Professional Documents
Culture Documents
Opportunity
and free livin’
That’s what we all want right? At least, that’s what the
people of the Corners want. The 5 Corners of the
Forsaken Frontier are home to all manner of wonders,
both magical and mundane. It is a harsh, but beautiful
continent, full of innate latent magical energies
powered by leylines, a criss-crossing network of
supernatural energy channels.
These leylines have turned the land into a hotbed of
life and opportunity, with outside settlers and natives
fighting over control of these pathways. Major
settlements are built along leylines in order to harness
(or protect) the land’s energy in different ways,
accelerating technological progress. However, misuse
of these leylines can have disastrous effects, where the
land’s wild magic becomes too much to control, often
altering the surrounding area permanently. The
different peoples of the 5 Corners all have competing
theories on what exactly these leylines are and what to
do with them.
Calendars are a bit finicky across the different
cultures of the Corners, but everyone can agree that
it’s been about 125 years since the Rucho first found
their way to the Frontier’s shores. To the Rucho, this
was the year 1065. To the native Suhnan, it was
Doomsday. Ever since, life has exploded across the
frontier, as increased meddling with the natural
leylines has given rise to all manner of magical
phenomena.
Now, in the year 1190, new peoples and cultures have
been born in the past 125 years. Nations have risen,
and lines in the sand have been drawn as each of these
groups look for their own Corner to call their own. The
leylines have made the land a precious commodity,
often leading to widespread border disputes and
skirmishes between different groups.
There hasn’t been an all-out war in the Corners in
over a century, but tensions have been steadily rising
in the years since, with many believing that one wrong
move from any side might be all it takes to blow this
powder keg wide open…
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PART 1 | Overview Table of Contents
Races
Races
T
he following choices represent the core race
options in the Forsaken Frontier. While
characters may encounter other sentient
beings across the 5 Corners, these are the
races with the most developed cultures
and collective identities.
Beastborn
“They say the Beastborn ain’t got brains.
Well I don’t know who ‘they’ are, but that
pigman was damn near the most articulate
cannibal I ever met!” - Rucho cattle hand
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PART 2 | Races Table of Contents
via humanoid consciousness while retaining the seen in certain parts of the continent, they still have a
natural freedom of simple animals. few groups they are amicable with.
However, this laissez-faire attitude can cause The Cactoids and Calavera of Riado Mesa feel a
problems when Beastborn find themselves in civilized kinship with the Beastborn, and understand their
lands, as they chafe under the laws of other societies. plight as a “monstrous” race looking to find their
Due to their wild nature, some Beastborn tend identity. However, this is tempered a bit by the
towards patterns of hedonism and acts that would be Beastborn’s general standoffish nature, and a tendency
considered immoral/taboo such as theft and of seeing the Cactoids and Calavera as naive
cannibalism. While many other races may see this as “newborns” given the fact that the Beastborn have
abhorrent, to the Beastborn, it is simply being been around far longer than the other two races.
resourceful, and is generally not done with any ill Regardless, the bond between the Beastborn and the
intent. denizens of Riado Mesa is the strongest that the
Because of these differences, the majority of Beastborn have.
Beastborn keep to themselves in the wild plains of The Rucho and the Suhnan both see the Beastborn
Cavallo where they can roam free and unhindered by as abominations (one of the few things these two
the rules of others. However, that doesn’t stop others groups actually agree on, albeit for different reasons),
from trying to capitalize on the resources of Cavallo, and the Beastborn can expect heavy prejudice and
which means that the Beastborn rarely get the solitude possibly even physical violence if they find themselves
that they crave. Beastborn are fine to keep things civil in a Rucho or Suhnan-heavy settlement.
if the outsiders do too, but generally this tenative Meanwhile, the Sayre of Arroyas mainly look upon
peace is broken by some overzealous outsider looking the Beastborn with pity, seeing them as unfortunate
to take advantage of the “dumb beasts,” which wretches whose tortured existence is further evidence
generally leads to a bloody mess. of the damage caused by leylines. The Beastborn
While the Beastborn do not have a centralized bristle at this pity, not exactly ecstatic at the Sayre
shared religion, quite a few tend towards demonic “looking down on them,” but they recognize that the
cults, finding a sense of belonging with other like- treatment they receive from the Sayre is far better in
minded social outcasts. Some practice a simplistic comparison to many other groups, so they generally
version of Somonastra, hoping to find a purpose in let it slide.
upholding the “natural order.” Strangely enough, there
has even been a rise in Trinitarian faithful across the Adventurers
Beastborn, with many Beastborn deacons preaching an
While Beastborn may struggle to feel welcome in
offshoot that paints their people as the “next
civilized settlements, they are first-class frontiersmen,
evolution” that will catapault mortals that much closer
and even the most prejudiced ranging parties would
to the fabled Great Eureka.
be remiss to turn down the opportunity of having
Beastborn in their posse. Many Beastborn find good
Physical Description livings as bounty hunters, wilderness guides, couriers,
The Beastborn are humanoids that have been and explorers due to their resourcefulness out on the
seemingly fused with different animals via magic. They open road.
have a wide variety of physical appearances,
depending mostly on the type of animal they are fused Names
with, the most common fusions being lizards, pigs, and
The Beastborn language of Spek is harsh, short and
wolves.
very matter-of-fact, and Beastborn names reflect this.
All Beastborn bear the head of their animal fusion,
They don’t place any importance on family names like
adding to their sometimes nightmarish appearance.
other cultures, instead only bearing a single name,
Other common bestial traits include claws, hooves,
which is generally one signifying term that describes a
fur, scales, forked tongues and more. Beastborn can
physical aspect of the individual in question. Because
have increased humanoid traits depending on their
of this, there really is not a difference between male
parentage (generally they will tend towards the
and female Beastborn names.
appearance of the mother), and as a result may have
Example Names: Agurnd, Clerns, Dirk, Idhi, Lederd,
more subtle bestial features. However, even these
Mank, Nartch, Rand, Slem, Thonk
Beastborn look too animalistic to be confused with any
other race. Racial Traits
Age: Beastborn have relatively short lifespans, reaching
Relations
maturity around age 6 and living up to as long as 50
Very few people across the 5 Corners trust the years.
Beastborn, and for the most part, the Beastborn have Darkvision: You can see in dim light within 60 feet of
given up on trying to convince them otherwise. you as if it were bright light, and in darkness as if it
However, while they may risk death merely by being were dim light. You can’t discern color in darkness,
only shades of gray.
Lizard
Natural Armor: Your scaly skin gives you an AC of 13 +
your Dexterity modifier when you are not wearing
armor.
Shifting Scales: You are able to subtly change the color
of your scales, allowing you to blend in with your
surroundings and better handle extreme weather.
Whenever you take the Hide action, you gain a +5
bonus to your stealth roll as long as you do not move.
In addition, you have advantage on saving throws
made to resist exhaustion from extreme conditions.
Pig
Bottomless Pit: Whenever you are already sated, you
can eat a meal to instead regain health equal to one of
your hit dice + your Constitution modifier. This does
not expend a hit die.
Hog Rush: If you move at least 30 feet straight toward a
target and then hit it with a melee weapon attack on
the same turn, you can immediately follow that attack
with a bonus action, making one attack against the
target with your hooves.
Wolf
Pack Tactics: 3/day you can give yourself advantage on
an attack roll when an ally of yours is within 5 feet of
your target.
Natural Weapons: You have teeth and claws that both
deal 1d6 + your Strength modifier in piercing/slashing
damage.
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PART 2 | Races Table of Contents
Cactoid
“I once traveled with a man who thought it
would be a good idea to cut a Cactoid
open for water. The Cactoid happily
offered me my now-deceased companion’s
supplies as a welcome gift when he was
done. Nice people.” - Suhnan scout
Adventurers
Their wanderlust makes Cactoids natural adventurers,
and their ability to survive extreme conditions is just
icing on the cake. A great many Cactoids tend towards
a lifestyle on the road, whether it be as a merchant,
traveling entertainer, courier, marshal, or even as a
highwayman.
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PART 2 | Races Table of Contents
Calavera
“Everybody in the damn Corners seems to Because of this, Calavera society has boomed with an
think those boneheads in Riado are influx of interaction with new cultures. The once-
something special. You ever think that isolationist Calavera have now become the wheelers
they might just be regular old run-of-the- and dealers of the 5 Corners, seeking opportunity and
mill corpses? “ -Beastborn courier riches across the land.
However, as their power over the continent’s
economy grows, many worry what exactly they may do
Origin & Society with this power, as their old enemies plot behind their
backs to destroy these “abominations” once and for all.
The Calavera were the first highly sentient race
created by the wild magic of Riado Mesa, with the
earliest documented Suhnan oral accounts showing Physical Description
evidence of their existence around 1040, roughly 25 The Calavera are, simply put, just humanoid skeletons
years before the Rucho arrived in the 5 Corners. that have been awakened by magic. They bear no
According to their own histories, the first Calavera memories of their former lives and still work to find
awoke in caves built into the Riado Mesa that seemed concrete information on the magic that has raised
to be manmade by some unknown people. This has led them from the grave. Their dry bones can range
to the belief that the Calavera are actually the anywhere from a stark white to stained yellowish-
remnants of a much older native race that may have brown color, and their lack of flesh and muscle causes
even predated the Suhnan. This belief was the most of them to have a fairly similar build, although
cornerstone that founded the Church of the Ruined, their height can vary.
the faith that now dominates Calavera culture. Because of their physical similarities, Calavera will
However, many others believe that the Calavera are paint their skulls with intricate and colorful designs in
simply corpses of early Suhnan explorers claimed by order to differentiate themselves from others in their
the chaos of Riado Mesa that have been stirred into society.
unlife by the magic of the leylines.
Whatever the truth of their origins, the existence of
the Calavera has been a hot-button topic since they
were first encountered, which has led to them mainly
keeping to themselves in well-guarded settlements on
the top of the Riado Mesa. However, as the decades
have continued on, the Calavera have begun to come
out of their shell more and more, and regardless of
some of the opinions on their existence, it would be
hard to argue that the Calavera’s contributions to the
fields of magical research have been anything but
astounding.
The Calavera’s inquisitive nature combined with
their lack of physical needs allow them to fully throw
themselves into a task, which led to their invention of
the Linograph, the first mechanical tool in all of the
5 Corners with the capability of tracking down the
locations of leylines with a healthy degree
of accuracy.
This innovation has catapulted the Calavera
(and by extension the entire Riado Alliance) to
the forefront of the political sphere of the
Forsaken Frontier, as everyone is lining up to
make deals and receive a steady supply of
linographs as the land rush for leylines heats up.
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PART 2 | Races Table of Contents
Rucho
“The sands may have pushed them back
for now, but this is not the end of them. I
fear that they will not stop until they have
conquered every horizon.” -Sayre fortune
teller
Adventurers
Rucho society encourages one to go out into the world
and reach their full potential and move society
forward, so it’s no wonder that many Rucho seek a life
on the trail. To a Rucho, new lands and new faces
present new opportunities. Their mechanical prowess
leads many to lives as engineers, arcanists,
prospectors, lawmen, and more.
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PART 2 | Races Table of Contents
Sayre
“So many secrets! At least the Rucho will
tell you when they’re bout to shoot ya.
They just show up one day and we’re all
supposed to just get along? Shit, you know
what they say about the devil that you
don’t know…” -Calavera merchant
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PART 2 | Races Table of Contents
Suhnan
“They say they’re as old as the Corners Origin & Society
themselves. Think that each & every soul The Suhnan (pronounced “Soo-nan”) are the native
that ain’t one of them’s trespassing on race of the 5 Corners, a land that they call Somona,
their land. They know by now that they and have lived on the continent since time
just gotta learn to live with us, but they immemorial. Legends state them to be the stewards of
sure as hell ain’t happy about it. Can’t the entire continent, protectors born to guard the
really blame ‘em. One day, I think leylines and tend to the earth like a mother goddess.
everyone’ll end up paying for what the Their connection to the land is so strong that they
Rucho did…” -Cactoid marshal take on physical aspects of it, brimming with
elemental ley magic that they have safeguarded for
centuries. Thirty-eight different tribes once spread
out across the entire land, each with its own unqiue
customs and cultures, feuds and friendships.
But those days are over now. Ever since the rain of
the Red Clouds washed away all the Suhnan once
knew. Their ancestral lands, stolen by invaders and
abominations, their histories scattered as shamans fell
in droves to Rucho bullets. The war has ended, but the
scars may never heal.
Today, the Suhnan are as united as they have ever
been, with all 24 remaining tribes joining together to
create the Ashaya Federation that governs them and
rules over their birthplace of Goliad. After the War of
Red Clouds, the Suhnan became hardened
isolationists, doing their best to cut themselves off
from the outside world and defend what was left of
their ancestral lands for decades. Many sought their
expertise on the intracacies of the leylines, and many
instead found the end of their lives upon attempting to
enter Goliad.
However, in the past 50 years, their position has
softened. They still harbor a deep distrust of outsiders,
the Rucho especially, but they have decided that
closing themselves off from the rest of the continent
helps no one, least of all the land they are meant to
protect.
Now, they allow outsiders in select few border
settlements in Goliad, and they have once again begun
to disperse across the lands they once owned. Some
travel to uphold their ancient pact to protect the land
and its leylines, some others seek to introduce the
outsiders to Suhnan culture and cautiously integrate
them, while others still seek to reject the “stuffy”
isolation of Suhnan culture and long for a life on the
open road.
Physical Description
Seen in silhouette, a Suhnan can usually pass for a
Rucho. However, they have very distinct features tied
to the elements of the land itself. Those of earth or
Racial Traits
Age: Suhnan reach maturity at 16 and generally live up
to 120 years of age.
Child of the Land: You gain proficiency in Animal
Handling, Nature, and Survival.
Size: Suhnan can stand anywhere from 5 to 7 feet tall
and weigh anywhere from 120-300 pounds.
Speed: Your base speed is 35 feet.
Languages: You can speak, read, and write Common
and Suhnan.
Subraces: Choose one of the following subraces:
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PART 2 | Races Table of Contents
Languages
The peoples of the Forsaken Frontier speak a wide
variety of languages, from the widespread trade
tongue called Common to obscure ancient languages
from forgotten histories. Many regions and races have
a shared language, and all of the prevalent languages
of the 5 Corners have both signed versions and written
versions.
Prevalent Languages
Common
Raaldish
Riado
Spek
Suhnan
Other Languages
Infernal (spoken by demonic entities)
Old Speech (spoken by the Ruined)
Primordial (spoken by elementals)
Sylvan (spoken by ley spirits)
T
he following are the only class options
available in the Forsaken Frontier.
Multiclassing is optional with DM
approval.
Class Table
Hit Primary
Class Description Die Ability Saving Throws Armor & Weapon Proficiencies Spell Lists
Arcanist A student of the arcane arts that is able to 1d6 Intelligence Intelligence & Daggers, darts, derringers, Arcane
combine the magical runic language of Wisdom slings, quarterstaffs.
Rigoric and modern crafting abilities to
hone ley energy.
Brawler A rough-and-tumble unarmed fighter who 1d10 Strength or Strength & None _
seeks to hone themselves to make their Dexterity Constitution
body into a deadly weapon able to take on
any foe.
Brute A trained warrior, seeking to do battle in 1d10 Strength or Strength & All armor, shields, simple _
the way that it was done in the millenia Dexterity Dexterity weapons, martial melee
before the advent of gunpowder. weapons
Channeler A sage that utilizes ancient traditions to 1d6 Wisdom Wisdom & Nonmetal light & medium Primal
harness natural ley energy and utilize it to Charisma armor, shields, clubs, daggers,
either bond with the creatures of nature or darts, handaxes, javelins,
unleash devastating elemental effects. quarterstaffs, slings, spears
Desperado A rugged gunslinger that is well-versed in 1d8 Dexterity Dexterity & Light armor, medium armor, _
all manner of modern ranged combat Intelligence clubs, daggers, explosives, all
styles. firearms
Hexslinger A magical gunman, able to use 1d8 Dexterity & Dexterity & Light armor, daggers, all Divine,
supernatural powers thanks to their Charisma Charisma firearms Primal or
attunement to an item possesed by a Occult
spirt.
Ley- A strange mage, able to cast spells thanks 1d8 Charisma Constitution & Light armor, simple melee and Arcane &
Touched to innate ley energy that has somehow Charisma ranged weapons, pistols Primal
been fused with their blood
Magi A practitioner of the eccentric magical art 1d6 Intelligence Intelligence & Daggers, darts, derringers, Occult
of Espantro, who harnesses magical Constitution slings, quarterstaffs.
energy from spirits by besting them in
battles of wits
Zealot A devoted priest able to use magic 1d8 Wisdom Wisdom & Light armor, medium armor, Divine or
through pure power of belief in a Strength shields, clubs, daggers, darts, Occult
supernatural entity. derringers, maces, quarterstaffs.
The Arcanist
Proficiency Cantrips Invocations
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Rigoric 3 — 2 — — — — — — — —
2nd +2 Talismanic Invocation, Arcane 3 2 3 — — — — — — — —
Interpretation
3rd +2 — 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — — — — — —
5th +3 — 4 2 4 3 2 — — — — — —
6th +3 Talismanic Invocation, Arcane 4 3 4 3 3 — — — — — —
Interpretation feature
7th +3 — 4 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 3 4 3 3 2 — — — — —
9th +4 — 4 3 4 3 3 3 1 — — — —
10th +4 Talismanic Invocation, Arcane 5 4 4 3 3 3 2 — — — —
Interpretation feature
11th +4 — 5 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1 — — —
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Talismanic Invocation, Arcane 5 5 4 3 3 3 2 1 1 — —
Interpretation feature
15th +5 — 5 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Runic Might 5 5 4 3 3 3 3 2 2 1 1
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PART 3 | Classes Table of Contents
Equipment DC for an Arcanist spell you cast and when making an
You start with the following equipment, in addition to Attack roll with one.
the equipment granted by your background: Spell save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
(a) a quarterstaff and a dagger or (b) a derringer with
10 rounds Spell Attack modifier = your Proficiency Bonus + your
your spellcasting talisman Intelligence modifier
(a) a scholar’s pack or (b) an explorer’s pack Ritual Casting
Spellcasting You can cast an Arcanist spell as a ritual if that spell
has the ritual tag and you have the spell prepared.
As a student of modern ley magics, you have an arcane
talisman that allows you to cast Spells through a Rigoric
combination of metallurgy and arcane study.
At 1st level, you know Rigoric, the language of the
Your Talisman Arcanists that they use not only to communicate with
At 1st Level, you create an arcane talisman via a one another as peers, but also helps them to channel
ritual involving the inscription of charged runic arcane energies. Rigoric is largely a runic language,
symbols onto an otherwise mundane small object. This but takes from multiple languages throughout history,
talisman functions as a spellcasting focus that you from dead languages to those still written and spoken
must keep on your person for you to be able to cast today. You automatically spot hidden messages in
your prepared Spells, except for cantrips, which are Rigoric thanks to your attunement to your talisman.
fixed in your mind. If your talisman is destroyed, you
can create a new one spending 1 hour and $25 for each Talismanic Invocation
spell level that you can cast through the talisman. In your study of magic, you have unearthed fragments
of key practices that you can modernize to imbue your
Preparing and Casting Spells
spellcasting talisman with specific abilities.
The Arcanist table shows how many Spell Slots you
At 2nd level, you gain two Talismanic invocations of
have to cast your Spells of 1st Level and higher. To cast
your choice. Your invocation options are detailed at
one of these Spells, you must expend a slot of the
the end of the class description. When you gain
spell’s level or higher. You regain all expended Spell
certain arcanist levels, you gain additional invocations
Slots when you finish a Long Rest.
of your choice, as shown in the Invocations Known
You prepare the list of Arcanist spells that are
available for you to cast. To do so, choose a number of column of the Arcanist table.
Additionally, when you gain a level in this class, you
spells from the “Arcane” spell list equal to your
can choose one of the invocations you know and
Intelligence modifier + your Arcanist level (minimum of
replace it with another invocation that you could learn
one spell). The Spells must be of a level for which you
at that level.
have Spell Slots.
If an invocation has prerequisites, you must meet
For example, if you’re a 3rd-level Arcanist, you have
them to learn it. You can learn the invocation at the
four 1st-level and two 2nd-level Spell Slots. With an
same time that you meet its prerequisites.
Intelligence of 16, your list of prepared Spells can
include six Spells of 1st or 2nd Level, in any
combination, chosen from the “Arcane” spell list. If you
Arcane Interpretation
prepare the 1st-level spell Magic Missile, you can cast At 2nd level, you choose an interpretation of
it using a 1st-level or a 2nd-level slot. Casting the spell talismanic magic that shapes your practice of
doesn’t remove it from your list of prepared Spells. spellcasting. Choose between Spellsmith and Ritualist.
You can change your list of prepared Spells when Your choice grants you features at 2nd level and again
you finish a Long Rest. Preparing a new list of spells at 6th, 10th, and 14th level. This choice cannot be
requires time spent studying your research and changed once made.
inscribing the correct runic combinations onto you
talisman that are required to cast the spell: at least 1 Ability Score Improvement
minute per Spell Level for each spell on your list. At 4th, 8th, 12th, 16th, and 19th levels, you can choose
one ability score to increase by 2, two scores to
Spellcasting Ability increase by 1, or choose a feat.
Intelligence is your Spellcasting ability for your
Arcanist spells, since you learn your Spells through Spell Mastery
dedicated study and memorization. You use your
Intelligence whenever a spell refers to your At 18th level, choose a 1st-level spell and a 2nd-level
Spellcasting ability. In addition, you use your spell from the “Arcane” spell list. You can cast those
Intelligence modifier when setting the saving throw spells at their lowest level without expending a spell
slot when you have them prepared.
Sacrificial Unmaking
At 14th level, You can extract even greater
consumptive power from your talismans. When you
use your Sacrificial Empowerment feature, you can
also choose to incur one of the following effects:
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PART 3 | Classes Table of Contents
Brawler
Out on the trail, knowing how your weapon works can
be the difference in killin’ and being killed. Brawlers
take a shortcut by becoming weapons themselves.
Through tireless training, Brawlers fight with the
hands and feet their were born with, often with
devastating effects. In a world where ranged combat is
becoming all more common, Brawlers thrive on gettin’
up close and personal.
The Brawler
Level Proficiency Bonus Features Fisticuffs
1st +2 Iron Chin, Fisticuffs, Pugilistic Preference 1d4
2nd +2 Quick Footwork, Dirty Fighting 1d4
3rd +2 Pugilistic Preference feature 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Pugilistic Preference feature, Shake it Off 1d6
7th +3 Fists of Fury, Chaotic Combatant 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Intense Focus 1d6
10th +4 Pugilistic Preference feature 1d6
11th +4 Extra Attack 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Puncher’s Chance 1d8
14th +5 Unbreakable 1d8
15th +5 Pugilistic Preference feature 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Knock Out 1d10
18th +6 Fighting Spirit 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Champion 1d10
can push it up to 15 feet away from you. an attack roll, or a saving throw and have
disadvantage, you can choose to negate this
It can’t take reactions until the end of your next turn. disadvantage.
The DC for these effects is calculated as 8 + your
choice of Strength or Dexterity modifier + your Unbreakable
proficiency bonus. You can use this a number of times At 14th level, you gain proficiency in all saving throws.
per day equal to your proficiency bonus. Additionally, 1/day, whenever you make a saving throw
and fail, you can reroll it and must take the second
Quick Footwork result.
At 2nd level, your speed increases by 10 feet while you
are not wearing armor or wielding a shield. Knock Out
At 17th level, when you hit with an unarmed strike or
Ability Score Improvement brawler weapon you can try to knock out the
At 4th, 8th, 12th, 16th, and 19th levels, you can choose opponent instead of dealing damage. Roll 10d12 + your
one ability score to increase by 2, two scores to brawler level; if the total is equal to or greater than the
increase by 1, or choose a feat. creature’s remaining hit points, it is unconscious for 10
minutes.
Extra Attack
Fighting Spirit
At 5th level, you gain the ability to make 2 attacks
when you take the attack action. This number At 18th level, when you are reduced to 0 hit points, you
increases to 3 at 11th level. gain half of your maximum hit points and gain a level
of exhaustion. You cannot use this feature again until
Shake it Off you complete a long rest.
At 6th level, you gain the ability to bring yourself back Champion
from tough moments to finish off a fight. As an action,
you can regain hit points equal to three times your At 20th level, your Strength, Dexterity and
brawler level. You must finish a long rest before you Constitution ability scores increase by 2 to a maximum
can use this feature again. of 22. Additionally, when you take a long rest you
recover 2 levels of exhaustion instead of 1.
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PART 3 | Classes Table of Contents
Pugilistic Roughhouser
You fight with overwhelming strength and just the
Preferences right amount of technique needed to beat your
opponents senseless with well-placed, powerful
Quick Son of a Bitch strikes.
You trade power for style and grace, focusing on quick Hard Knocks
strikes and evasive movements to beat opponents At 1st level, whenever you roll damage for an unarmed
before they can react. or brawler weapon attack, you roll twice the amount
of dice noted by the Fisticuffs column of the Brawler
The Ol’ One-Two table, and, at the start of each of your turns, you can
At 1st level, you can use your Dexterity for determining deal 1d4 bludgeoning damage to one creature grappled
attack and damage rolls for unarmed and brawler by you. In addition, whenever you score a critical hit
weapon attacks. In addition, when you use the Attack with an unarmed strike or brawler weapon attack, you
action with an unarmed strike or a brawler weapon on roll an additional damage die.
your turn, you can make one unarmed strike as a
bonus action. This strike does not add your ability I Didn’t Hear No Bell
score modifier to the damage roll. At 3rd level, when you are reduced to less than half of
your maximum hit points you gain your brawler level +
Float Like a Butterfly your Constitution modifier in temporary hit points
At 3rd level, you can Dash or Disengage as a bonus and you add your proficiency bonus to your damage
action and your speed increases by 10 feet. In addition, with unarmed attacks and brawler weapons for 1
whenever a creature makes a melee attack roll against minute.You cannot use this feature again until you
you, you can use a reaction to impose disadvantage on complete a short or long rest.
the roll. You must use this feature before the creature
makes the attack roll. Haymaker
At 6th level, before you make an attack roll with an
Fast Fists unarmed strike or brawler weapon attack, you can
At 6th level, when you use your bonus action to make declare you are swinging wild haymakers. You make all
an attack with The Ol’ One-Two and the attack is attack rolls until the end of this turn with
successful, you can immediately give yourself a free disadvantage, you score a critical hit on a roll of 19 or
extra unarmed attack. This strike does not add your 20, and when you deal damage you do not roll for
ability score modifier to the damage roll. If this attack damage but use the maximum die result instead.
hits, the target has disadvantage on all attacks until
the beginning of your next turn. Brace Up
At 10th level, as a bonus action you can brace yourself
Evasion for incoming attacks. Roll two of your Fisticuffs dice +
At 10th level, when you are subjected to an effect that your proficiency bonus + your Constitution modifier.
allows you to make a Dexterity saving throw to take You gain that many temporary hit points, and while
only half damage, you instead take no damage if you you have these temporary hit points, you are resistant
succeed on the saving throw, and only half damage if to all damage.
you fail.
Chin Check
Bob & Weave At 15th level, once per turn, when you would make an
At 15th level, once per turn, when you would make an attack with advantage, you can forgo it and instead
attack with advantage, you can forgo it to make 2 make your next attack without advantage, and if it
attacks without advantage instead. In addition, when a hits, it is an automatic critical hit. Using this feature
creature misses you with a melee attack, you can use reduces the number of atacks you can make in a round
your reaction to make an unarmed strike with by 1.
advantage against that target.
The Brute
Level Proficiency Bonus Features Exploits Known Exploit Die Exploit Dice
1st +2 Fighting Style, Second Wind - - -
2nd +2 Martial Exploits 2 d6 2
3rd +2 Know Your Enemy, Warrior Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack 4 d8 3
6th +3 Action Surge 4 d8 3
7th +3 Warrior Archetype Feature 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable 6 d8 4
10th +4 Warrior Archetype Feature 6 d8 4
11th +4 Extra Attack 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable Upgrade 8 d10 5
14th +5 Unbreakable 8 d10 5
15th +5 Warrior Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack, Indomitable Upgrade 10 d12 6
18th +6 Warrior Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge Upgrade, Relentless 10 d12 6
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Fighting Style Improvised Fighting
You gain proficiency with improvised weapons. Once
At 1st level, choose the Fighting Style from the options
per turn, when you hit with a improvised weapon
below that best reflect your martial training and skill
attack, you can roll the damage die twice and take the
with weapons. You cannot select a Fighting Style more
higher roll. When you do this, the improvised weapon
than once, even if a feature allows you to select an
is destroyed and cannot be used for further attacks.
additional Fighting Style.
You can’t use this feature to destroy magical objects.
Whenever you gain a level in this class, you can
switch your Fighting Style for another Fighting Style of Melee Marksman
your choice. Having a hostile creature within 5 feet of you does not
Archery impose disadvantage on your ranged weapon attacks,
so long as you are attacking a creature within 5 feet.
You gain a +2 bonus to attack rolls with ranged
When you make a ranged weapon attack against a
weapons.
creature within 5 feet, you can use your bonus action
Berserker to make a melee attack against it with your ranged
You fight with reckless abandon in battle. Once per weapon. On hit, you deal bludgeoning damage equal to
turn, you can grant yourself advantage on a single 1d4 + your Strength modifier.
melee wepaon attack roll. Once you take this Mountaineer
advantaged attack, your Armor Class is reduced by 2
When you are not wearing medium or heavy armor, or
until the beginning of your next turn.
using a shield, you have a climbing speed equal to your
Classical Swordplay movement speed, and you gain a +1 bonus to your
While wielding a finesse weapon and no other Armor Class.
weapons, you gain a +1 bonus to your attack rolls and a Mounted Warrior
+1 to your Armor Class so long as you are not using
While you are riding a controlled mount, both you and
heavy armor or a shield.
your mount gain a +1 bonus to your Armor Class, and
Defensive Fighting you can use a bonus action on your turn to command
While wearing armor or wielding a shield, you gain a +1 your mount to take one action from its stat block.
bonus to your Armor Class. Protection
Dual Wielding When a creature you can see attacks a target other
When you take the Attack action while two-weapon than you that is within 5 feet of you, you can use your
fighting, you can make a single additional attack with reaction to impose disadvantage on the attack roll. You
your off-hand weapon as part of your action instead of must be wielding a melee weapon or a shield to use
your bonus action, adding your ability modifier to the this reaction.
damage of this attack. Shield Warrior
Dueling You gain proficiency with shields as a martial melee
When you are wielding a melee weapon in one hand weapon, and on hit, your shield deals 2d4 bludgeoning
and no other weapons, you gain a +2 bonus to damage damage. If you are wielding a shield and nothing else,
rolls with it. you gain a +1 bonus to your shield attack damage rolls
and to your Armor Class.
Featherweight Fighting
While you are wielding only light weapons, and Standard Bearer
nothing else your speed increases by 10 feet. You also When a creature within 5 feet of you makes an attack
gain a +1 bonus to damage rolls with light weapons, so against a creature that you can see, you can grant
long as you are not wearing medium or heavy armor, them advantage on their attack roll as a reaction. You
or wielding a shield. must be carrying a banner, flag, or standard in your
hand to use this reaction.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack Thrown Weapon Fighting
you make with a melee weapon that you are wielding You can draw a weapon that has the thrown property
with two hands, you can reroll the damage, though as part of the attack you make with the weapon.
you must use the new roll, even if the new roll is a 1 or Moreover, when you hit with a ranged weapon attack
a 2. using a thrown weapon, you gain a +2 bonus to the
The weapon must have the versatile or two-handed damage roll of that attack.
property to gain this benefit.
Martial Exploits
You learn certain Exploits at the brute levels noted in
the table below. They don’t count against your total
number of Exploits Known and can’t be switched upon
gaining a level. 2nd-level Exploits
Brute Level Exploits Aerial Maneuver
3rd Brazen Defence, Ruthless Strike Prerequisites: Bushwhacker, Dexterity of 11
5th Savage Rebuke, Shattering Slam When you fall, you can use your reaction to expend an
9th War Cry Exploit Die to control your descent. You reduce any
falling damage you would take by an amount equal to
Frenzied Fighting five times your level, and when you land, you can
At 3rd level, you can enter a frenzy that empowers choose to land on your feet.
your attacks and deadens you to fear and pain as a
bonus action. This frenzy lasts for 1 minute. It ends Aggressive Sprint
early if you are knocked unconscious or if your turn As a bonus action on your turn, you can expend an
ends and you haven’t attacked a hostile creature since Exploit Die to draw upon your battle fury and move up
your last turn or taken damage since then. You can to your full speed toward a hostile creature you can
also end your frenzy on your turn as a bonus action. see.
While frenzied, you gain a +2 bonus to melee
damage rolls, as well as a –2 penalty to AC, and you Alchemical Adept
have advantage on saving throws against charm and Prerequisites: Bushwhacker, Intelligence of 11
fear effects. In addition, you also gain resistance to When you make an Intelligence (Nature), Wisdom
bludgeoning, piercing and slashing damage. (Medicine), alchemist’s supplies, or herbalism kit
While frenzied, you can’t use any ability that check, you can expend an Exploit Die and add it to
requires patience or concentration, such as your roll. You can use this Exploit after you roll, but
spellcasting. or any Charisma-, Dexterity-, or before you know if you succeed or fail.
Intelligence-based skills except Acrobatics, Attack Order
Intimidation, and Sleight of Hand. You can frenzy a
Prerequisites: Commander
number of times equal to half your brute level
When you take the Attack action, you can issue this
(maximum 6 frenzies) per rest.
Order in place of one of your attacks, targeting a
Feral Instincts creature that can see or hear you within 30 feet. The
next time the target takes the Attack action before the
At 7th level, your frenzy lasts for 10 minutes, and it
start of your next turn, it can make one additional
only ends early if you are incapacitated or you choose
weapon attack as part of its Attack action.
to end it. In addition, you have advantage on Dexterity
saving throws against effects that you can see (such as Blinding Debris
traps and spells) so long as you are not, blinded, Prerequisites: Bushwhacker
deafened, or incapacitated. As a bonus action, you can expend an Exploit Die and
force a creature within 10 feet to make a Constitution
Close Enough to Kill saving throw. On a failure, it takes piercing damage
At 10th level, the damage bonus from your frenzy equal to your Exploit Die and is blinded until the start
increases to +3. In addition, 3/day whenever you of your next turn.
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PART 3 | Classes Table of Contents
Bonebreaker Critical of that attack, and causing that attack to deal
Prerequisites: Ravager, Strength of 11 maximum damage.
When you score a critical hit, you can expend an
Disarm
Exploit Die to cripple your target. For the next minute,
When you hit a creature with a weapon attack, you
the creature deals only half damage with weapon
attacks that use Strength. can expend an Exploit Die to force it to make a
Strength saving throw. On a failure, it takes additional
The creature can make a Constitution saving throw
damage equal to your Exploit Die, and it drops an item
at the start of each of its turns, ending this effect on a
of your choice it is holding.
success.
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PART 3 | Classes Table of Contents
The target can immediately take the Help, Hide, Defensive Stance
Search, or Use an Object action. Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die to
Survivalist’s Craft
enter a defensive stance which lasts until the start of
Prerequisites: Wisdom of 11 Whenever you make a
your next turn. Each time a creature that you can see
Wisdom (Animal Handling), Wisdom (Medicine), or hits you with an attack while you are in your defensive
Wisdom (Survival) check, you can expend an Exploit
stance, you roll your Exploit Die and add it to your
Die and add it to your roll. You can use this Exploit
Armor Class against the attack.
after you roll, but before you know if you succeed or
fail. Dirty Hit
Prerequisites: 5th level, Dexterity of 13
Sweeping Strike
When you hit a creature with a weapon attack, you
When you hit a creature with a melee weapon attack, can expend an Exploit Die and force it to make a
you can expend an Exploit Die to force it to make a
Constitution saving throw. On a failed save, it takes
Dexterity saving throw. On a failed save, it falls prone
additional damage equal to your Exploit Die, and until
and takes bludgeoning damage equal to your Exploit
the start of your next turn it cannot take reactions and
Die. Creatures more than one size larger than you
its speed is halved.
have advantage on this saving throw.
Execute
Take Down
Prerequisites: 5th level, Strength of 13
Prerequisites: Ravager, Strength of 11
In place of an attack, you can expend an Exploit Die to
As a bonus action, you can expend an Exploit Die to try to execute an incapacitated or prone creature
make a Shove or Grapple attack against a creature in
within 5 feet of you. Make an attack roll with a melee
your reach, adding your Exploit Die to your Strength
weapon and add your Exploit die to the attack roll. If
(Athletics) check. your attack roll exceeds the target’s remaining hit
points, its hit points are reduced to 0.
5th-Level Exploits
Flaming Shot
Concussive Blow Prerequisites: 5th level
Prerequisites: 5th level, Strength of 13 When you make a ranged weapon attack, you can
When you hit a creature with a melee attack, you can expend an Exploit Die to light the ammunition aflame.
expend an Exploit Die to empower your attack, and On hit, the target takes additional fire damage equal to
force it to make a Constitution saving throw. On a your Exploit Die.
failed save, the target suffers the following effects until If your target is a flammable object that is not being
the beginning of your next turn: worn or carried, you can ignite it in place of dealing
Its speed is reduced to 0. damage.
It can speak only falteringly. Glancing Blow
It cannot take actions, bonus actions, or reactions. Prerequisites: Bushwhacker, 5th level
It has disadvantage on Dexterity saving throws. When you make a melee weapon attack and miss, you
can expend an Exploit Die to immediately repeat your
Crushing Strike
attack against another target of your choice within the
Prerequisites: 5th level, Strength of 13 reach of your weapon.
When you hit a creature with a melee weapon attack,
you can expend an Exploit Die and force it to make a Heroic Will
Constitution saving throw. On a failed save, it takes Prerequisites: 5th level
extra damage equal to your Exploit Die, and its Armor Whenever you are forced to make an Intelligence,
Class is reduced by 1 until its defenses are repaired, or Wisdom, or Charisma saving throw, you can expend an
it finishes a short or long rest. Exploit Die and add it to the result of your roll. You
can use this Exploit after you roll, but before you know
Defensive Order
if you succeed or fail.
Prerequisite: 5th level, Commander
When you take the Attack action, you can issue this Martial Focus
Order in place of one of your attacks, targeting a Prerequisites: 5th level
creature that can see or hear you within 30 feet. It When you make a weapon attack, you can expend an
gains a bonus to its Armor Class equal to your Exploit Die as part of the attack to grant yourself
Intelligence, Wisdom or Charisma modifier modifier advantage on your attack roll. You can use this Exploit
(minimum of +1) until the beginning of your next turn. after you roll, but before you know whether your
attack hits or misses your target.
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PART 3 | Classes Table of Contents
Any hit points not consumed by the attack become concentrate on as if concentrating on a spell. For the
temporary hit points. next minute, or until you lose concentration, you can
use a bonus action to make two ranged weapon
Tactical Reposition attacks so long as you have ammunition.
Prerequisite: Commander, 9th level, Intelligence of 15 This Exploit’s effects don’t stack with the swift
As an action, you can expend an Exploit Die and quiver spell.
dictate a course of action to a number of creatures
within 30 feet that can see or hear you equal to your Unbreakable
choice of your Intelligence, Wisdom or Charisma Prerequisites: 13th level, Constitution of 17
modifier (minimum of 1). The targets can use their When you take damage that would reduce you to 0 hit
reaction to move up to their speed without provoking points, even if that damage would kill you outright, you
opportunity attacks. can use your reaction to expend an Exploit Die to fall
to 1 hit point.
Thunderous Shot
Prerequisites: 9th level, Dexterity of 15 17th-Level Exploits
In place of an attack, you can expend an Exploit Die
and fire a piece of ammunition in a straight line, Storm of Arrows
forcing creatures in that line out to the normal range Prerequisites: 17th level, Dexterity of 19
of the weapon to make a Dexterity saving throw. In place of an attack, you can expend an Exploit Die to
Creatures take your weapon’s normal damage plus fire a volley of ammunition at a point you can see
piercing damage equal to twice your Exploit Die on a within the range of your weapon. Creatures of your
failed save, and half as much damage on a success. choice within 30 feet of that point must make a
Dexterity saving throw. Targets take piercing damage
War Cry equal to four rolls of your Exploit Die + your Dexterity
Prerequisites: Ravager, 9th level modifier on a failed save, and half on a success.
As an action, you can expend an Exploit Die and issue You must have enough ammunition to hit each
a mighty war cry, forcing any creatures in an adjacent target.
30 foot cone that can hear you to make a Wisdom
saving throw. On a failed save, creatures drop Steel Wind Slash
whatever they are holding and are frightened of you Prerequisites: 17th level, Strength or Dexterity of 19
for one minute. If a creature ends its turn in a location In place of an attack, you expend an Exploit Die and
where it doesn’t have line of sight to you, it can repeat flourish your melee weapon then vanish. Choose up to
the saving throw, ending the effect on a success. five creatures you can see within 30 feet of, making a
melee weapon attack against each one. On a hit, each
13th-Level Exploits target takes damage of your weapon’s type equal to
four rolls of your Exploit Die + either your Strength or
Expert Determination Dexterity modifier (your choice).
Prerequisites: 13th level You then appear in an unoccupied space of your
As an action, you can expend an Exploit Die to focus choice that you can see within 5 feet of one of the
your mind and temporarily sharpen one of your skills. targets of this Exploit.
Choose a skill or tool that you are proficient in. For the
next hour, you can add your Exploit Die to any check
you make that uses the chosen skill, without
expending one of your Exploit Dice.
Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack,
you can expend an Exploit Die to strike with near-
supernatural force. The creature takes additional
bludgeoning damage equal to three times your Exploit
Die, and it has disadvantage attack rolls and ability
checks, and can’t take reactions for 1 minute.
The creature can make a Wisdom saving throw at
the end of each of its turns, ending these effects on a
success.
Quick Draw
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend an Exploit Die and
enter into a heightened state of focus which you must
The Channeler
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Nature’s Boon 3 2 — — — — — — — —
2nd +2 Ley Pathway, Natural Recovery 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Ley Pathway feature, Dampen Elements 4 4 3 3 — — — — — —
7th +3 Land’s Stride 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Ley Pathway feature, Nature’s Ward 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Ley Pathway feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Ley Pathway feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1
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PART 3 | Classes Table of Contents
Spellcasting The Ley Pathway you choose grants you features at
2nd level and again at 6th, 10th, 14th, and 18th level.
As a practitioner of the ancient shamanistic traditions
tied to the leylines, you can cast spells that embody Natural Recovery
the power of nature.
At 2nd level, you can regain some of your magical
Preparing and Casting Spells energy by sitting in meditation and communing with
The Channeler table shows how many Spell Slots nature. During a short rest, you choose expended spell
you have to cast your Spells of 1st Level and higher. To slots to recover. The spell slots can have a combined
cast one of these Spells, you must expend a slot of the level that is equal to or less than half your channeler
spell’s level or higher. You regain all expended Spell level (rounded up), and none of the slots can be 6th
Slots when you finish a Long Rest. level or higher. You can’t use this feature again until
You prepare the list of Channeler spells that are you finish a long rest.
available for you to cast. To do so, choose a number of For example, when you are a 4th-level channeler,
spells from the “Primal” spell list equal to your Wisdom you can recover up to two levels worth of spell slots.
modifier + your Channeler level (minimum of one You can recover either a 2nd-level slot or two 1st-level
spell). The Spells must be of a level for which you have slots.
Spell Slots.
For example, if you’re a 3rd-level Channeler, you Ability Score Improvement
have four 1st-level and two 2nd-level Spell Slots. With
At 4th, 8th, 12th, 16th, and 19th levels, you can choose
a Wisdom of 16, your list of prepared Spells can
one ability score to increase by 2, two scores to
include six Spells of 1st or 2nd Level, in any
increase by 1, or choose a feat.
combination, chosen from the “Primal” spell list. If you
prepare the 1st-level spell Burning Hands, you can cast
it using a 1st-level or a 2nd-level slot. Casting the spell
Dampen Elements
doesn’t remove it from your list of prepared Spells. At 6th level, when you or a creature within 30 feet of
You can change your list of prepared Spells when you takes acid, cold, fire, lightning, or thunder
you finish a Long Rest. Preparing a new list of damage, you can use your reaction to grant resistance
Channeler spells requires time spent in meditation: at to the creature against that instance of the damage.
least 1 minute per spell level for each spell on your list
Land’s Stride
Spellcasting Ability
Wisdom is your Spellcasting ability for your At 7th level, moving through nonmagical difficult
Channeler spells, since your magic draws upon your terrain costs you no extra movement. You can also
devotion and attunement to nature. You use your pass through nonmagical plants without being slowed
Wisdom whenever a spell refers to your spellcasting by them and without taking damage from them if they
ability. In addition, you use your Wisdom modifier have thorns, spines, or a similar hazard.
when setting the saving throw DC for a Channeler In addition, you have advantage on saving throws
spell you cast and when making an attack roll with against plants that are magically created or
one. manipulated to impede movement, such as those
created by the entangle spell.
Spell save DC = 8 + your Proficiency Bonus + your
Wisdom modifier Nature’s Ward
Spell Attack modifier = your Proficiency Bonus + your At 10th level, you can’t be charmed or frightened by
elementals or fey, and you are immune to poison and
Wisdom modifier
disease.
Ritual Casting
You can cast an Channeler spell as a ritual if that Archdruid
spell has the ritual tag and you have the spell At 20th level, you and nature have become one, and
prepared. you can draw upon its full power with a mere thought.
As a bonus action you can enter a state of deep
Ley Pathway connection to the world which lasts for 1 minute.
Channelers can feel ley magic completely and without While in this state you may cast any spell from the
hindrance, viewing the different pathways of the “Primal” spell list as if you had it prepared. You can
leylines moving through the land itself. At 2nd level, enter this state again after you finish a long rest.
you choose a pathway that you are attuned with that Additionally, you can ignore the verbal and somatic
influences how you express your magical abilities. components of your druid spells, as well as any
Choose one of the following: Caller or Flowshaper. material components that lack a cost and aren’t
consumed by a spell.
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PART 3 | Classes Table of Contents
Flowshaper Earth
Channeler Level Spells
You are attuned to the pathways of the elements, and 1st earth tremor, entangle
you are able to manipulate the soul of the land to 3rd barkskin, maximillian’s earthen grasp
dispatch enemies with bombastic effects. 5th erupting earth, meld into stone
Elemental Attunement 7th stone shape, stoneskin
9th wall of stone
At 2nd level, you can deeply link yourself to one of the
land’s core elements. At the end of a long rest, choose
Water
one of the following elements: fire, cold, lightning, Channeler Level Spells
thunder, earth (deals bludgeoning damage), water 1st purify food and drink, tasha’s caustic brew
(deals acid damage)
3rd melf’s acid arrow, misty step
Whenever you cast a spell that deals damage, you
5th tidal wave, wall of water
may have it deal damage of the type corresponding to
7th control water, watery sphere
the element you’ve chosen with this feature, and
9th maelstrom
damage dealt by your Elemental Attunement
overcomes resistances.
Elemental Adaptation
Attunement Spells
At 6th level, you gain the following options depending
At 2nd level, whenever you choose an elemental on your Elemental Attunement. You can use this
attunement, you have the following spells prepared at feature a number of times per day equal to your
the listed channeler levels and they do not count Wisdom modifier (minimum of 1):
against your prepared spell count, depending on the
attunement you choose Fire
Fire When you cast a spell that deals damage in an area of
Channeler Level Spells effect, you increase that area by 10 ft.
1st burning hands, searing smite
Cold
3rd flaming sphere, heat metal
5th elemental weapon, fireball When you cast a spell that deals damage, each
7th fire shield(warm version), wall of fire creature that’s affected by the spell has their speed
9th immolation reduced by 10 ft. until the end of your next turn in
addition to the spell’s other effects.
Cold
Channeler Level Spells Lightning
1st frost fingers, ice knife When you cast a spell that deals damage, you can have
3rd snilloc’s snowball storm, spike growth that spell arc to another creature within 10 ft of the
5th sleet storm, water walk original target creature/area. If the spell requires an
7th fire shield (chill version), ice storm attack roll/saving throw, those must still be completed
9th cone of cold for the creature to suffer the spell’s effects.
Lightning Thunder
Channeler Level Spells
When you cast a spell that deals damage, each
1st witch bolt, zephyr strike
creature that’s affected by the spell is pushed 10 ft.
3rd hold person, warding wind away from you or the spell’s point of origin (your
5th call lightning, lightning bolt choice) in addition to the spell’s other effects.
7th freedom of movement, storm sphere
9th steel wind strike Earth
Thunder When you cast a spell that deals damage, each
Channeler creature that’s affected by the spell is knocked prone
Level Spells in addition to the spell’s other effects.
1st thunderwave, thunderous smite Water
3rd blindness/deafness, shatter
5th thunder step, wind wall When you cast a spell that deals damage, each
7th conjure minor elementals (must be wind-related), creature that’s affected by the spell is pulled 10 ft.
elemental bane (thunder damage) towards you or the spell’s point of origin (your choice)
9th destructive wave in addition to the spell’s other effects.
Primal Power
At 14th level, you add your Wisdom modifier to
cantrips and spells that deal damage tied to your
Elemental Attunement, and this damage turns
immunities into resistances.
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PART 3 | Classes Table of Contents
Desperado
The Desperado represents the modern-day warrior,
traversing the Frontier with a trusty big iron on their
hip. They are the most accomplished of gunslingers,
able to pull off dazzling feats of accuracy and speed.
No matter their background, a Desperado is a
terrifying sight on the battlefield, able to handle large
groups of enemies with overwhelming lethality.
The Desperado
Level Proficiency Bonus Features Grit Points
1st +2 Wary, Shooting Style -
2nd +2 Grit, Skill Shots 2
3rd +2 Gunslinger’s Trail 3
4th +2 Ability Score Improvement 4
5th +3 Fan or Focus 5
6th +3 Gunslinger’s Trail Feature 6
7th +3 Quickdraw, Rapid Repair 7
8th +3 Ability Score Improvement 8
9th +4 Gunslinger’s Trail Feature, Skill Shots (2) 9
10th +4 Bullet Time 10
11th +4 Extra Attack 11
12th +4 Ability Score Improvement 12
13th +5 Gunslinger’s Trail Feature 13
14th +5 Lightning Reload 14
15th +5 Gunslinger’s Trail Feature 15
16th +5 Ability Score Improvement 16
17th +6 Gunslinger’s Trail Feature, Skill Shots (3) 17
18th +6 Hemorrhaging Critical, Vicious Intent 18
19th +6 Ability Score Improvement 19
20th +6 Boundless Grit 20
At 4th, 8th, 12th, 16th, and 19th levels, you can choose
one ability score to increase by 2, two scores to
increase by 1, or choose a feat.
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Bullying Shot Disarming Shot
You can use the powerful blast and thundering sound When you make a firearm attack against a creature,
of your firearm to shake the resolve of a creature. You you can expend one grit point to attempt to shoot an
can expend one Grit point while making an object from their hands. On a hit, the creature suffers
Intimidation check to gain advantage on the roll. normal damage and must succeed on a Strength
saving throw or drop 1 held object of your choice and
Cauterizing Shot have that object be pushed 10 feet away from you.
You can use the heat of your firearm to cauterize your
wounds. After firing your firearm successfully, you can
Distracting Shot.
expend 1 Grit Point to heal yourself for 1d10 + your You can fire off at an opponent attempting to distract
Desperado level as a bonus action. them. By expending 1 Grit Point when you attack a
creature, you can force them to make a Wisdom
Cheap Shot Saving throw against your Grit Save DC or lose their
You can fire a shot at the more tender areas of an reaction and one legendary action if the attack hits.
enemy. By expending 2 Grit Points when you make an Disruptive Shot.
attack, you can force the creature to make a
When a creature casts a spell or attacks, you can
Constitution Saving throw against your Grit Save DC
attempt to interrupt that action. by expending 2 Grit
or be Stunned for 1 round if the attack hits.
Points and using your reaction, you can attempt to fire
Concussive Blast. at a creature within your weapon’s range that is
making an attack or casting a spell. If the attack lands,
You can fire off a deafening shot against an enemy. By
they must make a Constitution Saving throw against
expending 1 Grit Point, you can fire at an enemy within
your Grit Save DC or they waste their action.
10 feet of you as a bonus action with the intent to
deafen them, forcing them to make a Constitution Forceful Shot.
Saving throw against your Grit Save DC or be You can fire off a powerful shot, dropping foes to their
Deafened for a number of rounds equal to your knees. By expending 1 Grit Point when you attack a
Dexterity modifier if the attack hits. creature, you can force it to make a Constitution
saving throw against your Grit Save DC or be pushed
Curving Shot
back 10 feet and fall prone if the attack hits.
When you make a ranged attack with your firearm,
you can expend one Grit point to curve the bullet. Lucky Shot.
Your shot ignores half and three-quarters cover. You can force out a jammed shot just as you might a
Dazing Shot normal one. By spending 1 Grit Point when your gun
misfires, you can still continue with the attack as
When you make a firearm attack against a creature,
normal. You must still attempt a check to repair your
you can expend one grit point to attempt to dizzy your
weapon to make any attacks after this one.
opponent. On a hit, the creature suffers normal
damage and must make a Constitution saving throw or Piercing Shot.
suffer disadvantage on attacks until the end of their You can fire a shot that pierces through multiple
next turn. creatures. By spending 2 Grit Points when you make
Deflecting Shot an attack, you can make attacks at disadvantage to all
creatures behind your target out to the weapons
As a reaction to seeing a creature within 15 feet of you
furthest range, with the bullet going for the target
(including possibly yourself) being targeted by an
nearest to the one it most recently hit. On the first
attack, you can expend two grit points and use your
miss, this effect ends as the bullet fails to pierce
reaction to make an attack with your firearm against
through another target.
the attacking creature if they are within range. On a
hit, they take the normal damage and must make a Pinning Shot.
Dexterity saving throw against your Trick Shot Save You can fire a shot at the targets limbs, forcing them
DC or automatically miss the attack. to pause to recover. By expending 1 Grit Point when
you fire a shot, you can force the target to make a
Disabling Shot
Dexterity or Constitution Saving throw, their choice,
When you make a ranged attack with your firearm,
against your Grist Save DC or have their speed
you can expend a grit point and target a specific point
reduced to 0 for 1 round.
on a creature’s body, debilitating them. On a hit, the
target takes the normal damage and must make a
Dexterity saving throw. On a failure, they have a
penalty to attack rolls equal to your Intelligence or
Charisma modifier (your choice) until the end of the
target’s next turn.
Violent Shot
When you make a firearm attack against a creature,
you can expend one or more grit points to enhance
the volatility of the attack. For each grit point
expended, the attack gains a +2 to the firearm’s misfire
score. If the attack hits, you can roll one additional
weapon damage die per grit point spent when
determining the damage.
Warning Shot
When you make a ranged attack with your firearm,
you can expend one grit point to attempt to scare the
target. That creature must make a Wisdom saving
throw or be frightened of you for 1 minute. An affected
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
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PART 3 | Classes Table of Contents
Hexslinger
Hexslingers are unorthodox fighters, having gained a
unique connection with a magical entity that allows
them to use that entity’s magic for their own aims.
They combine martial and magical prowess to
overwhelm their enemies with an onslaught of bullets
and bewitchment.
The Hexslinger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Gunsmoke Connection 2 2 — — — —
2nd +2 Spell Shot, Weapon Bond 3 3 — — — —
3rd +2 Gunsmoke Connection feature 4 3 — — — —
4th +2 Ability Score Improvement 5 4 — — — —
5th +3 Extra Attack 6 4 2 — — —
6th +3 Gunsmoke Connection feature 7 4 2 — — —
7th +3 — 8 4 3 — — —
8th +3 Ability Score Improvement 9 4 3 — — —
9th +4 — 10 4 3 2 — —
10th +4 Gunsmoke Connection feature, Spellstrike 10 4 3 2 — —
11th +4 — 11 4 3 3 — —
12th +4 Ability Score Improvement 11 4 3 3 — —
13th +5 — 12 4 3 3 1 —
14th +5 Gunsmoke Connection feature 12 4 3 3 1 —
15th +5 Spellstrike Upgrade 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 — 14 4 3 3 3 1
18th +6 Gunsmoke Connection feature 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Spectacular Spellshooter 15 4 3 3 3 2
Connections Sacred Gun, you can have holy splash out from the
impact to hit nearby enemies. Whenever you hit with a
Divine Deadeye Sacred Gun attack, any creatures within 5 ft. of the
target also take radiant damage equal to your
Your connection is with an entity that you believe to Charisma modifier.
be a god or goddess, and you impart their will with
righteous fury. Avenging Blast
At 18th level, you can release a devastating blast when
Connection Spells you die. Once per long rest, when you drop
At 1st level, you choose spells from the “Divine” spell unconscious or die, you can choose to release a blast
list for your spellcasting feature. In addition, you know of radiant energy. All creatures within 20 feet of your
the following spells at the listed hexslinger levels, they body to make a Dexterity saving throw, or take 8d6
do not count against your spells known, and you Radiant damage and be blinded for a number of
cannot swap these out. rounds equal to your Charisma modifier. One a
Hexslinger Level Spells success they take half damage and are not blinded.
1st divine favor
5th zone of truth Earthshaker
9th spirit guardians Your connection is with a spirit of the land or “ley
13th aura of purity spirit,” a sentient embodiment of the earth.
17th holy weapon
Connection Spells
Sacred Gun At 1st level, you choose spells from the “Primal” spell
At 3rd level, as a bonus action, you fill your bonded list for your spellcasting feature. In addition, you know
firearm with positive energy. For one minute, you add the following spells at the listed hexslinger levels, they
your Charisma modifier to attack rolls made with your do not count against your spells known, and you
Sacred Gun (minimum bonus of +1) and it deals radiant cannot swap these out.
damage rather than its normal damage type. Hexslinger Level Spells
The weapon also emits bright light in a 20 ft radius
1st hunter’s mark
and dim light 20 ft beyond that. You can end this effect
5th find steed
on your turn as a bonus action. If you are no longer
9th conjure barrage
holding or carrying the Sacred Gun, or if you fall
13th grasping vine
unconscious, this effect ends.
17th wrath of nature
Once you use this feature, you cannot do so again
until after you have completed a long rest.
Primeval Gun
Holy Blast At 3rd level, as a bonus action, you fill your bonded
At 6th level, whenever you have your Sacred Gun firearm with natural energy. For one minute, whenever
you hit a creature with your Primeval Gun, thorns
feature activated, as an action, you can make your
sprout at their feet, creating difficult terrain. If a
Sacred Gun emit a blast of powerful divine energy that
is 5 ft wide and 120 ft long. Each creature in the line creature starts or ends its turn in these thorns, it takes
1d4 magical piercing damage.
makes a Dexterity saving throw, taking 3d6 radiant
In addition, while in this form, if you misfire with
damage on a failed save, or half as much on a
successful one. The damage of the blast increases with your Primeval Gun, roll on the table below to
determine which random effect occurs. You can end
your hexslinger level: 4th (4d6), 8th (5d6), 12th (6d6),
16th (7d6), 20th (8d6). this effect on your turn as a bonus action. If you are no
longer holding or carrying the Primeval Gun, or if you
Once you use this feature, you cannot do so again
fall unconscious, this effect ends
until after you have completed a long rest.
Once you use this feature, you cannot do so again
Hallowed Aura until after you have completed a long rest.
At 10th level, a palpable, holy aura constantly
surrounds you. You project a 20 foot aura, which deals
Radiant damage equal to your Charisma modifier
(minimum of 1) to all enemies that enter it. When a
fiend or undead enters the aura, they instead take
twice your Charisma modifier (minimum of 2) in
Radiant damage.
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PART 3 | Classes Table of Contents
It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma
modifier. The specter remains in your service until the
end of your next long rest, at which point it vanishes.
Once you bind a specter with this feature, you can’t
use the feature again until you finish a long rest.
Hellish Aura
At 10th level, you are constantly surrounded by an aura
of dark energy. At the beginning of each of your turns,
choose a creature within 20 ft. of you. You and other
creatures within a 20 ft. radius of you deal additional
damage to the chosen creature equal to your Charisma
modifier.
Reaper’s Rage
At 14th level, attacks made with your Wicked Gun now
score a critical hit on a roll of 19-20, and whenever you
score a critical hit on a creature with your Wicked
Gun, that creature is frightened of you for a number of
rounds equal to half your Charisma modifier (minimum
of 1).
The Ley-Touched
Level Proficiency Bonus Features Ley Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Aberrant Expression - 4 2 2 — — — —
2nd +2 Font of Magic 2 4 3 3 — — — —
3rd +2 Metamagic 3 4 4 3 — — — —
4th +2 Ability Score Improvement 4 5 5 4 — — — —
5th +3 Ley Luck, Potent Caster 5 5 6 4 2 — — —
6th +3 Aberrant Expression feature 6 5 7 4 2 — — —
7th +3 — 7 5 8 4 3 — — —
8th +3 Ability Score Improvement 8 5 9 4 3 — — —
9th +4 — 9 5 10 4 3 2 — —
10th +4 Aberrant Expression feature, Metamagic 10 6 10 4 3 2 — —
11th +4 — 11 6 11 4 3 3 — —
12th +4 Ability Score Improvement 12 6 11 4 3 3 — —
13th +5 — 13 6 12 4 3 3 1 —
14th +5 Aberrant Expression feature 14 6 12 4 3 3 1 —
15th +5 Magicsense 15 6 13 4 3 3 2 —
16th +5 Ability Score Improvement 16 7 13 4 3 3 2 —
17th +6 — 17 7 14 4 3 3 3 1
18th +6 Metamagic 18 7 14 4 3 3 3 1
19th +6 Ability Score Improvement 19 7 15 4 3 3 3 2
20th +6 Living Leyline 20 7 15 4 3 3 3 2
None
Class Features Tools:
Saving Throws: Constitution, Charisma
As a Ley-Touched, you gain the following class Skills:Choose two from Animal Handling, Arcana,
features Deception, Insight, Intimidation, Medicine,
Hit Points
Perception, Performance, Persuasion, Nature, and
Hit Dice: 1d8 per ley-touched level Religion
Hit Points at 1st Level: 8 + your Constitution modifier Equipment
Hit Points at Higher Levels: 1d8 (or 5) per ley-touched You start with the following equipment, in addition to
level after 1st, adding your Constitution modifier on the equipment granted by your background:
every even level.
A duster and a dagger
Proficiencies (a) a derringer and 20 rounds or (b) any simple
Armor: Light armor weapon
Weapons: Simple melee and ranged weapons, (a) an entertainer’s pack or (b) an explorer’s pack
derringers
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PART 3 | Classes Table of Contents
Spellcasting Font of Magic
At 1st level, your ley-infused blood fuels your spells, At 2nd level, you tap into a deep wellspring of magic
allowing you to pull off amazing magical feats using within yourself. This wellspring is represented by ley
nothing but your own willpower, meaning you do not points, which allow you to create a variety of magical
require an arcane focus or material components that effects.
do not have a cost to cast spells.
Ley Points. You have 2 ley points, and you gain more
Spell Slots as you reach higher levels, as shown in the Ley
The Ley-touched table shows how many spell slots Points column of the Ley-Touched table. You can
you have to cast your ley-touched spells of 1st level never have more ley points than shown on the table
and higher. To cast one of these ley-touched spells, for your level. You regain all spent ley points when
you must expend a slot of the spell’s level or higher. you finish a long rest.
You regain all expended spell slots when you finish a Flexible Casting. You can use your ley points to gain
long rest. additional spell slots, or sacrifice spell slots to gain
For example, if you know the 1st-level spell burning additional ley points. You learn other ways to use
hands and have a 1st-level and a 2nd-level spell slot your ley points as you reach higher levels.
available, you can cast burning hands using either slot.
Creating Spell Slots. You can transform
Spells Known of 1st Level and Higher unexpended ley points into one spell slot as a
The Spells Known column of the ley-touched table bonus action on your turn. The Creating Spell
shows when you learn more ley-touched spells of your Slots table shows the cost of creating a spell
choice. Each of these spells must be of a level for slot of a given level. You can create spell slots
which you have spell slots. For instance, when you no higher in level than 5th. Any spell slot you
reach 3rd level in this class, you can learn one new create with this feature vanishes when you
spell of 1st or 2nd level. You may choose spells from finish a long rest.
both the “Arcane” and “Primal” spell lists when Converting a Spell Slot to Ley Points. As a
choosing spells. bonus action on your turn, you can expend
Additionally, when you gain a level in this class, you one spell slot and gain a number of ley points
can choose one of the ley-touched spells you know
and replace it with another spell from the spell list
equal to the slot’s level.
determined by your connection, which also must be of Creating Spell Slots
a level for which you have spell slots. Spell Slot Level Ley Point Cost
1st 2
Spellcasting Ability 2nd 3
Charisma is your spellcasting ability for your ley- 3rd 5
touched spells, since the power of your magic relies on
4th 6
your ability to project your will into the world. You use
5th 7
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 ley-
Metamagic
touched spell you cast and when making an attack roll At 3rd level, you gain the ability to twist your spells to
with one. suit your needs. You gain two of the following
Metamagic options of your choice. You gain another
Spell save DC = 8 + your proficiency bonus + your two more at 10th and 18th level.
Charisma modifier You can use only one Metamagic option on a spell
when you cast it, unless otherwise noted.
Spell attack modifier = your proficiency bonus + your
Charisma modifier Aimed Spell
When you cast a spell that forces a creature to make a
Aberrant Expression saving throw to resist its effects and is incapable of
At 1st level, you manifest your magical ability in your targeting more than one creature at the spell’s current
own unique manner, expressing it via techniques that level, you can spend 2 ley points to focus the spell’s
only you might understand. Choose one of the energy to directly assault the creature. Make the
following from Shifter, Troubador or Wild One. Your appropriate spell attack against the creature based on
choice grants you features at 1st level, and again at 6th, the spell’s range. On a hit, the spell takes effect as if
10th, and 14th level. the creature had failed its first saving throw against
the spell.
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PART 3 | Classes Table of Contents
new saving throw must be chosen between the other one of the following, representing the magic within
two mental ability scores. you flowing in new ways:
Subtle Spell Replace one of the options you chose for the
When you cast a spell, you can spend 1 ley point to Metamagic feature with a different Metamagic option
cast it without any somatic or verbal components. available to you.
Sustained Spell Replace one cantrip you learned from this class’s
Spellcasting feature with another cantrip from the
When you cast a spell that requires concentration
while you are already concentrating on another spell,
“Arcane” or “Primal” spell lists.
you can choose to maintain concentration on both
spells. To do so, you spend 5 ley points or a number of Ley Luck
sorcery points equal to the spells’ combined level,
At 5th level, you can tap into your inner wellsping of
whichever number is higher. When you make a
magic to try to conjure success from failure. When you
Constitution saving throw to maintain your
concentration on two spells, you do so only once for make an ability check that fails, you can spend 1 ley
point to reroll the d20, and you must use the new roll,
both spells. However, you suffer a penalty to the roll.
potentially turning the failure into a success.
The penalty equals 5 or the spells’ combined level,
whichever number is higher. You make this saving
throw at the end of each of your turns (DC 10), in
Potent Caster
addition to those you make when taking damage and At 5th level, you can add your Charisma modifier to
those imposed by your DM for certain environmental damage rolls for spells that you cast.
phenomena.
Twinned Spell
When you cast a spell that is incapable of targeting
Aberrant Expressions
more than one creature at the spell’s current level and Shifter
doesn’t have a range of self, you can spend a number
of ley points equal to the spell’s level to target a You are able to use your innate ley energy to
second creature in range with the same spell (1 ley transmute yourself into different creatures that you’ve
point if the spell is a cantrip). come across. Remarkably dangerous, Shifters are
feared by people far and wide due to the power they
Widened Spell hold.
When you cast a spell that has an area of effect, you
can spend ley points equal to the spell’s level to Shapeshift
increase each of the area’s dimensions by 50%, At 1st level, you gain the ability to shapeshift, which
rounded down to the nearest 5 feet (1 ley point if the allows you to assume the forms of other creatures and
spell is a cantrip). use their strength for your own. As a bonus action on
your turn, you may assume the form of a beast or
Ability Score Improvement humanoid creature which you have seen in person.
At 4th, 8th, 12th, 16th, and 19th levels, you can choose The creature must be of a CR equal to 1/2 your Ley-
one ability score to increase by 2, two scores to Touched level. You remain Shapeshifted for an amount
increase by 1, or choose a feat. of hours equivalent to your Ley-Touched level, or until
you dismiss it as a bonus action. You can use this
Magical Versatility ability a number of times equal to your Charisma
Whenever you reach a level in this class that grants modifier, and you regain all expended charges when
you the Ability Score Improvement feature, you can do you comnplete a short or long rest.
creature. You do not gain any languages, spells, certain aspects of your various forms. You gain
Legendary Actions or Resistances, or Lair Actions advantage on saving throws against poison and
that the creature has. You may only speak if your disease. In addition, you are considered a
Shapechanger for the purpose of spells such as
new form is capable of doing so. Your game statistics polymorph and moonbeam.
are replaced by that of the creature’s, except for your
Hit Points, and your Intelligence, Wisdom, and Advanced Shifting
Charisma scores. At 6th level, when you roll for initiative, you may use
You retain your skill and saving throw proficiencies your Shapeshift feature as a reaction before you take
in addition to gaining those of the creature. your first turn and attacks you make while in a
When you Shapeshift you gain additional hit points Shapeshifted form count as magical for the purposes
based off of your Ley-Touched level and Constitution of overcoming resistances and immunity to non-
modifier. Upon assuming your new form, you may magical damage.
add additional hit points equivalent to your natural In addition, choose one of the following creature
form’s Constitution modifier times your Ley-Touched types: Aberrations, Elementals, Fiends or
level. When you return to your natural form, these Monstrosities.
additional hit points disappear. You can now use your Shapeshift feature to turn
When injured in combat, taking damage that would into creatures of the chosen type, using the same rules
reduce you to 0 hit points by any means causes you as a beast form. If this form has the Innate Spellcasting
to revert to your natural form, and you make death feature, you use its spells with your own spell save DC.
saving throws as normal. If it has the Spellcasting feature, you instead gain the
When you transform, your clothing and non magical ability to cast spells that you know.
equipment merge into your new form, or is worn by
it is able Altered Body
Any magical items remain attuned to you, and you At 10th level, as an action on your turn, you may
may use them so long as your new form is capable of expend a charge of Shapeshift to end one condition on
wielding them. The DM determines if these items yourself instead of assuming a new form.
are merged into your form, or if you are still wearing Last Resort
them.
You may not Shapeshift into creatures with a flying At 14th level, you have gained the ability to unleash the
speed until 3rd level. true nature of many of your forms in an attempt to
You are not able to benefit from any ‘Multiattack’ survive. As a reaction when you are reduced to 0 hit
feature a creature would have - you may only make points, you may immediately make a DC 18 Charisma
one attack on your turn when you take the attack saving throw to determine if you are able to assume a
action. You also cannot cast spells while in beast new form. On a success, you assume a new form
form. immediately and remain conscious. Expending a usage
The DC for all of your form’s abilities, replacing the of your Shapeshift ability.
one on your form’s character sheet, is your Spell This form’s CR can only be up to 1/4 of your Ley-
Save DC. Touched level and utilizes the following rules instead
The following rules apply if shifting into a humanoid: of the normal rules:
You determine the specifics of the changes to When you assume this creature’s form, your game
your natural form, including your skin statistics, including your mental ability scores, are
coloration, hair length, sex, voice, height, and replaced by the statistics of the chosen creature. You
weight. retain your alignment and personality.
You can Shapeshift into Small or Medium You stay in this form for one minute or until you drop
humanoids of any race, but your ability scores to 0 hit points, at which point you revert back to your
remain the same, and you do not receive an normal form at 0 hit points.
increase in hit points. Should you take excess damage as a result of the
If you Shapeshift into a form with a trait such attack that reduced you to 0 hit points, you
as Darkvision, you gain this trait. If this form immediately fail one death saving throw.
would have the Sunlight Sensitivity, trait you Upon leaving this form, you immediately take one
would gain this as well. This applies for any level of Exhaustion.
natural abilities the creature may have, but not
any skills that the race may learn.
You may cast spells as normal while in a new
humanoid form.
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PART 3 | Classes Table of Contents
Troubador Wild One
You express your magical nature using the power of You personify the unpredictability of ley magic, and
song, utilizing ley-infused lyrics to bolster allies and attempt to weaponize this chaos for your own benefit.
demoralize your foes.
Wild Spells
Aberrant Inspiration At 1st level, you learn additional spells when you reach
At 1st level, you can inspire others through stirring certain levels in this class, as shown in the Wild Spells
words or music. To do so, you use a bonus action on table. Each of these spells counts as a ley-touched
your turn to choose one creature other than yourself spell for you, but it doesn’t count against the number
within 60 feet of you who can hear you. That creature of spells you know.
gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can Ley-Touched Level Spells
roll the die and add the number rolled to one ability 1st chaos bolt
check, attack roll, or saving throw it makes. The 5th enlarge/reduce
creature can wait until after it rolls the d20 before 9th blink
deciding to use the Inspiration die, but must decide 13th polymorph
before the DM says whether the roll succeeds or fails. 17th animate objects
Once the Inspiration die is rolled, it is lost. A creature
can have only one Inspiration die at a time.
You can use this feature a number of times equal to Wild Magic Surge
your Charisma modifier (a minimum of once). You At 1st level, your spellcasting can unleash surges of
regain any expended uses when you finish a long rest. untamed magic. Immediately after you cast a spell of
1st level or higher, roll a d20. If you roll a number that
Scathing Soloist is less than or equal to the level of the spell you cast,
At 1st level, you learn the vicious mockery cantrip, and roll on the Wild Magic Surge table (found in chapter 3
enchantment spells from any spell list can be chosen of the Player’s Handbook) to create a random magical
as Ley-Touched spells for you. In addition, when a effect. If the effect is a spell, it’s too wild to be affected
creature that you can see within 60 feet of you makes by Metamagic. If it normally requires concentration, it
an attack roll, an ability check, or a damage roll, you doesn’t require concentration in this case; the spell
can use your reaction to expend one of your uses of lasts for its full duration.
Aberrant Inspiration, rolling an Inspiration die and
subtracting the number rolled from the creature’s roll. Tides of Chaos
You must use this feature after the creature makes At 1st level, you can manipulate the forces of chance
its roll, but before you know whether the attack roll or and chaos to gain advantage on one attack roll, ability
ability check succeeds or fails. The creature is immune check, or saving throw. Once you do so, you must
if it can’t hear you or if it’s immune to being charmed. finish a long rest before you can use this feature again.
Any time before you regain the use of this feature,
Rigorous Rhythm you can roll on the Wild Magic Surge table
At 6th level, your Inspiration die increases to a d8. In immediately after you cast a sorcerer spell of 1st level
addition, when a creature adds one of your Inspiration or higher. You then regain the use of this feature.
dice to its ability check, attack roll, or saving throw
and the roll fails, the creature can keep the Inspiration Forced Surge
die. At 6th level, you can spend 2 ley points as a reaction to
force any creature you can see that is casting a spell
Tempo Shift (including innate spellcasting) to roll on a modified
At 10th level, you regain all of your expended uses of version of the Wild Surge Table called the Forced
Aberrant Inspiration when you finish a short or long Surge Table shown below.
rest.
d20 Effect
1 Target regains all hit points
Sing Along Y’all!
2 Target has resistance to all damage for 1 minute
At 14th level, when a creature within 60 feet of you
3 Spell fails with no discernible effect
adds one of your Inspiration dice to its ability check,
4 Target has -4 AC until the end of its next turn
attack roll, or saving throw and the roll succeeds, you
5 You and the target switch places.
can use your reaction to spend 1 ley point and
6 Target must shout when it speaks
encourage a different creature (other than yourself)
7 Target casts fireball as a 3rd-level spell centered on itself in
that can hear you within 60 feet of you, giving it an
Inspiration die without expending any of your addition to the triggering spell.
Aberrant Inspiration uses. 8 Target chooses up to three creatures it can see within 30
feet to take 4d10 lightning damage.
Overwhelming Wellspring
At 10th level, as a bonus action, you can regain
expended ley points equal to your Charisma modifier
(rounded down), up to your maximum. Immediately
after doing so, roll on the Wild Magic Surge table.
After using this feature, you cannot do so again until
you have completed a long rest.
Controlled Chaos
At 14th level, you gain a modicum of control over the
surges of your wild magic. Whenever you roll on the
Wild Magic Surge table, you can roll twice and use
either number. In addition, whenever you make a
creature roll on the Forced Surge table, you can spend
1 ley point to force an enemy to reroll their result
once. You must use the second roll.
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PART 3 | Classes Table of Contents
Magi
Practitioners of the strange occult art of Espantro,
Magi are able to pull magical power from the spirits of
the rumored Far Realm. They accomplish this by
dominating these tricky spirits via battles of wits that
bind them to the Magi’s service. However, the
relationship between a Magi and their bound spirits is
generally a lighthearted one, as Magi often see
themselves as stewards, allowing the souls of the dead
to make a difference in the land of the living.
The Magi
Level Proficiency Bonus Features Cantrips Known Ante Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sixth Sense 3 — 2 — — — — — — — —
2nd +2 Ante Up, Game of Choice 3 3 3 — — — — — — — —
3rd +2 — 3 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 4 3 — — — — — — —
5th +3 — 4 4 4 3 2 — — — — — —
6th +3 Game of Choice feature, Spectral Recovery 4 5 4 3 3 — — — — — —
7th +3 — 4 5 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 6 4 3 3 2 — — — — —
9th +4 — 4 6 4 3 3 3 1 — — — —
10th +4 Game of Choice feature, Ghostly Guard 5 7 4 3 3 3 2 — — — —
11th +4 — 5 7 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 8 4 3 3 3 2 1 — — —
13th +5 — 5 8 4 3 3 3 2 1 1 — —
14th +5 Game of Choice feature 5 9 4 3 3 3 2 1 1 — —
15th +5 — 5 9 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 10 4 3 3 3 2 1 1 1 —
17th +6 — 5 10 4 3 3 3 2 1 1 1 1
18th +6 Veil Strider 5 11 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 3 2 1 1 1
20th +6 Soul Conduit 5 12 4 3 3 3 3 2 2 1 1
Intelligence, Wisdom
Class Features Saving Throws:
Skills:Choose two from Arcana, Deception, History,
As a Magi, you gain the following class features Insight, Investigation, Perception, Religion,
Hit Points
Streetwise, and Sleight of Hand
Hit Dice: 1d6 per magi level Equipment
Hit Points at 1st Level:6 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d6 (or 4) per magi level the equipment granted by your background:
after 1st, adding your Constitution modifier on every
even level. (a) a quarterstaff and a dagger or (b) a derringer with
10 rounds
Proficiencies a gaming set of your choice
Armor: None (a) a scholar’s pack or (b) an explorer’s pack
Weapons: Daggers, darts, derringers, slings,
quarterstaffs.
Tools: Gaming Set of your choice
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PART 3 | Classes Table of Contents
Ghostly Guard Opening DC
Piece Penalty Effect
At 10th level, you can call upon spirits to aid you Pawn 0 Target’s size is reduced by 1 category and
against danger. You are immune to being charmed. If a its speed is reduced by 10 feet until the
creature tries to charm you, they take damage equal to end of your next turn.
your magi level. Knight -1 Enemies have their speed doubled when
Additionally, when another creature attempts to moving towards the target until the end of
harm you, you can use your reaction to attempt to try
your next turn.
and cloud their mind with your spirit magic.
Bishop -2 Target has disadvantage on all saving
The creature must succeed on a Wisdom saving
throws until the end of your next turn.
throw against your spell save DC or be charmed by you
for 1 minute or until the creature takes any damage. Opening DC
The creature must find a new target for their attack or Piece Penalty Effect
spell, or waste it. Rook -2 Attack rolls against the target have
Once you use this ability, you cannot do so again advantage until the end of your next turn.
until you finish a short or long rest. Queen -3 Target cannot cast spells or make attacks
until the end of your next turn.
Veil Strider King -3 The next 1d2 attacks against the target
At 18th level, you are able to will yourself into your are automatic critical hits.
own interpretation of the Far Realm. On your turn, you
can expend 10ft of your movement to enter or exit the Spirited Tactician
ethereal plane. At 6th level, as an action on your turn, you can release
a spirit bound to you and use its energy to tactically
Soul Conduit reposition your allies. Choose up to 5 friendly
creatures within 60 ft. of you that you can see. Those
At 20th level, you gain the ability to draw power from
creatures can immediately use their reaction to move
all your spirits to empower your spells. When you cast
a number of feet equal to 10 x the ante point cost of
a spell you can increase the spell save DC by an
the released spirit without provoking opportunity
amount equal to the number of spirits you have bound.
attacks. You then regain half of the ante points
Once you have used this ability you cannot do so
(rounded up) used to bind this spirit.
again until you finish a long rest.
Improved Opening
Games of Choice At 10th level, whenever you use your Occult Opening
feature, you can spend 1 additional ante point to make
Gambiteer the spirit reroll their check. You must take the second
To you, your mental battles are games of chess, built result.
upon layers and layers of strategy that spirits must
attempt to overcome in order to escape your grasp. Ghastly Grandmaster
At 14th level, whenever you use your Occult Opening
Occult Opening feature and win, you can immediately use it again on a
At 2nd level, during the act of casting a spell, if you are 2nd creature within 30 ft. of the original target. You
successful in affecting a target with the spell, you can still go through the duel process as normal for this
spend 1 ante point to mentally duel a spirit in order to new target, but if you win this duel, you regain 1 ante
amplify the spell’s effects. You do this by creating a point.
strategy that the spirit must mentally overcome, which
is represented by your Spell Save DC. First, you must
choose an opening piece from the table below. Some
Huckster
openings are riskier than others, and present a penalty You see your clashes of wills as games of poker,
to your DC, which is listed in the table. The effect constantly upping the ante for the chance at huge
listed next to the piece is the effect that takes place if payoffs…at the risk of major losses.
the match is won using this opener.
Once this is decided, the spirit rolls 1d20 + your Deal With The Devil
proficiency bonus. If you win, your spell activates as At 2nd level, as an action, you can spend 1 ante point to
normal, and the target is also affected by your opener’s mentally duel a spirit for the chance at a glimpse of
added effect. If the spirit beats your DC, your spell occult knowledge at the risk of your sanity. You do this
activates as normal, but your opener’s added effect is by rolling 5d6 and consulting the “hand” table below to
instead applied to you. judge your results. The spirit does the same and keeps
its hand secret. The hands correlate to poker hands of
the same name, and use the same scoring hierarchy.
High Roller
Double or Nothing At 14th level, you’ve got a few tricks up your sleeve that
At 6th level, as a bonus action on your turn, you can increase you chances of winning big hands. Whenever
release a spirit bound to you and use its energy to give you use your Deal with the Devil feature, before you
your allies lucky breaks. Choose a number of creatures roll your hand, you can spend 1 ante point any number
within 60 ft. of you equal to the ante point cost of the of times to roll additional d6’s equal to the ante points
released spirit. For the next hour, whenever these spent and add them to your hand.
creatures roll two or more dice, if they roll doubles
you can treat those dice as if they rolled the maximum
result. You then regain half of the ante points (rounded Spirits
up) used to bind this spirit.
This section details the types of spirits that you can
Know When to Fold ‘Em bind to you using ante points. You can bind multiple
At 10th level, whenever you use your Deal with the spirits of the same type, as long as you pay the
Devil feature and you lose, you can spend 1 ante point necessary ante cost, and if you do so, their effects
to fold instead. In addition, whenever you fold, you can stack.
cast a cantrip as a bonus action.
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Agony Gluttony
Ante Point Cost: 2 Ante Point Cost: 1
In the presence of a spirit of Agony, foes’ wounds Spirits of Gluttony held an unending hunger for some
continue to bleed, and fires continue to burn. When aspect of life, be it knowledge, power, or something
agony is bound choose a damage type. When you deal else. When you are forced to make a saving throw
damage of your chosen type with a spell of 1st level or against a spell or magical effect that deals damage to
higher and roll a 1 on a damage dice you can reroll the you, that damage is reduced by 1. This reduction
die and must use the new roll, even if the new roll is a increases by 1 for each bound Gluttony Spirit.
1. When two or more Agony spirits are bound, this
increases to a 1 or 2 on a damage die and you must Greed
keep the new roll even if it is a 1 or 2.
Ante Point Cost: 2
Spirits of Greed were once being a that held a need to
Connection own everything, or everyone. When Greed is bound
Ante Point Cost: 1 you gain a bonus of +2 to Deception and Persuasion
Spirits of Connection are always willing to make checks. This bonus increases by 2 for each bound
sacrifices for those who bind them with good Greed spirit.
intentions. Whenever you heal an ally or you are
healed, restore an additional 1 hit point. This bonus Guilt
increases by 1 for each bound Connection Spirit.
Ante Point Cost: 1
Spirits of Guilt cause your enemies hesitation in acts
Desire that would wrong you. While Guilt is bound, when you
Ante Point Cost: 1 or an ally within 30 feet of you is the target of an
Spirits of Desire imprint your desires onto others and attack roll you can use your reaction to reduce the
enhance their own. As a reaction when a charmed attack roll by 1. This penalty increases by 1 for each
enemy creature makes a Wisdom saving throw, they bound Guilt Spirit. After you’ve used this feature on a
take a -1 penalty to the save. This penalty increases by creature, that creature’s attacks cannot be affected
1 for each bound Desire Spirit. Once an affected again for 1 minute.
creature succeeds on a Wisdom saving throw against
one of your spells, that creature is immune to this Hope
spirit’s effect for 24 hours.
Ante Point Cost: 2
Spirits of Hope come from those who strove to be a
Empathy beacon in dark times. While Hope is bound, you gain a
Ante Point Cost: 2 +2 bonus to your death saving throws and saving
Spirits of Empathy allow you to share your allies’ pain. throws against effects that would frighten you. This
While Empathy is bound, when an ally creature within bonus increases by 2 for each bound Hope spirit.
30 feet of you takes damage you can use your reaction
to reduce that damage by 2, taking the damage Justice
yourself instead. This reduction increases by 2 for
Ante Point Cost: 2
each bound Empathy Spirit.
Spirits of Justice were exemplars of law and order,
denouncing crime and lies. While Justice is bound, you
Envy gain +2 to your Insight and Investigation rolls. This
Ante Point Cost: 4 bonus increases by 2 for each bound Justice spirit.
Spirits of Envy take from others what they covet for
themselves – life. Whenever you deal damage with a Passion
spell of 1st level or higher, you can use your reaction to
Ante Point Cost: 3
regain 1d4 hit points. This healing increases by 1d4 hit
Spirits of Passion give those who bind them the power
points for each bound Envy Spirit.
to push themselves and others further in order to
accomplish a task. When this spirit is bound you gain 2
Fortune bonus dice. These dice are d4s. You may choose to roll
Ante Point Cost: 2 one of these dice and add the result to any attack roll,
The Spirit of Fortune is the embodiment of chance. ability check, or saving throw you make. The amount
When Fortune is bound you gain 2 charges. You can of bonus dice you have increases by 2 for each bound
use this charge to reroll any dice roll. You must take Passion spirit.
the new result. The amount of charges increases by 1
for each bound Fortune Spirit.
Sorrow
Ante Point Cost: 5
The failures of your enemies continue to haunt them
in the presence of a spirit of Sorrow. While Sorrow is
bound to you, enemies within 30 feet who fail a save
against one of your spells 1st level or higher are dealt
psychic damage equal to half your magi level (rounded
down). If you have two bound Sorrow spirits, this
damage increases to your full level in this class.
Targets cannot be affected by this damage more than
once per turn.
Terror
Ante Point Cost: 2
Spirits of Terror bring nightmares to life. While Terror
is bound, you gain +2 to your Intimidation checks and
your DC for spells or effects that would frighten
targets increases by 2. This bonus increases by 2 for
each bound Terror spirit.
Trust
Ante Point Cost: 1
The bonds of Trust make for a foundation of power.
While Trust is bound, the range with which you can
take the Help action is increased by 10 feet. This
increases by 10 feet for each bound Trust spirit.
Vengeance
Ante Point Cost: 5
Spirits of Vengeance are those who fell in life with
vengeance in their hearts yet unfulfilled. While
Vengeance is bound, whenever you are dealt damage
from a source within 30 feet of you, you may use your
The Zealot
Proficiency Cantrips Prayers
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 — 2 — — — — — — — —
2nd +2 Holy Prayer (x1) 3 2 3 — — — — — — — —
3rd +2 — 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — — — — — —
5th +3 — 4 2 4 3 2 — — — — — —
6th +3 Holy Prayer (x2), Divine Domain feature 4 3 4 3 3 — — — — — —
7th +3 — 4 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 3 4 3 3 2 — — — — —
9th +4 — 4 3 4 3 3 3 1 — — — —
10th +4 Divine Intervention, Divine Domain 5 3 4 3 3 3 2 — — — —
feature
11th +4 — 5 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1 — — —
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Divine Domain Feature 5 4 4 3 3 3 2 1 1 — —
15th +5 — 5 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 4 3 3 3 2 1 1 1 1
18th +6 Holy Prayer (x3) 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Upgrade 5 5 4 3 3 3 3 2 2 1 1
None
Class Features Tools:
Saving Throws: Strength, Wisdom
As a Zealot, you gain the following class features Choose two from History, Insight, Medicine,
Skills:
Hit Points
Perception, Persuasion, and Religion
Hit Dice: 1d8 per Zealot level Equipment
Hit Points at 1st Level:8 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d8 (or 5) per zealot level the equipment granted by your background:
after 1st, adding your Constitution modifier on every (a) crude padded vest or (b) duster
even level. (a) a quarterstaff or (b) a mace
Proficiencies (a) a derringer with 10 rounds or (b) a shield
Armor: Light armor, medium armor, shields (a) a priest’s pack or (b) an explorer’s pack
Weapons: Cudgels, daggers, darts, derringers, machete
PART 3 | Classes Table of Contents 65
Spellcasting Holy Prayer
As a believer in righteous energies, you are able to cast At 2nd level, you gain the ability to channel divine
spells that embody the divine powers of the entities energy directly from your deity, using that energy to
you worship fuel magical effects. You start with prayer of your
choice and another determined by your domain. You
Preparing and Casting Spells also learn Prayers as you gain levels in this class,
The Zealot table shows how many Spell Slots you determined by the Prayers Known column of the
have to cast your Spells of 1st Level and higher. To cast Zealot class table. The list of Holy Prayers is shown at
one of these Spells, you must expend a slot of the the end of the class section.
spell’s level or higher. You regain all expended Spell When you use a Holy Prayer, you choose which
Slots when you finish a Long Rest. effect to create. You must then finish a short or long
You prepare the list of Zealot spells that are available rest to use a Holy Prayer again.
for you to cast. To do so, choose a number of spells Some Holy Prayer effects require saving throws.
from one of the “Divine” or “Occult” spell lists (your When you use such an effect from this class, the DC
choice) equal to your Wisdom modifier + your Zealot equals your zealot spell save DC.
level (minimum of one spell). The Spells must be of a Beginning at 6th level, you can use your Holy Prayer
level for which you have Spell Slots. twice between rests, and beginning at 18th level, you
For example, if you’re a 3rd-level Zealot, you have can use it three times between rests. When you finish
four 1st-level and two 2nd-level Spell Slots. With a a short or long rest, you regain your expended uses.
Wisdom of 16, your list of prepared Spells can include
six Spells of 1st or 2nd Level, in any combination, Ability Score Improvement
chosen from your chosen spell list. If you prepare the
1st-level spell burning hands, you can cast it using a At 4th, 8th, 12th, 16th, and 19th levels, you can choose
1st-level or a 2nd-level slot. Casting the spell doesn’t one ability score to increase by 2, two scores to
remove it from your list of prepared Spells. increase by 1, or choose a feat.
You can change your list of prepared Spells when
you finish a Long Rest. Preparing a new list of Zealot Divine Intervention
spells requires time spent in meditation: at least 1 Beginning at 10th level, you can call on your deity to
minute per spell level for each spell on your list intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your
Spellcasting Ability action. Describe the assistance you seek, and roll
Wisdom is your Spellcasting ability for your Zealot percentile dice. If you roll a number equal to or lower
spells, since your magic draws upon your devotion and than your zealot level, your deity intervenes. The DM
attunement to nature. You use your Wisdom whenever chooses the nature of the intervention; the effect of
a spell refers to your spellcasting ability. In addition, any zealot spell or zealot domain spell would be
you use your Wisdom modifier when setting the saving appropriate. If your deity intervenes, you can’t use this
throw DC for a Zealot spell you cast and when making feature again for 7 days. Otherwise, you can use it
an attack roll with one. again after you finish a long rest.
At 20th level, your call for intervention succeeds
Spell save DC = 8 + your Proficiency Bonus + your
automatically, with no roll required.
Wisdom modifier
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Domain Spells Saint of Forge and Fire
You gain domain spells at the listed zealot levels in the At 14th level, your blessed affinity with fire and metal
Forge Domain Spells table. You always have these becomes more powerful:
prepared, and they doesn’t count against the number
of spells you can prepare each day You gain immunity to fire damage.
While wearing heavy armor, you have resistance to
Forge Domain Spells bludgeoning, piercing, and slashing damage from
Zealot Level Spells nonmagical attacks.
1st catapult, identify
3rd heat metal, magic weapon
5th elemental weapon, tiny servant
Grave Domain
7th fabricate, stone shape Gods of the grave watch over the line between life and
9th animate objects, creation death. To these deities, death and the afterlife are a
foundational part of the universe. However, because
Bonus Proficiencies belief in a conventional afterlife is rare in the Forsaken
When you choose this domain at 1st level, you gain Frontier, these deities are few and far between. Deities
proficiency with heavy armor, tinker’s tools and of the grave include the Toll Collector, Somona, Uyaga,
smith’s tools. and Noh-Tante.
Followers of these deities seek to put wandering
Blessing of the Forge spirits to rest, destroy the undead, and ease the
At 1st level, you gain the ability to imbue magic into a suffering of the dying. Their magic also allows them to
weapon or armor. At the end of a long rest, you can stave off death for a time, particularly for a person
touch one nonmagical object that is a suit of armor, a who still has some great work to accomplish in the
shield, or a simple or martial weapon. Until the end of world. This is a delay of death, not a denial of it, for
your next long rest or until you die, the object death will eventually get its due.
becomes a magic item, granting a +1 bonus to AC (if it
is a suit of armor or a shield) or a +1 bonus to attack Domain Spells
and damage rolls (if it is a weapon). You gain domain spells at the listed zealot levels in the
Once you use this feature, you can’t use it again until Grave Domain Spells table. You always have these
you finish a long rest. prepared, and they doesn’t count against the number
of spells you can prepare each day
Forge Prayers
Grave Domain Spells
At 2nd level, you learn a Holy Prayer from among the
following options, which are detailed in the Holy Zealot Level Spells
Prayers section. 1st bane, false life
3rd gentle repose, ray of enfeeblement
Artisan’s Blessing. 5th revivify, vampiric touch
Diligent Requital. 7th blight, death ward
Frenzied Assault. 9th antilife shell, raise dead
Radiance of the Dawn.
Circle of Mortality
Soul of the Forge At 1st level, you gain the ability to manipulate the line
between life and death. When you would normally roll
At 6th level, your mastery of the forge grants you
one or more dice to restore hit points with a spell to a
special abilities:
creature at 0 hit points, you instead use the highest
You gain resistance to fire damage. number possible for each die.
While wearing heavy armor, you gain a +1 bonus to In addition, you learn the spare the dying cantrip,
AC. which doesn’t count against the number of zealot
cantrips you know. For you, it has a range of 30 feet,
Blessed Strikes and you can cast it as a bonus action.
At 10th level, you are blessed with divine might in
battle. When a creature takes damage from one of
Eyes of the Grave
your cantrips or weapon attacks, you can also deal 1d8 At 1st level, you gain the ability to occasionally sense
fire damage to that creature. Once you deal this the presence of the undead. As an action, you can
damage, you can’t use this feature again until the start open your awareness to magically detect undead. Until
of your next turn. the end of your next turn, you know the location of
any undead within 60 feet of you that isn’t behind total
cover and that isn’t protected from divination magic.
Voice of Authority
Starting at 1st level, you can invoke the power of law to
drive an ally to attack. If you cast a spell with a spell
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PART 3 | Classes Table of Contents
30 feet of you attacks a creature other than you. Cloak of Shadows.
Invoke Duplicity.
Potent Spellcasting Noxious Offering.
Starting at 10th level, you can add your Wisdom Read Thoughts.
modifier to the damage roll of any zealot spell you
cast. Once you use this feature, you can’t do so again
until the start of your next turn. Disciple of Deceit
At 6th level, your shadowy misdeeds gain a divine
Corona of Light benediction. When you make a Stealth check to hide
At 14th level, you can use your action to activate an or a Deception check to lie, you gain a bonus to the
aura of sunlight that lasts for 1 minute or until you check equal to your Wisdom modifier (minimum of +1).
dismiss it using another action. You emit bright light in
a 60-foot radius and dim light 30 feet beyond that. Blessed Strikes
Your enemies in the bright light have disadvantage on Starting at 10th level, you gain the ability to infuse
saving throws against any spell that deals fire or your strikes with divine energy. Once per turn when
radiant damage. you hit a creature with an attack, you can cause the
attack to deal an extra 1d8 necrotic or poison damage
Trickery Domain (your choice each time you deal this damage).
Balm of Repose
War God’s Magic Divine Domains: Grave, Life
Starting at 6th level, divine magic fuels your attacks. As an action, you can move up to your speed,
When you cast a zealot cantrip using your action, you without provoking opportunity attacks, and when you
can make one weapon attack as a bonus action. move within 5 feet of any other creature during this
action, you can restore a number of hit points to that
Empowered Attack
creature equal to 2d6 + your Wisdom modifier
Starting at 10th level, you learn to channel your divine (minimum of 1). A creature can receive this healing
power into a frenzy of weapon strikes. Once on each only once whenever you take this action.
of your turns when you take the Attack action, you can
make an additional weapon attack as part of the same Battle Hymn
action. If you hit with this additional attack, you can
cause all of the attack’s damage to become radiant Divine Domains: Law, War
damage. As a bonus action, you touch your holy symbol and
choose one willing creature you can see within 30 feet
Avatar of Battle of you, other than yourself. Once before the end of the
At 14th level, you gain resistance to bludgeoning, creature’s next turn when it takes the Attack action, it
piercing, and slashing damage. can make one additional weapon attack as part of that
action.
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Twilight Sanctuary
Divine Domains: Light
As an action, you present your holy symbol, and a
sphere of twilight emanates from you. The sphere is
centered on you, has a 30-foot radius, and is filled
with dim light. The sphere moves with you, and it lasts
for 1 minute or until you are incapacitated or die.
When the sphere appears and as an action on each
of your subsequent turns while it lasts, you can grant
the following benefits to any number of creatures of
your choice (including you) within the sphere’s area:
The creature gains temporary hit points equal to 1d6
+ your zealot level. You end one effect on the creature
causing it to be charmed or frightened.
Violent Blessing
Divine Domains: War
You can bestow your deity’s blessing upon an ally to
guide its strikes. When an ally within 30 feet of you
makes an attack roll, you can use your reaction to
grant that ally 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.
A
character background represents a focus for Equipment
your character, which may be a result of Manacles
your occupation, upbringing, or training. Oil flask
You select a backgrounds at 1st level, Thieves’ Tools
gaining special benefits that reflect major Traveler’s Clothes
aspects of that background, as well as starting
equipment.
Wallet with $12
Hunter’s Reputation
Artisan At 1st level, law enforcement in settlements that you
You began mopping floors and scrubbing counters in find yourself in are generally agreeable towards you
an artisan’s workshop for a few dollars per day as soon and have advantage on Persuasion checks made to
as you were strong enough to carry a bucket. When alter the price of a bounty. Conversely, your reputation
you were finally old enough to apprentice, you learned proceeds you amongst more undesirable crowds, and
to create basic crafts of your own, as well as how to criminals and those involved with the criminal
sweet-talk the occasional demanding customer. underworld may be less keen to offer you information.
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PART 4 | Backgrounds Table of Contents
spend one use of a healer’s kit to tend to a creature money at all is a little money. Whether you’re a good
and restore 1d6 + 4 hit points to it, plus additional hit gambler or a bad one rarely matters, because no one
points equal to the creature’s maximum number of Hit can divine the whims of Lady Luck. Sometimes you’re
Dice. The creature can’t regain hit points from this feat up, sometimes you’re down. But the thing about
again until it finishes a short or long rest. gambling is that someone is always willing to take a
bet.
Second Opinion
At 1st level, you have become accustomed not only to Skill Proficiencies
combat, but to coordinating with other healers. Deception, Insight
Whenever an ally within 20ft of you uses a healing Tool Proficiencies
ability, spell, or item, you can use your reaction to
One gaming set of your choice
increase the amount healed to a single target by an
amount equal to your proficiency bonus. Your ally Equipment
must be able to see or hear you. Fine Clothes
Entertainer
Gaming set (same as above)
Lucky charm
You spent much of your youth following roving fairs Wallet with $12
and carnivals, performing odd jobs for musicians and
acrobats in exchange for lessons. You may have Lucky
learned how to walk a tightrope, how to double pick a At 1st level, you have 3 luck points. Whenever you
lute, or how to recite poetry with flair. To this day, you make an attack roll, an ability check, or a saving throw,
thrive on applause and long for the stage. you can spend one luck point to roll an additional d20.
You can choose to spend one of your luck points after
Skill Proficiencies you roll the die, but before the outcome is determined.
Acrobatics, Performance You choose which of the d20s is used for the attack
roll, ability check, or saving throw.
Tool Proficiencies You can also spend one luck point when an attack
Musical Instrument of your choice roll is made against you. Roll a d20 and then choose
whether the attack uses the attacker’s roll or yours. If
Equipment
Costume (2) more than one creature spends a luck point to
Traveler’s Clothes influence the outcome of a roll, the points cancel each
Musical Instrument (same as above) other out; no additional dice are rolled.
Perfume Steel You regain your expended luck points when you
finish a long rest.
Mirror
Wallet with $7 Where’s the Action?
Inspiring Song At 1st level, if there is gambling activity going on, you
seldom have much problem finding it. As an
At 1st level, as you finish a Short Rest or a Long Rest,
experienced gambler, you typically know who to ask
you can play a song on a Musical Instrument with
and where to look to locate others who are interested
which you have proficiency and give a 1d6 Inspiration in playing games of chance, or you at least know how
die to allies who hear the song. The number of allies
to get a game started to attract others.
you can affect in this way equals your Proficiency
Once you locate these other gamblers, you’re usually
Bonus.
able to secure a place at the table, though you may
have to demonstrate that you know what you’re talking
Popular Demand
about and have currency to wager…and sometimes
At 1st level, you can always find a place to perform, only the latter.
usually in an inn or saloon but possibly with a circu or
a theater. At such a place, you receive free lodging and Hermit
food of a modest or comfortable standard (depending
You spent your early years secluded in a hut located
on the quality of the establishment), as long as you
well beyond the outskirts of the nearest settlement. In
perform each night. In addition, your performance
those days, your only companions were the creatures
makes you something of a local figure. When strangers
of the land, who would occasionally visit to offer
recognize you in a town where you have performed,
friendship. The quiet and solitude you found in your
they typically take a liking to you.
time outside society allowed you to spend many hours
pondering the mysteries of creation, attuning your
Gambler mind to the magical energy flowing through the
All you need to make a lot of money is a little money. natural world.
Except at those times when all you need to have no
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PART 4 | Backgrounds Table of Contents
appreciation for nature’s bounty alongside a healthy Because you’re calling in a favor, you can’t be certain of
respect for nature’s wrath. a schedule or route that will meet your every need.
Your DM will determine how long it takes to get where
Skill Proficiencies you need to go. In return for your free passage, you
Animal Handling, Nature and your companions are expected to assist the crew
Tool Proficiencies during the voyage.
Carpenter’s Tools Tavern Brawler
Equipment At 1st level, accustomed to the rough-and-tumble
Carpenter’s Tools fighting using whatever weapons happen to be at
Common Clothes hand, you gain the following benefits:
Iron Pot Increase your Strength or Consititution score by 1,
Sickle to a maximum of 20.
Wallet with $7 You are proficient with improvised weapons.
Rustic Hospitatlity Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or
At 1st level, since you come from the ranks of the
an improvised weapon on your turn, you can use a
common folk, you fit in among them with ease. You
can find a place to hide, rest, or recuperate among bonus action to attempt to grapple the target.
other commoners, ranch/farm hands or any similar
group unless you have shown yourself to be a danger
Scholar
to them. They will shield you from the law or anyone You spent your formative years traveling between
else searching for you, though they will not risk their manors and monasteries, performing various odd jobs
lives for you. and services inexchange for access to their libraries.
You wiled away many a long evening with your nose
Tough buried in books and scrolls, learning the lore of the
At 1st level, your hit point maximum increases by 2. world— even the rudiments of magic—and your mind
Whenever you gain a level thereafter, your hit point only yearns for more.
maximum increases by an additional 2 hit points.
Skill Proficiencies
Sailor Arcana, History
Thus far, you’ve spent most of your days living the life Language Proficiencies
of a seafarer, wind at your back and decks swaying
Two of your choice
beneath your feet, as you sailed toward your next
adventure. You’ve perched on barstools in more ports Equipment
of call than you can remember, faced down mighty Book (History)
storms, and swapped stories with the seafaring folk Parchment (10 sheets)
from riverboat captains to galleon crews. Quarterstaff
Skill Proficiencies Robe
Mechanics, Perception Wallet with $7
Tool Proficiencies Arcane Apprentice
At 1st level, you have learned the basics of arcane
Navigator’s Tools
magical traditions. You gain the following benefits:
Equipment
Dagger Two Cantrips. You learn two cantrips of your choice
Fishing Tackle from the “Arcane” Spell list.
Navigator’s Tools 1st-Level Spell. Choose one 1st-level Spell from the
Silk Rope “Arcane” Spell list. You always have that Spell
Traveler’s Clothes prepared. You can cast it once without a Spell Slot,
Wallet with $7 and you regain the ability to cast it in that way
when you finish a Long Rest. You can also cast the
Ship’s Passage Spell using any Spell Slots you have.
At 1st level, when you need to, you can secure free Intelligence, Wisdom,or Charisma is your
passage on a sailing ship for yourself and your spellcasting ability for these Spells (your choice).
adventuring companions. You might sail on the ship
you served on, or another ship you have good relations
with (perhaps one captained by a former crewmate).
Tool Proficiencies
Cook’s utensils
Equipment
Cook’s utensils
Mess Kit
Traveler’s Clothes
Wallet with $7
Reactions
With the addition of firearms, there is a much larger
focus on ranged combat in the Forsaken Frontier.
However, this does not change the fact that
opportunity attacks can only be made with melee
weapons. To combat this, the following features are
available to gun-toting adventurers.
worth can be incredibly difficult. Outside of common favors agile adventurers since it offers some
magical items like the occasional potion or scroll, protection without sacrificing mobility. If you wear
light armor, you add your Dexterity modifier to the
most markets are not going to have a seller capable base number from your armor type to determine your
or willing to take on such an item. Armor Class.
Gems & Jewelry: These items retain their full value Leather Pads. The breastplate and shoulder
in a market, and you can either exchange them for protectors of this armor are made of thin leather that
dollars or use them as currency for other has been stiffened by being boiled in oil.
transactions. For exceptionally valuable treasure, Duster. A thick coat lined with tough leather meant
you may need to hunt for a buyer/appraiser in a to keep trail dust and debris at bay while also offering
larger community that can pay the item’s worth. decent protection.
Padded Duster. This duster is reinforced with thick
padding meant to soften blows.
Armor Medium Armor
The Armor table shows the cost, weight, and other
properties of the common types of armor worn in the Medium armor offers more protection than light
5 Corners. armor, but it also impairs movement more. If you wear
Armor Proficiency. Anyone can put on a suit of armor medium armor, you add your Dexterity modifier, to a
or strap a shield to an arm. Only those proficient in the maximum of +2, to the base number from your armor
armor’s use know how to wear it effectively, however. type to determine your Armor Class.
Your class gives you proficiency with certain types of Hide. This crude armor consists of thick furs and
armor. If you wear armor that you lack proficiency pelts. It is commonly worn by wilderness tribes,
with, you have disadvantage on any ability check, hermits, and other folk who lack access to the tools
saving throw, or attack roll that involves Strength or and materials needed to create better armor.
Dexterity, and you can’t cast spells. Crude Padded Vest. A thick, unwieldy vest that
Armor Class (AC). Armor protects its wearer from covers the entire torso haphazardly with multiple
attacks. The armor (and shield) you wear determines layers of fabric padding and is paired with denim pants
your base Armor Class. Without armor, your AC is 8 + or leather chaps.
your Dexterity modifier. Padded Vest. A slimmer vest that uses silk to stay
Heavy Armor. Heavier armor interferes with the lighter while still offering ample protection.
wearer’s ability to move quickly, stealthily, and freely. If
the Armor table shows “Str 13” or “Str 15” in the
Strength column for an armor type, the armor reduces
Armor
Armor Cost Armor Clas (AC) Strength Stealth Weight
Light Armor
Leather Pads $2.00 10 + Dex modifier - - 4 lb.
Duster $5.00 11 + Dex modifier - - 8 lb.
Padded Duster $12.00 12 + Dex modifier - - 12 lb.
Medium Armor
Hide $7.00 12 + Dex modifier (Max 2) - - 10 lb.
Crude Padded Vest $15.00 13 + Dex modifier (Max 2) - Disadvantage 20 lb.
Padded Vest $50.00 14 + Dex modifier (Max 2) - - 18 lb.
Heavy Armor
Splint $40.00 16 Str 13 Disadvantage 40 lb.
Ballistic Mail $250.00 18 Str 15 Disadvantage 55 lb.
Shields
Wooden Shield $2.00 +1 (can be equipped as a bonus action) - - 3 lb.
Metal Shield $5.00 +2 - - 6 lb.
Concealed
Weapon Proficiency Items with this property are often very small and
Your race, class, and feats can grant you proficiency easily hidden on your person. Items with the
with certain weapons or categories of weapons. The Concealed property can be hidden on your person
four categories are simple, martial, firearms and over the course of a minute. If done so, it takes a DC 15
explosives. Perception check to notice the item. Alternatively, you
Proficiency with a weapon allows you to add your can make a Sleight of Hand check to hide it on your
proficiency bonus to the attack roll for any attack you person, taking the number rolled as the Perception
make with that weapon. If you make an attack roll check DC necessary to notice the item.
using a weapon with which you lack proficiency, you
do not add your proficiency bonus to the attack roll.
Lamp
A lamp casts bright light in a 15-foot radius and dim
light for an additional 30 feet. Once lit, it burns for 6
hours on a flask (1 pint) of oil.
Lantern, Bullseye
A bullseye lantern casts bright light in a 60-foot cone
and dim light for an additional 60 feet. Once lit, it
burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded
A hooded lantern casts bright light in a 30-foot radius
and dim light for an additional 30 feet. Once lit, it
burns for 6 hours on a flask (1 pint) of oil. As an action,
you can lower the hood, reducing the light to dim light
in a 5-foot radius.
Lock
A key is provided with the lock. Without the key, a
creature proficient with thieves’ tools can pick this
lock with a successful DC 15 Dexterity check. Your DM
may decide that better locks are available for higher
prices.
Magnifying Glass
This lens allows a closer look at small objects. It is also
useful as a substitute for flint and steel when starting
fires. Lighting a fire with a magnifying glass requires
light as bright as sunlight to focus, tinder to ignite,
Poison, Basic
You can use the poison in this vial to coat one slashing Tools
or piercing weapon or up to three pieces of Item Cost Weight
ammunition. Applying the poison takes an action. A Artisan’s Tools
creature hit by the poisoned weapon or ammunition Brewer’s supplies $15.00 9 lb.
must make a DC 10 Constitution saving throw or take Calligrapher’s supplies $7.50 5 lb.
1d4 poison damage. Once applied, the poison retains Carpenter’s tools $5.00 6 lb.
potency for 1 minute before drying. Cartographer’s tools $10.00 6 lb.
Rope Cobbler’s tools $5.00 5 lb.
Cook’s utensils $1.00 8 lb.
Rope has 2 hit points and can be burst with a DC 17
Glassblower’s tools $20.00 5 lb.
Strength check.
Jeweler’s tools $18 gp 2 lb.
Salt Paper Leatherworker’s tools $5.00 5 lb.
This waxy brown paper is made of corn husks that are Mason’s tools $7.50 8 lb.
lined with coarse salt. These sheets are used to Painter’s supplies $7.50 5 lb.
preserve meats while on the trail and can considerably Potter’s tools $7.50 3 lb.
extend the shelf life of raw and cooked meats. If Smith’s tools $15.00 8 lb.
wrapped in salt paper, raw meat can last 2 days Tinker’s tools $30.00 10 lb.
without spoiling and cooked meat can last for 7 days. Weaver’s tools $1.00 5 lb.
(see Food & Water rules on page 101 for more details.) Woodcarver’s tools $1.00 5 lb.
Tinderbox
This small container holds flint, fire steel, and tinder
(usually dry cloth soaked in light oil) used to kindle a
Gaming Set
This item encompasses a wide range of game pieces,
including dice and decks of cards. A few common
examples appear on the Tools table, but other kinds of
gaming sets exist. If you are proficient with a gaming
set, you can add your proficiency bonus to ability
Long Rest
A long rest is a period of extended downtime, at least 8
hours long, during which a character sleeps for at least
6 hours and performs no more than 2 hours of light
activity, such as reading, talking, eating, or standing
watch. If the rest is interrupted by a period of
strenuous activity - at least 1 hour of walking, fighting,
casting spells, or similar adventuring activity - you
must begin the rest again to gain any benefit.
At the end of a long rest, you regain half of your hit
point maximum (rounded up) and half of your
maximum Hit Dice. You can immediately spend any
number of Hit Dice to recover more hit points or
remove wounds as well. If you are a spellcaster, you
regain half of your total spell slots.
You can’t benefit from more than one long rest in a
24-hour period, and you must have at least 1 hit point
at the start of the rest to gain its benefits.
Full Rest
A full rest is a period of downtime, at least 24 hours
long, during which you sleep at least 6 hours, and
perform light activity or nonstrenuous labor for up to
2 hours. A full rest cannot be attempted while in the
wilderness, while sleeping on dirt or stone, or while
wearing Heavy armor. You must be in a safe location
where you do not feel the need to keep watch or
constantly be on guard.
At the end of a full rest, you recover all lost hit
points and regain all spent Hit Dice, as well as all spell
slots if applicable. A full rest also counts towards
recovery for any serious Injuries. You must have at
least 1 hit point at the start of the rest to gain its
benefits.
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PART 6 | The 5 Corners Table of Contents
Notable Locations Necahual Distilleries
Located near the Balam oasis, the famous Necahual
Alom Distilleries is the birthplace of Arroyas’ signature
Situated in the northearstern section of the Barren Coyopa, a liquor distilled from the juices of the Yaotl
Heart, Alom is the site of an unfinished leyline track chili plant that naturally grows across Arroyas. A family
that was abandoned by the Rucho at the end of the business that spans 3 generations, the distillery is
Deep Sand War. Jumping at the opportunity gain currently run by Hual-Atta Necahual, grandson of
access to the leyline, the Nashua Republic immediately Cahu-Lor Necahual, the original founder.
sent teams to continue to build the track in hopes of Hual-Atta is a very ambitious man and is aggressive
harnessing the leyline’s power. For nearly a century in protecting his businesses’ dominance over the
since, the site has been racked with setbacks, from Coyopa industry, having been known to pay
equipmet malfunctions, to sandstorms, to infighting handsomely for outside help to find new potential
amongst the workers, and to this day the track still lies recipes/innovations or even sabotage potential
incomplete. competitors.
After months of recent positive progress however,
the site has not responded to communications in Zyanya
months, and the teams sent to investigate haven’t been For many seafaring travelers, Zyanya is their first point
seen since. Not willing to risk any more of their own of contact with the rest of Arroyas. Located south of
people or resources, the Nashua Republic is offering a the Meztli oasis along the coastline of the Donoma
reportedly high reward for any group that can learn Sea, Zyanya is the largest port in Arroyas, acting as a
what happened here, bringing adventurers to the hub of international trade and tourism, offering
desert in droves. beautiful sandy beaches to all comers.
However, sea and sunshine aren’t the only things
Cakuhla you have to look out for in Zyanya, as its shining
Set high in the Hozanek Mountains, Cakuhla is one of exterior hides a dark underbelly. It’s an open secret
the larger cities in Arroyas, and offers a place of that Zyanya acts as the home base for the infamous
respite for many travelers from Bandera, Bullseye, and Zeltzin gang, a group of murderers, thieves and
the southern Arroyan cities looking to circumvent the racketeers that have rooted themselves in the city via
Barren Heart. Due to the temperate weather of the well-placed bribes and political appointments. While
Hozaneks, Cakuhla and the surrounding settlements plenty of lucrative bounties exist for various members,
are the center of Arroyas’ agriculture industry, including the illustrious leader, Kawi-Zin Zeltsin, you
providing large amounts of food and livestock for the can’t always know which lawmen want to bring the
rest of the nation. gang down and which ones are in the gang’s pocket.
Because of this, it is a hotbed for power struggles
between big time ranchers and business tycoons from Tepin
across the 5 Corners, and everyone from cowboys to The ghost town of Tepin bears a similar story to many
bounty hunters can find plenty of work by other squatter towns in the Barren Heart. Foreigners
participating in these feuds. traveled into the desert hoping for free land and
quickly found the sands to be much more than they
Nashua
bargained for. However, unlike the many collections of
As the capital of Arroyas, Nashua naturally receives hollow buldings that dot the landscape across the
plenty of traffic from a wide variety of travelers from
area, Tepin bears a strange difference: it doesn’t
across the 5 Corners. Whether they’re delegates from
appear that the dead residents have left the town.
foreign political entities coming to curry favor, According to rumors, the town is still inhabited by
scholars seeking to learn more about Espantro from
the ghosts of its former founders, with competing
the city’s prominent schools, or tourists coming to accounts existing of how hostile or hospitable these
enjoy the city’s famously lavish bathhouses sourced spirits are. The reason for this phenomenon is hotly
from the nearby Yantho oasis, the streets of Nashua
debated, and to this day no croncrete evidence has
are packed with all manner of visitors. come forth that this rumor is even true. However, new
stories roll in by the day from spooked travelers
claiming that Tepin is far from abandoned.
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PART 6 | The 5 Corners Table of Contents
Notable Locations
Coppergorge
Located just south of the Painted Range, Coppergorge
acts as the last bastion of urban civilization before one
makes their way fully into the Hellcrag Badlands. As
the political and economic cornerstone of the region,
Coppergorge sees much more traffic than anywhere
else in the Badlands, being one of the only places in
the region with railroad access back to the other main
areas of Bandera. Saint Rollis
True to its name, the city is a major hub for the Nestled in the wetlands of the Clearvale Peninsula,
mining industry, utilizing the natural abundance of Saint Rollis is a rowdy city, full of music and culture.
coal, iron, copper, and silver, though this industrial The more tropical climate lends itself to the growth of
nature has also attracted many arcanists to the area. more exotic crops like sugarcane and citrus fruits and
Because of this influx, Coppergorge’s primary the humidity is key in the production of the region’s
governor, Curtis McKnight, has set out to make signature Guarna liquor, a sweeter spirit that’s aged
Coppergorge the magical capital of Bandera, and has with sugarcane and molasses.
invested a large amount of resources in tracking down Because of these natural exotic goods and the
and harnessing any leylines in the area. people’s demil-may-care attitude, Saint Rollis is
generally viewed as a party city, nothing more than a
Longhowl Island
den of gamblers and alcoholics trying to extend their
This island base, set just off the southeastern coast of hedonistic tirades for as long as possible. However, the
the Clearvale Peninsula, is the primary training city also shows its worth to the rest of the nation by
location for the entire Banderan military. Recruits
acting as the main production capital for firearms and
come here from all across the country to be trained in boats in Bandera, supplying much of the military
all manner of warfare, and the base doubles as a highly supplies for Longhowl Island and other surrounding
defensible tactical location, protecting mainland bases.
Bandera from any interlopers traveling via the Donoma
Sea. Vasthollow
The island is named as such due to the werewolf Situated south of Bearbend Lake, Vasthollow is a
tribe that once inhabitated it. When the Rucho first sprawling frontier city that does its best to blend
made landfall in 1065, they battled against this tribe for modern urban sensibilities with a more rural lifestyle.
a full year before taking control of the island, a While it may not offer the numerous technological
relatively short and bloody war that wiped out entire innovations of a place like New Cashus or the wild city
Rucho ships. The Rucho mark this war by calling the life of Saint Rollis, many flock here to Vasthollow to
special forces of the Banderan military Barron’s escape the hustle and bustle of city life and find a
Fangbearers, named for General Lewis Barron, the man quieter way of living out on the plains.
that killed the tribe’s terrifying alpha, Osric. While not as rough and tumble as a true frontier
town, Vasthollow still requires its residents to contend
New Cashus with nature and other dangers. The city’s proximity to
Sprawling out into the Blacktrail Sea, the shining
the Cavallo border makes skirmishes with encroaching
Banderan capital of New Cashus is a beacon of urban Beastborn relatively common, and natural predators
progress, signifying hope and prosperity to many of such as bears, wolves, mountain lions and more are
the Rucho, and representing the abhorrent death of a
prevalent throughout the area. However, this presents
naturalistic way of life to others. The streets here are something of an advantage for Vasthollow as well, with
flooded with people from all walks of life, living in the this large animal population allowing the city to
relative comfort of organized society.
provide some of the best horse stables and fur trading
That is not to say that New Cashus is a utopia; markets in all of Bandera.
indeed, to some it is the exact opposite. Ambition and
greed run rampant as railroad and telegraph
companies vie for dominance, looking to expand ever
outward into the frontier. Street gangs masquerading
as “community wellness groups” fight over turf and
political power. Poorer districts are sectioned away
while the rich get even richer. For the outsider without
a clue, New Cashus can be just as barbaric as the
Frontier that it is so eager to control.
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PART 6 | The 5 Corners Table of Contents
Notable Locations The Shining Run
Acting as the object of every prospector’s fantasy, it is
Crooked Port said that this legendary valley within the Talroc
This verdant northeastern island sits between Mountains is the site of a strange leyline that causes
mainland Cavallo and Riado Mesa. Despite the island’s the clouds to literally rain gold. Countless adventurers
beauty and abundance of natural resources, it is have swarmed this area in search of their fortunes, and
relatively deserted, with many of the residents of the there are plenty of bogus claims of someone making
surrounding area outright avoiding it. However, there off with as much gold as they can carry from the
sits a single civilized complex in the middle of the valley, but to this day, no one has presented provable
island that stretches out to the northern and southern evidence of anyone actually witnessing the valley’s
ports, allowing for trade and travel for those willing to rumored “money storms.”
make the trip. Regardless of the truth of these claims, the valley is
This complex is home to the secret society known as nonetheless a hotbed of activity, most of which is
the Ivory Visitors. Their origins and aims are a incredibly dangerous for those who are caught ill-
mystery, and their identities are hidden behind solid prepared. Between the rampant native monster
ivory masks and homegenized clothing that hides both population and the traveling prospectors looking to
the wearer’s face and bodily silhouette. They are stamp out any competition, anyone looking to find
coridal enough with visitng traders, though no one their fortune in the Shining Run will undoubtedly have
outside of the Visitors are allowed past the docks, and to pay their fair share in blood.
those who have attempted to break this rule are never
seen nor heard from again. Wadirville
Located on the southwestern edge of Flat Top Lake
Hangman’s Grotto near the Banderan border, Wadirville is the largest
Located in the swamps of the eastern facing Goswell survivng example of civilization in Cavallo and the
Tributary in the Fingers, Hangman’s Grotto is known closest thing the land has to a capital. While there is
for being a hotbed of occult magic, and rumors hold more comfort and safety here compared to the open
that it may exist on top of a leyline corrupted by wilderness, Wadirville is still quite a rough town,
demonic influence. This marsh houses hanged bodies boasting the same level of lawlessness that is present
of various humanoids that have somehow been across Cavallo.
preserved despite the rot that permeates throughout Murder and robbery is a rather common occurrence
the surrounding landscape. in Wadirville, and despite the occasional visit from
How these individuals were killed and how they are marshals and bounty hunters looking for runaway
preserved is a mystery, however, there are records of outlaws, the justice that is doled out here is not always
individuals dying in other areas across the 5 Corners, fair and impartial. Money talks loudly in Wadirville,
only for their bodies to somehow wind up in the and there aren’t many that have more money here
Grotto. This occult energy has attracted cultists and than Clyde McKenzie, the Rucho owner of the Brass
sinister characters of all kinds, making the area highly Antler saloon, who acts as a de facto boss of the town.
dangerous, though there are many explorers and While there are many who go about their own
researchers willing to brave these dangers to learn business here, as well as many who work to overthrow
more about the Grotto’s secrets. McKenzie’s position of power, no one can deny that in
Wadirville, whatever Clyde says, goes.
Lowstead
This small settlement is nestled in between the
Dancing River and Brightcord Lake near the northern
edge of Cavallo. Lowstead is known around the
surrounding area as nice enough spot and it acts as a
good respite for travelers making the trek across the
plains.
However, Lowstead is also famous for the ancient
Suhnan standing stones that it houses. These stones
predate all known histories, and even modern Suhnan
do not recognize them. No one except the people of
Lowstead know what exactly they are or what they do,
but the town’s inhabitants inform all travelers that
unauthorized meddling with the stones is punishable
by death, no exceptions.
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PART 6 | The 5 Corners Table of Contents
Notable Locations and channelers in order to learn more about magic.
This affinity for strange magics, combined with
Hanska Nidawi’s waterway connection to D’rrick Bay, has led
Located along the southwestern edge of the to rumors of a secret alliance between the Natane and
Akachetas, Hanska is a sprawling town set high in the the Calavera of Riado Mesa, rumors that Dezba has
mountains that acts as the seat of power of the done her best to stamp out.
Molimo tribe. The Air Suhnan of the Molimo are much
more adapted to the area’s high altitude than other Shadi
types of Suhnan, which has allowed them to expand Located near the western border with Bullseye, Shadi
their territory across southwestern Goliad, settling in is a desert city that houses the Nokosi tribe, chief
areas that others simply cannot reach, and they have among the Fire Suhnan. Despite the Nokosi’s more
become the most powerful of the Air tribes as a result. aggressive nature, Shadi sees more foreign traffic than
Due to their relative isolation and position near the perhaps any other place in Goliad. While the Nokosi
Arroyan border, the people of Hanska are actually warriors fulfill their role of protecting the rest of
quite friendly and inviting of outsiders compared to Goliad from invaders, this exposure has also made the
other Suhnan, believing that those who can handle the Nokosi into highly competent merchants, forming
arduous trek through the mountains to reach them are large trading plazas for outsiders looking to peddle
certainly worthy of their hospitality. their wares.
The Molimo chief Ahusaka is said to be the main However, that doesn’t mean that outsiders can
driver behind this friendly philosophy, and while expect complete hospitality in Shadi, as there are
Hanska receives many benefits from their interactions many among the Nokosi who are itching for a fight,
with outsiders, it is rumored that his continued just waiting for some brazen foreigner to make the
openness is sowing distrust among other leaders of first move. The chiefs of the Nokosi are Halian and Meli
the Federation. the husband and wife pair nicknamed the “Twin Suns,”
and while Halian is more than happy to continue the
Nahwatka city’s mercantile progress, rumors grow that Meli
Goliad’s capital city of Nahwatka is the oldest recorded seeks the spark that would ignite a war against the
city in the history of the 5 Corners and is the site of outsiders.
the first discovered leyline. Nahwatka is also the only
tribeless city in Goliad, acting as a neutral area that Tuketu
houses Suhnan of all different types and backgrounds. Unlike the stationary settlements found across the
While non-Suhnan residents do exist in the city, they borders of Goliad, many Earth Suhnan tribes share
are exceedingly rare as very few outsiders are granted lands and live in roving nomadic settlements that
the privilege of being able to visit. move across the plains, following seasonal paths,
Led by Chief Liseli Nahwatka boasts a strict migration patterns of specific hunting animals or even
adherence to Suhnan traditions, serving as the central for religious reasons.
node of the Somonastran faith, whose Elders regularly Of these mobile settlements, none are larger than
tend to the Nakos, a highly guarded citadel that is Tuketu, the seat of the Hassun tribe of Earth Suhnan.
rumored to house the origin point of the first leyline, The Hassun follow the migration patterns of the
where one can conceivably look upon raw magic itself. Istaqa, large horned beasts native to the plains of
central Goliad, with whom the Hassun have formed a
symbiotic relationship, helping to grow the Istaqa
population while also hunting them for food, clothing
and more.
Because of this roving, animal-focused culture, the
Hassun are very adept hunters, gatherers and
leatherworkers. In Tuketu, all children are taught to
ride a horse and hold and use a bow by the time they
Nidawi are 8 years old, a skillset that makes the Hassun well-
Settled on the eastern banks of Lake Shilah in the equipped in times of both peace and war.
Nukpana Marshes, Nidawi is the seat of power of the The Hassun chief Wanahton is known for his
Natane tribe, the largest Water Suhnan tribe in Goliad. practicality and disdain for the gossip and rumors of
The Natane make their name across Goliad as other tribes. His no-nonsense style of leadership
explorers and craftspeople, known for their sailing bleeds into the culture of his people, who focus on
abilities as well as their potent tonics and poisons. what is in front of them rather than entertain
However, they are also known as a rather secretive outlandish ideas.
people, and some believe that Nidawi’s leadership
connives against the rest of the Suhnan. The Natane
chief Dezba is known for being an intelligent, yet
eccentric leader, hosting a large coterie of shamans
Society
Home to strange beings and natural phenomena, Riado
Mesa is perhaps the most unique and dangerous area Because of the very dangerous native envrionment,
of the 5 Corners. As the birthplace of the Calavera and Riado Mesa boasts a much smaller population
Cactoids, this land is shrouded in a multitude of compared to the rest of the 5 Corners, yet the
mysteries, some of which may hold the key to settlements that survive here are actually quite
understanding the leylines and the complete history of civilized. The Calavera have been building cities and
the entire Frontier. connecting with one another here for more than 150
years, and the Cactoids have come into a situation
Geography where the society that is already present here allows
them to slot in quite nicely.
The majority of Riado can ony be described as a Thus, despite its relative youth, the Riado Alliance
wasteland, with the only places able to support any has gotten off to a very fruitful start as Riado Mesa’s
sort of natural flora or fauna being the small strip of first attempt at civilized government in the post-
the Wadan Desert to the south and the plains of the Rucho era. The Alliance itself acts as a bureaucracy
Silent Valley to the east. Most of this land is instead bound by a constitutional document known as the
dominated by the massive Mesa itself, a large, mostly Decree, created by the Unbound Paragon Sar’k, a
flat mountainous formation that stretches for miles Calavera that has been deemed to house a particularly
from coast to coast. holy Ruined spirit according to the Church of the
While the Mesa doesn’t support any natural Ruined. Sar’k acts as a judiciary leader, upholding the
waterways or agriculture, it is far from uninhabited. base laws of the Decree in conjuction with the leaders
The power of the leylines of Riado Mesa is seemingly of the Standard, a collection of powerful mercantile
much more amplified and chaotic in comparison to guilds each with their own focus and aims.
those found in other areas of the 5 Corners, which has The Calavera guilds of the Standard represent the
led to the creation of a number of aberrant beings that Calavera’s ability to throw themselves into a task and
now roam the land. Elementals, oozes, and aberrations find complete satisfaction in expertise, and as a result
like nothics and slaads are numerous here, having are mainly comprised of artisans and manufacturers,
been birthed by the latent energies of the native such as the Minter’s Guild, the Smith’s Guild or the
leylines. Mason’s Guild. Cactoid guilds, on the other hand,
These energies also affect weather patterns on the represent their people’s predilection for travel and
Mesa heavily, causing massive magical storms that can social connections, and as such are comprised of
make overland travel even more dangerous. Dust groups like the Seafarer’s, Trader’s, and Courier’s
storms strong enough to flay skin, arcing lightning guilds.
that can cause large craters and wide swaths of acidic There are dozens of guilds throughout the Standard,
rain are all possibilities among the weird weather of and while their level of power and influence vary, only
the Mesa, which makes the native races unqiuely 6 guild leaders can sit on a specific issue or proposed
equipped to survive here, at the expense of all other law, which leads to seats generally either being filled
potential visitors. by guilds intrinsically related to the issue at hand or by
those guilds with enough capital to buy out a seat.
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PART 6 | The 5 Corners Table of Contents
Notable Locations potentially disrupt the entire economy of the 5
Corners, though within a year of starting operations,
Kar’k things began to go terribly wrong.
As the capital city of the Riado Alliance and seat of the The story goes that the miners went crazy, claiming
Unbound Paragon, Kar’k sees a large influx of traffic that the gold was speaking to them, telling them to dig
from both Riado citizens and foreign interests. deeper and deeper to unearth something known as the
Located on a stretch of land between the D’rrick Bay Grand Flame. A massacre followed as the crazed
and Disden Ocean, K’ar’k is primarily a port city, a miners began to murder those who did not fall in line
deliberate choice made by the city’s founders that with their new mission, and after multiple failed
protects it from overland travel due to the dangers of attempts at raids from marshals and other
the Mesa. adventurers, Oroda was eventually abandoned as a
While small in comparison to many of its failure.
contemporaries, the city is an economic powerhouse Now, twenty years later, travelers avoid Oroda as a
thanks to housing many of the Standard’s guilds, and is cursed place. Many believe its impossible that the
also the seat of power of the Church of the Ruined. miners could still be in there after 20 years with no
Kar’k also serves as major curiosity for archaelogists food or water, and yet there are those who claim to
and scholars across the 5 Corners due to the Rebirth still hear the ring of pickaxes when passing by the
Catacombs that lie beneath the city. These caves are caves.
the birthplace of the Calavera, and while the tunnels
may be treacherous, many believe they hold the secret
Poyri
of the Calavera’s true nature and purpose. Situated on the banks of the Strum River near the
western border with Cavallo, Poyri is a desert town
inhabitated almost entirely by Cactoids. This small city
is the birthplace of the Cactuar movement, which is a
growing grassroots political group that stands
opposed to the Riado Alliance, claiming that within the
supposedly “equal” Alliance, the Calavera work to
suppress Cactoid culture in favor of their own.
Instead, the people of Poyri look to create their own
independent government for the Cactoid people, that
will allow them to grow as an individual culture rather
K’irko than become “homogenized” under the Calavera,
which has understandably led to tense relations with
Located across the D’rrick Bay from the capital city of
the governance that rules over Riado. The town is led
Kar’k, K’irko is home to the powerful Mage’s Guild and
by Mayor Oeda, a former explorer and founder of the
acts as the center of arcane research across Riado.
Cactuar movement.
Much like Kar’k, it is made much more easily accesible
While Oeda has preached that followers should seek
to outsiders due to its coastal location, as long as
out the accomplishment of the movement’s goals
those traveling here are willing to make the long trip
without violence, there are a multitude of more radical
from the sea.
cells among the Cactuars whose penchant for
However, being that this city is the birthplace of the
bloodshed threatens all that Oeda has built.
coveted Linograph, foreigners are willing to travel far
and wide to get a chance at this new technology, Silent Valley
which has brought a massive level of wealth to the This expansive plain east of the Mesa forms the border
city. With this wealth and influence, the Mage’s Guild with northern Goliad, and is the only part of Riado that
has gained practically complete control over the city, does not resemble a dry wasteland. Despite this
and is growing rapidly to become one of the largest seemingly verdant outlier, this valley is practically
guilds in the Standard. abandoned due to a single reason: it is the only known
While the large majority of the guild’s members are area in the 5 Corners where absolutely no leylines
Arcanists or Ley-Touched, the Mage’s Guild accepts exist.
casters of all kinds, and is rumored to be actively Settlement attempts in this area have all failed
recruiting foreign mages of varying backgrounds for a across the board, and those who have passed through
large-scale “project” that aims to catapult magical this area described a eerily quiet landscape, with no
understanding into the future. signs of life found at all outside of the grass and trees.
Oroda Mines Among the Suhnan, this valley is taboo, and any
among them who decide to wander here are
Located near the center of the Mesa, the Oroda Mines
ostracized forever. In the Somonastran faith, they
once housed a massive gold mining expedition funded
believe that the ancient evil being Uyaga was defeated
in equal parts by the Riado Alliance and the city of
here, and slumbers still, waiting for some foolish
Bullseye in 1170. Early prospecting had showed signs of
mortal to cross their path.
massive veins within these mines with enough gold to
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PART 6 | The 5 Corners Table of Contents
Faith & Religion
Chapter 4: Faith and Religion
R
eligion is widespread across the5 Corners, an occupation describing all who have dedicated their
though that doesn’t make it any less lives to serving a deity, not restricted to a specific
ambiguous. In the Frontier, gods are class or suite of abilities. Though Zealots gain their
beings of faith and faith alone, as no one magical powers specifically from deep belief in a deity,
from any religion has provided concrete, any character might be a priest.
unassailable proof of any deity’s existence. The following pages describe the 4 major faiths that
The cultures of the Frontier have all brought their are practiced across the land, as well as the 3 major
own methods of worship to this land, however, all demonic cults. These are not the only deities with
faiths are widespread enough to have followers of followers; these other gods simply have smaller or
every major race. The role of a priest is a calling and more specialized areas of concern.
Demonic Cults
Demon Priest
Lord Description title
Mescalero Demon of Greed, Pride & Hedonism. Preys on gamblers, addicts, perverts, and the overly ambitious and Reveler
decadent to do his bidding in exchange for riches and pleasure.
Noh-Tante Demon of Darkness, Dreams & Madness. Worshipped by occultists, overzealous soothsayers, and the insane. Sombra
His aims are as difficult to grasp as his followers
Praxus Demon of War, Revenge & Conquest. Worshippers include berserkers, rogue channelers, and occult arcanists Vicar
focused on bringing about the Blood Crusade, a mythic near-apocalyptic event where the strong will overthrow
the weak.
124
Church of
the Ruined
Created by the Calavera, the Church of the Ruined
offers meaning to a people who were thrust into the
world with far more questions than answers.
According to the Church’s canon, known as the
Scriptures of Kacuks, there was a progenitor race that
lived on the Frontier even before the Suhnan whose
name was struck from history. They were purpotedly
innately magical beings that built a highly advanced
society that stretched across all of the modern 5
Corners.
Paragons
The Scriptures say that these beings sought Paragon Alignment Portfolios
knowledge in all its forms, which ultimately led to Dauhluk LN Life, law, souls
their downfall. They believed that there existed beings Kacuks N History, secrets,
that lived outside of mortal understanding, in a Kan’ck LN Artifice, magic, inventiveness
strange realm known only as the Glow. This belief led Trek’ds CG Light, stars, travelers
them to tirelessly look for ways to reach the Glow, V’ccax N Commerce, wealth, the arts
believing it to be a paradise waiting for those worthy
enough to reach it. After centuries of efforts, they had
developed a ritual that would take them to the Glow.
However, the ritual did not work as intended. Dauhluk
Instead of leading the progenitor beings to their Known as the “Judge,” Dauhluk is the Paragon of Life &
promised land, they were imprisoned in the earth, Law. Dauhluk was a renowned judiciary who acted as a
their bodies entombed as their spirits became pure prominent moral compass before the Fall. The Church
magic, forming the leylines. The Scriptures blame believes the the Unbound Paragon Sar’k houses the
multiple possible culprits, from internal saboteurs to reborn soul of Dauhluk.
the native beings of the Glow themselves, but the
truth is that even the Church does not claim to know Kacuks
the true cause of their ancestor’s folly. Known as the “Loremaster,” Kacuks is the Paragon of
Because of their failure, the beings lost their name History & Secrets. Kacuks documented the Fall in his
and became forever known as the Ruined, resigned to Scriptures, which as the blueprint of the Church’s
their imprisonment within the leylines. The followers faith.
of the Church believe that their souls are those few
who have been able to slip through the cracks of this Kan’ck
millenia-old prison, and inhabit new physical forms. Known as the “Fell Mage,” Kan’ck is the Paragon of
For these followers, their ultimate goal is to solve the Magic & Invention. Kan’ck was the greatest mage of his
puzzle of the leylines, so that they may free their people, advancing their society greatly, but also
bound brothers and sisters from their eternal prison. creating the ritual the led to the Fall.
Followers of the Church are known as the Unbound
and priests of the Church are known as Deacons. In Trek’ds
everyday life, followers of the Church pray to beings Known as the “Explorer,” Trek’ds is the Paragon of
known as Paragons, who are legendary members of Travel & Light. Trek’ds was said to have been the only
the Ruined known for their feats in their past lives. mortal to reach the Glow, and returned to guide his
While the Unbound don’t necessarily see the Paragons people back.
as all-knowing deities, they treat them more like V’ccax
experts in their field, and invoke their names for
Known as the “Merchant,” V’ccax is the Paragon of
guidance and inspiration.
Commerce & Art. Legends say that V’ccax was able to
make a deal with his people’s captors, which led to the
creation of the Unbound.
Noh-Tante
Perhaps the most mysterious demonic being, Noh-
Tante is the demon of madness, darkness and dreams.
Cults devoted to “the Whispering Shadow” are few and
far between, with many instead worshiping their own
individual intepretations of this strange being.
Because of this lack of widespread, organized faith,
descriptions of Noh-Tante and its aims can vary wildly,
a fact that some religious scholars have posited is
intentionally done to drive one closer to isolation and
madness, and therefore, closer to Noh-Tante.
This faith is spread primarily by individual occult
priests known as Sombra, who generally travel alone,
targeting those easily identified as outcasts or
“expanded thinkers” to preach their gospel to.
However, despite how fractured and different the
tenets of each individual faith of Noh-Tante may be, all
of the Sombra speak of the same vision of
otherworldly paradise: a dark void known as the
Undertow where the answers to all secrets can be
found in the whispers of the murky waters.
D
ue to the Rucho keeping the most accurate Months of the Year
historical records amongst all of the races Norah
in the Forsaken Frontier, combined with Amone
their prevalence across the land, many Sedos
races have defaulted to their dating Orin
system for their own records. However, the Suhnan Lehton
are the only race with tracked record of historical Tolan
events that occurred before the Rucho’s arrival. Adia
Since the Suhnan do not write their histories and Fuera
instead tell them orally, these events are given a date
Doren
range relative to the current standardized date.
Cuela
12-23 : The first Suhnan settlement of Nahwatka is Lidal
founded. It was here that the first leyline was found. Cien
520-530: The 38 original Suhnan tribes successfully
Days of the Week
settle across the entire continent.
1035-1040: Suhnan tribes encounter the Calavera
Firstday
for the first time. The Calavera isolate themselves at Secondday
the top of Riado Mesa to avoid execution at the Thirdday
hands of the Suhnan. Fourthday
1065: The Rucho arrive at the Forsaken Frontier.
Fifthday
1070: Tensions between the Rucho and Suhnan
Sixthday
reach a breaking point, resulting in the War of Red Seventhday
Clouds.
1083: The Sayre appear in Arroyas through
unknown magical means.
1085: The War of Red Clouds ends, the newly
created Ashaya Federation is pushed back to Goliad
by the Commonwealth of New Cashus.
1088: The Deep Sand War breaks out between the
Commonwealth and the Nashua Republic over
border disputes in northern Arroyas.
1090: The Deep Sand War ends, the Commonwealth
is pushed back to its home region of Bandera.
1092: The city of Bullseye is founded by Casey “Two
Lives” Taylor and his band of war refugees.
1118: The first Beastborn are encountered in
Cavallo.
1155: The first Cactoids are encountered in Riado
Mesa.
1182: The Riado Alliance is founded and the
Linograph is invented.
1190: Current year