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Black Desert Compendium

(Work in Progress) Warrior: You can achieve warrior by simply using the Fighter
class and choosing the Champion archetype.
Table of Contents
ABCDEFGHIJKLMNOPQRSTUVWXYZ
Note: Unless a creature from BDO is a boss or special in
some way, humans are not covered in this guide. To achieve
them simply see the back of the Monster Manual.
Converted Creatures and Classes
Creatures
Section Page Number
Ghosts
Goblins (Giath)
Imps (Red Nose, Dastard Behg)
Karanda
Khurutos
Musters (Giant Mudster)
Muraka
Org
Quint
Undead (Hexe Marie)

Classes
Section Page Number
Dark Knight
Striker
Mystic

Other Creatures and Classes


Some creatures and classes from Black Desert Online have
no need to be adapted as there are already ways to achieve an
approximation of them in D&D already, they are listed below.
Creatures:
Cultists: You can achive Cultists and various other human
races by using the Cultist or other NPC stat blocks found at
the back of the Monster Manual.
Fogans: You can achieve Fogans by simply using the
Bullywug stat block provided in the Monster Manual.
Harpies You can achive harpies by simply using the Harpy
stat block provided in the Monster Manual.
Nagas: You can achieve nagas by simply using the Sahugin
stat block provided in the Monster Manual.
Red Orcs: You can achieve red orcs by simply using the Orc
stat blocks provided in the Monster Manual.
Saunils: You can achieve saunils by simply using the
Lizardfolk stat blocks provided in the Monster Manual.
Classes:

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Ghosts Wheat Sield Lookout: Add the following features to
Each of the following creatures are ghosts, spirits that have whatever creature was placed as the lookout before
been trapped or reborn into their material forms. they became a ghost:
Everlasting Work: The creature becomes
Wheat Field Lookout immune to exhaustion
When a hired lookout drinks from their masters home without Past Ties: The lookout must do whatever their
his permission, they can fall ill and lose themselves without master says without question, no matter what it
ever realizing it. They will spend day and night watching the is. If they are away from their field for more than
fields and if anyone save for their masters enter it, they 8 hours then they must make a Charisma saving
ruthlessly attack. throw every 10 minutes. On a failed save the
creature takes 6 (3d6) Necrotic damage and is
paralyzed until the succeed on one of these
Scarecrow Ghost saves.
Scarecrows are made to keep out the birds and other pesky
wildlife. When an evil spirit possesses one they turn their
duties against humanoids and keep them out instead. They
never stray far from their fields unless it is to defend it or
chase out others. Pumpkin Ghost
Pumpkin Ghosts Small Undead, C. Evil

It is said that carved pumpkins are more susceptible to the Armor Class AC
curses places on them by hags but normal pumpkins will do. Hit Points 32 (8d6 +0)
Once animated by dark magic these pumpkins serve their Speed 30ft, burrow 5ft
creatures to the death and left of their own, attack any who
come near them with fire.
STR DEX CON INT WIS CHA
Masked Pumpkin Ghost 12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 6 (-2)
These pumpkins can be easily mistaken for Pumpkin Ghosts
but do not be fooled, it is just a small goblin or a mutant imp Skills Stealth +4
wearing a pumpking on its head. They hide with only their Damage Resistances Necrotic, Fire
heads above the ground so as to surprise passing merchants. Senses 10ft blindsight
Languages Can understand common but doesn't
Treant Ghost Tree speak
Challenge 3
These dead trees were creepy enough before they were
possessed, previously they creaked and looked ominous, now Innate Spellcasting: The Pumpkin Ghost can cast the
approaching one could spell your death. Wind that passes following spells requiring no material components.
through their branches sound like the shrill screams of The spellcasting modifier for these spells is Wisdom
women and their clouded minds are possessed by treants who (Spell save DC 10, Atk bonus +2).
died to fire.
At Will: Firebolt
Tree Ghost Spider 1/Day: Burning Hnads
A small tree stumps stands by the side of the bog near the Actions
witches hut, all of a sudden it attacks, leaping from the earth Claws. Melee weapon attack: +4 to hit, Range 5ft,
on eight spider legs and running after you! Maybe next time one target. Hit: 5 (1d6 +2) Slashing damage
you will look twice...

Masked Pumpkin Ghost: Add the Innate Spellcasting


feature or the Pumpkin Ghost to a Goblin stat
block.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Treat Ghost Tree
Large Undead, C. Evil

Armor Class 12
Hit Points 60 (10d8 +10)
Speed 10ft

STR DEX CON INT WIS CHA


18 (+4) 2 (-4) 12 (+1) 6 (-2) 6 (-2) 4 (-3)

Saving Throws Strength +7


Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Frightened, Charmed
Senses 30ft blindsight (blind beyond this radius)
Languages -
Challenge 4

Still Life: When the Treant Ghost Tree is still, it is


indistinguishable from a normal tree.

Actions
Branch. Melee weapon attack: +7 to hit, Range 15ft,
one target. Hit: 21 (2d12 +7) Bludgeoning damage
and a creature that is medium or smaller is grappled
and restrained. The Branch attack can restrain up to
4 creatures at once and a Branch attack against a
creature the Treant Ghost Tree is grappling
automatically hits.

Tree Ghost Spider: This has the stats of a Giant


Spider found in the Monster Manual. Add the Still
Life property from Treant Ghost Tree.

Top to bottom, Scarecrow Ghost, Pumpkin Ghost, Masked


Pumpkin Ghost, Treant Ghost Tree, Tree Ghost Spider.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Goblins Goblin Elite Soldier
Goblins are small humanoids that resemble humans. They Medium Humanoid (goblin), C. Evil
have a strong hate for Imps and will attack on sight but apart
from that the two races have much in common. They both
build altars and their gods walk among them, they both are Armor Class 10
Hit Points 15 (3d8 +0)
also quite low on the food chain. They are outnumbered by the Speed 30ft
Imps 3 to 1.
Wooden Guardians: Goblins prefer to build with wood,
often carving totems poles outside each of their homes and as STR DEX CON INT WIS CHA
a village will carve huge towers made from wood that are kept
upright by rope and the like. They are protective of these 14 (+2) 8 (-1) 8 (-1) 6 (-2) 6 (-2) 6 (-2)
carvings and no two are the same.
Violent Guard: Goblin society is very simple, the bigger Skills Intimidation +0
goblins rule the smaller ones and all goblins respect the Senses 60ft darkvision
Languages Goblin
shamans who speak with their gods and guide them in all Challenge 1
their daily activities. All goblins are expect to never let
outsider into their villages unless they are bound at the hands Charge: If the Goblin Elite Warrior moves at least
and feet and escorted by at least 5 guards. 20ft before making a Club attack the attack deals an
Simple Workers: Many goblins will find themselves additional 6 (2d6) Bludgeoning damage on a hit.
unhappy with their lives and go to work for other stronger
races, needing little to actually be comfy and not knowing Actions
much of money they are often hired as cheap workers among
the other humanoids. Club. Melee weapon attack: +4 to hit, Range 5ft, one
target. Hit: 7 (1d10 +2) Bludgeoning damage

Goblin Elite Goblin Solder (Top)


Goblin Watchtower (left)
Small Humanoid (goblin), N. Evil Gobin Shaman (Bottom)
Armor Class 10
Hit Points 3 (1d6 +0)
Speed 25ft

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 8 (-1) 6 (-2) 6 (-2) 6 (-2)

Skills Animal Handling +0


Senses 60ft darkvision
Languages Goblin, Sometimes Common
Challenge 1/4

Actions
Shortsword. Melee weapon attack: +2 to hit, Range
5ft, one target. Hit: 3 (1d6 +0) Slashing damage
Boomerang: Ranged weapon attack: +2 to hit, Range
15/30ft, one target. Hit: 3 (1d6 +0) Bludgeoning
damage

Variant:
Fighter: This Goblin has a CR of 2 and can make
two attack with its Shortsword.
Shaman: This Goblin can cast the Eldrich Blast
cantrip at will and may cast Hex once per day. It
has a CR of 1.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Giath
Giath from birth was different than others of his kind, he was Giath
larger and more human like than his kin and saw it as a Large Humanoid (goblin), L. Neutral
blessing. But as he grew so did his power and this blessing
turned into a curse, while he was physically stronger and Armor Class 12
more durable than the other goblins he felt so much more, his Hit Points 110 (30d8 -40)
love was stronger, his desire, but so too was his pain. Speed 45ft
Chosen Hero All goblins have a respect for him and will
listen to him even above what the shamans say. They believe
he is the chosen one of their god and want to follow him. He STR DEX CON INT WIS CHA
understands this and has never shown weakness around 16 (+3) 14 (+2) 6 (-2) 16 (+3) 14 (+2) 10 (+0)
them.
Hidden Away Giath has had a large network of caves dug Saving Throws Wisdom +5
out for himself like a maze. Only a few goblins know the way Skills Perception +5, Insight +5
to the center of the maze and in this day and age only a Damage Vulnerabilities Bludgeoning, Piercing and
handful of goblins have seen Giath's face. He stays here Slashing, Force
because even the sound of a drum or the brush of a bed sheet Senses 60ft Darkvision, 60ft Tremorsense, 30ft
will send into immense pain. Blindsight, Passive Perception +15
Decorated Body: Giath's body is covered in chalk lines to Languages Goblin, Common, Elven, Dwarven,
signify his rank and over his face he wears the skull of a Giant Undercommon
Ram that he killed long ago. Around his neck hangs three Challenge 5
humanoid skulls as he once saw a huge Imp who had the
same and thought that he would do the same. Blessing: Giath is blessed by a god although no one
knows who exactly. He has advantage on all saving
throws made against being Frightened, Charmed,
Stunned and Paralyzed.
Mark of the Chosen: When Giath is reduced to 50hp
his armor burns away and his body is burned black.
He has advantage on all attack rolls and may cast
Hex at will and Fireball (Necrotic damage) (Spell save
DC 14) with a recharge of 5-6.
Additionally all of his Scimitar attacks deals an
additional 6 (2d6) Necrotic damage.
Actions
Multiattack. Giath makes three Scimitar attacks.
Scimitar. Melee weapon attack: +5 to hit, Range 5ft,
one target. Hit: 11 (3d6 +2) Slashing damage

Lair Actions
While within his lair Giath has a CR of 8 and on initiative
count 20 (losing all initiative ties) may take one of the
following actions. The same action may not be used two
rounds in a row.
Giath calls 1d4 Goblin Shamans to his side and 2 Goblin
Elite Soldiers.
Giath focuses on a single creature he can see within range.
If they can see him then he makes a Charisma
(Intimidation) check against their Wisdom saving throw. If
they fail the save then they become frightened of him until
the end of their next turn.
Giath calls on his power and all Goblin Shamans within
the lair can make one Eldrith Blast attack.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Imp Raider (Left), Steel
Imps Imp (Top), Altar Imp
The imps are a race of creatures that find their home in Warrior (Bottom)
grasslands, between boulders or where ever they feel safest.
They are passive creatures but can be deadly to common folk
if provoked.
Imp Altar: The Imps will build huge mounds of stone that
they decorate with nets, smaller stones or small animal skulls.
They for some reason hold these mounds in high regard and if
anyone, even their own kin get too near it they will go crazy
and attack.
Imp Amulet: Shaman Imps will often create these, made of
a small mound of stones with a long branch sticking out on
top, and on the branch is hung an animal hide. On the cloth
the shamans will draw whatever they think is the most scary
thing and believe these towers to protect them.
Imp Defense Tower: These tall piles of stone have all the
valuables of the tribe hung on them as offering to gods.
Civilization: Imps like to live near abandoned man made
towers, that taller the better! Those who live near these
towers are the highest class of Imp. They make wooden
wagons for their food, smith iron cages for other creatures
they catch that they then decorate their towers, hanging full
cages from the highest points.

Imp Soldier
Small Imp, Neutral

Armor Class 9
Hit Points 4 (1d6 +0) Altar Imp Warrior
Speed 30ft medium Imp, L. Evil

Armor Class 11 (natural armor)


STR DEX CON INT WIS CHA Hit Points 16 (4d6 +4)
8 (-1) 8 (-1) 10 (+0) 4 (-3) 4 (-3) 1 (-5) Speed 30ft

Skills Survival -1
STR DEX CON INT WIS CHA
Senses 30ft darkvision, Passive Perception 7
Languages Imp 14 (+2) 10 (+0) 12 (+1) 6 (-2) 4 (-3) 2 (-4)
Challenge 1/4
Skills Athletics +4, Survival -1
Actions Senses 30ft darkvision, Passive Perception 7
Languages Imp
Slash. Melee weapon attack: +1 to hit, Range 5ft, one Challenge 1
target. Hit: 3 (1d6 -1) Slashing damage

Actions
Longsword. Melee weapon attack: +4 to hit, Range
Variant: 5ft, one target. Hit: 6 (1d8 +2) Slashing damage or 7
(1d10 +2)
imp Raider: Give the Imp a shield (AC 11) and a
Club (1d6 Bludgeoning)
Imp Wizard: Can cast Firebolt at will. Change the
CR to 1/2
Variant:
Variant:
Imp Trainer: Every tribe of imps has one or two
Steel Imp: These Imps wear Hide armor (AC 10). of these, they are imps who train captured
They are treated as the higher class among the animals and ride them into battle. They are Imp
Imps. Soldiers with whip attacks (1d4) Slashing

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Thief Imp Philums: These imps have left their lives and live Swamp Imp Bronks: Unlike the Philums these imps have
among the Myconids, studying their spores, poisons and found their place in poisonous swaps that are home often to
ecology. They have no loyalty to the imps of their past and are only the most poisonous of creatures such as the Kvariak or
often found in small groups to which they now give their Grung. They spend their time researching and collecting these
loyalty. These groups have no one leader but through their poisons, who knows why, maybe an interest? Maybe they work
magics have grown strong. for someone? Who knows?
Rite of the Shroom: To become a Philum and imp must Rite of Entry: To become a Bronk an imp must first bathe
undergo a test, he or she is placed in the roots of a poisonous in poison for 24 hours. When he returns the imp has changed,
mushroom. There they will wait until the mushroom grows rid of his darkvision and now with immunity to the poisons he
into them and they become closer to the myconids than ever embraced.
before. Civilization: Imp Bronks live in large colonies in swamps
Civilization: The Philums live in hollowed trees that they or the unseele portions of the Fey Wild. Their homes and
shape with their magic, without hurting the tree itself or in other appliances are made with dead trees and mud piled
similar large mushrooms. From these homes they observe the together. They comb these areas often looking for intruders
creatures around them and practice their magics. Many and when they find them will attack on sight.
Philums fond their homes deep in the Fey Wild studying the
plant life and creatures around their home.
Imp Bronks
Small Imp, L. Evil
Imp Philum
Small Imp, L. Neutral Armor Class 11
Hit Points 118 (13d6 +65)
Armor Class 11 Speed 30ft
Hit Points 135 (15d6 +75)
Speed 30ft
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 14 (+2) 16 (+3) 12 (+1)
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 20 (+5) 14 (+2) 16 (+3) 10 (+0) Saving Throws Constitution +9, Wisdom +7
Skills Arcana +6, Nature +6, Survival +7
Saving Throws Constitution +9, Wisdom +7 Damage Resistances Bludgeoning, Piercing and
Skills Arcana +6, Nature +6, Survival +7 Slashing from nonmagical attacks, Fire, Cold
Damage Resistances Bludgeoning, Piercing and Damage Immunities Poison
Slashing from nonmagical attacks, Fire, Acid Condition Immunities Poisoned
Damage Immunities Poison Senses 10ft Blindsight, Passive Perception 13
Condition Immunities Poisoned Languages Imp
Senses 60ft Darkvision, 30 telepathy, Passive Challenge 9
Perception 13
Languages Imp Spellcasing: Imp Bronks are 5th level casters that
Challenge 9 have the following druid spells prepared. They use
Wisdom as their spellcasting ability (Spell save DC
Spellcasing: Imp Philums are 5th level casters that 15, Atk bonus +7). Spells marked with * are cast
have the following druid spells prepared. They use before combat.
Wisdom as their spellcasting ability (Spell save DC
15, Atk bonus +7). Spells marked with * are cast Cantrips: Druidcraft, Poison Spray, Thorn Whip
before combat. 1st Level (3 slots): Charm Person, Detect Poison and
Disease, Fog Cloud
Cantrips: Druidcraft, Poison Spray, Resistance 2nd Level (4 slots): Animal Messenger, Barkskin*,
1st Level (3 slots): Charm Person, Detect Poison and Gust of Wind, Moonbeam
Disease, Entangle 3rd Level (3 slots): Wind Wall, Dispel Magic
2nd Level (4 slots): Animal Messenger, Barkskin*, 4th Level (3 slots): Blight, Control Water
Spike Growth, Locate Animals or Plants 5th Level (1 slot): Antilife Shell, Contagion
3rd Level (3 slots): Speak with Plants, Dispel Magic
4th Level (3 slots): Blight, Grasping Vine Actions
5th Level (1 slot): Awaken, Tree Stride Lantern Staff. Melee weapon attack: +4 to hit, Range
5ft, one target. Hit: 4 (1d8 +0) Bludgeoning damage
Actions and 3 (1d6) Fire damage.
Staff. Melee weapon attack: +4 to hit, Range 5ft, one
target. Hit: 4 (1d8 +0) Bludgeoning damage

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Red Nose
Red nose is a special imp that was born with an abnormally Red Nose
large nose. He hates other humanoid races because they have Huge Imp, N. Evil
always laughed at him for it. Using alchemy and dark magics
he has grown to a huge size and enhanced his strength. Armor Class 13 (natural armor)
Tune of a Flute: Whenever Red Nose is feeling angered or Hit Points 87 (11d12 +10)
upset, he seeks out the sound of a flute although he himself Speed 30ft
cannot play. When upset, a successful DC 13 Charisma
(performance) check will calm his emotions and restore his
mind. STR DEX CON INT WIS CHA
Savage Leader: Red Nose leads the lower class imps and 18 (+4) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 9 (-1)
protects them, they look up to him for his strength and he
takes care of them in turn. Saving Throws Strength +7
Trophy Necklace: Around Red Nose's neck hangs three Skills Athletics +7, Survival +3,
skulls and four claws, these claws are the claws of a Behir that Condition Immunities Frightened
Red Nose killed when it attacked his tribe, although it was Senses 30ft darkvision, Passive Perception 10
weakened he now believes himself to be as strong as a Languages Imp, Common
dragon. He has two earings that have the same claws on them Challenge 5
ad two more hanging on sashes around his otherwise
unclothed torso. The skulls belonged to a small group of Mark of Magic: When Red Nose is reduced to 40hp
adventurers that thought they could take his head, and he took his skin becomes blackened and there are white lines
theirs as penance. that appears all over his skin. He gains resistance to
Serrated Club: Red Nose's weapon of choice is a huge club Bludgeoning, Piercing and Slashing damage and he
made of the bones of the Bheir he killed. It has 5 more Behirs deals an additional 2 damage on each of his attacks.
He also recharges Belly Flop if it on cool down.
on it. He wields it with primal ferocity in his left hand. It also Additionally his walking speed becomes 45ft.
has an iron chain that wraps around his waist so as to
discourage others from stealing it while he sleeps. Actions
Serrated Club (Item): This weapon is a Two - Handed,
Heavy weapon that deals 2d6 Bludgeoning damage on a hit. It Multiattack. Red Nose makes two Serrated Club
can only be wielded by a creature with at least 13 Strength. attacks.
Serrated Club. Melee weapon attack: +7 to hit, Range
10ft, one target. Hit 16 (4d6 +4) Bludgeoning
Focus: Red Nose uses his action to psyche himself
up. Until the end of his next turn he has advantage
on all attack rolls. If someone passes the Tune of a
Flute check while this is in effect then Red Nose
gains no benefits from Focus.
Belly Flop (Recharge 6): Red Nose leaps up to 30ft
forwards and 25ft upwards. Where he lands all
creatures are pushed out of his space to the nearest
unoccupied space. All creatures that Red Nose lands
on must succeed on a DC 15 Dexterity saving throw,
on a failed save taking 46 (7d10 +4) Bludgeoning
damage, or half as much on a successful one. After
doing this Red Nose is prone.
All creatures within 15ft of Red Nose when he lands
must succeed on the save saving throw or be
knocked prone.

Variant:
Imp Work Supervisor: Some imps are born the
same size as Red Nose but non of them are
quite as strong. When using these imps use Red
Nose's stat block minus the Mark or Magic and
Belly Flop features.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dastard Behg
Dastard Behg was born much larger than any other Imps, in a Dastard Behg
similar fashion to Red Nose. He is less of a bully though and Huge Imp, L. Evil
more intelligent that the other over sized Imp. He rules over
the Altar Imps and commands a force of over 300 Imps. Armor Class 15 (studded leather)
No Survivors: To this day, there isn't a man who can Hit Points 210 (30d12 +0)
confidently say they have survived a battle with the brute, but Speed 40ft
people have seen him fight. He does so like a madman,
swinging his hooked chain scythe around and cutting down
tens of enemies in single swings. STR DEX CON INT WIS CHA
Minotaur Trophy: Behg wears iron armor that is covered in 24 (+7) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
iron spikes in the form of claws and fangs. On his helm there
are two forward pointed horns made from the horns of a Saving Throws Strength +12, Dexterity +8
minotaur that the he wrestled to protect his tribe's grand Skills Animal Handling +6, Perception +6,
tower. Intimidation +5
Command Respect: Even the likes of Red Nose bow before Damage Resistances Bludgeoning, Piercing and
him although reluctantly. He commands the respect of both Slashing from nonmagical attacks, Poison, Fire,
his subjects and foes alike. Cold
Clawed Chain (Item): The weapon of Behg is a 45ft chain Condition Immunities Frightened
with a huge fish hook like end on it. This weapon is a two - Senses 60ft Darkvision
handed weapon that requires a creature to have at least a 14 Languages Imp, Common, Goblin
Challenge 14
to wield it. They must also have a proficiency in all simple
melee weapons in order to be proficient with this weapon. It
uses Strength to calculate Atk and damage bonuses and on a Magic Attack: Behg's weapon attack are considered
magical for the purposes of overcoming resistances
hit deals 1d12 Slashing damage. When you land an attack and immunities.
with it you may also inflict the grappled condition on your
target (Escape DC = 8 + your Strength modifier + your Actions
Proficiency bonus).
Multiattack. Dastard Behg makes four Clawed Chain
attacks
Clawed Chain. Melee weapon attack: +12 to hit,
Targets all creatures within 15ft. Hit: 21 (4d6 +7)
Slashing damage. When one of these attacks hits a
small or medium sized creature that creature must
make a DC 20 Strength saving throw, on a failed save
being knocked prone.
Behg may also choose to make the same attack but
in a 30ft line or a one target attack somewhere
within 60ft. When he uses the one target attack he
may choose to grapple his target (escape DC 20),
that target is then dragged 15ft towards him and
knocked prone, Behg may not make another Clawed
Chain attack until he releases the grappled target.
Legendary Actions
Dastard Behg can take 3 legendary actions choosing
from the options below. Only one action may be
used at a time and only at the end of another
creature's turn. Dastard Behg reagins spent legendary
action at the start of his turn.
Reel In: If Behg has a creature grappled by his clawed
chain then he reels then towards himself by 15ft.
Command (Costs 2 Actions): Up to three allies that
can hear Behg move may move up their speed and
make one attack.
Roar of Victory: If Behg reduced a creature to 0hp
with a Clawed Chain attack on his previous turn he
may use this legendary action and make an Clawed
Chain attack.

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Karanda
Karanda is the queen of harpies, well not
THE queen. Hapies choose the strongest
female to lead them, this harpy is dubbed
the Karanda. The Karanda are very crucial
to the existence of a harpy tribe as they
are the only one to incubate eggs.
The harpies born of a Kranda have
absolute loyalty to that Karanda until their
dying breath. The song of a Karanda is
also the most beautiful and deadly sound
a harpy can produce.
There is only ever 1 Karanda per tribe
when the current Karanda is near death
she will choose one of her incubated harpies
to replace her.

Karanda Luring Song. Karanda sings a magical melody. Every


humanoid and giant within 1 mile of Karanda that can
Huge Monstrosity, C. Evil
hear the song must succeed on a DC 22 Wisdom saving
throw or be charmed until the song ends. Karanda must
Armor Class 17 (natural armor) take a bonus action on its subsequent turns to continue
Hit Points 225 (25d10 +50) singing. It can stop singing at any time. The song ends if
Speed 30ft, fly 60ft Karanda is incapacitated.
While charmed by Karanda, a target is incapacitated and
STR DEX CON INT WIS CHA ignores the songs of other harpies. If the charmed target
is more than 5 ft. away from Karanda, the creature must
25 (+7) 19 (+4) 15 (+2) 16 (+3) 12 (+1) 27 (+8) move on its turn towards Karanda by the most direct
route. It doesn't avoid opportunity attacks, but before
Saving Throws Strength +13, Charisma +14 moving into damaging terrain, such as lava or a pit, and
Skills Deception +14, Persuasion +14 whenever it takes damage from a source other than the
Damage Resistances Bludgeoning, Piercing and Slashing harpy, a target can repeat the saving throw. A creature
from nonmagical weapons can also repeat the saving throw at the end of each of
Damage Immunities Thunder its turns. If a creature's saving throw is successful, the
Condition Immunities Charmed, Frightened, Deafened effect ends on it. A target that successfully saves is
Senses 10ft Blindsight, Passive Perception 11 immune to this Karanda's song for the next 24 hours.
Languages Common
Challenge 16 Legendary Actions
A Karanda can take 3 legendary actions each round and
Actions may only take one at the end of another creature's turn
choosing from the options below. She regains all spent
Multiattack. The Karanda makes two Claw attacks. actions at the start of her turn.
Claw. Melee weapon attack: +13 to hit, Range 10ft, one Wing Attack (Costs 2 Actions). Karanda bats her wings
target. Hit 19 (2d12 +7) damage and all creatures within 30ft of her must make a DC 21
Screech of a Queen (Recharge 5-6). Karanda sings a Strength saving throw, on a failed save being knocked
painful melody. Every creature within 600ft of Karanda prone.
that can hear the song must succeed on a DC 22 Soar. Karanda moves up to her speed without provoking
Constitution saving throw, on a fail a creature takes 60 attacks of opportunities.
(15d6) Thunder damage. A creature that fails the save
by 5 or more is stunned until the end of Karanda's next Beautiful Notes. Karanda sings a beautiful melody
turn. causing all creatures affected by her Luring Song to have
disadvantage on their next saving throw against this
A creature under Karands's charmed condition of Luring effect.
Song automatically fails on this saving throw. Creatures
under the effects of another harpy's Luring Song has
disadvantage on this saving throw.

11
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Manshas
The Manshas are an intelligent and warlike folk who cover
their faces with wooden masks. They are quite adept at
foraging weapons and crafting them out of wood.
Hunters: The Manshas often use hunting traps as part of
their eveyrday lives, they leave these traps all around their
encampments and in places throughout their forests. When
something triggers it they will converge on that point and stab
the creature to death with their newfound advantage.
Example Traps: Mansha Lightning Trap: When a creature
walks beneath a branch that is rigged with this trap they must
make a DC 12 Dexterity saving throw, taking 3d8
Bludgeoning damage and knocked prone on a failed save or
half as much on a successful one. DC 17 check to notice the
trap.
Mansha Bear Trap: When a creature steps on this trap they
must succeed on a DC 15 Dexterity saving throw, on a failed
save they take 4d10 +8 Piercing damage and are restrained
(DC 18 Strength check to get out). A creature that fails the
save by 5 or more has disadvantage on all Dexterity saving
throws and checks until the end of their next long rest.
Common Living Place: Manshas often live in forests that
are known to herald ogres as the look up to these great
creatures, almost in a way that would suggest they think the
ogres are gods.

Mansha Warrior
Small Humanoid (Mansha), C. Evil

Armor Class 14 (leather armor)


Hit Points 25 (5d6 +5)
Speed 25ft

STR DEX CON INT WIS CHA


8 (-2) 16 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0)

Skills Survival +2, Nature +6


Damage Resistances Lightning
Senses 30ft darkvision
Languages Mansha
Challenge 1

Actions
Shortspear. Melee weapon attack: +6 to hit, Range
5ft, one target. Hit: 6 (1d6 +3) Piercing damage

12
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Mudsters Mudster
The original mudster was a man who got caught up in his own Medium Ooze, Neutral
experiment. When it went horribly wrong he turned into a
massive monster resembling a humanoid ooze that flattened
his small village to the ground. Armor Class 9
Hit Points 40 (10d6 +0)
Need to Return: When the Giant Mudster was destroyed Speed 20ft, Burrow 20ft
its pieces were scattered to the wind. These pieces are the
other mudsters and with what little intelligence they possess,
wish to return together to reform their own body. STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

Damage Resistances Bludgeoning, Piercing and


Slashing from nonmagical sources, Necrotic, Acid
Damage Immunities Poison
Condition Immunities Poisoned, Paralyzed
Senses 30ft Blindsight (blind beyond this radius)
Languages -
Challenge 4

Mud Travel: While in loose dirt or mud the muster


ignores difficult terrain and has a 50ft move speed.
Drip: When the mudster moves he leaves behind a
trail of slippery mud. Any creature that steps in this
mud must make a DC 10 Dexterity saving throw or
fall prone. This mud lasts for 1 round in this way.
Covered in Pain: The mudsters have many sharp
objects that they pick up stuck in themselves. When
they are hit my a melee attack the attacker takes 3
(1d6) Piercing damage back and if they are using a
weapon they must succeed on a DC 15 Strength
check or have the wepaon become lodged in the
muster until someone pulls it out by attempting the
same check as an action.
If they have a weapon from a party member in them
then add that weapon's damage to their Slam attack
and increase the damage dealt by Covered in Pain by
3 (1d6).
Sticky Torso: Musters have a naturally sticky torso
giving them advantage on grapple attempts and
creatures grappled by them have disadvantage on
checks made to escape. Additionally each time a
creature fails a grapple escape while grappled by the
mudster, they take the damage from Covered in Pain.
Wet Creatures: Musters require no food, air, or rest to
live but, they do require water. A mudster deprived
of water for 24 hours will die. Shorten this time by 1
hour for each time it takes fire damage that day.
Actions
Multiattack: The Muster makes two Slam attacks.
Slam. Melee weapon attack: +3 to hit, Range 5ft, one
target. Hit: 5 (1d8 +1) Bludgeoning damage

13
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Giant Mudster
This mudster is the original of his kind. The alchemist named
Donatt was originally playing with some semi - dangerous
ingredients when he came across a breakthrough and was
transformed from himself into this abomination.

Giant Mudster If he has a weapon from a party member in himself then


add that weapon's damage to the Slam attack and
Gargantuan Ooze, Neutral
increase the damage dealt by Covered in Pain by 6
(2d6).
Armor Class 9
Sticky Torso: The Giant Mudster has a naturally sticky
Hit Points 168 (12d20 +48)
torso giving him advantage on grapple attempts and
Speed 40ft, Burrow 30ft
creatures grappled by him have disadvantage on checks
made to escape. Additionally each time a creature fails a
STR DEX CON INT WIS CHA grapple escape while grappled by the Giant Mudster,
they take the damage from Covered in Pain.
26 (+8) 9 (-1) 18 (+4) 3 (-4) 3 (-4) 1 (-5)
Wet Creatures: The Giant Mudster requires no food, air,
or rest to live but does require water. When deprived of
Damage Resistances Bludgeoning, Piercing and Slashing water for 48 hours it will die. Shorten this time by 1
from nonmagical sources, Necrotic, Acid hour for each time it takes fire damage that day.
Damage Immunities Poison
Condition Immunities Poisoned, Paralyzed, Charmed, Actions
Frightened
Senses 60ft Blindsight (blind beyond this radius) Multiattack: The Muster makes two Slam attacks and one
Languages - Surprise Spikes attack.
Challenge 10 Slam. Melee weapon attack: +12 to hit, Range 10ft, one
target. Hit: 24 (4d8 +8) Bludgeoning damage
Mud Travel: While in loose dirt or mud the muster
ignores difficult terrain and has a 60ft move speed. Surprise Spikes: Melee weapon attack: +12 to hit,
Targets all creatures within 5ft. Hit: 23 (5d6 +8)
Drip: When the Giant Mudster moves he leaves behind a Piercing damage
trail of slippery mud. Any creature that steps in this mud Dive (Recharge 5-6): The Giant Mudster dives into a
must make a DC 10 Dexterity saving throw or fall prone. small ball rendering himself prone and spins in the
This mud lasts for 2 rounds in this way. ground. At the start of his next turn all creatures within
Covered in Pain: The Giant Mudster has many sharp 60ft of him that are also within 5ft of the ground (walls
objects that he picked up and stuck in himself. When he ceilings etc...) must make a DC 20 Dexterity saving
is hit my a melee attack the attacker takes 9 (3d6) throw. On a failed save they take 48 (10d8 +8) Piercing
Piercing damage back and if they are using a weapon damage and are restrained as a black iron spike impales
they must succeed on a DC 15 Strength check or have them to the ground. A creature may use its action to
the wepaon become lodged in the Giant Mudster until free itself or a creature within 5ft may use its action to
someone pulls it out by attempting the same check as free another creature. On a failed save a creature takes
an action. half as much damage and is not restrained.

14
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Muraka
Not much is known about Muraka, the Ogre
King. Deep within a dark wood lies a stone
statue of a massive ogre, whose arms are
covered in rugged black stones and red hot
veins, on his head are two large black horns
and across his face is an iron helm.
Dormant King: Muraka is cursed by the gods,
his violence is so dangerous to everything around
him that he was sealed away, in the same likeness
as the Terrasque. Every few eons he wakes and
wreaks havoc on all things until he can be sealed
away again.
Standing Tower: It is said that as long as Muraka
stands, he cannot be felled. As long as is knees
remain above his feet, he will not yield.
Shiver of Time: After all these years, ogres
wont even approach his statue in fear that he
will be released due to their presence.
Sealing: In order to stop Muraka you must cast
Imprisonment on him while he is within 300ft of
the location where his statue used to rest.
Alternatively you can cast Flesh to Stone on him
turning him into a statue permanently. If these
spells are cast on Muraka while he is not prone,
he automatically succeeds on the save.
Whe Killed Muraka returns to his stone form for
another 1d100 x 10 years.

Muraka Ancient Weapons. Muraka's attacks count as magical and


adamantine for the purposes of overcoming resistances
Gargantuan Ogre, C. Evil
and immunities.
Siege Monster. Muraka deals double damage to
Armor Class 24 (natural armor)
structures and constructs.
Hit Points 480 (30d20 +180)
Speed 30ft, 30ft climb Actions
Multiattack. Muraka makes two Stomp attacks and one
STR DEX CON INT WIS CHA Swat attack.
30 (+10) 8 (-1) 24 (+6) 12 (+1) 12 (+1) 15 (+2) Stomp. Melee weapon attack: +18 to hit, Range 10ft,
one target. Hit: 26 (2d12 +8) Bludgeoning damage
Saving Throws Strength +18, Constitution +14 Swat. Melee weapon attacks: +18 to hit, Range 15ft, one
Skills Athletics +18 target. Hit: 33 (3d12 +8) Bludgeoning damage. This
Damage Resistances Cold, Lightning, Necrotic attack cannot hit creatures on the ground while Muraka
Damage Immunities Bludgeoning, Piercing and Slashing is standing, it can do this when he is prone.
from nonmagical, non adamantine attacks, Poison,
Fire Legendary Actions
Condition Immunities Charmed, Frightened, Stunned,
Paralyzed, Poisoned Muraka can take 3 legendary actions choosing from the
Senses 120ft Truesight, Passive Perception 11 options below, only one action may be used at a time
Languages Ogre, Common, Dwarven and only at the end of another creature's turn. Muraka
Challenge 27 regains all spent actions at the start of his turn.
Writhe. While Muraka is prone he rolls around frantically
King on His Knees. When Muraka is not prone he has a and attacks all creatures within 10ft with his Swat
damage threshold of 70. If a single hit does not deal attack.
that much damage then Muraka takes no damage at all.
Leap (Uses 2 Actions). Muraka jumps 30ft forwards and
Legendary Resistance (3/Day). Muraka may choose to 10ft upwards and when he lands all creatures are
succeed on any saving throw that he fails. pushed out of Muraka's space and take 29 (3d12 +8)
Bludgeoning damage.
Stomp: Muraka uses his Stomp attack.

15
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Org
This Orc shaman is the great leader of his tribe of red orcs.
Between his limitless ability to use fire magic and his
enormous size the challenge of opposing him seems almost
impossible.
Sadistic Flame: Org loves to watch his foes burn, he often
will not finish off trivial foes until they have suffered to his
liking. He will call out to his men that he wants a creature to
suffer and they will do their best to bring that creature alive,
lest they burn as well.
Blessing of the Flame: The reason that Org has unlimited
access to his fire magic is thanks to his blessing from
Maegera, who now resides deep in gauntlgrym. He then also
stole a single ember from Kassuh's heart which he used to
light the flame in his staff.

Org
Large Humanoid (orc), C. Evil

Armor Class 14 (natural armor)


Hit Points 45 (5d8 +20)
Speed 30ft

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 19 (+4) 16 (+3) 14 (+2) 13 (+1)
Staff of Fire
Saving Throws Strength +8, Intelligence +7 Quarterstaff, Very Rare (requires attunement)
Skills Arcana +7, Athletics +8, Intimidation +5
Damage Resistances Bludgeoning, Piercing and This staff grants a +2 bonus to spell save DCs and Atk
Slashing damage from nonmagical attacks. bonuses (included in the stat block).
Damage Immunities Fire Spellcasting: This staff has 5 charges. As an action you
Condition Immunities Charmed may expend 1 or more charges to cast one of the following
Senses 60ft Darkvision, Passive Perception 12 spells: Fireball (3 Charges), Absorb Elements (Fire) (1
Languages Orc, Common, Ignan Charge), Flame Strike (3 Charges).
Challenge 11

Innate Spellcasting: Orog can cast the following spells


requiring no material components (Spell save DC 17,
Atk bonus +9).
At Will: Fireball, Wall of Fire, Flame Strike
Firey Heart: While holding his staff Org regains all his
hit points whenever he would take fire damage.
Reactions
Burn Burn Burn!: When Org is hit by an attack he may
use his reaction to cast one of his innate spellcasting
spells.
Actions
Staff. Melee weapon attack: +8 to hit, Range 5ft, one
target. Hit: 9 (1d8 +4) Bludgeoning damage and 9
(3d6) Fire damage

16
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Quint
Quint is a massive troll but although he is huge he appears to
be a bit of a wuss. He, although near indestructible, hates it
when people attack him too much and will run when he starts
losing or well, taking damage or simply being attacked, even if
no damage is dealt.
First Troll: Quint was the first and original troll, he lives in
a secluded part of his wood and keeps mostly to himself but
when he needs to hunt every few hundred years or feels like
taking a walk the entire surrounding area feels the ripples of
his march. Because of this, Quint does not feel he is bound by
duty, law or any of the like.
Home Sweet Home: Quint's home is not as hidden as he
might believe, adventurers stumble across it from time to time
and live only when Quint doesn't notice them. His hut is
situated deep in a wood north a fishing village.
Old Soul: Quint has survived countless millennium but has
not got around much. He doesn't know much except for the
way the land has changed. He, unlike many other powerful
being has no preference in the weapon he wields, instead
preferring to rip out the nearest tree to use as a club.

Quint Actions
Gargantuan Troll, N. Evil Multiattack. Quint makes two Club attacks.

Armor Class 25 (natural armor) Club. Melee weapon attack: +18 to hit, Targets all
Hit Points 867 (51d12 +510) creatures in a 15ft line. Hit 68 (10d10 +8) Bludgeoning
Speed 30ft damage
Swallow: Quint swallows one medium or smaller
creature that he is grappling. That creature is blinded
STR DEX CON INT WIS CHA and restrained. At the start of each of Quint's turn a
30 (+10) 9 (-1) 30 (+10) 7 (-2) 12 (+1) 10 (+0) creature takes 60 (20d6) Acid damage if they are
swallowed. If Quint takes a total of 50 damage in one
turn from inside him he must succeed on a DC 20
Saving Throws Strength +18, Constitution +18 Constitution saving throw, on a failed save throwing up
Skills Athletics +18, Animal Handling, Nature +6, all swallowed creatures within 5ft of himself, all these
Survival +9 creatures take 3 (1d6) Bludgeoning damage from being
Damage Resistances Bludgeoning, Piercing and Slashing, spit out.
Fire, Cold, Thunder, Acid
Damage Immunities Poison Steamroll (Recharge 6): Quint lays down and rolls up to
Condition Immunities Frightened, Paralyzed, Stunned, 60ft in a line. All creatures he passes through must
Poisoned succeed on a DC 26 Strength saving throw, on a failed
Senses 120ft Truesight, Passive Perception 11 save taking 120 (30d8) Bludgeoning damage and being
Languages Troll knocked prone, taking half as much and not being
Challenge 28 knocked prone on a successful one.
All creatures that fail this save must also make a DC 26
Clumsy Feet: When Quint moves at least 30ft all Constitution saving throw, on a failed save a creature is
creatures within 5ft of him when he finish his winded and has disadvantage on all ability checks,
movement or within 5ft of him during movement after saving throws, and attack rolls until the end of his or her
the 30ft must succeed on a DC 26 Dexterity saving next turn.
throw, on a failed save taking 50 (6d10 +8)
Bludgeoning damage on a failed save or half as much on Legendary Actions
a success. Failing the save by 5 or more renders the
target prone. Quint may take 3 legendary actions choosing from the
options below, he may only take one action at a time
Almost Deaf: When Quint is subject to an effect that and only at the end of another creature's turn. He
requires him to hear roll a d6, on a 2-6 he cannot hear it regains all spent actions at the start of his turn.
and is exempt from the effect.
Stomping Charge: Quint moves up to his speed
Ancient Being: Quint is immune to the effects and
damage of spells that are 6th level or lower unless he Stretch Out: Quint rolls to recharge his Steamroll action.
chooses otherwise. Wild Swing: Quint attacks all creatures within 10ft of
Magic Attack: Quint's attacks are considered magical for himself with his Club attack.
the purposes of overcoming resistances and
immunities.
17
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Undead
Undead are dangerous, they are often found in hordes, they do
not tire, and they have no need to cling to life.
Hexe Marie
Hexe Maria was a powerful wicth that added so much to the
current magic that exists today, unfortunately she was burned
at the stake and only barely survived.
Fear of Flame: If Hexe spies flame she will stay away from
it, unless she is near death in which case she will mercilessly
attack whoever produced this flame.
Necromancer Witch: Hexe Marie lives in an eerie forest,
she erects totems made of humanoid bones in her forest to
ward off intruders. She also always has skeleton guards on
the prowl while keeping her stringer undead near her at all
times.

Hexe Marie
Large Huamnoid, L. Evil

Armor Class 12
Hit Points 144 ()
Speed 30ft, fly 30ft

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 11 (+0) 22 (+6) 12 (+1) 14 (+2)

Saving Throws Intelligence +


Skills skills
Damage Vulnerabilities damage_vulnerabilities
Damage Resistances Resistances
Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Senses Senses
Languages Languages
Challenge 13

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit Damage Damage Type
damage

18
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Classes
The classes listed below are adapted from Black Desert as Storming Beast
with all things in this compendium. They mimic the abilities
given to them in BDO as best they can in D&D. Some classes At 14th level your rage gives you advantage no mortal could
are not included in this list, they are instead listed in the index dream of. While you in your Titan's rage you may take any of
with their corresponding D&D classes as they did not need the following actions or bonus actions. Each action can only
any changing. be taken once between each long rest.
Please note, the classes here assume that the power Corpse Storm: While you are grappling a creature you
granted from the awakening weapons in BDO is part of the may use an attack action to throw them a number of feet
character or an extension of their capabilities. If you want the equal to your Strength score x 2 (rounded to the nearest 5).
items to play a larger part in this you can find them at the end They take 1d6 Bludgeoning damage for every 10th they
of the compendium. were thrown. When a creature lands it must succeed on a
Subclasses that include spells have any original spells Dexterity saving throw. The DC equals 8 + your Strength
markes in italics and those spells can be found at the end of score + your Proficiency Bonus. On a failed save the
the class descriptions. creature falls prone.
Fierce Strike: You may use a bonus action to inflict a
Berserker Intelligence save on a creature within 5ft of you (Against
your Fearsome Tyrant DC). On a failed save you have
(Barbarian, Primal Path) advantage on the next attack roll you make against them if
Berserkers specialize in savage combat, they fight using melee you make it before the end of your turn.
weapons to execute foes where they stand. Their inner rage Wrath of Beast: Your rage bubbles forth around you skin
bursts forth and consumes their body in a demonic scream. as an action. You become immune to nonmagical damage
Your rage will be unmatched among all of your kind. until the start of your next turn.
Devastation: You stomp the ground as an action and all
creatures within 15ft of you must succeed on a Strength
Fearsome Tyrant saving throw. The DC equals 8 + your Strength modifier +
At 3rd level your rage bursts forth it explodes out from you in your Proficiency bonus. On a failed save they are knocked
a pulse of anger and madness. When you activate you rage prone.
you inflict a Wisdom saving throw on all creatures you choose Titan Blow: As an action you build up tension in your body
within 30ft of you. The DC equals 8 + your Charisma modifier and as part of that action you release it in a 30ft lone, 5ft
+ your Proficiency Bonus. On a failed save a creature is wide line. Each creature in that line must make a Strength
frightened, or not being frightened on a successful save. A saving throw. The DC equals 8 + your Strength modifier +
frightened creature may repeat the save at the end of their your Proficiency Bonus. On a failed save a creature takes
turns, ending the effect on a success. damage equals to 5d10 + your Strength modifier and is
At 11th level you deal 1d6 Psychic damage to all creature knocked backwards 10ft (If they run into a creature then
affected by this aura. Creatures immune to the frightened both creatures make an Athletics check with the same DC,
condition are immune to this damage. on a fail being knocked prone). On a successful save a
creature is not knocked back and takes half as much
Raging Thunder damage.
When you are in your rage at 6th level, and after making at
least two melee wepaon attacks on your turn, you gain 2 AC
until the start of your next turn. You cannot gain this benefit if
you are using a shield or wearing armor.
Titan Syndrome
AT 11th level your rage is so fierce that it resembles that of
the titans in the war long ago. When you activate you rage you
may choose to enter a Titan's rage. When you do this you gain
the following features on top of any that your rage already
grants:
You reduce all damage taken further by 3
You gain another 2 points of damage
You may use a bonus action on each of your turns that
you are enraged to take the dash action, the shove
action, or the grapple action.
Your long jump and high jump distances double
You cannot exit this rage while you are below half your
maximum hit points

19
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Musa
(Fighter, Martial Archetype)
The Musa are oriental bladesmasters that specialize in
creating flame through innate magical prowess to coat their
weapons or to swing at foes from far away. If left unchecked, a
Musa can deliver powerful blows and reposition to his liking.
As a musa your martial prowess will grow like a raging flame.
Spirit Die
You have four spirit die which are d6s. A spirit die is expended
when you use it. You regain all spend spirit die at the end of a
short of long rest.
You gain another spirit die at 7th level and again at 15th
level.
Musa DC = 8 + your Strength or Dexterity modifier + your
Proficiency Bonus
Fiery Angel
As a bonus action starting at 3rd level you light one weapon
you are holding ablaze and when you land an attack with it
you deal additional fire damage equal to one of your spirit die
for the duration. While this is active your walking speed
increases by 10ft. This lasts for 1 minute of until you lose
concentration. This uses one spirit die.
Precise Martial Arts
When you reach 7th level you martial prowess is growing even
faster than you could ever have imagined. Using one spirit die
you may use one of the following features.
Musa's Soul. As an action you may let out a rallying shout One Step Back
that trikes fear into your foes and hope into your allies. All When your reach 15th level you look back on what you have
allies within 30ft of you gain a bonus to damage the next time learned and move ever forwards with it to back you up. You
they land an attack or cast a spell equal to your proficiency gain access to the following features, each one using 1 spirit
bonus. All foes within 30ft have disadvantage on their next die to activate.
attack roll unless they are immune to the frightened condition. Projection. As an attack you unleash a blazing slash that
Retaliation. While you are wielding one weapon in two travels 30ft in a straight line. Each creature in the line must
hands that is not a heavy weapon, you may assume this stance make a Constitution saving throw, on a failed save taking full
as a reaction to being attacked. This increases your AC by 2 damage and on a failed save taking half as much. The damage
against the attack and if the attack made against you misses, equals 5 of your spirit die.
you may, as part of this reaction, make one weapon attack Counter Assassination. You open up your defenses baiting
against the creature that missed you dealing additional enemies in. You lose 10 AC doing this but when you hit you
damage equal to one of your spirit die. may then expend the spirit die and make an attack as a
Lunar Slash. When you land a melee weapon attack you reaction with advantage that deals extra damage equal to two
may inflict a Strength saving throw on your target. On a failed of your spirit die.
save the target is knocked prone if they are large or smaller. Blooming. You may make 3 weapon attacks against a
Tiger Blade. As a bonus action to create a flaming sword in creature within 5ft but they deal no damage as an action. After
your hand. The sword counts as a shortsword or longsword this as part of the same action make three weapon attacks
(your choice) and deals damage equal to the die type of your against that creature. For each one of the first 3 attacks that
spirit die. The damage it deals is exclusively fire. hit you gain advantage on one of the secondary 3 attacks.
Crust Crusher. As an action you make one melee weapon
attack against all creatures within 5ft of you dealing additional
damage equal to the die type of your spirit die.
Musa's Spirit
At 10th level you spirit dice turn into d8s and when you reach
18th level they turn into d10s.

20
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Maehwa
(Fighter, Martial Archetype)
Maehwa are oriental fighters that will use their innate magic
to freeze their blades and foes alike. Their icy stabs and lethal
thrusts will leave foes shivering in fear and awe. As a maehwa Moonrise. When you land two melee weapon attacks on a
you will embrace elegance and speed in everyday life and on single creature during one turn you may use this on the
the battlefield. second to increase damage dealt by two of your spirit die.
Spirit Die Petal Bloom. As an action you charge up ice in your
You have four spirit die which are d6s. A spirit die is expended weapon. As an action on your next turn you make one weapon
when you use it. You regain all spend spirit die at the end of a attack against all creatures in a 5ft wide, 30ft long line. On a
short of long rest. hit a creature takes damage equal to four of your spirit die.
You gain another spirit die at 7th level and again at 15th Stigma. You inflict a constitution saving throw on a
level. creature when you hit them with a melee weapon attack, on a
failed save their movement speed become 0 until the end of
Musa DC = 8 + your Strength or Dexterity modifier + your their next turn.
Proficiency Bonus
Maehwa's Spirit
Sleet Steps At 10th level you spirit dice turn into d8s and when you reach
Starting at 3rd level you footsteps are fast and silent. You gain 18th level they turn into d10s.
advantage on Dexterity (stealth) checks made to keep quiet
and when you provoke an attack of opportunity, it is made at Royal Rage
disadvantage. When you reach 15th level your strikes are smooth and
precise and your spirit is as cold as ice. You gain the following
Precise Martial Arts features, each one using one spirit die to activate.
When you reach 7th level you martial prowess is growing even Blooming Step. When you provoke an attack of
faster than you could ever have imagined. Using one spirit die opportunity you may use your reaction to make one weapon
you may use one of the following features. attack against your attacker dealing extra cold damage equal
General Apricot. As an action you may let out a rallying to one of your spirit die.
shout that trikes fear into your foes and hope into your allies. Chaos: Red Moon. As an action you disappear in a swirl or
All allies within 30ft of you gain a bonus to damage the next bloody petals an whiling slashes. All creatures within 5ft of
time they land an attack or cast a spell equal to your you must make a Dexterity saving throw, on a failed save
proficiency bonus. All foes within 30ft have disadvantage on taking full damage or half as much on a success. The damage
their next attack roll unless they are immune to the frightened you deal equals 2 of your spirit die as weapon damage. You
condition. also impose disadvantage on attack rolls against until the start
Sticky Snowflake. When you land a melee weapon attack of your next turn.
on a creature you may attack a creature within 5ft of that Flow: Moonlight Dash. As a bonus action you take the
creature as part of the same attack. The damage for the attack dash action two times.
also increases by one of your spirit die as cold damage.

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Lahn Furor
(Fighter, Martial Archetype) When you reach 11th level you gain a new bonus action option
while you are airborne:
Lahn are fighters who can fly through the sky, running on the Ethereal Dance. You dive up to 30ft downwards as a bonus
air and expanding their combat capabilities. While airborne action taking only 1d6 fall damage. When you do this using all
they can dive to assassinate foes and can more easily land remaining attacks you may make one attack roll with
critical hits. As a Lahn you will be a master of the skies and advantage against all creatures within 10ft of you.
the land alike.
Bleeding Hearts
Nimbus Stride At 15th level you become more powerful the closer to death's
At 3rd level you may take the dash action as an attack action door you become. When you are under 50% hp you recover an
on your turn. When you do this you may run on the air (you extra 10 hp whenever you use our second wind feature.
may use you full action on subsequent turns to keep running When you use your second wind feature you also gain
in the air by taking the dash action). While airborne you may advantage on your next weapon attack.
use any of the following actions:
Fragrant Stigma. You dive up to 60ft downwards as a Phantom Dance
bonus action taking only 1d6 fall damage. When you do this, if When you reach 18th level as a Lahn you no longer provoke
you make a weapon attack on the same turn, that attack has attacks of opportunity when you use Nimbus Stride. You also
advantage and deals an additional 1d6 weapon damage. now land a critical hit on a 19 or 20.
Morning Dew. You dice up to 30ft downwards as a bonus When you use Fragrant Stigma, Morning Dew, or Ethereal
action taking only 1d6 fall damage. When you do this, the next Dance you gain 1d6 AC until the start of your next turn.
weapon attack you make deals an additional 3d6 weapon Finally, your second wind die increases to a d12.
damage if it is made before the end of your turn.
Nirvana Step
At 7th level you movement speed increases by 10ft.
Additionally while airborne you have advantage on dexterity
saving throws and if an effect has you make a dexterity saving
throw to take half damage, you instead take no damage on a
successful save or half as much on a failed one.

22
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Striker Mountain Aura
(Monk, Monastic Tradition) When you reach 6th level, as a warrior in this world you can
punch and beat your way through most foes but when you
Strikers are warrior who have complete control over the Ki in encounter something that is not so simple you must have a
their bodies and when they need to, can force it out to last line of defense. You gain advantage on saving throws
manifest it physically. They fight with a less refined style than made against magical effects.
other monks but what it lacks in elegance it makes up for in
brutality. Your fists sear with flame and your soul burns bright Awakening
as the sun. At 11th level you begin to unlock the flame that burns in your
soul and manifest it in your fists. You may choose two of the
Martial Spirit following Ki empowered techniques at this level and may
At 3rd level you have been trained to control you inner Ki and choose a third one at 17th level. Each of these has its own
let it flow through your fists to unleash devastating strikes on activation conditions and are listed below.
your foes. When you land an unarmed attack you may, once on Descent of Fury: As a Bonus Action using 4 Ki points you
each turn, use 1 Ki point to use one of the following unleash your Ki and your strength soars to new heights. For
techniques. You start with two techniques of your choice, you the next minute or as long as you maintain concentration you
may choose an additional technique at 6th, 11th, and 17th gain a +3 bonus to melee attack and damage rolls and you
level. have resistance to all damage.
Roaring Tiger: Your inner Ki roars with ferocity and burst Endless Fight: Whenever you land a critical hit on a
forwards. The creature you hit takes an additional 1d10 Force creature you may increase the damage dealt by 2d10 Fire
damage and you may also heal yourself by the number you roll damage for 1 Ki point.
on the die. Hell Break: If you are grappling a creature you may use an
Massive Suppression: You hold back your Ki on your attack and 2 Ki points to do one of the following:
attack and get no damage bonus to this attack but in turn you Shred: You run up to your movement speed dragging the
may attempt to grapple the creature that you hit. You may use creature along the ground with you. For every 10ft you
an additional Ki point to suffer no damage loss. travel the creature takes 1d8 Bludgeoning damage as he is
Ankle Hook: You distract your foe with your fists and follow raked across the ground. At the end the creature is
up immediately with a quick shin sweep. Your target must knocked prone and let out of the grapple.
succeed on a Dexterity saving throw or be knocked prone. Slam: You lift and slam the target into the ground dealing
Flow: Strike Through: You punish those who lay down 3d10 Bludgeoning damage to them, releasing them from
their will to fight with you inner rage. This attack deals an the grapple and knocking them prone.
additional 1d6 Force damage. This damage increases to 2d6
Force damage against a target that is prone. Ultimate Crush: When you attack a creature you are
Hidden Claw: You retreat 5ft backwards and wait. If a grappling you may use this for 3 Ki to grant yourself
creature makes an opportunity attack against you, the attack advantage on the attack roll and deal an additional 1d8 Force
is made at disadvantage and you may make an attack as a damage.
reaction against them as well with advantage. Infernal Destruction: As an action for 4 Ki you sweep your
Flow: Deathstrike: Your Ki flows through your fist and leg in a sweep kick letting out a blaze of flame everywhere on
blasts a weakened target. That target takes an additional 2d8 the ground 15ft around you. Any creatures on the ground
Force damage if they are Stunned, Paralyzed, Restrained or within 15ft of you or just within 5ft of you must make a
Grappled. Dexterity saving throw, taking 5d10 Fire damage on a failed
Fist of True Strength: You imbue your Ki and your save or half as much on a successful one. A creature that fails
momentum to brutalize your target. If you move at least 10ft the save by 5 or more is knocked prone.
in a straight line before using this the attack deals an Skull Crusher: As an action using 5 Ki you leap upwards
additional 2d6 Force damage. and land an ax kick on a creature within 5ft of you. That
Fist Fury: This can only be used on a Flurry of Blows creature takes 2d6 Bludgeoning damage on a hit. All
attack. It increases your damage by 1d6 Force damage and creatures within 30ft of the target must make a Strength
this damage ignores resistances. saving throw, on a failed save a creature takes 6d6 Fire
Flow: Rock Smash: On a target that can't run you, you can damage or half as much on a success.
unleash a fatal blow. When you hit a creature that is prone you Fallout: You uppercut and drop your elbow causing fire to
may increase damage dealt by 1d10 Force damage and gain pulse upwards and then downwards near you. All creature
+1 AC until the start of your next turn. within 5ft of you must make a Strength saving throw, on a
Howling Wolf: You use your Ki and guard against failed save taking 4d6 Fire damage and being knocked prone,
oncoming damage. You gain a +3 bonus to AC until the start of or taking half as much damage on a successful save.
your next turn. Ferocious Assault: You leap forwards propelled by you
Crimson Fang: Your Ki is sent directly into your target to rage and Ki as a Bonus Action. You may use 2 Ki points to
wreak havoc on their muscles. A creature must succeed on a leap 3oft forwards and 10ft upwards or you may use 3 Ki
Constitution saving throw or suffer from disadvantage on all points to leap 60ft forwards and 15ft upwards. When you land
Strength and Dexterity ability checks and saving throws until all creature within 5ft of you take 1d4 Fire damage.
the end of its next turn.

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Spiral Canon: You leap forwards 30ft in a line for 4 Ki as an
Action through any creature that are in your way. All creature Mystic
you move through must make a Constitution saving throw, on (Monk, Monastic Tradition)
a failed save taking 6d6 Fire damage, or half as much on a
success. If a creature fails the save by 5 or more a creature The Mystic are warriors and guardians who have spent time
has disadvantage on Constitution saving throws until the end in meditation, looking in on themselves and understanding
of its next turn. who they are. They guide others and when pushed can lash
Endless Explosion: You may spend 3 Ki points when you out like a roaring dragon, their strikes flowing like fierce water
us your Flurry of Blows to make an additional two attacks. rapids. As the sister tradition to the striker your fists can calm
These attacks deal force or fire damage instead of normal even the strongest of storms.
attack damage.
Flow: Crosswind: When you take the dash Action of use Infinite Mastery
Spiral Cannon you may use a Bonus Action and 2 Ki to leap At 3rd level your strikes are calm and calculated landing hits
backwards 15ft and 10ft up. Once creature within 5ft of you and striking stronger than they appear. When you land an
before you jump takes 3d6 Fire damage. They must make a unarmed strike you may expend 1 Ki to use any of the
Strength saving throw or be knocked back 10ft. following techniques. Only one technique may be used on
Wolf's Fang: You charge up your Ki in your palms as an each of your turns and you may start with two techniques of
Action and expend 3 to 6 Ki. As a Bonus Action you unleash your choice. You may choose an additional technique to learn
this energy and launch it up to 20ft in a line where it explodes at 6th, 11th, and 17th level.
in a 10ft radius sphere. All creature in that area must make a Roaring Tiger: You strike with such force that your entire
Constitution saving throw taking 8d6 Force damage on a body feels renewed. The creature you hit takes an additional
failed save or half as much on a successful one. Using 4-6 Ki 1d10 Force damage and you may also heal yourself by the
increases damage dealt by 1d6 above each Ki point above 3rd number you roll on the die.
that you expend. Ankle Hook: You distract your foe with your fists and follow
Wolf's Hunger: As a bonus action you use 3 Ki points and up immediately with a quick shin sweep. Your target must
until the end of your turn, each time you make an unarmed succeed on a Dexterity saving throw or be knocked prone.
strike attack roll you may teleport up to 60ft to a location you Fist of True Strength: You imbue your Ki and your
can see before rolling to hit. momentum to stun your target. If you move at least 10ft in a
Rage Hammer: As an action you pound the earth and straight line before using this the attack deals an additional
unleash you pent up Ki in a 15ft radius area around you. All 2d6 Force damage.
creatures in that area must make a Constitution saving throw, Fist Fury: This can only be used on a Flurry of Blows
taking 6d6 Force damage and being knocked back 10ft on a attack. It increases your damage by 1d6 Force damage and
failed save or taking half as much on a successful save. this damage ignores resistances.
Echo Spirit Howling Wolf: You use your Ki and guard against
oncoming damage. You gain a +3 bonus to AC until the start of
At 17th level your spirit flows out of you and manifests as a your next turn.
fiery version of yourself. As an Action using 5 Ki or as a Bonus Soul Basher: You unleash your Ki into the body of your
Action using 7 Ki, you summon a fiery double of yourself. target targeting their heart. They must make a Constitution
When it is summoned it has hit points equal to your hit point saving throw, on a failed save taking 3d4 Force damage or half
maximum and shared all your statistics and you features and as much on a successful one. If the target fails the save by 5 or
traits. The double lasts for 8 Hours or until it is killed. Its mind more their speed is reduced to 0 until the end of their next
is linked to your own and it acts on its own initiative and does turn.
whatever you want it to do. It can be healed by spells and rests Thunder Pound: You release your Ki in a controlled burst
and shares your pool of Ki, it has immunity to Fire and Poison to blast the senses of your foe. When you use this it emits a
damage. When it is destroyed or its time runs out it restores 3 loud peel of thunder audible within 600ft and your target and
Ki points to you. all other creatures within 10ft of them must make a
Additionally when you use a Ki point to use a Technique Constitution saving throw. On a failed save taking 2d8
from Martial Spirit you may make an additional attack roll as Thunder damage or half as much on a success.
long as your double isn't summoned to summon it for that one Flow: Recoil Slam: This is a passive technique that allows
attack only, on a hit it deals 1d12 Fire damage and has your you to use any of the other techniques you know when you
hit bonuses and damage bonuses as usual. land an opportunity attack even if you have already used your
use of Absolute Mastery this round.
Flow: Death Clout: Your Ki fills up the targets system and
blocks magic from being released. Any time before the end of
your target's next turn if they use magic of any king they must
first succeed on a Constitution saving throw, on a fail the
magic fails and they waste their action.
Flow: Rib Crusher: Your Ki explodes out of your target
damaging their defenses. As they feel their bones weaken they
take a penalty to their Armor class equal to half your
proficiency bonus (rounded down).

24
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Combo: Splinter Stub: You release a portion of your Ki and Dragon Shatter: When you hit a creature that is stunned,
quickly disperse it on your foe. They must succeed on a paralyzed, or restrained you may activate this using 2 Ki to
Constitution saving throw, on a failed save taking an wreak havoc on their bodies. You deal additional damage to
additional 1d6 Force damage and being knocked back 10ft, on them equal to three of their hit die.
a success taking half as much damage and only being knocked Hurricane Sweep: As a Bouns Action using 4 Ki you sweep
back 5ft. your leg forwards sending a tendril of water spiraling out. All
creatures within 15ft of you must make a Dexterity saving
Mountain Aura throw, on a fail taking 4d10 Cold damage and being knocked
When you reach 6th level, you have found a way to counter prone. On a success taking half as much damage.
even foes that you cannot reach, enhancing your durability Enhance: Wolf's Frenzy: As an Action using 4 Ki you leap
and safety. You have resistance against spell damage. into action using your Ki to enhance your speed. Make 5
unarmed attacks as part of this Action and before each one
Awakening you may teleport to a location you can see within 30ft. Each
attack is made with advantage if you use an additional 3 Ki
When you reach 11th level your strikes and fierce and deadly points.
and your mind is always in balance, now you learn to manifest Dragon's Rip: You harness the Ki of others and pull it into
this calm in a physical way to control the fight to an even yourself as an Action using 4 Ki. Each creature within 60ft of
greater extent. You may choose two Ki empowered techniques you must succeed on a Charisma saving throw, on a fail they
to learn at this time and a third when you reach 17th level. lose a spell slot of 1d6 level or a 1d4 Ki (if they have no
Each has its own activation requirements and is listed below. resource they are immune to this effect). For each creature
Tranquility: Once between each long rest you may steel you you steal a resource from restore 1d10 hp to yourself.
mind let it slip into the tides. As an action you regain 1d4 +1 Dragon's Pit: Your Ki forms the shape of a dragon that flies
Ki points. around in a 60ft sphere centered on point you can see within
Infinite Fortitude: Your harness the calm in your soul and 120ft. Each creature of your choice in that area must must
allow it to flow through you body, using 3 Ki your body loses succeed on a Dexterity saving throw, on a fail they take 6d6
its touch with the material. You may channel this for up to 1 Cold damage and 4d6 Force damage. On a fail taking half a
minute using an action each round to keep it going. While much.
active you have resistance to all damage and immunity to
psychic, poison, acid and fire damage. When you end this Dragonize
effect as a Bonus Action all creatures within 10ft of you take At 17th level your Ki flows like a roaring sea or like a calm
2d4 Cold damage. pond at your command. Now you take it even further. As a
Tidal Burst: As a Bonus Action using 3 Ki you imbue the Bonus action using 7 Ki you imbue your body with the power
strength of the tide into your fists. Until the start of your next of a dragon, your Strength becomes a 27 (+8) and you gain
turn all unarmed strikes you land deal an additional 1d8 Cold resistance to Cold, Fire, Lightning, Acid and Poison damage
damage. for the duration. This ability lasts for 1 minute once activated.
Rapid Stream: When you land an unarmed strike you deal While this is active you are constantly under the effects of the
may activate this using 1 Ki to immediately make another Water Walk, Longstrider and Jump spells. Your Techniques
unarmed strike as a free action with advantage. You may only also use 1 less Ki point while this is active.
use this once on each of your turns.
Spiral Torpedo: As an Action using 4 Ki, your Ki flows out
from your like water and encases you in a whirlwind as you
leap forwards. Choose a 15ft radius area within 60ft of
yourself, all creatures win that area must make a Strength
saving throw, on a fail taking 3d6 Cold damage and being
pushed 10ft away from you, on a success taking half as much
damage and being knocked only 5ft. You also move to the
center of that area which must be unoccupied.
Sea Burial: As an action using 4 Ki, your ki flows from your
palm to bury your foes in the depths. All creatures in a 30ft
cone must make a Strength saving throw, on a failed save
taking 4d8 Cold damage and being knocked prone, on a
successful save taking half as much damage.
Rising Dragon: As an Action using 6 Ki you slam the
ground with you fist and rising from the ground comes a
roaring dragon of the sea. All creatures within 15ft of you
must make a Dexterity saving throw, on a failed save taking
10d6 Cold damage or half as much on a success.
Wave Orb: As an Action you expend 5 Ki and unleash a
blast of cold force unto your foes. All creatures in a 15ft cone
must make a Constitution saving throw, on a failed save taking
6d6 Cold damage and 6d6 Force damage or half as much on a
success.

25
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Celestial Smite
Oath of the Valkyrie At 15th level you may expend a Divine Smite spell slot as an
(Paladin, Sacred Oath) action to teleport up to 120ft before making your attack. The
The valkirie are warriors of the light, they follow deities that attack has advantage and has divine smite on it at the level
teach healing and war. Their magic focuses on healing while you cast it.
their divine smite gains power and can even be channeled to Divine Power
heal. As a valkyrie you will channel the light into your weapon
and keep your allies alive and well. When you reach 20th level, as an action you cause divine
energy to flow into your soul. All creatures within 30ft of you
Tenets of Elion when you do this of your choice recover hit points equal to
Though your exact pledge may vary, each paladin who walks 6d10 + your Charisma modifier and all creatures not chosen
along the oath of the valkyrie shares these tenets. to recover their hp take damage. The damage they take is
Sacrifice. If you must sacrifice your own life to uphold your radiant and equals the number of creatures you healed
oath, do so without question. (excluding yourself) times 5.
Integrity. You must always act knowing you will influence
others, act only with just cause and for just reasons.
Manners. Never be anything but polite, even when you have
been disgraced.
Meditation. To train your mind, spend one hour each day in
meditation.
Pride. Take pride in yourself, what you become is all on
your own will.
Oath of the Valkyrie Spells
Paladin Level Spells
3rd Celestial Spear, Heroism
5th Divine Descent, Calm Emotions
9th Breath of Elion, Blinding Smite
13th Sanctitus de Enslar, Find Greater Steed
17th Legend Lore , Greater Restoration

Channel Divinity
When you take this oath at 3rd level you gain the following
options for your channel divinity.
Elion's Blessing. As an action you release an aura of peace
and tranquility. All creatures of your choice within that are
have any charm or fear effect on them removed and they
recover hp equal to 1d4 + your Charisma modifier.
Judgement of Light. As an action you target a number of
fiends or elementals equal to your Charisma modifier. They
must all succeed on a Charisma saving throw or be struck by
a beam of light that descends from the sky and incinerates
their essence sending them back to their respective planes of
existence.
Noble Spirit
As a bonus action once per long rest when you reach 7th level,
you may call upon the power of your deity and embody their
light. For the next minute, or until you lose concentration you
gain these benefits:
You are resistant to radiant damage and may reduce all
other damage taken by 3
All allies within 30ft of you when you cast this gain the
above benefit as well (as long as you are able to
concentrate).
Your weapon attacks deal an additional 1d4 radiant
damage

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Archer Breath of the Spirit
(Ranger, Ranger Archetype) When you reach 11th level you can call upon the spirits
around you to do one of three things as listed below. This can
As an archer you will shy away from more of the straight of only be once before you must take a long rest before doing so
spellcsating most rangers dive into, instead preferring to focus again.
more on your range and enhancing your arrows with magic. Recover: You and up to two other creatures of your choice
Your bow string will be laced with magic from the moment within 30ft of you recover hit points equal to 4d6 + your
you first fire an arrow to the last. As an archer you have a Wisdom modifier.
kinship with wolves and are quick on your feet. Stun: Up to three creatures of your choice within 30ft of
you must make a Constitution saving throw against your spell
Light's Path save DC. On a failed save they become stunned until the end
of their next turn.
At 3rd level, while using a ranged weapon you may increase Declaration: Up to three creatures of your choice within
the maximum and recommended range for the weapon by 30ft of you must make a Charisma saving throw against your
your Wisdom modifier x 10ft. You only gain this benefits while spell save DC. On a failed save they take 5d10 Force damage
prone or when you do not move on your turn. or half as much on a successful save.
Righteous Fire Ravenous Talon
When you reach 7th level you can imbue your arrows with At 15th level you can call forth the spirits of wolves to aid you
natural magic. As a bonus action on your turn you may imbue in your fight. When you land a weapon attack you may use one
an arrow with power and give it one of the following effects spell slot to activate the following effect:
using a 2nd level spell slot. You summon one wolf spirit to attack a creature within range
Luthraghon's Call. Your arrow travels through creatures of your weapon momentarily. Make a spell attack. On a hit the
attacking all creatures in a line up to it's maximum range target takes Force damage equal to 2d10 + your spellcasting
(roll to hit once). It does not pass through objects or even modifier.
harm them however. When you activate this effect using a 2nd level spell slot of
Piercing Light. You arrow explodes on impact inflicting a higher you may increase the damage dealt by 1d10 for each
Constitution saving throw (against your spell save DC) spell level the slot is above 1st.
against all creatures within 10ft of it's point of impact. On a
failed save a creatures takes 3d6 radiant damage or half as
much on a successful save.
Bolt of Radiance. The arrows target takes an additional
2d10 radiant damage.
Tactical Strike. You attack gains +5 to it's Atk bonus but
receives a -5 penalty to damage (minimum of 1).
Full Bloom. You target two creatures within 5ft of your
original target. The additional targets take radiant damage
instead of normal damage from the arrows.

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Dark Knight Spirit Combustion
(Ranger, Ranger Archetype) At 7th level your spirit is volatile and eager to find more power
and to walk your path. You gain additional features depending
Contrary to popular belief, Dark Knights are not innately evil. on your alignment (if you alignment changes then so do these
Rather, they have a different outlook on the world compared benefits).
to the other rangers. Sure they protect nature, but if to protect Primary Alignment
it they must hurt it or to further an important gain they must Lawful: You gain resistance to radiant damage
destroy the sacred trees, they will without hesitation. As a Neutral: You gain resistance to psychic damage
Dark Knight you draw on nature's darkness and light for a mix Chaotic: You gain resistance to necrotic damage
of deadly beauty.
Dark Knight Spells Sub Alignment
Good: When you deal radiant damage by any means, increase
As a Dark Knight you gain access to a new group of spells. the damage dealt by your Wisdom modifier
You know them automatically and they do not count against Neutral: Increases your AC by one until the start of your next
your known spells. turn whenever you cast a spell
Evil: When you deal necrotic damage by any means, increase
Ranger Level Spells the damage dealt by your Wisdom modifier
3rd Vedir's Dogma, Imperious Command
5th Shadow Bullet, Nocturne
Spirit Satiation
9th Corrupt Ground, Cluster of Despair
When you reach 11th level you know who you are and you
know your limitations. But nothing is better than pushing past
13th Dusk: Hallucination, Shattering Darkness these boundaries and into the unknown. Once per short rest
17th Trap of Vedir, Wrath of Vedir
when you fail a saving throw you may choose to succeed
instead.
Unveiled Fate Overlord
At 3rd level you are a force that cannot be stopped. You have At 15th level your manipulation of the light and darkness is
advantage on saving throw made against being charmed or unparalleled among men. Choose one 1st level spell and a
frightened. 2nd level spell, you may now cast those spells at their base
levels without expending a spell slot once per long rest each.

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Kamasylvian Ranger Guardian
(Ranger, Ranger Archetype) At 15th level you are a true guardian of the elves. You may
now use the following action once before you must finish a
Rangers are the elite warriors of the elves. They can stem long rest before doing so again.
from high elves or wood elves, even eladrin but they are Wailing Wind. Around you appears thousands of tendrils of
treated with respect and honor. Some find their comfort with light, small pieces of the archfey sylvia's tree. You then launch
a bow in hand while others enjoy the finely crafted elven them in a 120ft long, 5ft wide line. All creatures in that line
blades. As a ranger you will strive to preserve the light in out that are not of fey origin (excluding drow) must make a
world and keep balance in nature. Charisma saving throw. On a failed save a creature takes 10d6
untyped damage. On a success they take half as much
Wind of the Spirit damage. A creature that fails the save by 5 or more becomes
stunned and may repeat the save at the end of each of their
At 3rd level the sylphs around you bless your movement. Your turns, ending the stun on a success.
walking speed increases by 10ft and your long jump distance
doubles. Additionally when you take fall damage you may
reduce by an amount equal to your level x2.
Call of the Earth
At 7th level you gain the following features:
Evasive Shot: Whenever you take the disengage action you
may make one weapon attack as part of that action. The
weapon you attack with cannot have the heavy property.
Wind Step: When you take the dash action you can run
over water or similar substances with ease but you cannot end
your turn on them or else you sink like normal.
Spirit Healing: When you spend hit die during a short rest
you recover an extra 1d6 hp for each hit die expended.
Elven Rage
When you reach 11th level you may call upon the sylphs to aid
you in your quests. You may call upon them once per day to do
one of the following things.
Nature's Tremble. When you make a melee weapon attack
you may inflict a Constitution saving throw on all creatures in
a 5ft wide, 65ft line with you as the center of the line. All
creatures in that line that fail the save take 10d6 magical
piercing damage and have their speed reduced to 0 until the
end of their next turn. On a successful save a creature takes
half as much damage and isn't rooted in place.
Flow: Disillusion. When you make a ranged weapon attack
you inflict an Intelligence saving throw on your target. On a
failed save the target takes 10d6 psychic damage and is
stunned. On a successful save a creature takes half as much
damage and is not stunned.
Flow: Wings of Wind. As a bonus action the sylphs guide
your movement. You may move up to 120ft in any direction
provoking no attacks of opportunity as if you had a flying
speed. Your next attack after this has advantage is it is made
during the same turn.

29
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Tamer Heilang
(Ranger, Ranger Archetype) Large Monstrosity, L. Neutral
Tamers channel the power of a divine beast called the
Heilang. They can even summon the beast to fight beside Armor Class 14 (natural armor)
them and ride on its back. When this is not their preferred Hit Points 14 (2d10 +2)
course of action they can take on the power themselves, Speed 40ft
channeling it into their attacks.
STR DEX CON INT WIS CHA
Summon Heilang
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
As a bonus action starting at 3rd level you may summon the
beast to an unoccupied space within 15ft of you. It acts on Saving Throws (Shares the Tamer's saving throws)
your initiative and can understand you and you can Skills Survival, Insight
understand it. You can find it's stats below. You can summon Damage Resistances Force
the Heilang in this way a number of times equal to your Senses 120ft darkvision
Wisdom modifier regaining all spent uses when you finish a Languages telepathy 30ft (only with the Tamer)
long rest.
The Heilang disappears when it is reduce to 0hp. When you Flight of the Beast. Reduce all fall damage taken by 5
are unconscious the Heilang takes actions that defend its times the Tamer's level.
owner but no others.
As an attack action once per turn you may command the Actions
Heilang to make one of its own actions and use its movement Multiattack. The Heilang makes two Claw attacks
action. You may instead use a bonus action to allow the (unlocks at 11th level).
Heilang to use its movement action.
The Heilang gains HP at the same rate that you do and Claw. Melee weapon attack: (uses Strength), Range
receives half of any stat boosts you receive as well. It uses your 5ft, one target. Hit: 1d10 +2 Slashing damage
proficiency bonus to calculate it's spell Atk bonus and it's Atk Heilang: Howling (Recharge 6). All creatures in a 30ft
bonus. cone must make a Constitution saving throw against
your spell save DC. On a failed save a creature is
Absorb Heilang frightened until the end of its next turn and has its
speed reduced to 0.
As a bonus action starting at 3rd level, while you have your
Heilang summoned you may absorb it. When you do this the Charge 1/ Long rest. The Heilang charges up to its
Heilang is reduced to 0hp. You instantly recover hp equal to 5 speed through creatures it can see. All creatures it
times your Wisdom modifier + your Constitution modifier. passes through must make a Constitution saving
throw. On a failed save taking 4d10 Force damage.
Bolt Wave At 7th level the damage increases to 5d10, it
At 7th level, when you land a weapon attack you may use a 1st increases again until 11th level and at 15th level the
damage increases again to 7d10.
level spell slot to increase damage dealt by 1d10 Force
damage. Using a higher level spell slot increases the damage
dealt by 1d10 for each spell slot level above 1st used.
Heilang: Upward Claw
When you reach 11th level you and your Heiland gain a new
actions:
Upward Claw: Make a melee attack against a creature
within 10ft of you, on a hit you deal 1d10 magical slashing
damage and 1d10 force damage.
Resonance: Make a melee attack against a creature within
5ft of you, on a hit you deal 1d6 force damage and inflict a
Constitution saving throw against your spell save DC. On a
failed save a creature is knocked back 5ft and prone.
You may add your Dexterity or Strength modifier to damage
for both attacks.
Heilang: Berserk
At 15th level you can imbue you and you Heilang's attacks
with elemental power. All of your damage bonuses on non-
spell attacks can be converted into fire, cold or lightning
damage.

30
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Godr Wizard
(Wizard, Arcana Tradition)
The Godr Wizard has a mastery of two elements, fire and
water and can summon allies formed from these elements to
fight alongside themselves. As a Godr wizard no one will
match you on your home field.
Sage's Memory
Starting at 3rd level the time and money needed to copy spells
of a school of your choice.
Additionally you gain access to the Godr Wizard spell list as
shown in the spell lists at the end of the subclass descriptions.
Summon Keeper
At 3rd level you may use a bonus action and a spell slot to
summon one of two elemental guardians (Marg or Arne). The
elemental stays summoned until it dies or you dismiss it as a
bonus action on your turn.

31
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Aad Witch

32
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Spells
Valkyrie Spells Dark Knight Spells
Breath of Elion Cluster of Despair
3rd Level Conjuration 3rd level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30ft Range: 60ft
Components: V, S, M (A naturally golden feather) Components: V, S, M (four sowing needles)
Duration: Instantaneous Duration: Instantaneous
Your prayers are answered and coursing our from your Raising your right hand you summon four bolts of light and
weapon is a pulse of healing. All creatures of your choice darkness. Make four spell attacks against up to four creatures
within range recover hit points equal to 1d10 + your Charisma within range. On a hit the creature takes 1d10 radiant and
modifier. 1d10 necrotic damage. The path the bolt travels on is also
At Higher Levels: When cast using a spell slot of 4th level momentarily illuminated as if by dim light.
or higher, increase the healing by 1d10 for each level the slot At Higher Levels: When you cast this spell using a 4th or
expended is above 3rd. higher spell slot you may increase the damage dealt by 1d12
for each spell slot level above 3rd.
Celestial Spear
1st Level Conjuration Corrupt Ground
Casting Time: 1 action 3rd level Evocation
Range: 60ft Casting Time: 1 action
Components: V, S Range: self (30ft radius)
Duration: Instantaneous Components: V, S
You call down a spear of light onto one creature you can see Duration: Instantaneous
within range. Make a spell attack roll against them, on a hit Black thorns grow up and coil around you as you slam you
the creature takes 3d8 radiant damage. hand into the earth shattering them across the ground. All
At Higher Levels: When cast using a spell slot of 2nd level creatures within range that are touching the surface you hit
or higher, increase the damage by 1d8 for each level the slot must make a Constitution saving throw, taking 3d12 necrotic
expended is above 1st. damage on a failed save or half as much on a successful one.
For each creature you hit you may restore 1d10 hp to yourself.
Divine Descent At Higher Levels: When you cast this spell using a 4th or
2nd Level higher spell slot you may increase the damage dealt by 1d12
Casting Time: 1 bonus action for each spell slot level above 3rd.
Range: Self
Components: V, S Dusk: Hallucination
Duration: Concentration, up to 1 minute 4th level Transmutation
A holy aura surrounds you and causes your eyes to glow with Casting Time: 1 bonus action
a celestial presence. For the duration you cannot fail a saving Range: Self
throw against being frightened, charmed, or blinded. You also Components: V, S, M (a pinch of dust and a dried leaf)
have advantage on saving throws against magic. Duration: 1 minute
Through your veins pulses dark magic power, any time you are
Sanctitus de Enslar hit by an attack you may use your reaction half the damage
4th Level taken and teleport up to 15ft to a location you can see.
Casting Time: 1 Action
Range: 120ft
Components: V, S
Duration: Instantaneous
You choose a point you can see within range and teleport to
that location. When you teleport if you are touching a surface,
all creatures within 30ft on that surface must make a
Constitution saving throw. On a failed save taking 4d12
radiant damage and being blinded until the end of your next
turn, on a successful save taking half as much damage and not
being blinded.

33
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Imperious Command Trap of Vedir
1st level Evocation 5th Level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120ft Range: 15ft cone
Components: V, S, M (A stand of hair from a troll) Components: V, S
Duration: Instantaneous Duration: Instantaneous
You command all creatures charmed by you within range to A wave of crystallized necrotic and radiant energy springs
use their reactions immediately. The reaction causes them to forth and inflicts a Dexterity saving throw on all creatures
grip their heads in pain and all creatures within 5ft of any within range taking 6d10 radiant damage and 1d10 necrotic
creatures charmed by you within range must make an damage on a failed save or half as much on a successful one.
Intelligence saving throw, on a fail taking 4d6 psychic damage. After using this you leap backwards up to 15ft provoking no
attacks of opportunity.
Nocturne
2nd level Conjuration Vedir's Dogma
Casting Time: 1 bonus action 1st level Evocation
Range: 30ft Casting Time: 1 bonus action
Components: V, S, M (Two obsidian stones the size of an eye) Range: Self
Duration: Instantaneous Components: V, S, M (A dried leaf)
You focus you magical powers, teleporting you with a wisp of Duration: Concentration, up to 1 minute
black smoke to an unoccupied location you can see within You run your hand along a sword that you are holding and
range. If you make a weapon attack ofter doing this it has through the steel runs a magic woven of the dakrness of
advantage. nature. Any time you land a weapon attack with that weapon
for the duration a pulse of necrotic energy bursts from the
Shadow Bullet blade dealing an additional 2d4 necrotic damage.
2nd level Evocation At Higher Levels: When you cast this spell using a 2nd or
Casting Time: 1 bonus action higher spell slot you may increase the damage dealt by 1d4 for
Range: 60ft each spell slot level above 1st.
Components: V, S Wrath of Vedir
Duration: Instantaneous
5th Level Conjuration
From your outstretched hand a small orb of darkness flies Casting Time: 1 Action
forwards up to 60ft. Make a spell attack roll against a creature Range: Self, 30ft
you can see within range, on a hit they take 4d10 necrotic Components: V, S
damage. Duration: Instantaneous
At Higher Levels: When you cast this spell using a 3rd or
higher spell slot you may increase the damage dealt by 1d10 Slamming your hand into the earth you let out a shock wave
for each spell slot level above 2nd. of negative energy. All creatures within range must succeed
on a Constitution saving throw, on a failed save taking 6d10
Shattering Darkness necrotic damage and being restrained until the end of their
4th Level Conjuration next turn. On a successful save taking half as much damage
Casting Time: 1 Action and not being restrained.
Range: 20ft
Components: V, S
Duration: Instantaneous
You create an implosions on light in a 15ft sphere centered on
a location within range that you can see. All creatures in that
area must succeed on a Constitution saving throw, on a fail
taking 9d6 radiant damage or half as much on a successful
one.
At Higher Levels: When you cast this spell using a 5th level
or higher spell slot you may increase the damage dealt by 1d6
for each spell slot level above 4th it is.

34
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Cartian's Scythe
Scythe, Legendary (requires attunement by a sorcerer or a
warlock)
This scythe was wielded by the first sorcerer and was used to
focus her magical powers into existence. As the years went by
the scythe became magical through its constant usage.
The scythe grants a +1 bonus to attack and damage rolls
made with it.
Cartian's Protection. This scythe acts as a spellcasting
focus for its wielder and grants a +2 bonus to spell attack rolls
and spell save DCs while wielding it.
Spells. When you cast a spell while using this scythe as the
focus you do not expend a spell slot if the spell is cast at 2nd
level or lower.
Blade of Darkness. You may use Charisma instead of
Strength for calculation attack roll bonuses and damage
bonuses.
Soul Harvest. You may place this scythe in a dead
creature's corpse that is not an undead for 1 minute. After that
minute you gain the benefits of a short rest once per long rest.
Cartian's Nightmare. When an attuned creature dies their
soul is devoured by the scythe.
Sah Chakram
Greatsword (technically), Legendary (requires attunement by
a rogue)
This Chakram is huge, it would be cumbersome to an
inexperienced weapons master. It has the Finesse property
and the Thrown property 15/30ft.
The chakram grants a +2 bonus to attack and damage rolls
made with it.
Flash Step. As a bonus action you may teleport up to 10ft,
when you do this if you take the hide action afterwards the
action has advantage.
Lunar Dash. When you take the dash action you may move
an additional 10ft. If you make an attack after doing this on
the same turn then the attack deals an additional 1d6
Slashing damage.
Chain Crash. As an action while wielding the chakram you
may throw the chakram out in a 15ft cone. All creatures in
that area must make a DC 15 Dexterity saving throw, taking
6d6 Slashing damage on a failed save or half as much on a
successful one. Once you use this feature you cannot do so
again until you finish a long rest.
Halo. You may, as a bonus action to deals an additional
1d10 Force damage to any targets you hit with the Sah
Chakram that round.

35
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Goyen's Great Sword Tantu's Iron Buster
Greatsword, Legendary (requires attunement by a paladin or a Legendary (requires attunement by a berserker with a
fighter) strength score of 14 or higher)
The great sword that once belonged to the warrior Goyen is This weapon is literally a small cannon on one of your arms.
bathed in blood that it can never forget. While on your arm (attuned) you cannot use that hand for
The greatsword grants a +2 bonus to attack and damage anything other than this cannon.
rolls made with it. Attacks with this weapon use Strength and on a hit they
Great Sword Defense. As an action you may use the deal 4d10 Bludgeoning damage. This weapon has the loading
Greatsword to guard your body gaining a +3 bonus to AC until property and after each shot you must use an action to reload
the end of your next turn. the cannon. It has a range of 60/120ft.
Executioner. When you land an attack with this sword you Abilities that ignore loading properties do affect this.
may use a bonus action to ignore resistances on your target Giant Leap. With one empty shot from this cannon you
creature for that attack. You may do this one time before you may launch yourself up to 120ft in any direction.
must finish a long rest until you may use this again. Flame Buster. You may attack with no ammunition in this
Pulverize. If you cast Divine Smite through this weapon the weapon with a maximum range of 30ft and on a hit the attack
damage becomes Bludgeoning damage. deals 3d10 Fire damage.
Flow: Overwhelm. When you damage an undead with this
sword the undead takes half damage but when you damage a Daru's Celestial Bo Staff
living creature they cannot take reactions until the start of Quarterstaff, Legendary (requires attunement by a monk,
your next turn. cleric or bard)
Kamasylven Smord This bo staff commands the respect of all beasts no matter
Shortsword, Legendary (requires attunement by an elven their opinion of the wielder.
ranger) This quarterstaff grants a +3 bonus to attack and damage
rolls made with it.
This sword was crafted from the magic of the elven goddess. Rain Curtain. While holding the staff you may cast any of
Its power flows through any who wield it and can overwhelm the following spells once per day. Once you use a spell you
the weaker mind. cannot use any others until you finish a long rest.
The shortsword grants a +2 bonus to attack and damage
rolls made with it. Hold Monster
Spirit Shackles. When a creature attunes to this weapon if Geas (only on a beast)
they are not of a good alignment, they must make a DC 18 Polymorph (not on yourself)
Charisma saving throw. On a failed save taking 10f6 psychic Awaken
damage and becoming unattuned, on a successful save taking Locate Creature
half damage. Hielang: Howling. When you speak a command to a beast
Natures Tremble. While wielding this weapon you may use as a bonus action, that creature must succeed on a Wisdom
an action to cast any of the following spells using your own saving throw, on a failed save being forced to follow your
spell slots: command unless the command is self destructive. On a
Hail of Thorns successful save that creature is immune to this command for
Plant Growth the next 24 hours.
Haste Haeam's Crescent Blade
Commune with Nature
Grasping Vine Naginate, Legendary (requires attunement by a fighter)
Regeneration. When you take a short rest you regain an The naginate of Haeam spins with the fire of the spirit of it's
extra 2d6 +2 hit points. master and waxes and wanes with them.
This naginata grants a +2 bonus to attack and damage rolls
made with it.
Musa's Soul. When you land an attack with this naginata
you deal 1d4 damage instead of the usual weapon damage
and you deals an extra 1d4 fire damage if you have a +1
charisma, 2d4 of your charisma is +2 and increasing up to
5d4 fire damage when you have a +5 charisma modifier.
Projection: As an action you cast Aganazzar's Scorcher
(4th level).
Counter Assassination. When a creature within 5ft of you
makes an attack roll against you, you may use your reaction to
make an attack roll against that creature using this weapon.

36
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Maehwa's Kerispear Banha's Cestus
Greatspear, Legendary (requires attunement by a fighter) Iron Knuckles, Legendary (requires attunement by a Lawful
monk)
This greatspear is infused with the cold that brings countries
to shivers and sets fires out across the land. These gautlets harness the raw might of a dragon combined
This greatspear grants a +2 bonus to attack and damage with its wisdom.
rolls made with it. These iron knuckles grants a +2 bonus to attack and
Genral Apricot. You may use a bonus action to infuse damage rolls made with it.
yourself with ice powers of war. You gain the following Dragonize. You creature type changes from whatever it
benefits while this is active: used to be to dragon. You also gain resistance to cold damage.
Tranquility. As an action you focus on your inner being and
+1d6 Cold damage on all weapon attacks restore 1d4 Ki points. You must finish a long rest before doing
Immunity to Cold damage this again.
+10ft of movement Dragon's Rip. When you take the attack action on your turn
This lasts for 1d4 +1 rounds and afterwards you cannot use you may use 3 KI points as a bonus action to inflict a Strength
this again until you finish a long rest. saving throw on all creatures within 10ft of yourself. On a fail
Petal Bloom. Once per long rest you may choose to attack they are knocked prone.
all creatures within 5ft of you at once. This lasts until the end Infinite Fortitude. As an action you may brace yourself
of your turn and applies to all attacks that you make during against pain, until the start of your next turn all damage you
that time with this weapon. take is halved. You cannot take reaction during this time or
Sleet Steps. When you take the dash action you may make focus on concentration effects.
one attack as a bonus action with advantage. Crimson Glaives of Antiquity
Holy Lancia Nunchuka, Legendary (requires attunement by a spellcaster)
Spear, Legendary (requires attunement by a paladin) These Glaives hold in them the power of blood and the
This lance reflects the light of the sun and harnesses it to ferocity of a demon. They deal Slashing damage instead of
smite foes and protect allies. Bludgeoning.
This spear grants a +2 bonus to attack and damage rolls This nunchaku grants a +2 bonus to attack and damage
made with it. rolls made with it.
Noble Spirit. You gain immunity to Radiant damage. Soul Raid. As a bonus action you reduce your own hit
Sancitas de Enslar. You may use a 3rd level spell slot to, as points by 1d10 + your spellcasting ability score. You then gain
a bonus action, teleport up to 120ft to a location you can see advantage on one D20 roll of your choice that you make
as long as you are in bright light. within the next minute.
Breath of Elion. As an action you restore 1d12 + your Anihalation. When you land an attack with these glaives
charisma modifier as hp to as many allies as you would like you may active this using a 2nd level spell slot to restore 1d10
within 30ft. This uses a 3rd level spell slot. + your spellcasting ability score as hp.
Taunting Death. You may, as an action, reduce your own
Enlightened Garbrace maximum hit points by 3d10 + your spellcasting ability score
(reverts to normal when you finish a long rest) and in return
Iron Knuckles, Legendary (requires attunement by a Chaotic for this, restore 1 spell slot of your choice that you have
monk) expended. Instead of restoring a spell slot you may instead
choose to have Death Ward cast on yourself until you finish a
These gauntlets are inbued with the essence of fire and rage. long rest or it is activated.
They can be controlled only by the most disciplined of
warriors.
These iron knuckles grants a +2 bonus to attack and
damage rolls made with it.
Descent of Fury. As a bonus action you enter a state of
rage. You gain the following feature while in this state:
You unarmed strike deal 1d4 extra fire damage.
You may use a KI point to increase your damage dealt by
1d4 fire damage on an unarmed strike
When you use Flurry of Blows you gain 1 AC until the start
of your next turn.
Hell Break. When you successfully grapple a creature they
take 1d10 fire damage.
Rampaging Predator. When you move at least 20ft before
making an unarmed strike you gain advantage on the first
attack roll made and if it hits, all creatures within 5ft of your
target take 1d4 fire damage.

37
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Greatbow of Light Bloodthirst: Katana Shower. With this blade you may
cast Cloud of Daggers (4th level).
Longbow, Legendary (requires attunement by a Good ranger) Sura ChaosSpree. This blade grants a +2 bonus to AC
when wielded with two hands
This greatbow launches arrows made of the light of the sun,
the light that gives life to everything you see in front of you. Imperious Vediant
This longbow grants a +2 bonus to attack and damage rolls Greatsword, Legendary (requires attunement by an Evil
made with it. aligned ranger, sorcerer or warlock)
Righteous Fire. This bow requires no ammunition and if
you use no ammunition, the damage it deals is radiant. This Greatsword harnesses the powers of the light and
Light's Mark. When loose an arrow with this bow you may darkness in a deadly ferocity. It can also turn into two
choose to, on a hit, restore health instead of dealing damage. longswords.
You roll the damage die but restore that amount of HP instead This greatsword grants a +2 bonus to attack and damage
of damaging with it. Once a creature has received healing in rolls made with it.
this way, they cannot do so again until they finish a long rest. Hallucination Gap. As a bonus action you may change the
Light's Path. As a bouns action you stand completely still greatsword into two longswords.
effectively causing yourself to become restrained (no attack Cluster of Despair. While in longsword form the
roll penalties). Your range with this weapon then doubles until longswords gain the Thrown property 30/60ft. When thrown
you leave this stance as a bonus action. they immediately return to your side.
Godr / Aad Shpera Seed of Catastrophe. While wielding the Greatsword you
may use an action to cast Call Lightning (Necrotic damage)
Legendary (requires attunement by a wizard that is at least (6th level) using one 3rd level spell slot. When you do this you
10th level) cannot do so again until you finish a long rest.
Flow: Spirit Blaze. As a bonus action when you land an
These spheres can be summon to an attuned creature's hand attack within 5ft of you with this weapon, you may increase
at any time and when not summoned sit in a pocket in space. the damage by 1d8 Radiant and 1d8 Necrotic.
The hold the power of elements in them.
Commune: Calling. The Sphera can be used as a
spellcasting focus. When it is it grants a +3 bonus to attack
rolls and spell save DCs made with it.
Commune: Attack. When you cast a spell through the
Sphera that deals Fire, Cold, Lightning, Poison, or Acid
damage then the damage is increased by your spellcastinig
ability modifier if it is not already.
Psyche of the Aad Sphera. When you cast a spell while
using this scythe as the focus you do not expend a spell slot if
the spell is cast at 3rd level or lower.
Controlled Madness. As an action you may cast the
Conjure Elemental spell using the appropriate spell slot.
Narusawa's Sura Katana
Longsword (x6), Legendary (requires attunement by a rogue
or a fighter)
This group of six katanas hold no power when not in a group
but when together, they strike with the finesse of a thousand
needles.
These longswords grant a +2 bouns to attack and damage
rolls made with them and they all have the Finesse property.
Asura. As an action you may restore 4d4 hp to yourself and
you gain advantage on the next attack roll you make.
Serpent Ascension. You may draw or sheath any one of
these 6 katanas as a free action on your turn.
Seamless. Each blade has a technique that is infused in
into it.
Corrupt Swords Dance This blade lands a critical hit on a
19 or 20
Murderous Intent. This blade deals 1d12 Slashing
damage when wielded with two hands
Execution. These two blades deal 1d10 Slashing damage
when wielded in one hand

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