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```metadata

title: Legends of DC
description: >-
A compendium of re-skinned Races and Homebrewed Sub-Classes to fit the game of
D&D into the DC Comics Universe
tags:
- DC Comics
- DC
- Comics
- Superhero
- Super Villain
systems:
- 5e
renderer: legacy
theme: 5ePHB

```

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<h1 style="color:White;text-shadow: -2px -1px 0 #000, 1px -1px 0 #000, -2px 1px 0
#000, 1px 1px 0 #000;;"><span class='largerFont2'>*Legends of DC*</span></h1>
</div>

<img
src='https://www.sideshow.com/wp/wp-content/uploads/2018/09/500332_press03.jpg'
style='position:absolute;top:0px;left:0px; width:816px; ' />

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<div style='position:absolute;margin-top:660px;left:30px'>

<div class='descriptive' style="font-family:Courier New, Courier, monospace,">


"Heroes Unite in the Justice League" By Paolo Rivera
</div>

</div>

\page

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<div class='wide' style="text-align: center">


# Contents
</div>

<div class='toc'>

- ### [<span>3</span><span>**Introduction**</span>](#p3)

- ### [<span>4</span><span>**Chapter 1: Humanoid Races**</span>](#p4)


- #### [<span>4</span><span>Humans</span>](#p3)
- [<span>4</span><span>Variant</span>](#p4)
- [<span>4</span><span>Enhanced</span>](#p4)
- [<span>4</span><span>Homo-Magi</span>](#p4)
- [<span>4</span><span>Cyborg</span>](#p4)

- #### [<span>5</span><span>Ocean dwellers</span>](#p5)


- [<span>5</span><span>Atlantean</span>](#p5)
- [<span>5</span><span>Xebellian</span>](#p5)

- #### [<span>6</span><span>Themyscirans</span>](#p6)
- [<span>6</span><span>Amazonian</span>](#p6)
- [<span>6</span><span>Son of Hephaestus</span>](#p6)

- #### [<span>7</span><span>Robots</span>](#p7)
- [<span>7</span><span>Android</span>](#p7)

- #### [<span>8</span><span>Aliens</span>](#p8)
- [<span>8</span><span>Thanagarian</span>](#p8)
- [<span>9</span><span>Tamaranean</span>](#9p)
- [<span>10</span><span>Daxamite</span>](#p10)
- [<span>11</span><span>Coluan</span>](#p11)
- [<span>12</span><span>New God</span>](#p12)
- [<span>13</span><span>Martian</span>](#p13)

- ### [<span>14</span><span>**Chapter 2: Classes**</span>](#p14)


- #### [<span>14</span><span>**Meta**</span>](#p14)
- [<span>17</span><span>Mental</span>](#p17)
- [<span>18</span><span>Light & Dark</span>](#p18)
- [<span>19</span><span>Nature</span>](#p19)
- [<span>20</span><span>Atomic</span>](#p20)
- [<span>21</span><span>Fire</span>](#p21)
- [<span>22</span><span>Water</span>](#p22)
- [<span>23</span><span>Earth</span>](#p23)
- [<span>24</span><span>Air</span>](#p24)
- [<span>25</span><span>Electricity</span>](#p25)
- [<span>26</span><span>Origin Spells</span>](#p26)

- #### [<span>27</span><span>**Lantern**</span>](#p27)
- [<span>30</span><span>Green</span>](#p30)
- [<span>31</span><span>Yellow</span>](#p31)
- [<span>32</span><span>Blue</span>](#p32)
- [<span>33</span><span>Red</span>](#p33)
- [<span>34</span><span>Indigo Tribe</span>](#p34)
- [<span>35</span><span>Star Sapphire</span>](#p35)

- #### [<span>36</span><span>**Barbarian Sub-Class**</span>](#p36)


- [<span>36</span><span>Path of the Juggernaut</span>](#p36)
- [<span>37</span><span>Path of the Giant</span>](#p37)

- #### [<span>38</span><span>**Monk Sub-Class**</span>](#p38)


- [<span>38</span><span>Way of the Speed Force</span>](#p38)

```
```

- ### [<span>39</span><span>Chapter 3: Beastiamorph Races</span>](#p39)

- #### [<span>39</span><span>Avian</span>](#p39)
- [<span>39</span><span>Bird of Prey</span>](#p39)
- [<span>39</span><span>Scavenger</span>](#p39)
- [<span>39</span><span>Stealthy</span>](#p39)

- #### [<span>40</span><span>Primate</span>](#p40)
- [<span>40</span><span>Gorilla</span>](#p40)
- [<span>40</span><span>Simian</span>](#p40)

- #### [<span>41</span><span>Ophidian</span>](#p41)
- [<span>41</span><span>Reptile</span>](#p41)
- [<span>42</span><span>Turtle</span>](#p42)
- [<span>43</span><span>Snake</span>](#p43)
- [<span>43</span><span>Lizard</span>](#p43)

- #### [<span>44</span><span>Aquatic</span>](#p44)
- [<span>44</span><span>Sea-Changed</span>](#p44)
- [<span>45</span><span>Brine</span>](#p45)
- #### [<span>46</span><span>Feline</span>](#p46)
- [<span>46</span><span>Agile</span>](#p46)
- [<span>46</span><span>Brute</span>](#p46)

- #### [<span>47</span><span>Pachyderm</span>](#p47)
- [<span>47</span><span>Elephant</span>](#p47)
- [<span>47</span><span>Hippopotamus</span>](#p47)
- [<span>48</span><span>Rhinoceros</span>](#p48)

</div>

<div class='artist' style='bottom:370px;right:80px;'>


**Legends of DC is Fan Content permited under

the Fan Content policy. Not approved/endorsed

by Wizards or Superheroes.

---

Portions of the materials used are property

of Wizards of the Coast @ Wizards of the Coast LLC;

and DC Comics @ DC Entertainment LLC**


</div>

<div class='artist' style='bottom:300px;right:60px;'>


**This book uses Mordenkainen's *Monsters of the Multiverse*

as it's primary sourse material for race information**


</div>

<div class='pageNumber auto'></div>


<div class='footnote'>Table of Contents</div>

\page

# <div style='text-align: center;'>Introuction</div>

---

### &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;What You'll Find Within

<br>

**Chapter 1, "Humanoid Races",** introduces 15 re-skinned race options for player


characters, complimenting the options established in the *Players Handbook* and
other D&D books. All other races throughout the entirety of D&D are perfectly
available to be introduced into the world of DC Comics.

---

Ghouls, Demons, Dwarves, and Elfs are no strangers to the world of DC, these re-
skinned races are simply meant to immerse you into this world through already
existing methods.
---

Some races have been modified to more-closely resemble races found in DC. For
instance, Amazonians use the Goliath's traits, but are resistant to fire damage
(one of the most common damage types) rather than cold damage. Primarily to display
the Amazon's high durability

<br>

**Chapter 2, "Classes",** introduces 2 new classes that have been re-skinned from
the Sorcerer (Meta) and Paladin (Lantern) classes respectively. Nothing has been
changed in the core features of the classes other than the name: to better fit into
the established lore of the world. All other D&D Classes are perfectly eligable to
be played alongside these two. They're meant to be fun flavor.

---

Alongside these classes comes 17 new Sub-Classes;


- 9 for Meta
- 6 for Lantern
- 1 for Barbarian
- 1 for Monk

The majority of these Sub-Classes just use mix-and-matched traits from already
established D&D Sub-Classes. While it may not be perfectly balanced, hopefully this
book allows you to have some fun with them.

<br>

**Chapter 3, "Beastiamorph Races",** completes the list of re-skinned races but


entirely focuses on the anthropomorphic species found all throughout the DC
Universe; adding 16 more playable races.

---

Some characters find themselves mutated either accidentally or mystically into new
animalistic forms. While others simply exist as established races such as the
*Gorillas of Gorrilla city* or the *Fishmen of Atlantean Kingdoms*.

---

<div class='artist' style='bottom:145px;left:510px;'>


**Booster Gold #32 Textless Cover by Kevin Maguire**
</div>

```
```
<div style='margin-top:6px; '>

### &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Ability Score


Increases

<br>

While the races displayed in this compendium are given Ability Score Increases
alongside their traits, they are merely optional if you choose to use the rules
introduced in *Tasha's Cauldron of Everything*:
---

*When determining your characters ability scores, increase one score by 2 and
increase a different score by 1, or increase three different scores by 1. Follow
this rule regardless of the method you use to determine the scores, such as rolling
or point buy. You can't raise any of your scores above 20.*

---

**As a fan of both D&D as well as <br> DC Comics, I hope you enjoy <br> this
compendium and all of <br> its contents. Hopefully <br> it makes its way into <br>
somebodies home <br> game somewhere.

---

Now go! <br> Adventure awaits!**

</div>

<img
src='https://i.pinimg.com/564x/a1/0d/f0/a10df0e9534508c5241be26c8d7d8524.jpg'
style='position:absolute; top:275px; right:-20px; width:400px;transform:scaleX(-
1) ' />

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src='https://watercolors.giantsoup.com/phb/phb_left/0013.png'
style='position:absolute; top:0px; right:0px; width:816px;transform:scale(-1);
' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;top:700px;right:252px;width:290px;transform:scale(-
1)rotate(90deg)' />

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src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;top:850px;right:140px;width:290px;transform:scale(-
1)' />

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style='position:absolute;top:850px;right:-50px;width:290px;transform:scale(-
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<img
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1)rotate(345deg)' />

<div class='pageNumber auto'></div>


<div class='footnote'>Introduction</div>

\page

## <span class='largerFont'>DC Human Races</span>


## Human

Humans are the dominant species on Planet Earth and make up most of the population,
they have no powers but have near limitless potential.

---

**Ability Score Increase.** Your ability scores increase by 1.

---

**Age.** Humans reach adulthood in their late teens and live less than a century.

---

**Alignment.** Humans tend toward no particular alignment. The best and the worst
are found among them.

---

**Size.** Humans vary widely in height and build, from barely 5 feet to well over 6
feet tall. Regardless of your position in that range, your size is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Languages.**
You can speak, read, and write Common and one extra language of your choice.

## Human Variant
#### Variant of Human
Humans with a particular set of skills that allow them to specialize in a special
field.

---

**Ability Score Increase.** Two different ability scores of your choice increase by
1. (Replaces ASI)

---

**Skills.** You gain proficiency in one skill of your choice.

---

**Feat.** You gain one feat of your choice.

## Enhanced Human
Experimentation, freak accident, or born with superior strength, these humans are
extra strong and durable.

---

**Ability Score Increase.** Your Constitution score increases by 2, and one other
ability score of your choice increase by 1.
---

**Powerful Build.** You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.

---

**Meathead.** You have advantage against being charmed or frightened.

---

**Unarmored Defense.** When you are not wearing armor, your Armor Class is equal to
13 + your Constitution modifier.

---

**Skills.** You gain proficiency in one of the following skills: Atheletics,


Acrobatics, Survival, or Perception.

---

**Enhanced Senses.** You have advantage on Perception, Survival, and Investigation


checks that involve smell.

```
```

<div Style='margin-top:259px;'>

## Magician
Humans naturally gifted with an affinity towards magic or supernatural traits.

---

**Ability Score Increase.** Your Intelligence, Wisdom, or Charisma score increases


by 2, and two other ability scores of your choice increase by 1.

---

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright
light, and darkness as if it were dim light.

---

**Mage Training.** You have advantage on saving throws against being charmed or put
to sleep.

---

**Skill Versatility.**
You gain proficiency in two skills of your choice.

## Cyborg
Cybernetic humans with an affinity for technology. Typically more intelligent than
most people.

---
**Ability Score Increase.** Your Intelligence score is increased by 2, and your
Constitution increases by 1.

---

**Dark Vision.** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light

---

**Constructed Resilience.** You were created to have remarkable fortitude,


represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have
resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.

---

**Integrated Protection.** Your body has built-in defensive layers, which can be
enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can only don armor with which you have proficiency. To don armor, you must
incorporate it into your body over 1 hour. To doff armor, you must spend 1 hour
removing it.

---

**Specialized Design.** You gain one skill proficiency and one tool proficiency of
your choice.

</div>

<div class='artist' style='top:250px;right:360px;'>


**Cyborg by

Mehmet Ozen**
</div>

<img
src='https://cdna.artstation.com/p/assets/images/images/007/446/178/large/mehmet-
ozen-justice-league-dc-comics-cyborg-mehmet-ozen-coverart.jpg?1506195333'
style='position:absolute;top:-50px;right:0px;width:430px;' />

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style='position:absolute;bottom:60px;right:0px;width:820px;Transform:scaleY(-1) '
/>

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src='http://i.imgur.com/RJYXZQ5.png'
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<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Human</div>

\page

# <div style='text-align: center;'>Ocean Dwellers</div>

<div class='artist' style='top:60px;right:40px;'>


**Aquaman #56 Variant Cover by Skan**

---

**Mera by Nebezial**
</div>

```
```
<div style="position: absolute; top:97px; left: 340px;">

## &nbsp;Atlantean

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Residents of the Kingdom of Atlantis, famously at the


bottom of <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the North
Atlantic Ocean. Adapted to the crushing depths of the <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;dark ocean
floor, a bustling nation exists beneath the waves.

</div>

---

<div style="position: absolute; top:193px;left: 380px;">

**Ability Score Increase.** Your Strength score increases by 2, <br> &nbsp; and
your Constitution score increases by 1.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Age.** Atlanteans reach maturity around age 18 and


can live <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;up to 200 years.

</div>

<div style="position:absolute; top:274px; right:85px;">


&nbsp;&nbsp;**Alignment.** Atlanteans tend toward lawful good. As <br>
&nbsp;&nbsp;&nbsp;&nbsp;guardians of the darkest reaches of the sea, their <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;culture pushes them toward order and
benevolence.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Size.** Atlanteans are slightly taller


than humans, <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;averaging about 6 feet
tall. Your size is Medium.

---

&nbsp;&nbsp;&nbsp;&nbsp;**Speed.** Your base walking speed is 30 feet, and you have


<br> &nbsp; a swimming speed of 30 feet. You can breathe water and air.

---

&nbsp;&nbsp;&nbsp;**Darkvision.** You can see in dim light within 60 feet of you


<br> &nbsp;&nbsp;&nbsp;as if it were bright light and in darkness as if it were dim
<br> &nbsp;&nbsp;light. You can’t discern color in darkness, only shades of gray.

---

**Atlantean Ancestry.** You have advantage on saving throws <br> against being
charmed, and magic can't put you to sleep.

---

**Keen Senses.** You have proficiency in the Perception skill.

---

**Atlantean Weapon Training.** You have proficiency with <br> the spear, trident,
javelin, and net.

---

**Friend of the Sea.** Using gestures and sounds, you <br> can communicate simple
ideas with any beast that <br> has an innate swimming speed.

</div>

<div style="position:absolute; top:640px; right:155px;">

&nbsp;&nbsp;&nbsp;**Guardians of the Depths.** Adapted to even the <br> most


extreme ocean depths, you have <br> resistance to cold damage.

---

**Languages.** You can read, speak, and <br> write Atlantean and one other language
of your choice.

</div>

<div style="position:absolute; top:760px; left:50px;">

## Xebellian
#### Variant of Atlantean
A citizen of Xebel, the sister nation of Atlantis, located <br>under the South
Atlantic Ocean.

---

**Ability Score Increase.** Your Charisma score is increased by <br> 2, and your
Constitution increases by 1. (Replaces prior ASI)

---

**Control Water.** A child of Xebel, You can cast Create or Destroy <br> Water
with this trait. Starting at 3rd level, you can cas Binding Ice <br> with it, and
starting at 5th level, you can also cast Wall of Water <br> with it. Once you cast
a spell with this trait, you can’t cast that <br> spell with it again until you
finish a long rest. Cha is your <br> spellcasting ability for these spells.
**(Replaces Friend of the Sea)**

</div>

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src='https://i.pinimg.com/736x/3b/73/fb/3b73fbe4eb1021bb333e18c644104949.jpg'
style='position:absolute; top:52px; left:-50px; width:528px; transform:scaleX(-
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style='position:absolute;bottom:25px;left:122px;width:400px;transform:rotate(81deg)
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style='position:absolute;bottom:25px;left:92px;width:400px;transform:rotate(81deg)'
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<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Ocean Dweller</div>

\page

# Themyscirans

## Amazonian
The Amazons of Themyscira are a race of powerful warrior women, led by Queen
Hippolyta, and defended by their champion Wonder Woman.

---

**Ability Score Increase.** Your Strength score increases by 2, and your


Constitution score increases by 1.

---

**Age.** Amazons have longer lifespans. They enter adulthood in their late teens
and usually live to be about 1000 years while not in their homeland of Themyscira,
in which case they are immortal.

---

**Alignment.** Amazon society, with its clear roles and tasks, has a strong lawful
bent. The Amazonian sense of fairness, balanced with an emphasis on self-
sufficiency and personal accountability, pushes them toward neutrality.

---

**Size.** Amazons are between 7 and 8 feet tall and weigh between 240 and 300
pounds. Your size is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Natural Athlete.** You have proficiency in the Athletics skill. You also count as
one size larger when determining your carrying capacity and the weight you can
push, drag, or lift.

---

**Endurance.** You can sturdy yourself to shrug off an injury. When you take
damage, you can use your reaction to roll a d12. Add your Constitution modifier to
the number rolled, and reduce the damage by that total. You can use this trait a
number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

---

**Demi-God.** You have resistance to fire damage.

---

**Languages.** You can speak, read, and write Greek, Latin, and one extra language
of your choice.

```
```

## Son of Hephaestus
The Greek god Hephaestus made an agreement with the Amazons: he would trade weapons
made by him for those male children abandoned at birth, so that they may live on
and work in his forge.

---

**Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom
increases by 1.

---

**Age.** These blacksmiths mature at the same rate as humans, but they’re
considered young until they reach the age of 50. On average, they live about 1000
years.

---

**Alignment.** Most Sons are lawful, believing firmly in the benefits of a well-
ordered society. They tend toward good as well, with a strong sense of fair play
and a belief that everyone deserves to share in the benefits of a just order.

---

**Size.** Sons range from under 6 to over 8 feet tall and have muscular builds.
Your size is Medium.

---

**Speed.** Your base walking speed is 25 feet. Your speed is not reduced by wearing
heavy armor.

---

**Darkvision.** Accustomed to life underground, you have superior vision in dark


and dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.

---

**Blacksmith Resilience.** You have advantage on saving throws against poison, and
you have resistance against poison damage.

---

**Ares Combat Training.** You have proficiency with the battleaxe, handaxe, light
hammer, and warhammer.

---

**Tool Proficiency.** You gain proficiency with one artisan’s tools of your choice:
smith’s tools, brewer’s supplies, or mason’s tools.

---

**Greek Toughness.** Your hit point maximum increases by 1, and it increases by 1


every time you gain a level.

---

**Stonecunning.** Whenever you make an Intelligence (History) check related to the


origin of stonework, you are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of your normal proficiency
bonus.

---

**Languages.** You can speak, read, and write Greek, Latin, and one extra language
of your choice.

<div class='artist' style='bottom:40px;right:60px;'>


**Themyscira by JJpeabody**

---

**Half Elf Ranger from Arcana Games**


</div>

<img

src='https://i.pinimg.com/originals/a1/62/d0/a162d0c6dbcf0df15efff27ec2005d55.jpg'
style='position:absolute; bottom:0px; left:0px; width:570px' />

<img
src='https://i.imgur.com/x5MXJJ4.png'
style='position:absolute; bottom:-15px; left:0px; width:880px; transform:scaleY(-
1)' />

<img

src='https://i.pinimg.com/originals/b3/ca/8a/b3ca8aadcc4a0c2c1a839ecc767584e7.png'
style='position:absolute; bottom:0px; left:110px; width:395px; ; ' />
<div class='pageNumber auto'></div>
<div class='footnote'> Chapter 1 | Humanoid Races | Themysciran</div>

\page

# <div style='text-align: center;'>Robots</div>

## Android
An android is a robot designed to resemble a human, usually both in appearance and
behavior. Often-times built to combat superhumans or do jobs that regular humans
are incapable of doing.

---

**Ability Score Increase.** Your Constitution score increases by 2, and one other
ability score of your choice increases by 1.

---

**Age.** A typical Android is between two and thirty years <br> old. The maximum
lifespan of Androids remains a <br> mystery; so far, Androids have shown no signs
of deterioration due to age. You are immune to <br>magical aging effects.

---

**Alignment.** Most Androids take comfort in order <br> and discipline, tending
toward law and neutrality. <br> But some have absorbed the morality – or lack
<br>thereof – of the beings with which they served.

---

**Size.** A typical Android can range from 5-8 <br> feet tall. Your size is Medium.

---

**Speed.** Your base walking speed is 30 feet.

```
```

<div Style='margin-top:35px;'>

**Constructed Resilience.** You were created to have remarkable fortitude,


represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have
resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.

---

**Sentry's Rest.** When you take a long rest, you must spend at least six hours in
an inactive, motionless state, rather than sleeping. In this state, you appear
inert, but it doesn’t render you unconscious, and you can see and hear as normal.

---
**Integrated Protection.** Your body has built-in defensive layers, which can be
enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must
incorporate it into your body over the course of 1 hour, during which you must
remain in contact with the armor. To doff armor, you must spend 1 hour removing it.

While you live, your armor can't be removed from your body against your will.

---

**Specialized Design.** You gain one skill proficiency and one tool proficiency of
your choice.

---

**Languages.** You can speak, read, and write Common and two other language of your
choice.

</div>

<img
src='https://i.pinimg.com/474x/d2/04/70/d2047012cfd59b3838d425c945327674--marvel-
dc-marvel-comics.jpg'
style='position:absolute; bottom:0px; left:-7px; width:466px; mix-blend-
mode:multiply; transform:scale(-1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:300px;left:340px;width:260px;transform:rotate(90deg
);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:70px;left:320px;width:260px;transform:rotate(90deg)
scaleY(-1);' />

<img
src='https://i.pinimg.com/564x/b0/d2/f6/b0d2f6ded845f2322bf7b9b5b80a7008.jpg'
style='position:absolute;bottom:20px;right:2px;width:360px; mix-blend-
mode:multiply; ' />

<div class='artist' style='bottom:420px;right:95px;'>


**Red Tornado by John Gallagher**

---

**Gearforged Monk by OneTrueBears (DeviantArt)**


</div>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Robots</div>
\page

# <div style='text-align: center;'>Aliens</div>

---

```
```

<div style='position:absolute;top:90px;right:70px '>

## Thanagarian
&nbsp;&nbsp;&nbsp;From their home planet of Thanagar, their winged <br>
&nbsp;&nbsp;&nbsp;&nbsp; society is largely based on order and justice. While <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; they are fearless warriors, they also remain
the primary<br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; export of Nth metal,
which is known for its mysterious <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and powerful properties.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Ability Score Increase.** Your Dexterity


score increases <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; by 2, and your Wisdom score
increases by 1.

---

&nbsp;&nbsp;&nbsp; **Age.** Thanagarians reach adulthood in their late teens <br>


&nbsp;&nbsp; and live less than a century.

---

&nbsp;**Alignment.** Most Thanagarians are good and rarely <br> &nbsp;choose sides
when it comes to law and chaos. Tribal <br> &nbsp;leaders and warriors might be
lawful, while explorers <br> &nbsp;and adventurers might tend toward chaotic.

---

&nbsp;**Size.** Thanagarians vary widely in height and build, <br> &nbsp;from


barely 5 feet to well over 6 feet tall. Regardless <br> &nbsp;of your position in
that range, your size is Medium.

---

&nbsp;**Speed.** Your base walking speed is 30 feet.

---

&nbsp;**Flight.** You have a flying speed of 40 feet. To use this <br> &nbsp;speed,
you can’t be wearing medium or heavy armor.

---

&nbsp;**Warrior Training.** You have proficiency with the <br> &nbsp;longsword,


shortsword, shortbow, and morningstar.
---

&nbsp;**Languages.** You can speak, read, and write <br> &nbsp;Thanagarian and one
extra language of your choice.

</div>

<div class='artist' style='bottom:385px;right:160px;'>


**Hawkman by Marvida**

---

**Birds in the sky by Blue-Hearts

(DeviantArt)**
</div>

<img
src='https://i.pinimg.com/564x/07/47/8f/07478f0ec57a5ebf18da1376f6c6aa68.jpg'
style='position:absolute;bottom:-300px;right:0px;width:816px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/thumbnails/0003.png'
style='position:absolute;top:0px;left:0px;width:834px;' />

<img
src='https://i.pinimg.com/564x/46/3c/a8/463ca8defa62e68a5563db225dedcb89.jpg'
style='position:absolute;top:0px;left:0px;width:500px;mix-blend-
mode:darken;transform:scaleX(-1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:320px;left:-
145px;width:340px;transform:rotate(85deg);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:291px;left:-
300px;width:470px;transform:rotate(210deg);' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page

## Tamaranian
Tamaranians were a golden skinned peaceful people until they were forced into war
to defend themselves. They went on to become a powerful and noble warrior race.
They receive fire-like powers from their natural physiology.

---

**Ability Score Increase.** Your Constitution score <br>increases by 2, and your


Charisma increases by 1.

---
**Age.** Tamaranians mature at about the same rate as <br> humans and reach
adulthood in their late teens. They live somewhat longer than humans do, up to 120
years.

---

**Alignment.** Tamaranians tend to extremes, making a conscious choice for one side
or the other in the <br> cosmic war between good and evil.

---

**Size.** Tamaranians vary widely in height and build, <br>from barely 5 feet to
well over 6 feet tall. Regardless <br> of your position in that range, your size is
Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. Everything you see in darkness is
in a shade of green.

---

**Fire Resistance.** You have resistance to fire damage.

---

**Languages.** You can speak, read, and write Tamaranian. You may also learn any
one language at a time through contact with the saliva of a person who speaks that
language, this effect lasts for 24 hours.

<div class='artist' style='position:absolute;top:280px;right:405px;'>


**Titans

United #7

cover by

Kael Ngu**

</div>

<div class='artist' style='position:absolute;bottom:650px;right:337px;'>


**Starfire

by YamaOrce**

</div>

<div class='artist' style='position:absolute;bottom:632px;right:320px;'>


**Red Sky by Coal12**

</div>
```
```
<div style='position:absolute; top:441px; right:50px;'>

**Solar Powered.** You know the Produce Flame cantrip. Starting <br> at 3rd level,
you can cast the *Burning Hands* spell with this trait. <br> Starting at 5th level,
you can also cast the *Scorching Ray* spell <br> with this trait. Once you cast
*Burning Hands* or *Scorching Ray* <br> with this trait, you can't cast that spell
with it again until you finish <br> a long rest. You can also cast either of those
spells using any spell <br> slots you have of the appropriate level.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Int, Wis, or Cha is your spellcasting ability


for these spells <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(choose when you
select this race).

</div>

<img
src='https://i.pinimg.com/564x/90/44/fa/9044fa5a682c6ae38dbe1c2f8521c69c.jpg'
style='position:absolute;top:-30px;right:-65px;width:470px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_left/0013.png'
style='position:absolute;top:-568px;right:0px;width:816px;transform:scale(-1)' />

<img
src='https://img00.deviantart.net/c90b/i/2006/179/2/9/red_sky_by_coal12.png'
style='position:absolute;bottom:0px;right:-70px;width:730px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_left/0013.png'
style='position:absolute;bottom:-560px;right:0px;width:840px;transform:scaleX(-
1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:460px;right:-
10px;width:360px;transform:rotate(180deg);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:460px;left:-
10px;width:360px;transform:rotate(180deg);' />

<img
src='https://i.pinimg.com/564x/e7/1e/5c/e71e5cfcd5c65b3a68f303157cc4dc1c.jpg'
style='position:absolute;bottom:10px;left:58px;width:380px;mix-blend-
mode:darken;transform:scaleX(-1)rotate(10deg)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page
<div style='position:absolute;top:40px;left:295px;'>

## Daxamite
Daxam is the sister planet to the now destroyed Krypton, the Daxamites share <br>
similar physiology to Kryptonians but are noticeably less powerful. Lead is <br>
incredibly lethal to them.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Ability Score Increase.** Your Charisma score


increases by 2, <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and your
Wisdom increases by 1.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;**Age.** Daxamites mature at the same rate as humans, but they can <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; live up to 1000 years under a yellow
sun.

</div>

<div style='position:absolute;top:218px;left:295px;'>

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;**Alignment.** Imbued with solar power, most Daxamites are good. <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Outcast Daxamites are most often
neutral or even evil.

</div>

```
```

<div style='position:absolute;top:255px;right:40px;'>

**Size.** Daxamites have the same range of height and weight <br>
&nbsp;&nbsp;&nbsp;&nbsp;as humans. Your size is Medium.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Speed.** Your base walking speed


is 30 feet.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Super
Vision.** You can see in dim light within 60 feet <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; of you as if it were bright light, and in darkness as if it <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;were dim light. Also, you have proficiency in the <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; Perception skill.
---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;**Resistances.** You have resistance to fire damage <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;and cold damage.

<br>

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Daxam-Might.**
Starting at 3rd level, you can use your <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bonus action to unleash the
energy within yourself, <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;causing more
powerful abilities to come forth:

- Your transformation lasts for 1 minute or until you end it <br> as a bonus
action. During it, you have a flying speed equal <br> to your walking speed, and
once on each of your turns, <br> &nbsp;&nbsp;you can deal extra radiant damage to
one target when you <br> &nbsp;&nbsp;&nbsp;&nbsp;deal damage to it with an attack
or a spell. The extra <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;radiant damage
equals your proficiency bonus.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;Once you use this trait, you can't use it again until <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;you finish a long rest.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
**Aversion to Lead.** Upon coming into contact <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp; with Lead, you gain disadvantage on attack <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; rolls and ability checks until you succeed on <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp; a DC 12 Constitution saving throw. You can <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; repeat the saving throw at the end of each <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of your turns.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp; **Languages.** You can speak, read, and write <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp; Daxam and one extra language of your choice.

</div>

<div class='artist' style='bottom:160px;right:65px;'>


**Superum by Outsider2299

(DeviantArt)**

---

**Frozen And Silent by QAuZ

(DeviantArt)**
</div>

<img
src='https://c4.wallpaperflare.com/wallpaper/893/747/684/fantasy-art-planet-
surface-alien-planet-wallpaper-preview.jpg'
style='position:absolute; bottom:0px; left:-100px; width:1185px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0021.png'
style='position:absolute; bottom:0px; right:0px; width:816px;transform:scaleX(-
1)' />

<img
src='https://i.pinimg.com/564x/c3/d5/3d/c3d53d5487922a389b139ff2da430440.jpg'
style='position:absolute;top:10px;left:-80px;width:600px; mix-blend-
mode:multiply;transform:scaleX(-1)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page

## Coluan
An entire race of super-intelligent beings. Their society is incredibly advanced in
nearly every aspect; Art, Music, and Science in particular.

---

**Ability Score Increase.** Your Intelligence score increases by 2, and your


Dexterity increases by 1.

---
**Age.** Although Coluans reach physical maturity at about the same age as humans,
the Coluan understanding of adulthood goes beyond physical growth to encompass
worldly experience. A colu typically claims adulthood and an adult name around the
age of 100 and can live to be 750 years old.

---

**Alignment.** Coluans love freedom, variety, and self-expression, so they lean


strongly toward the gentler aspects of chaos. They value and protect others’
freedom as well as their own, and they are more often good than not.

---

**Speed.** Your base walking speed is 30 feet.

---

**Trance.** Coluans don’t need to sleep. Instead, they meditate deeply, remaining
semiconscious for 4 hours a day. During this time they receive the benefits of a
long rest, as well as two weapon or tool proficiencies that they don't have. These
proficiencies are retained until their next long rest.

---

**Languages.** You can speak, read, and write Coluan and two extra languages of
your choice. Coluan is fluid, with subtle intonations and intricate grammar. Coluan
literature is rich and varied, while their songs and poems are widely famous.

<div class='artist' style='bottom:695px;left:360px;'>


**Blue City by JoakimOlofsson

(DeviantArt)**
</div>

<div class='artist' style='bottom:712px;right:60px;'>


**Brainiac by Phil Cho**
</div>

```
```

<div style='position:absolute;top:73px;right:60px'>

**Size.** Coluans range from under 5 to over 6 feet tall and <br> have slender
builds. Your size is Medium.

---

**Keen Senses.** You have proficiency in the perception skill. <br> And advantage
on Investigation and Insight checks.

---

**Dual Mind.** You have advantage on all Intelligence saving <br> throws.

---
**Awareness.** You have advantage on saving throws against <br> being charmed, and
magic can’t put you to sleep.

---

**Cantrip.** You know one cantrip of your choice from the <br> Wizard spell list.
Intelligence is your spellcasting ability for it.

</div>

<img

src='https://i.pinimg.com/originals/46/4f/b3/464fb34c03ae4cdddad335b4aff2a26b.jpg'
style='position:absolute;top:430px;right:0px;width:1260px;transform:scaleX(-
1);' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top-left/0008.png'
style='position:absolute;top:0px;right:-80px;width:900px;transform:scaleY(-1)' />

<img
src='https://i.imgur.com/OtuDuYS.jpg'
style='position:absolute;bottom:75px;right:10px;width:450px;mix-blend-
mode:darken;' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:449px;left:-33px;width:370px;transform:scale(-
1)rotate(10deg)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page

<div style='position:absolute; top:55px; left:345px;'>

## New God
In a new age of Gods, Apokolips and New Genesis host a plethora of <br> powerful
beings that fight the cosmic war between good and evil.

---

&nbsp;&nbsp;**Ability Score Increase.** Your Charisma score increases by 2, <br>


&nbsp;&nbsp;&nbsp;&nbsp;and your Constitution increases by 1.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Age.** New Gods mature at the same rate as humans,


but they can <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; live up to 5000 years.

---
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Alignment.** The New Gods are at war
with their own kind, those born <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; on New Genesis align Lawful, while
those born of Apokolyps align Chaotic.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Size.** New
Gods can come in all sorts of shapes and sizes. <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your size is
Medium or small.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;**Speed.** Your base walking speed is 30 feet.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;**Darkvision.** Blessed with primordial power, your vision can
easily <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; cut through darkness. You can see in dim light within 60
feet of you <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;as if it were bright light, and in darkness as
if it were dim light. <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;You can't discern color in darkness,
only shades of gray.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Celestial Resistance.** You have resistance
to radiant <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and necrotic damage.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; **Healing Hands.** As an action, you can touch a creature
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; and cause it to regain a number of hit points equal to a
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; number of d4s equal to your proficiency bonus. Once you
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; use this trait, you can't use it again until you finish a
long rest.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp; **Light Bearer.** You know the *Light* cantrip.
---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Radiant Consumption.** Starting at 3rd
level, as a bonus action, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; you can unleash the divine energy
within yourself, causing <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; searing light to brightly
radiate from you.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp; Your transformation lasts for 1 minute or until you end <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp; it as a bonus action. During it, you shed bright light in
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp;a 10-foot radius and dim light for an additional 10 feet,
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp; and at the end of each of your turns, each creature within
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; 10 feet of you takes radiant damage equal to your prof bonus.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; In addition, once on each of your turns, you can deal extra <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; radiant damage to one target when you deal damage to it <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; with an attack or spell. The damage equals your prof bonus.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; Once you use this trait, you can't use it again until you finish a
<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&
nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp; long rest.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; **Languages.** You can speak, read, and write Primordial and <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp; one extra language of your choice.

</div>

<div class='artist' style='top:45px;right:150px;'>


**Lightray by Rafa Sandoval**
</div>

<div class='artist' style='top:60px;left:65px;'>


**Nebula from

WallPaperFlare**
</div>

<div class='artist' style='bottom:207px;left:145px;'>


**Starcraft by BelleDeesse**
</div>

<img
src='https://th.bing.com/th/id/R.33537e93c4a1c4d9f19833159ccf68bd?
rik=R4fEBFNr3PWVKQ&pid=ImgRaw&r=0
'
style='position:absolute; top:330px; right:220px;
width:785px;transform:rotate(90deg)scaleY(-1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_left/0010.png'
style='position:absolute; top:0px; right:0px; width:816px;' />

<img

src='https://i.pinimg.com/originals/26/06/47/2606477b4e0813fa57ff3f8e527303ab.jpg'
style='position:absolute; top:-25px; right:385px; width:350px; mix-blend-
mode:darken;' />

<img
src='https://www.wallpaperup.com/uploads/wallpapers/2013/03/26/64763/
daccbf9114804cb1ed2a2b88be76997c.jpg'
style='position:absolute;top:840px;left:0px;width:816px;' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:185px;left:438px;width:290px;' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:175px;left:-30px;width:290px;transform:scaleX(-
1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:155px;left:220px;width:290px;transform:scale(-1)'
/>

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:155px;right:-33px;width:290px;transform:scale(-
1)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page

## Martian
Once thought to be near extinction, the Martians host a gigantic society under the
barren ground of Mars. <br> As a society of shapeshifters and telepaths, <br>
Martian society is wonderfully complex <br> and full of rich abstract ideas.

---

**Ability Score Increase.** Your Wisdom <br> score increases by 2, and your <br>
Charisma score increases by 1.

---

**Age.** Martians develop physically at <br> the same rate as humans, but have <br>
extended lifespans of 800 years.

---

**Alignment.** The noble spirit tied to a <br> Martian drives them toward lawful
<br> behavior. Most Martians combine <br> strong self-discipline with compassion
<br> for all living beings, but some Martians <br> resist the virtuous instinct of
their spirit.

---

**Size.** Martians are similar in build to <br> humans, though they are typically a
<br> few inches taller. Your size is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Dual Mind.** You have advantage on all <br> Wisdom saving throws.

---

**Mental Fortitude.** You have resistance to <br> psychic damage.

---

**H'ronmeer's Curse.** If you take fire damage, <br> you have disadvantage on
attack rolls and ability <br> checks until the end of your next turn.

---

**Languages.** You can read and write Common, <br> Martian, and one other language
of your choice.

<div class='artist' style='bottom:105px;left:149px;'>


**Farcry5 Lost Concept art

by Xu Zhang (Art Station)**


</div>

<div class='artist' style='top:500px;right:35px;'>


**Martian Manhunter

from Artemis Thorson**


</div>

<div class='artist' style='top:400px;right:60px;'>


**Martian Manhunter Variant

Cover #3 by DC Comics**
</div>

```
```

<div style='margin-top:35px;'>

&nbsp;&nbsp;&nbsp;**Innate Spellcasting.** You know the *Mind Sliver* cantrip.


<br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Starting at 3rd level, you can cast the
*Command* spell <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with this
trait. Starting at 5th level, you can also cast the <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *Alter Self* spell
with this trait. Once you cast *Command* <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; or *Alter Self* with this trait, you can't cast that spell <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp; with it again until you finish a long rest. You can <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; also cast either of those spells using any spell
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; slots you have of the appropriate
level.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Int, Wis, or Cha is
your spellcasting ability for <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; these spells (choose
when you select this race).

</div>

<img
src='https://cdnb.artstation.com/p/assets/images/images/012/016/111/large/xu-
zhang-concept-art-14-zx.jpg?1532580540'
style='position:absolute; top:180px; right:70px;
width:750px;transform:rotate(60deg);' />

<img
src='https://cdnb.artstation.com/p/assets/images/images/012/016/111/large/xu-
zhang-concept-art-14-zx.jpg?1532580540'
style='position:absolute; bottom:0px; right:-10px;
width:600px;transform:rotate(350deg);' />

<img
src='https://watercolors.giantsoup.com/phb/phb_center-vertical/0003.png'
style='position:absolute; top:-40px; right:90px;
width:600px;transform:rotate(160deg);' />

<img
src='https://watercolors.giantsoup.com/phb/phb_center-vertical/thumbnails/
0006.png'
style='position:absolute; top:605px; right:90px;
width:500px;transform:rotate(80deg);' />

<img

src='https://vignette.wikia.nocookie.net/marvel_dc/images/2/28/Martian_Manhunter_Vo
l_4_3_Textless_Variant.jpg/revision/latest?cb=20150820154634'
style='position:absolute; top:105px; right:215px; width:320px; transform:scaleX(-
1);mix-blend-mode:darken;' />

<img
src='https://vignette.wikia.nocookie.net/injusticefanon/images/5/52/
Martian_Manhunter_(DoI).png/revision/latest/scale-to-width-down/250?
cb=20150323222717'
style='position:absolute; bottom:0px; right:-25px; width:340px;
transform:scaleX(-1);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:680px;left:-
199px;width:600px;transform:rotate(80deg);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:650px;left:420px;width:570px;transform:rotate(70deg
)scaleY(-1);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:90px;left:-
90px;width:460px;transform:rotate(80deg)scaleY(-1);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:370px;left:-
50px;width:460px;transform:rotate(70deg)scaleY(-1);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:280px;left:240px;width:400px;transform:rotate(350de
g)scaleY(-1);' />
<div class='pageNumber auto'></div>
<div class='footnote'> Chapter 1 | Humanoid Races | Aliens</div>

\page

<div style='margin-top: -20px'></div>

## <span class='largerFont'>Class: Meta</span>

The Meta gene exists in all living beings as the next step in evolution. It can
develop in any number of ways that typically involve adrenaline. Incredible powers
develop once unlocked.

---

## Class Features
A Meta gains the following Class Features.

#### Hit Points


___
- **Hit Dice:** 1d6 per Meta level
- **Hit Points at 1st Level:** 6 + your constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Meta
level after 1st

#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows

___
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion,
and Religion

#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* A Light crossbow and 20 bolts or *(b)* Any simple weapon
- *(a)* A Dungeoneer’s pack or *(b)* An Explorer’s pack
- Two daggers

```
```

### Meta Points

At 3rd level, you gain the ability to twist your powers to suit your needs. You
gain two of the following Metapower options of your choice. You gain another one at
10th and 17th level.

---

You can use only one Metapower option on a spell when you cast it, unless otherwise
noted.

---

**Careful Cast.** When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from the spell’s full force.
To do so, you spend 1 Meta point and choose a number of those creatures up to your
Charisma modifier (minimum of one creature). A chosen creature automatically
succeeds on its saving throw against the spell.

---

**Distant Cast.** When you cast a spell that has a range of 5 feet or greater, you
can spend 1 Meta point to double the range of the spell.

---

When you cast a spell that has a range of touch, you can spend 1 Meta point to make
the range of the spell 30 feet.

---

**Empowered Cast.** When you roll damage for a spell, you can spend 1 Meta point to
reroll a number of the damage dice up to your Charisma modifier (minimum of one).
You must use the new rolls. You can use Empowered Cast even if you have already
used a different Metapower option during the casting of the spell.

---

**Extended Cast.** When you cast a spell that has a duration of 1 minute or longer,
you can spend 1 Meta point to double its duration, to a maximum duration of 24
hours.

---

**Heightened Cast.** When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 3 Meta points to give one target of the
spell disadvantage on its first saving throw made against the spell.

---

**Quickened Cast.** When you cast a spell that has a casting time of 1 action, you
can spend 2 Meta points to change the casting time to 1 bonus action for this
casting.

---

**Seeking Spell.** If you make an attack roll for a spell and miss, you can spend 2
Meta points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic
option during the casting of the spell.

---

**Subtle Cast.** When you cast a spell, you can spend 1 Meta point to cast it
without any somatic or verbal components.

---
**Transmuted Spell.** When you cast a spell that deals a type of damage from the
following list, you can spend 1 Meta point to change that damage type to one of the
other listed types: acid, cold, fire, lightning, poison, thunder.

---

**Twinned Cast.** When you cast a spell that targets only one creature and doesn’t
have a range of self, you can spend a number of Meta points equal to the spell’s
level to target a second creature in range with the same spell (1 Meta point if the
spell is a cantrip).

<div class='artist' style='bottom:40px;right:120px;'>


**Fingers of the mountain from The Elder Scrolls: Legends**
</div>

<img
src='https://i.imgur.com/t7Nf9yA.jpg'
style='position:absolute; top:470px; right:320px; width:640px' />

<img
src='https://i.imgur.com/5PSCQzJ.png'
style='position:absolute; top:18px; right:0px; width:820px' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:955px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:980px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:980px;left:500px;width:400px' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta</div>

\page

## Powers

A Meta is a powerful being capable of using their powers in a myriad of ways. You
gain control over a domain of your choice and may manipulate their chosen energy or
matter at will.

##### Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer's spell list.
You learn additional Meta cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Meta table.

##### Spell Slots


The Spell table shows how many spell slots you have to cast your Meta powers of 1st
level and higher. To cast one of these Meta spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell slots when you finish a long
rest.

### Font of Power

At 2nd level, you tap into a deep wellspring of power within yourself. This
wellspring is represented by Meta points, which allow you to create a variety of
effects.

##### Meta Points

You have 2 Meta points, and you gain more as you reach higher levels, as shown in
the Meta Points column of the Meta table. You can never have more Meta points than
shown on the table for your level. You regain all spent Meta points when you finish
a long rest.

##### Flexible Casting

You can use your Meta points to gain additional spell slots, or sacrifice spell
slots to gain additional Meta points. You learn other ways to use your Meta points
as you reach higher levels.

##### Creating Spell Slots

You can transform unexpended Meta points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost of creating a spell slot
of a given level. You can create spell slots no higher in level than 5th. Any spell
slot you create with this feature vanishes when you finish a long rest.

#### Guidance
When you reach 5th level, you can tap into your inner wellspring of power to try
and conjure success from failure. When you make an ability check that fails, you
can spend 1 Meta point to reroll the d20, and you must use the new roll,
potentially turning the failure into a success.

#### Metahuman Restoration


At 20th level, you regain 4 expended Meta points <br> whenever you finish a short
rest.

<div class='artist' style='bottom:40px;left:200px;'>


**Duel of mages by elbardo**
</div>

```
```

#### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the DnD 5e Sorcerers Spell list.
The Spells Known column of the Meta table shows when you learn more Meta Spells of
your choice. Each of these spells must be of a level for which you have spell
slots. For instance, when you reach 3rd level in this class, you can learn one new
spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Meta
spells you know and replace it with another spell from the Sorcerer's Spell list,
which also must be of a level for which you have spel slots.

#### Spell Casting

Charisma is your spellcasting ability for your Metahuman Spells, since the power of
your magic relies on your ability to project your will into the world. You use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC for a spell you cast and
when making an attack roll with one.

<div style='margin-top:14px'></div>

___
* **Ability save DC** = 8 + your proficiency bonus + your Charisma modifier

<div style='margin-top:6px'></div>
____
* **Ability attack modifier** = your proficiency bonus + your Charisma modifier

```
````

### Creating Spell Slots Table

| Spell Slot Level ||Meta Point Cost|


|:---:| |:---:|
| 1st | | 2 |
| 2nd | | 3 |
| 3rd | | 5 |
| 4th | | 6 |
| 5th | | 7 |

<img src='https://i.imgur.com/LDY5YIb.jpg'
style='position:absolute; top:450px; left:100px; width:950px;' />

<img src='https://i.imgur.com/PxOX2zF.png'
style='position:absolute; top:160px; left:0px; width:816px;transform:scaleY(-
1)scaleX(-1)'/>

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:795px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:840px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:840px;left:500px;width:400px' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta</div>

\page

<div class='classTable wide'>


##### Il Meta Table
| Level | Proficiency Bonus | Meta Points | Features | Cantrips Known | Spells
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| :---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | - |Spell Casting, Meta Origin | 4 | 2 | 2 | — | — | — | — | — | — | —
| — |
| 2nd | +2 | 2 |Font of Power | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | 3 |Metapowers | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | 4 |Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — |
— |
| 5th | +3 | 5 | Guidance | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | 6 |Metahuman Origin Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — |
— |
| 7th | +3 | 7 | | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | 8 |Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — |
— |
| 9th | +4 | 9 | | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | 10 |Metapowers | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | 11 | | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | 12 |Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — |
— | — |
| 13th | +5 | 13 | | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | 14 |Metahuman Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | —
| — |
| 15th | +5 | 15 | | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | 16 |Ability Score Improvement| 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1
| — |
| 17th | +6 | 17 |Metapowers| 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 18 |Metahuman Origin Feature| 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1
| 1 |
| 19th | +6 | 19 |Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 |
1| 1 |
| 20th | +6 | 20 |Metahuman Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 |
1 |

</div>

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability score above 20
using this feature.

<br>

Using the **optional feats** rule, you can forgo taking this feature to take a
**feat** of your choice instead.

> ##### New Feats Available


> Each Origin will have a new unique feat associated with it. You must be a part of
that Origin to take that feat. *Mental Feats are exempt from this rule.
### Meta Origins

Meta Powers grant you access to several different powers over the domains of the
Mind, Energy, and Natural Forces of the world.

- Mental
- Light/Dark
- Nature
- Atomic
- Fire
- Water
- Earth
- Air
- Electricity

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta</div>

\page

# Mental

### Equalizer

Starting at 1st level, your connection to the mind allows you to equalize chaotic
moments. When a creature you can see within 60 feet of you is about to roll a d20
with advantage or disadvantage, you can use your reaction to prevent the roll from
being affected by advantage and disadvantage.

<br>

You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

### Psychic Defences

At 6th level, you gain resistance to psychic damage, and you have advantage on
saving throws against being charmed or frightened.

### Aberrant Truth

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself.
As a bonus action, you can spend 1 or more Meta points to use certain abilities for
10 minutes. For each Meta point you spend, you can gain one of the following
benefits of your choice, the effects of which last until the transformation ends:

- You can sense and see any invisible creature within 60 feet of you. Your eyes may
also appear however you like.

- You gain a flying speed equal to your walking speed and can hover. You may choose
up to 2 willing creatures to also gain this ability by spending more Meta points.

```
```
### Overwhelming Presence

Beginning at 18th Level, You exude an aura of power causing those around you to
become awestruck or frightened. As an action, you can spend 4 Meta points to draw
on this power and exude an aura of awe or fear (your choice) to a distance of 60
feet.

<br>

For 1 minute or until you lose your concentration (as if you were casting a
concentration spell), each hostile creature that starts its turn in this aura must
succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if
you chose fear) until the aura ends. A creature that succeeds on this saving throw
is immune to your aura for 24 hours.

### Feats
##### Telekinesis
You learn to move things or communicate using your mind, granting you the following
benefits:

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

- You learn the *Mage Hand* cantrip. The spectral hand is invisible. If you already
know this spell, its range increases by 30 feet when you cast it.

- As a bonus action, you can try to telekinetically shove one creature you can see
within 30 feet of you. When you do so, the target must succeed on a Strength saving
throw (DC 8 + your proficiency bonus + your ability modifier) or be moved 5 feet
toward or away from you. A creature can willingly fail this save.

##### Telepathy
You awaken the ability to mentally connect with others, granting you the following
benefits:

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

- You can speak telepathically to any creature you can see within 60 feet of you.
The creature understands you only if it knows that language.

- You can cast the *Detect Thoughts* spell, requiring no spell slot, and you must
finish a long rest before you can cast it this way again. If you have spell slots
of 2nd level or higher, you can cast this spell with them.

<div class='artist' style='bottom:50px;left:390px;'>


**Talent of the Telepath by Peter Mohrbacher**
</div>

<img
src='https://i.imgur.com/5R7vpiO.jpg'
style='position:absolute; top:545px; right:340px; width:760px' />

<img
src='https://i.imgur.com/5PSCQzJ.png'
style='position:absolute; top:60px; right:0px; width:820px' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:895px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:940px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:940px;left:500px;width:400px' />

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<div class='footnote'> Chapter 2 | Class | Meta | Mental</div>

\page

# <div style='text-align:center;'>Light & Dark</div>

### Warding Flare


Beginning at 1st level, you can interpose light or darkness between yourself and an
attacking enemy. When you are attacked by a creature within 30 feet of you that you
can see, you can use your reaction to impose disadvantage on the attack roll,
causing light to flare or darkness to creep between you and the attacker. An
attacker that can't be blinded is immune to this feature.

---

You can use this feature a number of times equal to your proficiency bonus (a
minimum of once). You regain all expended uses when you finish a long rest.

### Flash Step


At 14th level, you gain the ability to step from one shadow or source of light to
another. When you are in light or darkness, as a bonus action, you can teleport up
to 120 feet to an unoccupied space you can see that is also in light or darkness.

### Spectral Form


Starting at 18th level, you can spend 6 Meta points as a bonus action to transform
yourself into a form of light or darkness. In this form, you have resistance to all
Dmg except force and radiant damage, and you can move through other creatures and
objects as if they were difficult terrain. You take 5 force damage if you end your
turn inside an object. You remain in this form for 1 minute. It ends if you are
incapacitated, if you die, or if you dismiss it as a bonus action.

```
```

### Ambush
Starting at 6th level, if you are hidden from a creature when you cast a spell on
it, the creature has disadvantage on any saving throw it makes against any spell
you cast targeting it.

---

You can also use your Warding Flare feature when a creature that you can see within
30 feet of you attacks a creature other than you.

### Feats
##### Umbrakinesis
- Increase your Constitution, Dexterity, or Charisma by 1, to a maximum of 20.

- You have darkvision with a range of 60 feet. If you already have darkvision, its
range increases by 30 feet.

- At 3rd level, you can cast the *Darkness* spell by spending 2 Meta points or by
expending an spell slot. If you cast it with Meta points, you can see through the
darkness created by the spell.

##### Lumokinesis
- Increase your Constitution, Dexterity, or Charisma by 1, to a maximum of 20.

- You learn the *Light* cantrip, If you already know this spell, its bright light
range increases by 10 feet when you cast it.

- While in bright light, you can Hide as a bonus action even if you are being
directly observed.

<div class='artist' style='top:45px;right:30px;'>


**Neutral quen sign by Lorenzo Mastroianni (Left)**

---

**Spectral Assasssin by Josh Corpuz (right)**


</div>

<img
src='https://i.pinimg.com/564x/53/e1/f6/53e1f61125fedd359924b910668289fb.jpg'
style='position:absolute; bottom:-120px; right:0px;
width:453px;transform:scaleX(-1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0018.png'
style='position:absolute; top:50px; right:0px; width:816px;' />

<img
src='https://i.pinimg.com/564x/92/7e/3f/927e3fb2d07960e158116b0f4d19f169.jpg'
style='position:absolute; bottom:-90px; left:0px; width:400px; transform:scaleX(-
1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/0024.png'
style='position:absolute; top:105px; right:0px; width:816px;transform:scaleX(-1)'
/>

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:300px;left:280px;width:260px;transform:rotate(90deg
);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:70px;left:260px;width:260px;transform:rotate(90deg)
scaleY(-1);' />
<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:865px;left:-40px;width:600px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:840px;left:-20px;width:600px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:870px;left:310px;width:600px' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Light & Dark</div>

\page

# Nature

### Evergreen
At 1st level, you learn one cantrip of your choice from the druid spell list. This
cantrip counts as a Meta cantrip for you, but it doesn’t count against the number
of Meta cantrips you know. You also gain proficiency in one of the following skills
of your choice: Animal Handling, Nature, or Survival.

### Flora
At 6th level, as a bonus action, you can cause a Flora to manifest as a Tiny object
appearing as a small plant or flower of your choice, moving in an unoccupied space
of your choice within 60 feet of you. The Flora can hear and "see", and has
darkvision with a range of 60 feet. It can telepathically share its senses with you
(no action required).

---

Whenever you cast a Meta spell on your turn, you can cast it as if you were in the
Flora's space, instead of your own, using its senses. You can do so a number of
times per day equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

---

As a bonus action, you can cause the Flora to move up to 30 feet to an unoccupied
space that you or it can see. It cannot pass through creatures or objects. The
Flora stops manifesting if it is ever more than 300 feet away from you, if someone
casts *Dispel Magic* on it, if you die, or if you dismiss it as a bonus action.

---

Once you conjure the Flora, you can't do so again until you finish a long rest,
unless you expend a spell slot of any level to conjure it again.

### Through the Trees


By 14th level, you gain the ability to transport yourself via plant matter. When
you are within 5 feet of plant matter, as an action, you can teleport to an
unoccupied space that you are very familiar with on your plane of existance, which
must also contain plant life.

---

Once you use this feature, you can’t use it again until you finish a long rest.

### Regrowth
At 18th level, you gain the ability to overcome grievous injuries. As a bonus
action when you have fewer than half of your hit points remaining, you can regain a
number of hit points equal to half your hit point maximum.

---

Once you use this feature, you can’t use it again until you finish a long rest.

<div class='artist' style='top:90px;left:230px;'>


**Druantia from Heroes of Camelot**
</div>

```
```

<div style='margin-top:300px;'>

### Feats
##### Chlorokinesis
- Increase your Constitution, Dexterity, or Charisma score by 1, to a maximum of
20.

- You learn the *Druidcraft* and *Poison Spray* cantrips. If you already know these
cantrips, their range increases by 20ft.

- You gain proficiency in one of the following skills of your choice: Animal
Handling, Nature, or Survival. If you’re already proficient in either skill, your
proficiency bonus is doubled for any check you make with that skill.

##### Shapeshifting
- Increase your Charisma score by 1, to a maximum of 20.

- As an action, you can change your appearance and your voice.


- You determine the specifics of the changes, including your coloration, hair
length, and sex.
- You can also adjust your height and weight, but not so much that your size
changes.
- You can make yourself appear as a member of another race, though none of
your game statistics change.
- You can't duplicate the appearance of a creature you've never seen, and you
must adopt a form that has the same basic arrangement of limbs that you have.
- Your clothing and equipment aren't changed by this trait.
- You stay in the new form until you use an action to revert to your true
form or until you die.

</div>
<img
src='https://i.imgur.com/CGSeXI4.jpg'
style='position:absolute; bottom:520px; right:0px; width:420px;
transform:scaleX(-1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_right/0007.png'
style='position:absolute; bottom:400px; right:0px; width:730px;' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:855px;left:-
100px;width:400px;transform:rotate(90deg)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:510px;left:-110px;width:400px;
transform:rotate(90deg)' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:340px;left:430px;width:400px; ' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Nature</div>

\page

# Atomic

### Energy Manipulator


Beginning at 1st Level, When you cast a spell that deals a type of damage from the
following list, you can change that damage type to one of the other listed types:
- Acid, Cold, Fire, Lightning, Poison, Thunder.

You can use this feature a number of times equal to your Proficiency bonus. You
regain all expended uses when you finish a long rest.

### Transmutation Buff


At 6th level, you can spend 8 hours storing transmutation energy. You can benefit
from the energy yourself or give it to another creature as an action, but it can
not be transferred again until the next 8 hour cycle. When you finish storing
energy, choose the benefit from the following options:

- Darkvision out to a range of 60 feet, if you or your target already has


darkvision, its range increases by 30 feet.
- An increase of 15ft to speed.
- Proficiency in Dexterity saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice
whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can switch to
a different effect.
### Feats
##### Ergokinesis

- As a bonus action, you can radiate energy from your body. At the start of each of
your turns while you're emitting energy, any creature within 10 feet of you must
make a Constitution saving throw, taking (1d4 + your Charisma modifier) necrotic
damage on a failed save.

- Choose 2 Abjuration spells from your list of spells known. Those spells count as
Transmutation spells to you. Whenever you gain a Meta level, you can replace one
spell you gained from this feature with another Abjuration spell.

```
```

<div style='margin-top:220px'>

### Full Blast


Starting at 14th level, you can increase the power of your simpler spells. When you
cast a spell of 5th level or lower that deals damage, you can deal maximum damage
with that spell.

<br>

The first time you do so, you suffer no adverse effect. If you use this feature
again before you finish a long rest, you take 2d12 necrotic damage for each level
of the spell, immediately after you cast it. Each time you use this feature again
before finishing a long rest, the necrotic damage per spell level increases by
1d12. This damage ignores resistance and immunity.

### Self Destruct


At 18th level, you learn the *Sunburst* spell, and can cast it once without
spending a spell slot. However:

- The spell is centered on yourself, but you are not affected by it.
- After using this feature, you suffer 2 levels of exhaustion, causing the
following effects:
- You have disadvantage on Ability Checks.
- Your speed is halved.

Once you use this action, you can’t use it again until you finish a long rest.

</div>

<div class='artist' style='top:240px;right:280px;'>


**Captain Atom -

Issue 4 by Artgerm**

</div>

<div class='artist' style='top:740px;left:95px;'>


**Magic the Gathering Wizard Art by Chase Stone**
</div>
<img

src='https://i.pinimg.com/originals/6c/5d/ba/6c5dbae4f62c3c4411e650da7c12331b.jpg'
style='position:absolute; bottom:480px; right:0px; width:500px;
transform:scaleX(-1)' />

<img
src='https://i.imgur.com/rNOAD8A.png'
style='position:absolute; top:-230px; left:240px; width:800px; scaleX(1);' />

<img
src='https://th.bing.com/th/id/R.01f6f69c4a9d398811f7eb80803ad104?
rik=HZYohRjSQWpX4Q&riu=http%3a%2f%2fwizardofthetavern.com%2fwp-content%2fuploads
%2f2020%2f04%2ftransmute-1.jpg&ehk=dJVyvQZBw4xZRhhfkwNVM0K65Fz7CSP14zoOxywi5lk
%3d&risl=&pid=ImgRaw&r=0
'
style='position:absolute; top:780px;left:0px; width:816px;' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:190px;left:-90px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:230px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:230px;left:520px;width:410px' />

<img
src='http://i.imgur.com/FqtUgON.png'

style='position:absolute;bottom:500px;left:50px;width:400px;transform:rotate(90deg)
' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:650px;left:50px;width:400px;transform:rotate(90deg)
;' />

<img
src='http://i.imgur.com/tQjcZ5n.png'

style='position:absolute;top:0px;left:50px;width:410px;transform:rotate(90deg);' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Atomic</div>

\page
# Elemental

## <span class='largerFont'>Fire</span>

##### Fire Sub-Powers


##### (For Flavor)
- **Fragokinesis** (Explosions)
- **Tephrakinesis** (Ash/Smoke)
- **Magmakinesis** (Lava)

### Ignition
Beginning at Level 1, Whenever you cast a spell that deals fire damage, you can
cause flames to wreathe you until the end of your next turn. The flames don’t harm
you or your possessions, and they shed bright light out to 30 feet and dim light
for an additional 30 feet. While the flames are present, any creature within 5 feet
of you that hits you with a melee attack takes 1d4 fire damage.

### Pyro
When you reach 6th level in this class, when you cast a spell that deals fire
damage, add your Charisma modifier to that damage. At the same time, you can spend
1 Meta point to gain resistance to fire for 1 hour.

### Flame Wings


At 14th level, you gain the ability to fly using your power, gaining a flying speed
equal to your walking speed. You may create wings of flame or simply shoot fire
from your appendages, you can create these wings as a bonus action on your turn.
They last until you dismiss them as a bonus action on your turn.

### Vibrant Boom


Beginning at 18th level, the harmful energy of your spells intensifies. When you
roll damage for a spell and roll the highest number possible on any of the dice,
that damage die does double damage.

---

You can use this feature only once per turn.

<div class='artist' style='top:160px;right:435px;'>


**Immolating Gyre

by Campbell White**
</div>

<div class='artist' style='top:100px;right:425px;'>


**Burning_Forest by

Ed Laag (Art Station)**


</div>

```
```

<div style='margin-top:400px'>

### Feats
##### Pyrokinesis

- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.


- Your pyrokinetic powers awaken. You learn the *Produce Flame* and *Control Flame*
cantrips. If you already know these cantrips, their range increases by 10ft. You
are able to channel your flame through any preferred appendage i.e. legs or even
mouth. When using pyrokinesis, your unarmed attacks do 1d6 fire damage.

- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on
the fire damage dice, but you must use the new roll, even if it is another 1.

</div>

<img
src='https://i.imgur.com/QshdxUp.jpg'
style='position:absolute; top:0px; right:-110px; width:600px' />

<img
src='https://i.imgur.com/JIbLHii.png'
style='position:absolute; top:0px; right:0px; width:816px; ' />

<img
src='https://i.pinimg.com/736x/cb/3a/98/cb3a98c083baa034a08cb0a12ff9cb8d.jpg'
style='position:absolute; top:635px; right:-30px;
width:870px;transform:rotate(10deg) ' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0016.png'
style='position:absolute; top:80px; right:0px; width:816px; ' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Fire</div>

\page

## <span class='largerFont'>Water</span>

##### Water Sub-Powers


##### (For Flavor)
- **Cryokinesis** (Ice)
- **Toxikinesis** (Poisons)
- **Atmidokinesis** (Steam)

### Spirit Water


At 1st level, your ability to heal is increased. When you would normally roll one
or more dice to restore hit points with a spell to a creature at 0 hit points, you
instead use the highest number possible for each die.

<br>

In addition, you learn the *Spare the Dying* cantrip, which doesn't count against
the number of Meta cantrips you know. For you, it has a range of 30 feet, and you
can cast it as a bonus action.

### From the Deep


At 6th level, as a bonus action, you create a 10-foot-long tendril of water at a
point you can see within 60 feet of you. The tendril lasts for 1 minute or until
you use this feature to create another.

- Your tendril can defend you and others, interposing itself between them and harm.
When you or a creature you can see takes damage while within 10 feet of the
tendril, you can use your reaction to choose one of those creatures and reduce the
damage to that creature by 1d8. When you reach 10th level in this class, the damage
reduced by the tendril increases to 2d8.

- As a bonus action, you can move the tentacle up to <br> 30 feet on your turn.

You can summon the tendril a number of times <br> equal to your proficiency bonus,
and you regain <br> all expended uses when you finish a long rest.

### Feats
##### Hydrokinesis
- Increase your Dexterity, Constitution, <br> or Charisma score by 1, to a maximum
<br> of 20.

- Your Hydrokinetic powers <br> awaken. You learn the *Shape <br> Water* and
*Frosbite* cantrips. <br> If you already know these <br> cantrips, their range <br>
increases by 10ft.

- You can breathe both water and <br> air. Your swim speed is 35ft.

<div class='artist' style='bottom:80px;left:80px;'>


**Waterbending Octopus**

---

**by moptop4000 (DeviantArt)**


</div>

```
```

### Shifting Form


Starting at 14th level, you gain the ability to enter a liquid state while moving.

- When you move on your turn, you take only half damage from opportunity attacks,
and you can move through any enemy’s space but can’t willingly end your move there.

- On your turn, you can move through any space that is at least 3 inches in
diameter and do so without squeezing. When you stop moving, the regular squeezing
rules apply if you’re in a space one size smaller than you. You can’t willingly
stop in a space smaller than that, and if you’re forced to do so, you immediately
flow to the nearest space that can fit you, back along the path of your movement.

### Healing Sanctum


Beginning at 18th Level, you summon a 30-foot-radius immobile dome of swirling
water into existence around you which remains stationary for the 1 minute duration.

- The sphere restores up to 100 hit points, divided as you choose among any number
of creatures of your choice in the dome.

- Up to five creatures of your choice in the area when you use this spell must
succeed on a Strength saving throw or be restrained by entangling tendrils of water
until the ability ends. A creature restrained can use its action to make a Strength
check against your spell save DC. On a success, it frees itself.

- Every spell of 6th level or lower ends on creatures and objects of your choice in
the cube.

---

Once you use this action, you can’t use it again until you finish a long rest.

<img
src='https://i.pinimg.com/564x/00/2c/b6/002cb633d57c776488bb0b2210d9a2b7.jpg'
style='position:absolute; bottom:-20px; right:-125px; width:700px;mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Water</div>

\page

# Earth

##### Earth Sub-Powers


##### (For Flavor)
- **Harenkinesis** (Sand)
- **Ferokinesis** (Metal)
- **Magmakinesis** (Lava)

### Stone Form


Beginning at 1st Level, your connection to stone gives you extra fortitude. Your
hit point maximum increases by 1, and it increases by 1 again whenever you gain a
level in this class.

<br>

As an bonus action, you can gain a base AC of 13 + your Constitution modifier if


you aren’t wearing armor and your skin assumes a stony appearance. This effect
lasts until you end it as a bonus action, you are incapacitated, or you don armor
other than a shield.

### Of the Earth


Beginning at 6th Level, You can move across difficult terrain made of earth or
stone without expending extra movement.
- You also gain resistance to Bludgeoning damage.

### Feats
##### Geokinesis

- You gain 20 ft of Tremorsense

- You can burrow through nonmagical, unworked earth and stone. While doing so, you
don't disturb the material you move through. Your burrow speed is 20ft.

- You learn the *Mold Earth* Cantrip, if you already know this Cantrip, its 5-foot
cube increases to a 10ft cube.
```
```
### Full Power
Starting at 14th level, you can increase the power of your simpler spells. When you
cast a spell of 5th level or lower that deals damage and isn't a cantrip, you can
deal maximum damage with that spell.

<br>

The first time you do so, you suffer no adverse effect. If you use this feature
again before you finish a long rest, you take 2d12 necrotic damage for each level
of the spell, immediately after you cast it. Each time you use this feature again
before finishing a long rest, the necrotic damage per spell level increases by
1d12. This damage ignores resistance and immunity.

### Quicksand Whirlpool


Beginning at 18th Level, As an action, you can disappear underground and teleport
to an unoccupied space within 120 feet of you. Immediately after you disappear,
each creature within 30 feet of the space you left must make a Strength saving
throw. On a failed save, a creature takes 3d10 force damage and is pulled straight
toward the space you left, ending in an unoccupied space as close to your former
space as possible. On a successful save, the creature takes half as much damage and
isn't pulled.

<br>

Once you use this feature, you can't do so again until you finish a long rest,
unless you spend 5 Meta points to use it again

<div class='artist' style='bottom:450px;right:200px;'>


**Earthbender by Bpsola**
</div>

<img
src='https://i.imgur.com/eYDiF7f.jpg'
style='position:absolute;bottom:0px;left:-60px;width:950px' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:360px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:400px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:400px;left:500px;width:400px' />

<div style='margin-top: -20px'></div>

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<div class='footnote'> Chapter 2 | Class | Meta | Earth</div>
\page

# Air

##### Air Sub-Powers


##### (For Flavor)
- **Tephrakinesis** (Mist)
- **Cryokinesis** (Ice)
- **Atmokinesis** (Weather)

### Voice of the Breeze


Starting at 1st level, you can carry your <br> voice on the wind. You learn the
*Message* <br> cantrip, which doesn’t count against the <br> number of Meta
cantrips you know.

---

When you cast the spell, you can target one creature <br> as normal or point your
finger upwards and target up <br> to a number of creatures equeal to your Charisma
<br> modifier that are within the spells normal range.

### Aerial Ward


Beginning at 6th Level, as an action, you can expend 1 to 5 Meta points to create a
ward of swirling air around yourself or another creature you can see within 30 feet
of you. The ward lasts until you finish a long rest or until you use this feature
again.

<br>

The ward is represented by a number of d8s equal to the number of Meta points spent
to create it. When the warded creature takes damage, it can expend a number of
those dice, roll them, and reduce the damage taken by the total rolled.

### Storm's Fury


At 14th level, when you are hit by a melee attack, you can use your reaction to
deal slashing damage to the attacker. The damage equals your Meta level. The
attacker must also make a Strength saving throw against your Metahuman spell save
DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away
from you.

```
```

<div style='margin-top:350px;'>

### Zephyra
At 18th level, Your flying speed increases to 60 feet. As an action, choose a
number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The
chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you use
this feature, you can't do so again until you finish a short or long rest.

<br>
You also gain immunity to non-magical Slashing damage.

### Feats
##### Aerokinesis

- You gain a flying speed of 30 feet and can hover, If you already have flight, its
speed increases by 5 feet.

- You learn the *Gust* cantrip. If you already know this cantrip, the distance
something is pushed doubles.

- At 1st level, you can cast the *Fog Cloud* spell by spending 2 Meta points or by
expending a spell slot. If you cast it with Meta points, you can see through the
fog created by the spell.

</div>

<div class='artist' style='top:395px;left:398px;'>


**Anila, Magus of the second

Seal by SimonPape**
</div>

<div class='artist' style='bottom:305px;left:89px;'>


**Airbending Spear by

moptop4000 (DeviantArt)**
</div>

<img
src='https://i.imgur.com/qoQx4Y0.jpg'
style='position:absolute;bottom:530px;left:160px;width:780px' />

<img
src='https://i.imgur.com/x5MXJJ4.png'
style='position:absolute; top:0px; right:0px; width:988px;transform:scaleX(-
1)' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;top:450px;left:200px;width:100px' />

<img
src='https://i.pinimg.com/564x/2f/7f/77/2f7f778bdbba30989c6f6b163649fcd7.jpg'
style='position:absolute; bottom:-205px; left:45px; width:950px;mix-blend-
mode:multiply;' />

<img
src='https://i.pinimg.com/564x/2f/7f/77/2f7f778bdbba30989c6f6b163649fcd7.jpg'
style='position:absolute; bottom:-205px; left:45px; width:950px;mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Air</div>
\page

# Electricity

##### Electricity Sub-Powers


##### (For Flavor)
- **Technokinesis** (Technology)
- **Magenekinesis** (Magnetism)
- **Atmokinesis** (Weather)

### Wide Net


At 1st Level, When you cast a spell that targets only one creature and doesn’t have
a range of self, you can target a second creature in range with the same spell.

### Untouchable
At 6th Level, When a creature makes an attack roll against you, you can use your
reaction to impose disadvantage on that roll. If the attack misses you, your next
attack roll against the creature has advantage if you make it before the end of
your next turn.

<br>

Once you use this feature, you can't use it again until you finish a short or long
rest.

### Bolt
At 14th level, you gain the ability to bolt from one place to another. As a bonus
action, you can teleport up to 120 feet to an unoccupied space you can see.

```
```

### Lightning Dome


At 18th Level, You exude an aura of power causing those around you to become struck
by lightning. As an action, you can spend 6 Meta points to draw on this power and
exude an aura of electricity to a distance of 30 feet. For 1 minute or until you
lose your concentration (as if you were casting a concentration spell), each
hostile creature that starts its turn in this aura must succeed on a Dexterity
saving throw or take 10d8 lightning damage on a failed save, or half as much damage
on a successful one.

### Feats
##### Electrokinesis

- Your Electrokinetic powers awaken. You learn the *Lightning Lure* and *Shocking
Grasp* Cantrips. If you already know these cantrips, their ranges increase by 10ft.

- Your speed increases by 10 feet while not wearing armor.

- You gain the ability to move along vertical surfaces and across liquids on your
turn without falling.

<div class='artist' style='bottom:510px;right:120px;'>


**Electrix - by Bogdan-MRK (Bogdan Marica)**
</div>

<img
src='https://i.imgur.com/9qwQS2I.jpg'
style='position:absolute;bottom:-100px;left:0px;width:816px' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:420px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:458px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:440px;left:500px;width:400px' />

<div style='margin-top: -20px'></div>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Electricity</div>

\page

# Origin Spells

You learn additional spells when you reach certain levels in this class, as shown
on the spell tables. Each spell counts as a Meta spell for you, but it doesn’t
count against the number of Meta spells you know. These spells can’t be replaced
when you gain a level in this class.

---

These spells are meant to fit the theme of your origin and assist you in your long
and perilous journey in the world.

## Mental

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Silent Image |
| 3 | Suggestion |
| 5 | Sending |
| 7 | Charm Monster |
| 9 | Telepathic Bond |

| | Spell 2 |
|:---:|:----------|
| |Dissonant whispers|
| | Detect Thoughts |
| | Hypnotic Pattern |
| | Phantasmal Killer|
| | Telekinesis |
</div>
## Light/Dark

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Magic Missile |
| 3 | Darkness |
| 5 | Fear |
| 7 | Black Tentacles |
| 9 | Contagion |

| | Spell 2 |
|:---:|:----------|
| | Faerie Fire |
| | Blindness/Deafness |
| | Daylight |
| | Sickening Radiance |
| | Wall of Light |
</div>

## Nature

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Entangle |
| 3 | Barkskin |
| 5 | Plant Growth |
| 7 | Polymorph |
| 9 | Wrath of Nature |

| | Spell 2 |
|:---:|:----------|
| | Goodberry |
| | Wither and Bloom |
| | Speak with Plants |
| | Guardian of Nature |
| |Negative Energy Flood |
</div>

## Atomic

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Shield |
| 3 | Earthbind |
| 5 | Counterspell|
| 7 | Stoneskin |
| 9 | Creation |

| | Spell 2 |
|:---:|:----------|
| | Absorb Elements|
| | Enlarge/Reduce |
| | Dispel Magic |
| | Elemental Bane |
| | Greater Restoration |
</div>

```
```

## Fire

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Burning Hands |
| 3 | Scorching Ray |
| 5 | Fireball |
| 7 | Fire Shield |
| 9 | Immolation |

| | Spell 2 |
|:---:|:----------|
| | Hellish Rebuke |
| | Flaming Sphere |
| | Melf's Minute Meteors|
| | Wall of Fire |
| |Summon Draconic Spirit|
</div>

## Water

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Healing Word |
| 3 | Binding Ice |
| 5 | Catnap |
| 7 | Control Water|
| 9 | Maelstrom |

| | Spell 2 |
|:---:|:----------|
| | Create or Destroy Water |
| | Lesser Restoration |
| | Wall of Water |
| | Watery Sphere |
| | Greater Restoration |
</div>

## Earth

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Shield |
| 3 | Spider Climb |
| 5 | Wall of Sand |
| 7 | Stone Shape |
| 9 | Transmute Rock|

| | Spell 2 |
|:---:|:----------|
| | Earth Tremor |
| | Earthen Grasp |
| | Erupting Earth |
| | Stoneskin |
| | Destructive Wave|
</div>

## Air

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Fog Cloud |
| 3 |Gust of Wind |
| 5 | Gaseous Form|
| 7 | Storm Sphere|
| 9 |Control Winds|

| | Spell 2 |
|:---:|:----------|
| | Feather Fall |
| | Warding Wind |
| | Wind wall |
| |Freedom of Movement|
| |Steel Wind Strike |
</div>

## Electricity

<div style='column-count:2'>
| Meta Level | Spell 1 |
|:---:|:------------|
| 1 | Witch Bolt |
| 3 | Misty Step |
| 5 | Haste |
| 7 | Wall of Fire |
| 9 |Synaptic Static|

| | Spell 2 |
|:---:|:----------|
| | Thunderwave |
| | Shatter |
| | Lightning Bolt |
| | Blight |
| | Far Step |
</div>

<div style='margin-top: -20px'></div>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Meta | Additional Spells </div>

\page

## <span class='largerFont'>Class: Lantern</span>


``
``

## Class Features
A Lantern gains the following Class Features.

#### Hit Points


___
- **Hit Dice:** 1d10 per Lantern level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per
Lanturn level after 1st

#### Proficiencies
___
- **Armor:** All Armor, Shields
- **Weapons:** Simple Weapons, Martial Weapons

___
- **Saving Throws:** Wisdom, Charisma
- **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine,
Persuasion, and Religion

#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* A Martial weapon and a Shield or *(b)* Two Martial weapons
- *(a)* Five Javelins or *(b)* Any Simple weapon
- "Chain mail" and a Lanturn Ring

```
```

### Ring Radar

The presence of strong evil registers on your senses like a noxious odor, and
powerful good rings like heavenly music in your ears. As an action, you can open
your awareness to detect such forces. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you that is not
behind total cover. You know the type (celestial, fiend, or undead) of any being
whose presence you sense, but not its identity (the Red Lanturn Atrocitus, for
instance). Within the same radius, you also detect the presence of any place or
object that has been consecrated or desecrated, as with the hallow spell.

<br>

You can use this feature a number of times equal to 1 + your Charisma modifier.
When you finish a long rest, you regain all expended uses.

### Lay on Hands

Your ring can assist in healing wounds. You have a pool of healing power that
replenishes when you take a long rest. With that pool, you can restore a total
number of hit points equal to your paladin level × 5.

---
As an action, you can touch a creature to restore a number of hit points to that
creature, up to the maximum amount remaining in your pool.

<br>

Also, you can expend 5 hit points from your pool of healing to cure the target of
one disease or neutralize one poison affecting it. You can cure multiple diseases
and neutralize multiple poisons with a single use of Lay on Hands, expending hit
points separately for each one.

This feature has no effect on undead and constructs.

### Fighting Style


At 2nd level, you adopt a style of fighting as your specialty. Choose one from the
Paladin's Fighting Style list. Below are some examples. You can’t take a Fighting
Style option more than once, even if you later get to choose again.

#### Defence
While you are wearing armor, you gain a +1 bonus to AC.

#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the die and must use the new
roll. The weapon must have the two-handed or versatile property for you to gain
this benefit.

#### Protection
When a creature you can see attacks a target other than you that is within 5 feet
of you, you can use your reaction to impose disadvantage on the attack roll. You
must be wielding a shield.

<div class='artist' style='bottom:40px;right:230px;'>


**Green Lanturn #50 by Jim Lee**
</div>

<img
src='https://i.imgur.com/7YRIQJR.jpg'
style='position:absolute; top:410px; right:370px; width:500px' />

<img
src='https://i.imgur.com/5PSCQzJ.png'
style='position:absolute; top:-70px; right:-70px; width:890px' />

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<div class='footnote'> Chapter 2 | Class | Lantern</div>

\page

# Powers
Once you reach 2nd Level, your ring grants you access to a myriad of powers and
abilities based on whichever Lanturn Core you originate from.
#### Preparing and Casting Spells
The Lantern table shows how many Spell slots you have to cast your spells. To cast
one of your Lantern Spells of 1st level or higher, you must expend a slot of the
spell's level or higher. You regain all expended spell slots when you finish a long
rest.

---

You prepare the list of Lantern sSpells that are available for you to cast,
choosing from the Lantern Spell list. When you do so, choose a number of Lantern
spells equal to your Charisma modifier + half your Lantern level, rounded down
(minimum of one ability). The spell must be of a level for which you have spell
slots.

<br>

For example, if you are a 5th-level Lantern, you have four 1st-level and two 2nd-
level spell slots. With a Charisma of 14, your list of prepared spells can include
four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level
spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting
the spell doesn't remove it from your list of prepared spell.

---

You can change your list of prepared spells when you finish a long rest.

## Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can
expend one spell slot to deal radiant damage to the target, in addition to the
weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8
if the target is an undead or a fiend, to a maximum of 6d8.

#### Divine Health


By 3rd level, the divine magic flowing through you makes you immune to disease.

#### Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.

#### Aura of Protection


Starting at 6th level, whenever you or a friendly creature within 10 feet of you
must make a saving throw, the creature gains a bonus to the saving throw equal to
your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant
this bonus.

---

At 18th level, the range of this aura increases to 30 feet.

```
```

## Spell Casting

Charisma is your casting ability for your Lantern Spells, since the power of your
ring relies on your ability to project your will into the world. You use your
Charisma whenever a spell refers to your casting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a Lantern spell you cast and
when making an attack roll with one.

<div style='margin-top:14px'></div>

___
* **Spell save DC** = 8 + Your proficiency bonus + your Charisma modifier

<div style='margin-top:6px'></div>
____
* **Spell attack modifier** = Your proficiency bonus + your Charisma modifier

``
``

### Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability score above 20
using this feature.

---

Using the optional feats rule, you can forgo taking this feature to take a feat of
your choice instead.

#### Aura of Courage


Starting at 10th level, you and friendly creatures within 10 feet of you can't be
frightened while you are conscious.

---

At 18th level, the range of this aura increases to 30 feet.

#### Improved Divine Smite


By 11th level, you are so suffused with righteous might that all your melee weapon
strikes carry divine power with them. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 radiant damage.

#### Cleansing Touch


Beginning at 14th level, you can use your action to end one active spell on
yourself or on one willing creature that you touch.

---

You can use this feature a number of times equal to your Charisma modifier (a
minimum of once). You regain expended uses when you finish a long rest.

#### Aura Improvements


At 18th level, the range of your auras increase to 30 feet.

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern</div>

\page

<div class='classTable wide'>


##### Il Lantern
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
| :---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spell Casting, Divine Smite | 2 | — | — | — | — |
| 3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
| 7th | +3 | Sacred Oath Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | | 4 | 3 | 2 | — | — |
| 10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
| 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement| 4 | 3 | 3 | 2 | — |
| 17th | +6 | | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Aura Improvements| 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |

</div>

## Oaths of Light
Becoming a Lantern involves taking vows that commit the Lantern to the cause of
righteousness, an active path of fighting wickedness. The final oath, taken when he
or she reaches 3rd level, is the culmination of all the Lantern’s training. Some
characters with this class don’t consider themselves true Lanterns until they have
reached 3rd level and made this oath. For others, the swearing of the oath is a
formality.

## Channel Emotion
- Your oath allows you to channel emotional energy to fuel effects. Each Channel
Emotion option provided by your oath explains how to use it.

- When you use your Channel Emotion, you choose which option to use. You must then
finish a short or long rest to use your Channel Emotion again.

- Some Channel Emotion effects require saving throws. When you use such an effect
from this class, the DC equals your Lantern Ability save DC.

```
```

## The Emotional Spectrum


| Color || Emotion |
|:---:|:---:|:---:|
| Green | | Will |
| Blue | | Hope |
| Yellow| | Fear |
| Red | | Rage |
| Violet| | Love |
| Indigo| |Compassion |

## Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the
levels specified in the oath description. Once you gain access to an oath spell,
you always have it prepared. Oath spells don’t count against the number of spells
you can prepare each day.

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern</div>

\page

# Oath of Will

>##### In brightest day, in blackest night,


>##### No evil shall escape my sight.
>##### Let those who worship evil's might
>##### Beware my power--Green Lantern's light!

### Green Lantern


The Oath of Will binds a Green Lantern to the loftiest ideals of justice, virtue,
and order. Sometimes called cavaliers, green knights, or mighty warriors, these
Lanterns meet the ideal of the knight in shining armor, acting with honor in
pursuit of justice and the greater good. They hold themselves to the highest
standards of conduct, and some, for better or worse, hold the rest of the world to
the same standards. Many who swear this oath are devoted to law and good and use
their cores’ tenets as the measure of their devotion.

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Sanctuary, Protection from Evil & Good |
| 5th | | Spiritual Weapon, Levitate |
| 9th | | Blinding Smite, Spirit Guardians |
| 13th | | Find Greater Steed, Freedom of Movement |
| 17th | | Commune, Holy Weapon |

### Aura of Devotion


Starting at 7th level, you and friendly creatures within 10 feet of you can't be
charmed while you are conscious.

- At 18th level, the range of this aura increases to 30 feet.

### Purity of Spirit


Beginning at 15th level, you are always under the effects of a *Protection from
Evil and Good* spell.

### Oa's Light


At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute,
bright light shines from you in a 30-foot radius, and dim light shines 30 feet
beyond that.

- Whenever an enemy creature starts its turn in the bright light, the creature
takes 10 radiant damage.

- In addition, for the duration, you have advantage on <br> saving throws against
spells cast by fiends or undead.

Once you use this feature, you can't use it again until <br> you finish a long
rest.

<div class='artist' style='bottom:65px;left:100px;'>


**Green Lantern Kyle Rayner from DC Comics**

---

**Planet Oa from DC Comics**


</div>

```
```

>##### Tenets of Will


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Courage.** Never fear to act, though caution is wise.
> - **Compassion.** Aid others, protect the weak, and punish those who threaten
them. Show mercy to your foes, but temper it with wisdom.
> - **Honor.** Treat others with fairness, and let your honorable deeds be an
example to them. Do as much good as possible while causing the least amount of
harm.
> - **Duty.** Be responsible for your actions and their consequences, protect those
entrusted to your care, and obey those who have just authority over you.

## Channel Emotion
**Sacred Weapon**. As an action, you can imbue one weapon that you are holding with
positive energy, using your Channel Divinity. For 1 minute, you add your Charisma
modifier to attack rolls made with that weapon (with a minimum bonus of +1). The
weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond
that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no
longer holding or carrying this weapon, or if you fall unconscious, this effect
ends.

---

**Watcher's Will**. You can use your Channel Divinity to invest your presence with
the warding power of your faith. As an action, you can choose a number of creatures
you can see within 30 feet of you, up to a number equal to your Charisma modifier
(minimum of one creature). For 1 minute, you and the chosen creatures have
advantage on Intelligence, Wisdom, and Charisma saving throws.

<img
src='https://th.bing.com/th/id/R.0e7faf4b076279266ae8d0ab6b71d785?
rik=lBi7OxmZyOCTsg&riu=http%3a%2f%2ffc02.deviantart.net%2ffs71%2ff
%2f2011%2f107%2f3%2f8%2fplanet_oa_by_bbbeto-
d3e8wun.jpg&ehk=zmfwH17xNA8sjYMa4AnAvDIOWJyS
%2fEqVbFQvQ59K7T0%3d&risl=&pid=ImgRaw&r=0'
style='position:absolute;bottom:-10px;right:-80px;width:520px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0016.png'
style='position:absolute; bottom:70px; right:0px; width:520px;' />

<img
src='https://vignette.wikia.nocookie.net/dc-cinematic-universe/images/8/8c/
Green_Lantern_comic_png.png/revision/latest?cb=20171116131607&path-prefix=de'
style='position:absolute;bottom:40px;right:40px;width:320px;transform:scaleX(-1)'
/>

<img
src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0016.png'
style='position:absolute; bottom:160px; left:0px; width:520px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0016.png'
style='position:absolute; bottom:-100px; left:95px;
width:520px;transform:rotate(90deg)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern | Green </div>

\page

## <span class='largerFont'>Oath of Fear</span>

>##### In blackest day, in brightest night,


>##### Beware your fears made into light.
>##### Let those who try to stop what's right
>##### Burn like my power--Sinestro's might!

### Yellow Lantern


The Oath of Fear binds a Yellow Lantern to twisted ideals of justice. Many who
swear this oath are devoted to law and order, but rely on fear to gain it.

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Command, Armor of Agathys |
| 5th | | Spiritual Weapon, Hold Person |
| 9th | | Blinding Smite, Fear |
| 13th | | Stoneskin, Phantasmal Killer |
| 17th | | Commune, Dawn |

### Aura of Conquest


Starting at 7th level, you constantly emanate a menacing aura while you’re not
incapacitated. The aura extends 10 feet from you in every direction, but not
through total cover.

- If a creature is frightened of you, its speed is reduced to 0 while in the aura,


and that creature takes psychic damage equal to half your Lantern level if it
starts its turn there.
---

At 18th level, the range of this aura increases to 30 feet.

### Scornful Rebuke


At 15th level, Whenever a creature hits you with an attack, that creature takes
psychic damage equal to your Charisma modifier if you’re not incapacitated.

### Invincible Conqueror


At 20th level, you gain the ability to harness extraordinary fear energy. As an
action, you can magically become an avatar of fear itself, gaining the following
benefits for 1 minute:

- You have resistance to all damage.


- When you take the Attack action on your turn, you can make one additional attack
as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

<div class='artist' style='bottom:30px;left:270px;'>


**Arkillo of DC Comics**
</div>

<br>

>##### Tenets of Fear


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Douse the Flame of Hope**. It is not enough to merely defeat an enemy in
battle. Your victory must be so overwhelming that your enemies’ will to fight is
shattered forever. A blade can end a life. Fear can end an empire.
>
> - **By Any Means Necessary**. My qualms can't get in the way of exterminating my
foes.
> - **Rule with an Iron Fist**. Once you have conquered, tolerate no dissent. Your
word is law. Those who obey it shall be favored. Those who defy it shall be
punished as an example to all who might follow.

## Channel Emotion

**Fearful Presence.** You can use your Channel Emotion to exude a terrifying
presence. As an action, you force each creature of your choice that you can see
within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature
becomes frightened of you for 1 minute.

- The frightened creature can repeat this saving throw at the end of each of its
turns, ending the effect on itself on a success.

---

**Guided Strike.** You can use your Channel Emotion to strike with supernatural
accuracy. When you make an attack roll, you can use your Channel Emotion to gain a
+10 bonus to the roll. You make this choice after you see the roll, but before the
DM says whether the attack hits or misses.

<img
src='https://th.bing.com/th/id/R.2c06ff99d08e519084a732f833d50c36?
rik=mUlpj3cPoKU58w&pid=ImgRaw&r=0'
style='position:absolute;bottom:-160px;right:-
62px;width:520px;transform:rotate(335deg)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0005.png'
style='position:absolute;bottom:0px;right:0px;width:846px;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern | Yellow </div>
\page

# Oath of Hope

>##### In fearful day, in raging night,


>##### With strong hearts full, our souls ignite.
>##### When all seems lost in the war of light, Look to the stars--for hope burns
bright!

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Sactuary, Shield of Faith|
| 5th | | Warding Bond, Calm Emotions |
| 9th | | Counterspell, Remove Curse |
| 13th | | Death Ward, Resiliant Sphere |
| 17th | | Wall of Force, Commune with Nature |

### Aura of Redemption


Starting at 7th level, you can shield your allies from harm at the cost of your
own health.
- When a creature within 10 feet of you takes damage, you can use your reaction to
magically take that damage, instead of that creature taking it. This feature
doesn't transfer any other effects that might accompany the damage, and this damage
can't be reduced in any way.

---

At 18th level, the range of this aura increases to 30 feet.

### Protective Light


At 15th level, a holy presence mends your wounds in combat. You regain hit points
equal to 1d6 + half your Lantern level if you end your turn in combat with fewer
than half of your hit points remaining and you aren’t incapacitated.

### Hope burns bright


At 20th level, your presence on the field of battle is an inspiration to those
dedicated to your cause. You can use your action to gain the following benefits for
1 hour:

- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical
weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of
you.

---

This effect ends early if you are incapacitated or die. Once you use this feature,
you can't use it again until you finish a long rest.

<div class='artist' style='bottom:60px;left:150px;'>


**Saint Walker by naratani (DeviantArt)**

---

**Offworld Planet Outpost**


---

**by Vincent MacTiernan (ArtStation)**


</div>

```
```

>##### Tenets of Hope


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Kindle the Light**. Through your acts of mercy, kindness, and forgiveness,
kindle the light of hope in the world, beating back despair.
>
> - **Be the Light**. Be a glorious beacon for all who live in despair. Let the
light of your joy and courage shine forth in all your deeds.
> - **Patience**. Change takes time. Those who have walked the path of the wicked
must be given reminders to keep them honest and true. Once you have planted the
seed of righteousness in a creature, you must work day after day to allow it to
survive and then flourish.

### Blue Lantern


Lanterns who dedicate themselves to this oath believe that any person can be
redeemed and that the path of benevolence and justice is one that anyone can walk.

## Channel Emotion
**Rebuke the Violent**. You can use your Channel Emotion to rebuke those who use
violence. Immediately after an attacker within 30 feet of you deals damage with an
attack against a creature other than you, you can use your reaction to force the
attacker to make a Wisdom saving throw. On a failed save, the attacker takes
radiant damage equal to the damage it just dealt. On a successful save, it takes
half as much damage.

---

**Emissary of Peace**. You can use your Channel Emotion to augment your presence
with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma
(Persuasion) checks for the next 10 minutes.

<img
src='https://i.pinimg.com/originals/cc/da/ab/ccdaabccad4c04d0babc2ef8143c9e36.jpg'

style='position:absolute;top:750px;left:360px;width:700px;transform:rotate(350deg)'
/>

<img src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0017.png'
style='position:absolute;bottom:0px;right:0px;width:850px;'/>

<img src='https://i.pinimg.com/564x/36/d1/b1/36d1b100d7f2f999d897c89e611bed3b.jpg'
style='position:absolute;top:660px;right:120px;width:400px;mix-blend-
mode:multiply;transform:rotate(40deg)'/>

<img src='https://i.pinimg.com/564x/36/d1/b1/36d1b100d7f2f999d897c89e611bed3b.jpg'
style='position:absolute;top:660px;right:120px;width:400px;mix-blend-
mode:multiply;transform:rotate(40deg)'/>
<div class='pageNumber auto'></div>
<div class='footnote'> Chapter 2 | Class | Lantern | Blue </div>

\page

# Oath of Rage

>##### With blood and rage of crimson red,


>##### Ripped from a corpse so freshly dead.
>##### Together with our hellish hate,
>##### We'll burn you all--that is your fate!

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Hellish Rebuke, Hunter's Mark |
| 5th | | Aganazzar's Scorcher, Heat Metal |
| 9th | | Bestow Curse, Haste |
| 13th | | Stoneskin, Divination |
| 17th | | Commune, Destructive Wave |

### Aura of Hate


Starting at 7th level you, as well any friendly creatures within 10 feet of you
gain a bonus to melee weapon damage rolls equal to your Charisma modifier. A
creature can benefit from this feature from only one paladin at a time.

---

At 18th level, the range of this aura increases to 30 feet.

### Soul of Vengeance


At 15th level, the authority with which you speak your Vow of Enmity gives you
greater power over your foe. When a creature under the effect of your Vow of Enmity
makes an attack, you can use your reaction to make a melee weapon attack against
that creature if it is within range.

### Bloodlust
At 20th level, as an action, you receive an aura of rage that lasts for 1 minute.
The aura reduces any bright light in a 30-foot radius to dim light. Whenever an
enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic
damage. Also, you and any creatures of your choice in the aura are draped in red
light. Creatures that rely on sight have disadvantage on attack rolls against them.

---

While the aura lasts, you can use a bonus action to cause shadows in the aura to
attack one creature. Make a melee spell attack against the target. On a hit, the
target takes necrotic damage equal to 3d10 + your Charisma modifier.

---

You can't summon the aura again until you finish <br> a long rest.

<div class='artist' style='bottom:60px;left:70px;'>


**Atrocitus of DC Comics**
---

**Farcry5 Lost on mars Concept art by Xu Zhang**


</div>

```
```

>##### Tenets of Rage


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Rip and Tear**. Fury is not subtle, unleash your rage fully. Reduce your
enemies to nothing.
>
> - **Until It Is Done**. When all you see is red, relinquish nothing, give no
quarter until all your foes lie dead and brutalised. But, know when to revel in
fury, and know when to preserve your anger for the foes that deserve it.

### Red Lantern


In a moment of unbridled anger, oaths of rage are sworn. A solemn promise of
eternal wrath, worshipping vicious hatred as an idea, not as a result or a means to
an end, but exalting it beyond all other emotions.

## Channel Emotion

**Dreadful Aspect**. As an action, you channel the darkest emotions and focus them
into a burst of menace. Each creature of your choice within 30 feet of you must
make a Wisdom saving throw if it can see you. On a failed save, the target is
frightened of you for 1 minute.

If a creature frightened by this effect ends its turn more than 30 feet away from
you, it can attempt another Wisdom saving throw to end the effect on it.

---

**Vow of Enmity**. As a bonus action, you can utter a vow of enmity against a
creature you can see within 10 feet of you, using your Channel Emotion. You gain
advantage on attack rolls against the creature for 1 minute or until it drops to 0
hit points or falls unconscious.

<img src='https://cdnb.artstation.com/p/assets/images/images/012/016/111/large/xu-
zhang-concept-art-14-zx.jpg?1532580540'

style='position:absolute;top:740px;left:160px;width:850px;transform:rotate(335deg)s
caleX(-1);mix-blend-mode:multiply'/>

<img src='https://cdnb.artstation.com/p/assets/images/images/012/016/111/large/xu-
zhang-concept-art-14-zx.jpg?1532580540'

style='position:absolute;top:740px;left:160px;width:850px;transform:rotate(335deg)s
caleX(-1);mix-blend-mode:multiply'/>

<img src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0017.png'
style='position:absolute;bottom:0px;right:0px;width:910px;'/>

<img
src='https://i.pinimg.com/originals/5b/32/4e/5b324e2f3076328337a314737c4bf661.jpg'
style='position:absolute;
bottom:-218px;
left:300px;
width:550px;mix-blend-mode:multiply;transform:scaleX(-1)
'
/>

<img

src='https://i.pinimg.com/originals/5b/32/4e/5b324e2f3076328337a314737c4bf661.jpg'
style='position:absolute;
bottom:-218px;
left:300px;
width:550px;mix-blend-mode:multiply;transform:scaleX(-1)
'
/>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern | Red </div>

\page

# Oath of Compassion

>##### Tor lorek san, bor nakka mur


>##### Natromo faan tornek wot ur.
>##### Ter Lantern ker lo Abin Sur.
>##### Taan lek lek nok--formorrow sur!

### Indigo Tribe


Lanterns who swear this oath walk the line between light and darkness. All beings
are deserving of compassion. But be wary, those who don this ring unwillingly
suffer a terrible fate.

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Ensnaring Strike, Sleep |
| 5th | | Moonbeam, Misty Step |
| 9th | | Plant Growth, Protection from energy |
| 13th | | Guardian of Faith, Hallucinatory Terrain |
| 17th | | Commune, Circle of Power |

### Aura of Warding


Starting at 7th level, You and friendly creatures within 10 feet of you have
resistance to damage from spells.

---

At 18th level, the range of this aura increases to 30 feet.

### Undying Light


At 15th level, when you are reduced to 0 hit points and are not killed outright,
you can choose to drop to 1 hit point instead. Once you use this ability, you can't
use it again until you finish a long rest.
---

Additionally, you suffer none of the drawbacks of old age, and you can't be aged
magically.

### Compassionate Soul


At 20th level, you can assume the form of an ancient force of nature, taking on an
appearance you choose.

Using your action, you undergo a transformation. For 1 minute, you gain the
following benefits:

- At the start of each of your turns, you regain 10 hit points.


- Whenever you cast a paladin spell that has a casting time of 1 action, you can
cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against
your paladin spells and Channel Emotion options.

---

Once you use this feature, you can't use it again until you finish a long rest.

```
```

>##### Tenets of Compassion


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Be the Light**. Be a glorious beacon for all who live in despair. Let the
light of your joy and courage shine forth in all your deeds.
>
> - **Preserve Your Own Light**. Delight in song and laughter, in beauty and art.
If you allow the light to die in your own heart, you can't preserve it in the
world.
> - **Kindle the Light**. Through your acts of mercy, kindness, and forgiveness,
kindle the light of hope in the world, beating back despair.

## Channel Emotion

**Turn the Tide**. As a bonus action, you can bolster injured creatures with your
Channel Emotion. Each creature of your choice within 30 feet of you regains hit
points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than
half of its hit points.

---

**Compulsion**. As a bonus action, you compel other creatures to stay near you.
Each creature of your choice that you can see within 30 feet of you must make a
Wisdom saving throw. On a failed save, a creature can't willingly move more than 30
feet away from you. This effect ends on the creature if you are incapacitated or
die or if the creature is more than 30 feet away from you.

<div class='artist' style='bottom:60px;left:180px;'>


**Indigo Tribe - Green Lanturn Vol 5 #8**
</div>

<img
src='https://i.pinimg.com/originals/ce/d4/42/ced44211a283715d69be98214c07ae8f.png'
style='position:absolute;bottom:-220px;right:-42px;width:480px;'
/>

<img
src='https://i.imgur.com/oF4JQBz.png'
style='position:absolute; top:90px; right:0px; width:820px; ' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:875px;left:-40px;width:400px' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:920px;left:200px;width:400px' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:920px;left:500px;width:400px' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern | Indigo Tribe</div>

\page

## <span class='largerFont'>Oath of Love</span>

>##### For hearts long lost and full of fright,


>##### For those alone in Blackest Night.
>##### Accept our ring and join our fight,
>##### Love conquers all--with violet light!

### Oath Spells


| Lantern Level ||Spells|
|:---:| |:---:|
| 3rd | | Heroism, Compelled Duel |
| 5th | | Calm Emotions, Misty Step |
| 9th | | Counterspell, Protection from energy |
| 13th | | Dimension Door, Aura of Purity |
| 17th | | Commune, Hold Monster |

### Aura of Alertness


Starting at 7th level, you emit an aura of alertness while you aren't
incapacitated. When you and any creatures of your choice within 10 feet of you roll
initiative, you all gain a bonus to initiative equal to your proficiency bonus.

---

At 18th level, the range of this aura increases to 30 feet.

### Glorious Defense


At 15th level, When you or another creature within 10 feet of you is hit by an
attack roll, you can use your reaction to grant a bonus to the target's AC against
that attack. The bonus equals your Charisma modifier. If the attack misses, you can
make one weapon attack against the attacker, provided the attacker is within range.

You can use this feature a number of times equal to your Charisma modifier, and
regain all uses after a long rest.
### Loving Champion
At 20th level, As a bonus action, you gain the following benefits for 1 minute:

- You are blessed with advantage on all Charisma checks.


- Once on each of your turns when you make a weapon attack and miss, you can cause
that attack to hit instead.
- You can use your reaction to reroll a failed Saving Throw. You must use this new
roll.

---

Once you use this feature, you can’t use it again until you finish a long rest,
unless you expend a 5th-level spell slot to use it again.

```
```

>##### Tenets of Love


> Tough the exact words and strictures of the Oath of Devotion vary, paladins of
this oath share these tenets.
> - **Be the Light**. Be a glorious beacon for all who live in despair. Let the
light of your love and courage shine forth in all your deeds.
>
> - **Shelter the Light**. Where there is good, beauty, love, and laughter in the
world, stand against the wickedness that would swallow it. Where life flourishes,
stand against the forces that would render it barren.
> - **Kindle the Light**. Through your acts of mercy, kindness, and forgiveness,
kindle the light of hope in the world, beating back despair.

### Star Sapphires


Lanterns who swear this oath spread love far and wide throughout the galaxy. All
beings are deserving of their love, but be wary, they are not always fond of men.

## Channel Emotion

**Loving Smite**. Immediately after you deal damage to a creature with your Divine
Smite feature, you can use your Channel Emotion as a bonus action and distribute
temporary hit points to creatures of your choice within 30 feet of you, which can
include you. The total number of temporary hit points equals 2d8 + your level in
this class, divided among the chosen creatures however you like.

---

**Emissary of Love**. You can use your Channel Emotion to augment your presence
with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma
(Persuasion) checks for the next 10 minutes.

<div class='artist' style='bottom:60px;left:110px;'>


**Star Sapphire Carol Ferris by Diego Olortegui**
</div>

<img
src='https://i.pinimg.com/550x/ab/8c/dd/ab8cdd5620af8f88442958560f10afda.jpg'
style='position:absolute;top:633px;right:-63px;width:600px;mix-blend-
mode:darken;
'
/>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Class | Lantern | Star Sapphire</div>

\page

# <div style='text-align: center;'>Barbarian Sub-Class</div>

---

# <div style='position:absolute;right:160px;'>Path of the Juggernaut</div>

<div class='artist' style='bottom:50px;left:310px;'>


**Sub-Class Source: Tal'Dorei Campaign Setting**
</div>

```
```

<div style='position:absolute;top:148px; right:140px;'>

### Thunderous Blows


Starting when you choose this path at 3rd level, your rage <br> &nbsp;&nbsp;
instills you with the strength to batter around your foes, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;making any battlefield your domain. When
you make an <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
unarmed strike, you can deal 1d8 + your Strength modifier <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp; bludgeoning damage instead of the normal damage.

</div>

<div style='position:absolute;top:263px; right:80px;'>

&nbsp;Once per turn while raging, when you damage a creature <br>
&nbsp;&nbsp;&nbsp;with a melee attack, you can force the target to make a <br>
&nbsp;&nbsp;&nbsp;&nbsp; Strength saving throw (DC 8 + your proficiency bonus +
your <br> &nbsp;&nbsp;&nbsp;&nbsp; Strength modifier). On a failure, you push the
target 5 feet <br>&nbsp;&nbsp;&nbsp;&nbsp; away from you, and you can choose to
immediately move <br> &nbsp;&nbsp;&nbsp; 5 feet into the target’s previous
position.

### &nbsp;&nbsp;Stance of the Mountain


&nbsp; Upon choosing this path at 3rd level, you harness your fury <br>
&nbsp;&nbsp;&nbsp;to anchor your feet to the earth, shrugging off the blows of <br>
&nbsp;&nbsp;&nbsp; those who wish to topple you.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;You cannot be knocked prone while raging


unless you <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;become unconscious.
### &nbsp;&nbsp;&nbsp;&nbsp;Demolishing Might
&nbsp;&nbsp;Beginning at 6th level, you can muster destructive force <br>
&nbsp;with your assault, shaking the core of even the strongest <br> structures.
All of your melee attacks gain the siege property <br> (your attacks deal double
damage to objects and structures).

---

Your melee attacks against creatures of the construct type deal <br> an additional
1d8 weapon damage.

### &nbsp;Overwhelming Cleave


Upon reaching 10th level, you wade into armies of foes, great <br> swings of your
weapon striking any who threaten you.

---

When you make a weapon attack while raging, you can make <br> another attack as a
bonus action with the same weapon <br> against a different creature that is within
5 feet of the <br> original target and within range of your weapon.

### &nbsp;Unstoppable
Starting at 14th level, you can choose to become unstoppable <br> when you enter a
rage. If you do so, for the duration of the <br> rage your speed cannot be reduced,
and you are immune <br> to the frightened, paralyzed, and stunned conditions.

- If you are frightened, paralyzed, or stunned, <br> you can still take your bonus
action to enter <br> your rage and suspend the effects for the <br> duration of the
rage.

- When your rage ends, you suffer one level of exhaustion.

</div>

<div class='artist' style='bottom:30px;left:310px;'>


**Superboy by Artgerm on DeviantArt**
</div>

<img

src='https://i.pinimg.com/originals/f8/3c/c2/f83cc2a6405a1e2b795c072dbae6a935.jpg'
style='position:absolute;bottom:70px;left:-65px;width:580px;transform:scaleX(-
1);' />

<img
src='https://watercolors.giantsoup.com/phb/phb_left/0024.png'
style='position:absolute;top:0px;left:0px;width:816px' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Sub-Class | Path of the Juggernaut</div>

\page
# <div style='text-align: center;'>Barbarian Sub-Class</div>

---

# <div style='text-align:center;'>Path of the Giant (In progress)</div>

### Brute Strength


When you choose this path at 3rd level, You learn a cantrip of your choice: either
*Blade Ward* or *Thunderclap*. Strength is your spellcasting ability for this
spell.

### Behemoth
Upon choosing this path at 3rd level, your rages pulls strength from your innate
powers, transforming you into a hulking force of destruction. While raging, you
gain the following benefits:

- ***Crushing Throw***. When you make a successful ranged attack with a thrown
weapon using Strength, you can add your Rage Damage bonus to the attack’s damage
roll.

- ***Giant Stature***. Your reach increases by 5ft, and if you are smaller than
Large, you become Large, along with anything you are wearing. If there isn’t enough
room for you to increase your size, your size doesn’t change.

### Whirling Stone


Beginning at 6th level, your strength grows, and you learn to control your power to
shrink to microscopic size.

---

When you enter your rage, you can use your action to throw a boulder flying towards
one creature of your choice, it gains the thrown property and deals 2d8 damage when
it hits, with a normal range of 20ft and a long range of 60ft. If you throw the
boulder, you can use a bonus action to upheave another.

```
```

### Mighty Catapult


Upon reaching 10th level, your giant strength allows you to hurl both allies and
enemies on the battlefield. As a bonus action while raging, you can choose one
Medium or smaller creature within your reach and move it to an unoccupied space you
can see within 30ft of yourself. An unwilling creature must succeed on a Strength
saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to
avoid the effect.

---
If, at the end of this movement, the thrown creature isn’t on a surface or liquid
that can support it, the creature falls, taking damage as normal and landing prone.

### Colossus
Upon reaching 14th level, the power of your rage intensifies. When you rage, your
reach increases by 10ft, your size can increase to Large or Huge (your choice), and
you can use your *Mighty Catapult* to move creatures that are Large or smaller.

---
In addition, the extra damage dealt by your *Whirling Stone* feature increases to
3d8.

<div class='artist' style='bottom:90px;left:38px;'>


**Sub-Class Source:

---

Bigby Presents - Glory of the Giants**


</div>

<div class='artist' style='bottom:42px;left:52px;'>


**Superhero Illustration 2,

---

Hernán Castellano on ArtStation**


</div>

<img
src='https://i.pinimg.com/564x/3c/c0/f1/3cc0f18209682ecee54cb9e6a00fd444.jpg'
style='position:absolute;top:340px;right:-60px;width:600px;mix-blend-
mode:darken;transform:scaleX(-1)rotate(-5deg)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0003.png'
style='position:absolute;bottom:0px;right:0px;width:1000px;transform:scaleX(-
1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:-
90px;left:90px;width:295px;transform:rotate(90deg)scale(-1)' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Sub-Class | Path of the Giant</div>

\page

# <div style='text-align: center;'>Monk Sub-Class</div>

---

# Way of the Speed Force

---

## Speedy
At 3rd level, you learn how to adapt and mess with your opponent as part of your
Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the
Disengage action, and your walking speed increases by 10 feet until the end of the
current turn.

## Bullet Time

Starting at 6th level, you can move quicker than most. You gain the following
benefits.

- **Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of
movement, rather than half your speed.
- **Redirect Attack.** When a creature misses you with a melee attack roll, you can
spend 1 ki point as a reaction to cause that attack to hit one creature of your
choice, other than the attacker, that you can see within 5 feet of you.

## Blurred Movement

By 11th level, you can run faster than eyes can perceive you. You can use your
action to increase your walking speed an extra 60 feet for 1 minute. Additionally,
attack rolls against you have disadvantage unless you are incapacitated or your
speed is 0. Once you use this action, you can’t use it again until you finish a
long rest.

## Speed Blitz

At 17th level, you gain the ability to make an <br> overwhelming number of attacks
against a group of <br> enemies. When you use your Flurry of Blows, you can <br>
make up to three additional attacks with it (up to a total <br> of five Flurry of
Blows attacks), provided that each Flurry <br> of Blows attack targets a different
creature this turn.

```
```

## Bonus Proficiencies

When you choose this tradition at 3rd level, your speed allows you to stay on your
feet and make the most out of your surroundings. You gain proficiency in the
Acrobatics skill if you don't already have it. You also gain proficiency in the
Perception skill if you don't already have it.

<div class='artist' style='top:110px;left:500px;'>


**Reverse-Flash by naratani (DeviantArt)**

---

**Central City from DC Comics**


</div>

<img
src='https://th.bing.com/th/id/R.233357e0f10122dbfc7d1196c401c2de?
rik=fCHDjzOeh9Zpqw&pid=ImgRaw&r=0'
style='position:absolute;bottom:-70px;right:0px;width:816px;' />
<img
src='https://watercolors.giantsoup.com/phb/phb_top/0018.png'
style='position:absolute;bottom:0px;right:0px;width:816px;transform:scaleY(-
1);' />

<img
src='https://i.pinimg.com/564x/97/73/b5/9773b5b6cabe5b70fdf54e64559738d5.jpg'
style='position:absolute;bottom:38px;right:-45px;width:530px;;mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 2 | Sub-Class | Way of the Speed Force</div>

\page

## <span class='largerFont'>Beastiamorphs</span>

---

Within the world of DC exist a myriad of Anthropomorphic species that fall under
the blanket term of Beastiamorph. Included in this category are beings who have
been shifted into animal-like creatures due to experimentation, magic, or some type
of Meta power.

---

## <span class='largerFont'>Avian</span>

## Bird of Prey

Having taken form of a bird of prey, these Avians show an aptitutude for combat and
aggression. Variations of this race include Eagles, Hawks, and other large
predatory birds.

---

**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom
score increases by 1.

---

**Size.** About 5 feet tall. They have thin, lightweight bodies that weigh around
80 pounds. Your size is Medium or small.

---

**Speed.** Your base walking speed is 25 feet.

---

**Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be
wearing medium or heavy armor.

---
**Talons.** You are proficient with your unarmed strikes, <br> which deal 1d6 +
your dexterity modifier slashing <br> damage on a hit.

## Scavenger
Scavenger Avians are curious and crafty, always looking to add to their
miscellaneous collections. Variations of this race include Crows, Ravens, and
Vultures.

---

**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom
score increases by 1.

---

**Size.** Around 5 feet tall and weigh between 90 and 120 pounds. Your size is
Medium or small.

---

**Speed.** Your base walking speed is 30 feet.

---

**Expert Forgery.** You can duplicate other creatures' writing and craftwork. You
have advantage on any checks to produce an exact duplicate.

---

**Recall.** Thanks to your supernaturally good memory, you have proficiency in two
skills of your choice.

---

When you make an ability check with skill in which you have proficiency, you can
give yourself advantage before rolling the D20. You can use this trait a number of
times equal to your proficiency bonus and regain all uses after a long rest.

---

**Mimicry.** You can mimic sounds & voices you have heard. A creature that hears
the sounds you make can tell they are imitations with a successful Wisdom (Insight)
check against a DC of 8 + your proficiency bonus + your Charisma modifier.

<div class='artist' style='bottom:420px;right:80px;'>


**Aarakocra art from the

*Explorer's Guide to Wildemount.***


</div>

```
```

<img
src='https://www.enworld.org/attachments/31-aarakocra-2020-explorers-guide-to-
wildemount-png.127765/'
style='position:absolute; top:0px; right:-5px; width:460px' />

<div style='margin-top: 560px'>

## Stealthy
Known for their ability to be completely silent while hunting, Stealthy Avians go
unseen until its already too late. Be careful when dealing with these foes.
Variations of this race include a multitude of Owls.

---

**Ability Score Increase.** Increase one ability score by 2, and increase a


different one by 1.

---

**Size.** You are Medium or Small. You choose the size when you select this race.

---

**Speed.** Your walking speed is 30 feet.

---

**Flight.** Thanks to your wings, you have a flying speed equal to your walking
speed. You can't use this flying speed if you're wearing medium or heavy armor.

---

**Darkvision.** You can see in dim light within 120 feet of yourself as if it were
bright light and in darkness as if it were dim light. You discern colors in that
darkness only as shades of gray.

---

**Silent Feathers.** You have proficiency in the Stealth skill.

</div>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Avian</div>

\page

# <div style="text-align: center;">Primate</div>

## Gorilla

Gorillas rely on great strength to attack. When they're not in battle, they spend
much of their time resting or dozing, and bully weaker creatures into doing their
bidding. From the viewpoint of the rest of the world, their aggression and savagery
are thankfully offset by their rarity and lethargy.

---

**Ability Score Increase.** Your Strength score increases by 2 and your


Constitution score increases by 1.

---

**Size.** Averaging between 5-7 feet in height, and they have strong, stocky
builds. Your size is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Darkvision.** You have superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, only shades of gray.

---

**Relentless Endurance.** When you are reduced to <br> 0 hit points but not killed
outright, you can drop <br> to 1 hit point instead. You can’t use this feature
<br>again until you finish a long rest.

<div style='margin-top:0px; '>

## Simian

These primates work readily with <br> others, and are loyal to their friends, <br>
whether primate or otherwise. They can <br> display remarkable ferocity when <br>
their friends, families, or communities <br> are threatened. Simians include
monkeys, <br> chimpanzees, and orangutangs.

---

**Ability Score Increase.** Your Dexterity <br> score increases by 2 and your
Charisma <br>score increases by 1.

---

**Size.** Averaging 3-4 feet tall and <br> weigh about 40lbs. Your size is small.

---

**Speed.** Your walking speed is 25 feet.

---

**Lucky.** When you roll a 1 on an attack roll, <br> ability check, or saving
throw, you can reroll <br> the die. You must use the new result, even <br> if it is
a 1.

---

**Naturally Stealthy.** You can attempt to hide <br> even when you are only
obscured by a <br> creature that is at least one size larger than you.

---
**Brave.** You have advantage on saving <br> throws against being frightened.

---

**Nimble.** You can move through the space of <br> any creature that is of a size
larger than <br>yours.

</div>

```
```

<div style='margin-top:37px;'>

**Adrenaline Rush.** You can take the Dash action as a bonus action. You can use
this trait a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

---

Whenever you use this trait, you gain a number of temporary hit points equal to
your proficiency bonus.

---

**Powerful Build.** You count as one size larger when determining your carrying
capacity and the weight <br> you can push, drag, or lift.

</div>

<div class='artist' style='bottom:56px;left:55px;'>


**Gorilla Guardians by Eedenartwork (DeviantArt)**
</div>

<img
src='https://i.pinimg.com/564x/b5/df/5a/b5df5af6ee5c7556603895fd1ea102b6.jpg'
style='position:absolute; bottom:0px; right:0px; width:525px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0008.png'
style='position:absolute; bottom:-10px; right:0px; width:820px;' />

<img
src='http://i.imgur.com/FqtUgON.png'
style='position:absolute;bottom:10px;right:320px;width:400px;
transform:rotate(90deg)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:380px;right:320px;width:400px;
transform:rotate(90deg)' />

<img
src='http://i.imgur.com/tQjcZ5n.png'
style='position:absolute;bottom:60px;right:280px;width:420px;
transform:rotate(90deg)' />
<div class='pageNumber auto'></div>
<div class='footnote'> Chapter 3 | Races | Beastiamorph - Primate</div>

\page

# <div style="text-align: center;">Ophidian</div>

## Reptile
Cold Blooded through and through, these Beastiamorphs take on the appearance of big
reptiles such as Crocodiles, Komodo Dragons, and Alligators.

---

**Ability Score Increase.** Your Constitution score increase by 2, and your Wisdom
score increases by 1.

---

**Speed.** Your base walking speed is 30 feet, and a swimming speed othat matches
your walking speed.

---

**Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a
slain creature to create one of the following items: a shield, a club, a javelin,
or 1d4 darts or blowgun needles. To use this trait, you need <br> a blade, such as
a dagger, or appropriate <br> artisan's tools, such as leatherworker's <br> tools.

---

**Bite.** Your fanged maw is a natural weapon, which <br> you can use to make
unarmed strikes. If you hit with <br> it, you deal slashing damage equal to 1d6 +
your <br>Strength modifier, instead of the bludgeoning <br> damage normal for an
unarmed strike.

---

**Hungry Jaws.** In battle, you can throw yourself into <br> a vicious feeding
frenzy. As a bonus action, you can <br> make a special attack with your bite. If
the attack <br> hits, it deals its normal damage, and you gain <br> temporary hit
points equal to your proficiency <br> bonus, you can use this trait a number of
times <br> equal to your proficiency bonus, and regain all <br>
&nbsp;&nbsp;&nbsp;expended uses when you finish a long rest.

<div class='artist' style='bottom:459px;right:80px;'>


**Croc by Gunship Revolution’s

Sarah Robinson**
</div>

<div class='artist' style='bottom:412px;right:40px;'>


**Swamp by Lyno3ghe

(DeviantArt)**
</div>
```
```

<div style='position:absolute; top:127px; right:64px;'>

**Size.** Generally bulkier and taller than humans, 6-8 feet tall. <br> Your size
is Medium.

---

**Natural Armor.** You have tough, scaly skin. When you aren't <br> wearing armor,
your AC is 13 + your Dexterity modifier. A <br> shield's benefits still apply while
you use your natural armor.

---

**Hold Breath.** You can hold your breath for up to 15 minutes <br> at a time.

---

**Hunter's Lore.** You gain proficiency with two of the following <br> skills of
your choice: Animal Handling, Medicine, Nature, <br> Perception, Stealth, or
Survival.

</div>

<img

src='https://i.pinimg.com/originals/34/1a/97/341a973f863a7d50b139e5b8b02cfd41.jpg'
style='position:absolute; bottom:0px; left:0px; width:816px; ' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/0002.png'
style='position:absolute; top:0px; left:0px; width:816px; ' />

<img
src='https://i.imgur.com/wz2WifL.jpg'
style='position:absolute; top:235px; left:227px; width:605px; mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Ophidian</div>

\page

```
```

<div style='position:absolute;top:45px;right:48px'>

## Turtle
One of the calmer Ophidian Races, Turtles lean towards <br> Although Snapping
Turtle Ophidians have serenity been <br> known to lead more towards the chaotic
side of things.
---

**Ability Score Increase.** Your Strength score increases <br> by 2, and your
Wisdom score increases by 1.

---

**Size.** Adults stand 5 to 6 feet tall and average 450 pounds. <br> Their shells
account for roughly one-third of their weight. <br> Your size is Medium or small.

---

**Speed.** Your base walking speed is 30 feet.

---

&nbsp; **Claws.** Your claws are natural weapons, which you can <br>
&nbsp;&nbsp;&nbsp;&nbsp; use to make unarmed strikes that deal slashing damage <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; equal to 1d6 + your Strength modifier.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Natural Armor.** Your shell provides


you a base AC of <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17 (your Dexterity
modifier doesn't affect this number). <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;You gain no benefit from wearing armor, but can still <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; use a shield.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Shell Defense.** You can withdraw into your
shell <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;as an action. Until you emerge, you gain
a +4 bonus <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;to AC, and you have advantage on
Str and Con <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; saving throws. While in your
shell, you are prone, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;your speed is 0 and
can't increase, you have <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;disadvantage on
Dexterity saving throws, you <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;can't take reactions,
and the only action you can <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;take is a bonus action to
emerge from your shell.
---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Hold Breath.** You can hold your breath
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for up to 1 hour.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;**Nature's Intuition.** You gain proficiency in one of <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; the following skills of your choice: Animal Handling, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; Medicine, Nature, Perception, Stealth, or Survival.

</div>

<div class='artist' style='top:110px;left:80px;'>


**Tortle by

BryanSyme**
</div>

<div class='artist' style='top:170px;left:145px;'>


**Ikoria Lair

by Cliff Childs**
</div>

<img
src='https://i.pinimg.com/564x/53/47/bf/5347bf5a5d56425a2aceaa9291893773.jpg'
style='position:absolute;bottom:0px;left:0px;width:850px' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/0003.png'
style='position:absolute;bottom:40px;left:0px;width:816px' />

<img
src='https://i.pinimg.com/564x/9b/63/84/9b6384e5b6f6d5e60ecbe880acaf047a.jpg'
style='position:absolute;top:-130px;left:-120px;width:750px;mix-blend-
mode:darken;' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Ophidian</div>

\page

## Lizard
Small and mighty, Ophidian Lizards take the form of various Geckos, Chameleons,
Frogs, and Iguanas. They tend to be slippery to catch and oftentimes escape from
sticky situations unscathed.

---

**Ability Score Increase.** Your Dexterity score increases by 2.


---

**Size.** Between 2 and 3 feet tall and weigh between 25 <br> and 35 pounds. Your
size is Small.

---

**Speed.** Your base walking speed is 30 feet.

---

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

---
**Reptilian Cry.** As a bonus action, you let out a scream at <br> your enemies
within 10 feet of you. Until the start of your next turn, you and your allies have
advantage on attack rolls against any of those enemies who could hear you.

---

You can use this trait a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

---

**Reptilian Legacy.** Abilities can manifest in unpredictable ways in an in


individual Lizard. Choose one of the following legacy options:

- **Craftyness -** You have Proficiency in one of the following skills of your
choice: Arcana Investigation, Medicine, Sleight of hand, or Survival

- **Defiance -** You have advantage on saving throws to avoid or end the frightened
condition on yourself.

- **Reptilian Sorcery -** You know one cantrip of your choice from the Sorcerer
spell list. Int, Wis, or Cha is your spellcasting ability for that cantrip.

```
```

<div style='margin-top:330px;'>

## Serpentine

Ophidian Snakes come in a variety of shapes and forms. Some favoring long tails
instead of legs, while others favor remaining more humanoid. Never underestimate
one when they're backed into a corner.

---

**Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity
score increases by 1.

---
**Size.** Your size is Medium or small.

---

**Speed.** Your base walking speed is 30 feet.

---

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

---

**Magic Resistance.** You have advantage on saving throws against spells.

---

**Poison Resistance.** You have advantage on saving throws you make to avoid or end
the poisoned condition on yourself. You also have resistance to poison damage.

---

**Serpentine Abilities.** You know the *Poison Spray* cantrip.

- You can also cast *Animal Friendship* an unlimited number of times with this
trait, but you can only target snakes.

- Starting at 3rd level, you can cast *Suggestion* with this trait. Once you cast
it, you can't do so again until you finish a long rest. You can also cast it using
any spell slots you have of 2nd level or higher.

---

Int, Wis, or Cha is your spellcasting ability for these spells.


(Choose when you select this race).

</div>

<div class='artist' style='top:25px;right:135px;'>


**Yuan-Ti from *Wizards of the Coast* D&D**
</div>

<div class='artist' style='bottom:320px;left:39px;'>


**Commission of

Kilosilvey’s Kobold by

@sorryforallthekobolds

(Tumblr)**
</div>

<img
src='https://i.pinimg.com/564x/d7/16/36/d71636b65be7e63878fb85f07870ae80.jpg'
style='position:absolute;top:35px;right:-15px;width:470px;mix-blend-
mode:darken;transform:scaleX(-1)' />

<img
src='https://i.pinimg.com/564x/00/70/ea/0070eade072b7250c9eec36506f15bbc.jpg'
style='position:absolute;bottom:50px;left:10px;width:430px;mix-blend-mode:darken'
/>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Ophidian</div>

\page

# Aquatic

## Sea-Changed
Sharing traits with sharks, various fish, and orcas. They can originate from any
undersea kingdom, however reasons for this species existing can range from
mystically transformed to genetically mutated.

---

**Ability Score Increase.** Your Strength score increases by 2, and your


Constitution score increases by 1.

---

**Age.** Typically reach maturity around age 14 and rarely live longer than 60
years.

---

**Size.** Sea-Changed are between 6 and 8 feet tall and weigh between 250 and 350
pounds. Your size is Medium.

---

**Speed.** Your walking speed is 30 feet, and you have a swimming speed equal to
your walking speed.

---

**Darkvision.** You can see in dim light within 60 <br> feet of you as if it were
bright light, and in <br> darkness as if it were dim light.

---

**Natural Weapons.** You have claws, fangs, <br> spines, horns, or a different
natural <br> weapon of your choice. Your unarmed <br> strikes deal 1d6 + your
Strength <br>Modifier and deal bludgeoning, <br> piercing, or slashing damage, as
<br> appropriate to the natural weapon <br> you chose.

---

**Feeding Frenzy.** In battle, you can throw yourself <br> into a vicious rage. As
a bonus action, you can make <br> a special attack with your natural weapon. If the
attack <br> hits, it deals its normal damage, and you gain temporary hit points
equal to your proficiency bonus, you can use this trait a number of times equal to
your proficiency bonus, and regain all expended uses when you finish a long rest.
```
```

**Powerful Build.** You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.

---

**Deep Sea Denizen.** You can breathe both air and water.

---

**Nature's Intuition.** You gain proficiency with one of the following skills of
your choice: Animal Handling, Medicine, Nature,
Perception, Stealth, or Survival.

<div class='artist' style='top:35px;right:60px;'>


**Hitokuchi from GCT Studios**

---

**Underwater ruins by @Sachi_Chiko (Twitter)**


</div>

<img
src='https://i.pinimg.com/564x/a7/61/da/a761da8a1b3dbb4ce9890a307a1ec408.jpg'
style='position:absolute; bottom:-35px; right:0px; width:816px;transform:scaleX(-
1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top/0015.png'
style='position:absolute; top:0px; right:0px; width:920px;transform:scaleY(-
1)' />

<img

src='https://gctstudios.com/sites/default/files/imagepicker/3/shark_man_proof.jpg'
style='position:absolute;bottom:93px;left:220px;width:690px;mix-blend-
mode:multiply;'/>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Aquatic</div>

\page

## Brine
Defined by their unique appearences, they can resemble all sorts of crustations and
cephalopods. Allowing for hardy shells and incredible camouflage.

---

**Ability Score Increase.** Increase one ability score by 2, and increase a


different one by 1, or increase three different scores by 1.

---

**Size.** You are Medium <br> or Small.

---

**Speed.** Your walking speed is 30 feet, <br> and you have a swimming speed equal
<br> to your walking speed.

---

**Deep Sea Denizen.** You can breath <br> both air and water.

```
```

<div style='margin-top:35px;'>

**Carapace.** While you aren’t wearing armor, your carapace gives you a base Armor
Class of 13 + your Dexterity modifier.

---

As an action, you can change the color of your carapace to match the color and
texture of your surroundings, giving you advantage on Dexterity (Stealth) checks
made to hide in those surroundings.

---

**Darkvision.** You can see in dim light within 60 feet of yourself as if it were
bright light, and in darkness as if it were dim light. You discern colors in that
darkness only as shades of gray.

---

**Extra Appendages.** You have two slightly smaller secondary appendages below your
primary pair of arms.

---

&nbsp;&nbsp;&nbsp;The secondary appendages appear as either tentacles, <br>


&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; claws, or an extra set of hands. They can
manipulate an <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object,
open or close a door or container, pick up or set <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; down a
Tiny object, or wield a weapon that has the <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; light property.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Aquatic Telepathy.** You can only use telepathy to
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; convey your thoughts. You have the ability to
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; transmit your thoughts mentally
to willing <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; creatures you can see
within 120 feet of <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; yourself.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A contacted
creature doesn’t need to share a <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; language with you to understand
your thoughts, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; but it must be able to understand at least one <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; language.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Your
telepathic link to a creature is broken if you and <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the creature move more
than 120 feet apart, if either of <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; you is incapacitated, or if either
of you mentally breaks <br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the contact (no
action required).

</div>

<div class='artist' style='top:25px;right:90px;'>


**Demon of the Deep for Pathfinder by Eric Belisle**

---

**Underwater cave by LLirik-13 (DeviantArt)**


</div>

<img
src='https://i.pinimg.com/564x/fa/31/93/fa3193457496b5649ba8754036a6d6ad.jpg'
style='position:absolute; bottom:0px; right:0px; width:846px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_top/0015.png'
style='position:absolute; top:0px; right:0px; width:920px;transform:scaleY(-
1)' />

<img
src='https://i.pinimg.com/564x/0b/66/88/0b6688deacfa2554f779bceb4bf14840.jpg'
style='position:absolute;bottom:40px;right:285px;width:650px;mix-blend-
mode:darken;transform:scaleX(-1)'/>

<img
src='https://i.pinimg.com/564x/0b/66/88/0b6688deacfa2554f779bceb4bf14840.jpg'
style='position:absolute;bottom:40px;right:285px;width:650px;mix-blend-
mode:multiply;transform:scaleX(-1)'/>

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Aquatic</div>

\page

# Feline

---

## Agile

Nimble and swift, Agile Felines like Cheetahs, Panthers, and Leopards are
exceptionally quick on their feet.

---

**Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma
score increases by 1.

---

**Size.** Generally taller on average than humans and relatively slender. Your size
is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Darkvision.** You have a cat's keen senses, especially in the dark. You can see
in dim light within 60 feet of you as if it were bright light, and in darkness as
if it were dim light. You can't discern color in darkness, only shades of gray.

---

**Feline Agility.** Your reflexes and agility allow you to move with a burst of
speed. When you move on your turn in combat, you can double your speed until the
end of the turn. Once you use this trait, you can't use it again until you move 0
feet on one of your turns.

---

**Cat's Talent.** You have proficiency in the Perception and Stealth skills.

---

**Cat's Claws.** Because of your claws, you have a climbing speed of 20 feet. In
addition, your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

```
```
## Brute

Warriors at heart, Feline Brutes are considered deadly and efficient at fighting.
Lions and Tiger Beastiamorphs tend to be a threat to be reckoned with.

---

**Ability Score Increase.** Your Constitution score increases by 2, and your


Strength score increases by 1.

---

**Size.** Typically over 6 feet tall, with some standing over 7 feet. Your size is
Medium.

---

**Speed.** Your base walking speed is 35 feet.

---

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright
light and in darkness as if it were dim light. You can’t discern color in darkness,
only shades of gray.

---

**Claws.** Your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your
Strength modifier.

---

**Hunter's Instincts.** You have proficiency in one of the following skills of your
choice: Athletics, Intimidation, Perception, or Survival.

---

**Daunting Roar.** As a bonus action, you can let out an especially menacing roar.
Creatures of your choice within 10 feet of you that can hear you must succeed on a
Wisdom saving throw or become frightened of you until the end of your next turn.
The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.
Once you use this trait, you can’t use it again until you finish a short or long
rest.

<div class='artist' style='top:50px;right:50px;'>


**Tabaxi by Denis Zhbankov (Left)**

---

**Lion Warrior by Aaron Miller (Art Station) (Right)**


</div>

<img
src='https://cdna.artstation.com/p/assets/images/images/000/276/216/
smaller_square/Jazal-Aaron_Miller.jpg?1414629510'
style='position:absolute; bottom:-20px; right:0px; width:500px' />
<img
src='https://i.pinimg.com/564x/7b/b6/06/7bb606c526432ffe5e0741ec29dacb71.jpg'
style='position:absolute; bottom:-30px; left:0px; width:310px;transform:scaleX(-
1)' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:430px;left:400px;width:290px;' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:430px;left:-30px;width:290px;' />

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:410px;left:200px;width:290px;transform:scale(-1)'
/>

<img
src='http://i.imgur.com/RJYXZQ5.png'
style='position:absolute;bottom:415px;left:600px;width:260px;transform:scale(-1)'
/>

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:300px;left:200px;width:260px;transform:rotate(90deg
);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:70px;left:180px;width:260px;transform:rotate(90deg)
scaleY(-1);' />

<img
src='http://i.imgur.com/RJYXZQ5.png'

style='position:absolute;bottom:0px;left:180px;width:260px;transform:rotate(90deg)s
caleY(-1);' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Feline</div>

\page

# Pachyderm

## Elephant

**Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom
score increases by 1.

---
**Speed.**Your base walking speed is 30 feet.

---

**Powerful Build.** You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.

---

**Serenity.** You have advantage against being charmed or frightened.

---

**Natural Armour.** You have thick, leathery skin. When you aren't wearing armor,
your AC is 12 + your Constitution modifier. You can still use a shield.

---

**Trunk.** You can grasp things with your trunk as well as use it as a snorkel. It
has a reach of 5 feet, and it can lift a number of pounds equal to five times your
Strength score. You can use it to do simple tasks like: lift, drop, hold, push, or
pull an object/creature; grapple someone; or make an unarmed strike. It can't do
anything that requires manual precision.

---

**Keen Smell.** Thanks to your sensitive trunk, you have advantage on Perception,
Survival, and Investigation checks that involve smell.

<div class='artist' style='top:85px;left:235px;'>


**Bahomos by by

Goodbloke85 (DeviantArt)**
</div>

```
```

<div style='margin-top:425px;'>

## Hippo

**Ability Score Increase.** Increase one ability score by 2, and <br>


&nbsp;&nbsp;&nbsp; increase a different one by 1, or increase three different <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; scores by 1.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;**Size.** You are Medium.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;**Speed.** Your walking speed is 30 feet, and you have a <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;swimming speed equal to your walking speed.
---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; **Brute Force.** Your sheer stength enhances your <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; attacks. When you hit a target with a simple <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; or martial weapon, you can cause the target to <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp; take extra force damage equal to your proficiency <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; bonus.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp; You can use this trait a number of times equal to <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;your proficiency bonus, but you can use it no more <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
; than once per turn. You regain all expended uses <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; when
you finish a long rest.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Firearms
Mastery.** You have an odd connection to <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; firearms.
You have proficiency with all firearms and <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ignore the
loading property of any firearm. In addition, <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; attacking at long
range with a firearm doesn’t impose <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; disadvantage on your attack
roll.

---

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; **Hippo Build.** You have advantage on


Strength-based <br> &nbsp;&nbsp;&nbsp;&nbsp; ability checks and Strength saving
throws. In addition, you <br> &nbsp;&nbsp;&nbsp; count as one size larger when
determining your carrying &nbsp;&nbsp;&nbsp;capacity and the weight you can push,
drag, or lift.

</div>

<div class='artist' style='bottom:30px;right:120px;'>


**Hipotido from The Rise of the Dragon (Nivel20)**

---

**Magic the Gathering Art by Piotr_dura (Instagram)**


</div>

<img
src='https://i.pinimg.com/564x/d4/4a/2a/d44a2ab2d4b340d380bda5b4958fb94f.jpg'
style='position:absolute;top:530px;left:-
90px;width:850px;transform:rotate(20deg)scaleX(-1)' />

<img
src='https://watercolors.giantsoup.com/phb/phb_left-and-right/0006.png'
style='position:absolute; bottom:0px; right:0px; width:816px; transform:scale(-
1)' />

<img
src='https://i.pinimg.com/564x/fa/0f/4b/fa0f4bc56c0cf9f37118cf86b266bf4e.jpg'
style='position:absolute; top:450px; right:280px; width:660px; mix-blend-
mode:darken; transform:scaleX(-1)' />

<img
src='https://i.pinimg.com/564x/0f/ba/73/0fba734ba872ed085a8c8c5204619246.jpg'
style='position:absolute;top:0px;right:-5px;width:450px;mix-blend-mode:darken' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Pachyderm</div>

\page

## Rhinoceros

Rhino horns range in size from about half a foot to 1 foot in length. They often
carve their horns to sharpen their edges, etch symbols into them, or sheath them in
metal to prevent them from shattering during battle.

---

**Ability Score Increase.** Your Strength score increases by 2, and your


Constitution score increases by 1.

---

**Size.** Averaging over 6 feet in height, and they have stocky builds. Your size
is Medium.

---

**Speed.** Your base walking speed is 30 feet.

---

**Horn.** Your horn is a natural melee weapon, which you can use to make unarmed
strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.

---

**Goring Rush.** Immediately after you use the Dash action on your turn and move at
least 20 feet, you can make one melee attack with your horn as a bonus action.

---

**Hammering Horn.** Immediately after you hit a creature with a melee attack as a
part of the Attack action on your turn, you can use a bonus action to attempt to
shove that target with your horn. The target must be within 5 feet of you and no
more than one size larger than you. Unless it succeeds on a Strength saving throw
against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push
it up to 10 feet away from you.

---

**Imposing Presence.** You have proficiency in one of the following skills of your
choice: Intimidation or Persuasion.

<div class='artist' style='top:50px;right:80px;'>


**Rino Warrior by orochi-spawn (DeviantArt)**

---

**Relic Ball: African Savanna by ScottPellico (DeviantArt)**


</div>

<img
src='https://i.pinimg.com/564x/8b/5d/61/8b5d61918412ad15e6c89bc6aa5661f5.jpg'
style='position:absolute; bottom:0px; right:0px; width:950px;' />

<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/0002.png'
style='position:absolute; bottom:0px; right:0px; width:816px;' />

<img
src='https://i.pinimg.com/564x/a4/a4/b0/a4a4b0c4e7c6bc1d66fdc50c9d1317e5.jpg'
style='position:absolute;bottom:210px;right:-45px; width:550px;mix-blend-
mode:multiply' />

<div class='pageNumber auto'></div>


<div class='footnote'> Chapter 3 | Races | Beastiamorph - Pachyderm</div>

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