tr
Aether Strikers ho
wi
Attacks are broken down into the combos in-game, and
generate the same mantras as well, using the names as the
attacks
Treat it as a dual-wielded weapon in the way that you are
holding 2 weapons, not in the way you need the dual-
wielding feat to roll the 2nd attack with proficiency. This
weapon also has Finesse
Focused Assault: Three quick hits (1d8 + Str/Dex
Bludgeoning). Generate Focus Mantra
Spirit Barrage: A flurry of hits (1d10 + Str/Dex
Bludgeoning). Generates the Spirit Mantra
Mighty Squall: Three powerful strikes (1d12 + Str/Dex
Bludgeoning). Generates the Might Mantra.
Tempest form: requires 1 Mantra, gives advantage on
attacks, and lasts one in-game minute, use a bonus action
to activate
Karma Breaker: requires any 2 mantras and can be used
to dash 20 ft and deal 1d10 on hit, and deal 1d8 + SF
aetheric damage to it for 1 minute with concentration,
bonus action to activate.
Adamant Bolt: Activated by having all three mantras,
doing 3d8 + SF aetheric damage, and an extra 1d8 + SF
of aetheric damage if either Tempest Form or Karma
Breaker is active, and 2d8 + SF if they are both active. has
a range of 120 ft and costs an action to use.
Alt to AB, Titan’s Crash: Activated by having all three
mantras, doing 3d8 aetheric damage, and an extra 1d8 +
SF of aetheric damage if either Tempest Form or Karma
Breaker is active, and 2d8 + SF if they are both active, Has
a range of a 30 ft cone and takes an action to use.
Ostian Repeaters
You have 12 ammo total, whenever you use your Basic Attack,
you expend 2 of those bullets and deal 2d4 + SF Aetheric
Damage. The range is 40ft/100ft
If you reload your movement speed is halfed, if you reload
while within 10 ft of the behemoth, you're a applied a buff
which adds 1d8 + SF of aetheric damage whenever you
shoot an enemy for 1-minute.
Marksman Round: Deal 1d6 + SF damage on hit, if the
mark is hit by you or another player, it deals 1d4 + SF,
however, players can only hit it once per turn. Has a
cooldown of 5 rounds, and can only be activated once you
have expended 8 Bullets.
Mine: Put a mine on the ground, taking up a 5 x 5
unoccupied space, once a creature goes over the mine, it
takes 3d6 damage, you can also throw it 10 ft, and throw
it on top of an enemy, immediately activating it. it can only
be activated once you have expended 12 Bullets.

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Chain Blades
Fast hitting dual blades with S+ mobility. Swing the blades
from their chains to slash from a distance, or pull yourself in
for an up-close assault. Each attack builds up to a count of
momentum, you can have a max of 4.
Basic close attack does 1d8 + Dex slashing damage, costs
an action and has a range of 5ft
Has a ranged attack (15ft) does 1d6 + Dex Slashing
damage
Chain pull: Take your blades and plunge them into an
enemy from a range of 20 ft, and pull yourself towards
them dealing 1d6 + SF aetheric damage, costs a bonus
action to use and 1 momentum to use.
Spinning blades: Spin around doing 1d8 + SF damage in
an area of 15ft, costs 2 momentum and an action to use
Reaper's Dance: Once activated you push off the target
sending you 20 ft in the air away from it. You can either
consume 1 momentum and rush towards the target
dealing 1d10 + SF Aetheric Damage or do a spinning
slam that consumes all momentum and deals 1d8 + SF
per momentum consumed.
Treat as a dual-wielded weapon in the way that you are
holding 2 weapons, not in the way you need the dual-
wielding feat to roll the 2nd attack with proficiency.
Large Battle Fist
The Aether Strikers use their Aetheric Manipulation with the
weapon themselves, this weapon takes the full use of its
Aetheric Manipulation, so when you use its abilities, the
forms take that aetheric shape and or damage, you also have
a similar Aether cell counter, 6 max, but it works the same as
the sword or war pike’s, where each attack gives an aether
cell,
Basic attack does 1d10 + Str/Dex Bludgeoning damage
gives 1 Aether cell
Aetheric Pillar: you punch the ground at a forward angle
and cause an upheaval of aether, Taking the shape of your
chosen type of aether, this can be used in a variety of ways,
if an enemy is hit by this, they take 2d6 + SF aetheric
damage, range is a point within 15 ft, costs 1 action, 2
cells
Aetheric ground Pound: Punch the ground and cause a
rupture around you (radius 10 ft), causing the ground to
shoot an influx of said elemental aether to cause instant
1d8 + SF aetheric damgage to every enemy within range.
requires 2 cells. Costs an action.
Aetheric charge-shot: Make a large ball of aetheric energy
in your hand, range 20/60 ft, causing 3d6 + SF damage.
Costs 1 action and 4 cells
This weapon can be wielded with a Shield and has
finesse.

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Arcstone Staff
Similar to the Magnus staff in the Monster Hunter DND by
Amellwind, this is meant to be a weapon for spellcasting
classes such as wizards who only get simple weapons during
character creation, and are much less suited for flailing a
hunk of aether and metal at their enemies.
This staff stores Spells cast into it, holding them until the
attuned wearer uses them. The staff can store up to SF
amount of Spells at a time.
Only the wielder can Cast a Spell of (Half SF rounded up)
level into the staff by touching the staff as the spell is cast.
The spell has no effect, other than to be stored in the staff.
If the staff can't hold the spell, the spell is expended
without effect. The level of the slot used to cast the spell
determines how much space it uses.
While wielding this staff, you can cast any spell stored in
it. The spell uses the slot level, spell save DC, spell Attack
bonus, and Spellcasting ability of the original caster, but is
otherwise treated as if you cast the spell. The spell cast by
the staff is no longer stored in it, freeing up space.
Ostian Rifle
You have 6 ammo total, whenever you use your Basic Attack,
you expend 2 of those bullets and deal 2d6 + SF Aetheric
Damage. The range is 80ft/200ft
If you reload your movement speed is halfed, if you reload
while within 10 ft of the behemoth, you're a applied a buff
which adds 1d8 + SF of aetheric damage whenever you
shoot an enemy for 1-minute.
Weapon Proficiencies/ Properties Marksman Round: Deal 1d6 + SF damage on hit, if the
Each class gets an Aetheric Weapon Proficiency, and the mark is hit by you or another player, it deals 1d4 + SF,
ability to pick whichever Aetheric weapon they want, as your however, players can only hit it once per turn. Has a
background does not affect what weapon you have to choose, cooldown of 5 rounds, and can only be activated once you
but it could be used as a reason you choose the weapon, a have expended 4 Bullets.
Krolach Barbarian would most likely prefer beefy weapons
like the Hammer or Axe than something more finesse or Mine: Put a mine on the ground, taking up a 5 x 5
prissy like chain blades. unoccupied space, once a creature goes over the mine, it
When ever you gain a piece of gear a certain buff is applied takes 3d6 damage, you can also throw it 10 ft, and throw
based on the gear, and to streamline the process of getting it on top of an enemy, immediately activating it. it can only
gear, Iv'e personally in my game added a system where you be activated once you have expended 6 Bullets.
only need to slay the behemoth once, of course you don't have This weapon is Two-handed
to, but it helps making combat better, instead of making
entire stat and part tables, the system Iv'e implemented is
simple, Once they kill a behemoth, they break off a signature
behemoth part, like an Embermane or koshai's horn, and
trade it in for a full set of gear and a weapon of choice.
Ex: Let's say the party slays a Boreus and breaks of it leg or
some other significant part, they take that in to (In my game
the Slayer Association) and get a full set of Boreus armor,
which gives -1 Blaze damage against them, so if they are dealt
4 Blaze, they instead take 3. They also get a Boreus Weapon
of choice, with the choice's obviously being an Aetheric
Weapon. Which in this case applies an extra +1 Frost damage
to their weapon on each attack.

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Behemoth-born

A
weird mutation found when a creature is Age - Most ages range between 20-80, that is when the
exposed to direct contact with the aether of a effects kick in after exposure
dissipated behemoth for substantial amounts of Size - behemoth-born are taller and heavier than humans,
time, mostly found in slayers who slay a standing well over 6 feet tall and averaging almost 220
singular behemoth multiple times, the effects pounds. Your size is Medium.
start small, a finger, a toe, an ear. But can Speed. Your base walking speed is 30 feet
spread farther, however, once it reaches the Ability score improvement – you gain 2 points in
brain, the victim becomes feral, and requires aether to live. constitution.
Otherwise, if they do not get aether, they dissipate. Though Aetheric Manipulation - You have thaumaturgic-like
some rare ones can keep their sanity and consciousness and abilities with the elemental prowess of their affected
even use some of the Aether-bending abilities that can be behemoth.
even used in battle, these abilities most of the time coincide Aetheric surge – you have been affected by the behemoth’s
with the Aether Surge of the behemoth they have been Aether surge, gaining the abilities of the behemoth’s
affected by, along with having thaumaturgic-like abilities with Aether surge, lasting 5 rounds. Or based on the dm’s
said elements and can use them within the realm of reason. choice, can gain a signature move of the behemoth,
Whenever most people who contract the disease get it depending on what behemoth it is, such as Phaelanx’s
through direct exposure to aether of in it's pure gas like form, Laser eyes or Sahvytz’s blades. Or both a signature move
and whatever behemoth it was part of previously can be seen and aether surge ability. You can become Aether surged a
effecting the wound, turning skin to scales or growing wings number of times equal to half your level rounded down
and tails, most people just stop whatever they are doing and before you need a long rest, it has a cooldown of 5 rounds,
stay away from aether for a good bit, or until all behemoth which starts when it's ended,
signs on them are gone. However though some people see it
as an advantage, the sweet spot in the middle gives you great The only other race available is human, the rest are
abilities but if your exposed to much, expect to become the debatable like elves and dwarfs, but will just be considered
creatures you oh so admire to be, once you get to that sweet tall/short humans story-wise because in-game there are no
spot, you can't go back to a normal human. other races.

Aether Surge and Ability Score


Improvement

E
ach behemoth should have its unique
aether surge, but with the game I'm doing Tier 2
I'm having both the surge and signature
move. These are just some examples. Charrogg – Gain The ability to hover up to 10 ft, each
There is also X damage that some abilities creature in a 5 ft radius of you on the ground takes 2
do, X damage described below Blaze damage each turn they are in range.
X = SF + half your level rounded down. Kharabak – Gain the wings of a Kharabak, allowing flight
The ASI is just Ability score improvement, I went ahead and equal to your movement speed, you also grow a thorax,
added the ones here allowing you to send a swarm of bugs to annoy a creature,
giving them a disadvantage on attack rolls.
Nayzaga – Gain the ability to make a Nayzaga's turret
Tier 1 which takes its turn directly after yours.
Embermane – Gain +10 movement speed, and leave a Pangar – Gain the ability to roll into a ball, doubling your
fiery trail in your wake, X Blaze damage each turn a movement speed and giving you a +1 to ac while in this
creature is in it form, you cannot use weapons while in this form. You also
Skarn – Gain a +1 bonus to ac, rocks float around you can run down your enemies, if you head towards an
blocking attacks, and any enemies in a 5 ft radius take X enemy from 40 ft away and hit them, you knock them
damage each turn they are in the radius. prone and deal X frost damage.
Drask – Gain advantage on attack rolls, and teleport up to
60ft in any direction, causing enemies in a 5 ft radius of
you to become shocked and take X shock damage.
Boreus – Gain temporary hit points equal to twice your
level, ice armor covers your body, and you also can leap up
to 60 ft by using a pillar of ice.

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Shrowd – Gain the ability to make a physical shadow that
Tier 3 acts on the orders of the maker, it can't wield phsical
objects but has the same weapon as the maker, can talk
Hellion – Gain the ability to throw up a puddle of lava, the the same as the maker, takes the appearance of a physical
lava is a 10 ft radius surface that damages a creature shadow, completely black. Costs an action to place and
while in its X Blaze damage. has 1 hit point, but the same ac as the maker.
Koshai – Gain the ability to make thorns. You can create a Frostwulf - Your clwed feet sink into the ground, creating
bed of thorns on the ground the Bed of thorns is a 10 ft a geyser that can send medium and lower enemies flying,
radius surface that damages a creature while in it X Terra upon contact with the geyser, deal X frost damage, if a
damage. creature that is effected by the geyser is Large or bigger,
Sahvyt – Gain Blades that appear from your arms, having they aren't sent flying but are still dealt damage to.
the length of your arm, these can be used as melee
weapons, dealing (1d8 + dex) slashing damage, and can
be used as dual wielding weapons, this also increases Tier 5
your movement speed by 15ft, and stows your weapon for Torgadoro – Gain fists of molten magma, treat as if dual
the duration you have the blades out. wielding, each attack does 1d8 bludgeoning damage and
Skraev – Gain the wings of a Skraev, allowing flight equal X Blaze damage per attack.
to your movement speed. You also can place down, and Agarus – Gain a +2 to ac and reduce movement speed to
create a small blizzard where you stand, you are not 0, planting yourself in the ground. While in this state, you
affected by it, but other creatures are, while in the can attack and cast spells as normal, on each of your turns
blizzard, the blizzard is centered on a point within 5 ft and you do this to heal X points.
has a radius of 20 ft. Creatures inside the blizzard have Malkarion – Gain a shield of electricity, whenever an
disadvantage on attack rolls and cannot leave the blizzard enemy hits you while this is activated, they take X Shock
unless they get past its wall of frost taking X frost damage damage. When you activate this as well, teleport up to 120
upon exiting or entering the blizzard. ft right next to an enemy, dealing x shock damage to them.
Riftstalker – Gain the ability to make portals, you can Urska – Gain the ability to blow your enemies away,
either go to a safe space away from combat for the physically, not metaphorically. Push them 40 ft away, and
duration of your aether surge or teleport up to 60 ft. have the affected creature roll a strength check, DC is
Valomyr – Gain +2 ac as a radiant shield around you. equal to 10 + SF + PB, if they fail, it knocks them prone
Also, gain the ability to teleport up to 60 ft to a point you and deals x frost damage, if they save no effects are
can see. applied.
Chronovore – Wind back time and revert yourself to what
Tier 4 you were 18 seconds ago, regaining lost health, spell slots,
etc. This does not regain the use of the aether surge.
Phaelanx – Your back plating opens revealing many holes Thrax – Gain the ability to corrupt creatures, you can
on your back, these give you +10 to movement and each corrupt only 1 creature at a time. Corrupt is defined as the
turn you don't use that 10 ft, a missile fires out your back creature starting to fight its allies and taking X damage
and does X Blaze damage each turn to an enemy within each turn. If the creature has no allies nearby, the only
20 ft. effect that is applied is the x damage each turn.
Fenroar – Gain the ability to burrow beneath the earth.
This movement is equal to your movement speed. This Further Elaboration
movement doesn’t provoke opportunity attacks and You can use these abilities in and out of battle like using
renders you invisible. Once you use the movement, you Riftstalkers portal's for movement speed or Skraev's wings
return to the surface dealing X Terra damage in a 5 ft for flight, of course the cooldown rules still apply so you
radius you emerge from. could only move 300ft with that riftstalker movement speed.
Stormclaw – Gain double movement speed, and cause Overuse/ constant use of these abilities can cause side
storms above a number of creatures equal to X. These effects, since aether surge causes aether to flow out of you, to
storms activate each turn and deal X shock damage to the much removal can actually remove some of your behemoth
affecting creatures on your turn. born powers, to much and you are reduced to a human until
Rezakiri – Send a volley of radiant orbs toward the you find a way to pump yourself full of aether again. If you do
enemy, any creature within the cone (45°) rolls a dex save have this happen, your aether surge and aetheric
against the SF of the user, if they fail it deals X radiant manipulation are revoked until you are re fueled with aether.
damage, this can be held with concentration for max 5
turns, and each turn the creature rerolls the dex save.
Alyra – Give a buff to either you or an ally, this buff
changes the aether type of their weapon, dealing an
aetheric damage type of your choice, this buff also doubles
their SF.

Page 9 | DNDauntless
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Aetheric Manipulation

A
s a behemoth born, you've been given the innate
ability to control the elemental aether type you Actual uses
are, here are the entries for the different
Aetheric elemental types. These abilities are not The whole point of these abilities are to be creative, to spark
to be used in combat in ways that do direct flavor and give characters with no magic the ability to have
damage, but they can be used in creative ways some semblance of it. But here are some ideas just incase
in battle, this is to stop Krolachs from making you can't make your own. Creativity will be rewarded.
fireballs, and the Ostians from calling upon lightning to smite Transportation
their foes. But instead, be able to make creative ways of
solving situations. You cant have an airship on you at all times, and your legs
can only get you so far, so create a surface of your chosen
Flame element to move around, like a floating rock, blazing feet, or
just lightning streaks that follow your feet.
You have the ability to manipulate fire on a whim, Melt metal,
make torches, a lighter in your thumb, and many other things Unique Damage Effects
at your disposal. As I said before, you cannot make fireballs, however you
could make certain effects that could cause a creature to
Frost stand still, like an umbral portal, or freezing a creatures feet
The powers of ice are at your command, create ice structure, to the floor, when you do use your Aetheric Manipulation in
chill an area, or be Dr. Victor Fries, heat is your only limit this way it takes a bonus action to make this sort of effect
(and the dm's patience). happen. The DM may choose to set a DC to the effect.
Personally I'd suggest making it a simple 10 + SF + PB.
Shock Once you figure out what that is the effect could have many
different ways of determining the other creatures save
The powers of electricity are at your fingertips, bend a against it. But this is entirely Suggested on the DM's choice
current, turn off technology, and guide lightning, get to of how the creature want's to avoid/ escape the effect. Say a
tinkering. Frost Behemoth-Born wants to make a creatures feet stuck in
ice, in that case i'd say the creature would have to roll a STR
Terra check because it's trying to break free from it.
You have the power to control Organic based objects. Make If you do finally get the effect to work, the creature should
flowers, a vine to climb, or create floating rocks to get around, still have a fighting chance, so the effect ends once a full
be creative. round has passed. that way you will have to risk your bonus
action each turn.
Radiant Massive Environmental Damage
You have the ability to manipulate light on a whim, I know I said that under no circumstance that damage can be
Projections, holograms, laser beams, and the refraction of done via Aetheric Manipulation, However that doesn't mean
sunrays are at your disposal. indirect, trees fall, brazier's fall, lots of things fall, but you can
do environcmental damage, basically if you can find a
Umbral creative way to cause indirect damage that is on a massive
Harness the power of the void. Make an area darker, form scale, you'll be aptly rewarded with a lot of damage.
shadows that aren't there, or create umbral tentacles to grab Obstacles
things for you.
A boulder in the way? A Skarn Behemoth born can move that
no problem. an ice wall blocking the path? A Hellion BB can
barf lava on that. A puzzle involving light rays? get a Rezakiri
BB to solve it.
Distractions
Most people in the Shattered Isles would be caught off guard
by a blazing inferno that suddenly appeared, or a star in front
of their faces, or an ice sculpture making itself. You get the
gist of it, distracting people could prove fairly useful, trying to
drive The Unseens attention somewhere else to not find your
hiding spot, or trying to make an enemy go to a certain spot.

Page 10 | DNDauntless
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Experimental Aetheric Manipulation

B
asically imagine Avatar the last air bender, but Of course the whole point of this is flavor, you can flavor the
instead its dauntless. The whole idea is Ranged to be any shape, size, color that you want. You can
swapping your use of Aetheric weapons for flavor the aoe into plants growing around you, flavor the
aether itself, the damage is fully aetheric and it shield as an ice wall. etc. The element your attacks present as
still alows you to use the basic aetheric is what ever element you are, so a phaelanx BB could make a
manipulation on the previous page, but also fire wall, but not a frost wall.
deal some damage, these abilities come directly
from you. This ability however forces you to not use aetheric
weapons and instead your ability to bend aether IS your
weapon of choice.
Shield
create a wall of your chosen element that functions as half
cover, this requires a bonus action
Ranged
create a projectile chosen element, range of 15ft /30ft, deals
1d8+ SF Aetheric Damage, and requires a bonus action
Melee
This is practically a pact weapon, if you are a warlock this
also effects your pact weapon given that you had one, you can
choose any base martial dnd weapon, it has the same stats as
your chosen weapon. Summoning it takes a bonus action.
Aoe
surge your aether into the ground and deal 1d8 + SF to
enemies around you in a 15 ft radius

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aetheric Types and Weapon Mods

T
here are 6 damage types, Blaze, Frost, Terra, Tier 5 = +5 Aetheric damage with each weapon attack
Shock, Radiant, and Umbral, the weapons Tier 1 behemoths are Embermane, Skarn, Drask, and
themselves are based on behemoths, and the Boreus.
elemental weapon you choose gives that Tier 2 behemoths are Kharabak, Charrogg, Nayzaga, and
elemental damage, the tier number is also Pangar
indicative of the Behemoths CR rating with +6 Tier 3 behemoths are Riftstalker, Skraev, Sahvyt, Valomyr,
to each tier, so a drask is cr 7. Koshai, and Hellion
Tier 4 behemoths are Phaelanx, Stormclaw, Fenroar,
Tier 1 = +1 Aetheric damage with each weapon attack Rezakiri, Alyra, and Shrowd.
Tier 2 = +2 Aetheric damage with each weapon attack Tier 5 behemoths are Torgadoro, Urska, Malkarion,
Tier 3 = +3 Aetheric damage with each weapon attack Agarus, Chronovore, and Thrax.
Tier 4 = +4 Aetheric damage with each weapon attack

Backgrounds of The Shattered Isles


A Desert Dweller of A Frost-warden of
Krolach (Blaze) Skaldeskar (Frost)
You're used to the harsh desert, and the singeing sand against You are used to the cold, you've stood motionless for hours in
your feet. You are also used to the barbaric people around it doing your job, Guarding Skaldeskar.
you, though they might not define you. Skill Proficiencies: Athletics, Intimidation
Skill Proficiencies: Survival, Sleight of hand Tool Proficiencies: Smith’s Tools
Tool Proficiencies: Carpenter’s Tools Languages: One of your choice
Languages: One of your choice Equipment: A uniform in the style of your unit and
Equipment: A Molten Talisman, a set of desert clothes, indicative of your rank, a Horn, a bundle of rope for
Carpenter’s Tools, a pouch containing 10gp, and an subduing behemoths, Smith’s Tools, a pouch containing.
Aetheric Weapon. 10gp, and an Aetheric Weapon

A Farslayer of An Engineer of Ostia


Arbourhome (Terra) (Shock)
Your home was destroyed when Agarus Aroze, you've been Either part of the original Ostia, or the Ostian Triumvirate,
going from place to place. But no matter where you go, you your affinity with making weapons that harness aether is
still think of your broken home. what makes you an Ostian.
Skill Proficiencies: Nature, Medicine Skill Proficiencies: Investigation, History
Tool Proficiencies: Herbalism kit Tool Proficiencies: Tinker’s Tools
Languages: One of your choice Languages: One of your choice
Equipment: A staff, a hunting trap, a small reminder of Equipment: a set of Ostian clothes, a blueprint of a
Arbourhome, a set of Arbourhome clothes, Herbalism mechanical device, a set of Tinker’s Tools, a pouch
kit, a pouch containing 10gp, and an Aetheric Weapon. containing 10gp, and an Aetheric Weapon.

A Researcher of Ramsgate A Night Hunter Initiate


(Radiant) (Umbral)
Dr. Priyani has been worn thin between all the subsets of The darkness suits you, as a night hunter your ever-present
research, so she's hired you, whichever level or subset you but hidden threat of The Unseen haunts your every waking
choose, you'll be getting more data for Ramsgate. moment.
Skill Proficiencies: Animal Handling, Perception Skill Proficiencies: Stealth, Deception
Tool Proficiencies: Cartographer's tools Tool Proficiencies: Thieves Tools
Languages: One of your choice Languages: One of your choice
Equipment: a tag signifying your level of research, a Equipment: a small dagger, a set of Night Hunter
set of Ramsgate clothes, a notebook for research, a set clothes, a set of Thieves’ tools, and a pouch containing
of Cartographer's tools, and a pouch containing 10gp, and 10gp, and an Aetheric Weapon.
an Aetheric Weapon.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wandering Pirate (any)
Either a lone sailor or part of a trusted crew, you know how to
work an aether-fueled ship like second nature.
Skill Proficiencies: Perception, Atheletics
Tool Proficiencies: Navigator's tools
Languages: One of your choice
Equipment: Navigator's tools, a lucky charm such as a
rabbit foot or a small stone with a hole in the center (or a
a special piece of a behemoth part), a set of Pirate clothes,
and a pouch containing 10gp, and an Aetheric Weapon.
(Variant) Wandering
Trader (any)
You've been to many places around the shattered isles, and
you've used your trip to get goods from one place to another
or get people from one town to the next along your way.
Skill Proficiencies: Persuasion, Insight
Tool Proficiencies: Navigator's tools
Languages: One of your choice
Equipment: Navigator's tools, a lucky charm such as a
rabbit foot or a small stone with a hole in the center (or a
a special piece of a behemoth part), a set of Trader's
clothes, and a pouch containing 10gp, and an Aetheric
Weapon.
Adamant Fist Acolyte
(any)
You are a monk who knows combat and has trained directly
under the Scarred Master. Even if your temple is destroyed,
you will continue your training.
Skill Proficiencies: Arcana, Acrobatics
Tool Proficiencies: Navigator's tools
Languages: One of your choice
Equipment: Navigator's tools, a lucky charm such as a
rabbit foot or a small stone with a hole in the center (or a
a special piece of a behemoth part), a set of Pirate clothes,
and a pouch containing 10gp, and an Aetheric Weapon.
Scholar of Aether (any)
You have studied the properties of aether relentlessly, in
pursuit of maybe a weapon, a set of armor, or possibly
something entirly new to the Shattered Isles.
Skill Proficiencies: Arcana, Investigation
Tool Proficiencies: Jeweler’s tools
Languages: One of your choice
Equipment: Jeweler’s tools, a piece of Arcstone filled with
aether, a set of Scholar's clothes, a gadget or project that
represents what you work for, a pouch containing 10gp,
and an Aetheric Weapon.

Page 12 | DNDauntless
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Small Fauna

Styxian
The Styxian is a fierce and cunning creature. Preferring
to overwhelm its prey by pinning them down to the
ground. Even though they will appear in areas with
Behemoths they prefer to stay away from them. Since
they know in a one to one battle they will lose. They
travel in packs so increase their chance of a successful
hunt.
Small, Hostile Fauna

Armor Class 12 (Natural Armor)


Hit Points 20
Speed 30 ft

STR 11 DEX 14 CON 10 INT 3 WIS 12 CHA 14


(+0) (+2) (+0) (-4) (+1) (-2)

Saving Throws Str +10,Dex +12


Skills None
Damage Vulnerabilities None
Damage Resistances None
Damage Immunities None
Condition Immunities Charmed
Senses passive Perception 12
Languages __
Challenge 5

Actions
Tail Swipe. Melee: +2, Reach 5 ft, One Target Hit: 4
(1d4+2) Slashing damage. Have the target make a dex Page 13 | DNDauntless
Thissaving
is unofficial
throwFan
(dcContent permitted
13) if hit, if theyunder the they
are fail Fan Content
are Policy. Not approved/endorsed by Wizards. Portions of the materials used
knocked down and dealt 1d4are + 2property of Wizards
Slashing damage,of the Coast. ©Wizards of the Coast LLC.
d d th l d d
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