Professional Documents
Culture Documents
2 3
4 5
W
elcome to Tanares, a high fantasy world now hold considerable influence, and their actions carry ing dragons and bloodthirsty orcs. Whether you choose to knowledge and prosperity, the kingdom was destroyed by
that blends familiar fantasy elements with significant weight in determining the future of the realm. ally yourself with a particular faction, be a lone wolf, or internal conflict, manipulation by penumbral beings, and
unique twists, inviting players to embark on Whether your campaign focuses on serious, story-driven forge groups of power, the choice is yours to carve your path. the arrogance of its nobility. The kingdom’s ruins now lie in
a deep world of magic, eldritch aberrations, and intrigue. In narratives, lighthearted adventures, or gritty dungeon crawls, the Wasteland, a desolate region where adventurers seek to
Tanares, heroes create their own legends, shaping the course Tanares offers a wealth of diverse locations and experiences The Malrokian Curse uncover the secrets of the curse and the powerful artifacts
of history. for every playstyle. Answer the call of the Heroic Age and that remain hidden within the ruins. But they must also face
Factions, composed by alliances of kingdoms and orga- Tanares is a world bound by the Malrokian Curse, a powerful
leave your mark on this fragmented world, where the echoes the dangers of hordes of undeads, as well as the powerful
nizations, vie for power across the diverse lands of Tanares, force that has shaped its fate for generations. The curse orig-
of your deeds will resonate for generations to come. magical traps and mystical creatures hidden there.
and heroes must navigate a complex and intricate political inated from the conflict between the gods and the Ungods,
In Tanares, the Malrokian Curse is a constant reminder of
landscape. The Malrokian Curse, an ungodly affliction that Medieval High Fantasy malevolent beings that feed on the sins, negative emotions,
and corrupted souls of mortals. Whenever mortals engage
the dangers of war and the power of the Ungods. It is a world
prevents open warfare and large-scale armed conflict, forces where a semblance of peace must be maintained at all costs,
all factions and kingdoms to avoid war to prevent a massive Tanares is a captivating world of high fantasy, brimming with in war, the surge of corrupted souls empowers the Ungods,
where the threat of massive destruction and the penumbral
cataclysm from ravaging the continent. As a result, heroes magic, legendary warriors, mythical creatures, and enchant- unleashing a chain of events that results in widespread de-
forces that seek to manipulate it loom large. The balance
and adventurers have become the most valuable resource ed kingdoms. What sets Tanares apart is the unique twist it struction so huge that it can wipe entire civilizations.
between the forces of light and darkness is maintained only
in the world, with their allegiances and actions playing a brings to each of these elements. Within its borders lies the To prevent this, the gods issued a decree urging mortals
by the unwavering determination of its people to avoid war.
critical role in the destiny of Tanares. great dwarven kingdom of Stonelair, where intricate tunnels to avoid war at all costs. The curse of the Ungods created a
From Stravian’s merry, food-loving halflings to Tsvetan’s powered by magic allow for rapid underground travel. On
the center of the continent, the powerful Tanarean Empire,
danger that shaped the very fabric of the world. The people
of Tanares have learned to resolve their differences without
Eldritch Horrors of
fierce orc tribes and the fallen Mystical Kingdom’s ancient
dungeons, Tanares welcomes adventurers of all stripes. This led by Baleroth and defended by the Ironhand, boasts an waging wars through the Arenas, where disputes are settled the Penumbral Plane
world boasts powerful warriors in enchanted armor, king- army of brainwashed soldiers who have no will of their own, by duels, and through the Empire and the old Evolutionist Beyond the Material Plane lies the Penumbral Plane, a twisted
doms ruled by legendary figures, and it is full of incredible serving the Emperor without question. Church, which strive to prevent wars. dimension filled with nightmarish creatures born from the
magic that can even move entire cities. At the same time, Players who immerse themselves in this medieval-inspired However, the sinister penumbral forces are lurking in the corruption of the Ungods. This realm of terror is inhabited by
sinister liches vie for control, and heroes must navigate in- world will find themselves caught in a complex web of deceit, shadows, manipulating events to bring about war and em- beings beyond the comprehension of mortals, threatening to
tricate webs of deception and undertake thrilling quests to espionage, and intrigue, with formidable foes at every turn. power the Ungods. These forces are led by the Cult of the drive those who dare to enter it mad. The plane is composed
thwart malevolent eldritch cults and the sinister aberrations The struggle between the five factions vying for power in Shadow Wing and the spawns of the Ungods, who seek to of six underground levels, each representing the remnants
that haunt Tanares. The ever-present sense of intrigue sets Tanares provides the backdrop for epic adventures that will unleash the power of the Penumbral Plane upon Tanares. of planes destroyed by the Ungods in the past and ruled by
this world apart from more conventional fantasy settings. test the limits of their strength, cunning, and wit. These ungodly creatures are nightmarish beings with forms their most powerful followers.
The Heroic Age marks a pivotal point in the history of as twisted as their powers.
Tanares. Following the conclusion of the Kemet Invasion,
6 7
8 9
W
In the world of Tanares, a diverse array of gods form the Ungod corruption in the church, affecting even the sacred elcome to Tanares, a world where a elves. Finally, we’ll introduce you to the new common and
foundation of various religions. Each god has a name, a scriptures. The exposure of the real scriptures and the corrupt plethora of species calls home. Some of these uncommon species of Tanares, providing all the information
concept, an alignment, and a portfolio, which represents priests caused a significant ecclesiastical revolution. This up- species, known as classic species, have been you need to create a unique and unforgettable character.
their areas of influence and encompasses a range of topics heaval resulted in the exposure of Ungod’s servants amid the written about extensively in various media, such as mov- Get ready to dive into the amazing world of Tanares’ spe-
such as abstract concepts, emotions, ideas, and even species church and the renaming of the religion to Celestianist Church, ies, music, and games. In Tanares, you’ll find many classic cies and create a character that stands out from the rest!
of creatures. This information can assist in the creation of as the clerics saw the truth through angelic intervention. species, including dwarves, halflings, humans, elves, drag-
characters like clerics, paladins, druids, redeemers, or any
others seeking a divine connection.
This new interpretation dramatically altered the perspec-
tive on the gods, prompting many followers to reassess their
onborns, tieflings, orcs, and gnomes.
While each of these species maintains its mechanics as
Common Classic Species
As an example, consider Aibidh, the God of Autumn and beliefs. Among those exposed was High Cardinal Gideoni, This chapter highlights the distinctions between the classic
found in the publications of the 5th Edition of the greatest
Air, associated with the Cuibhle religion and having a Neutral the leader of the Evolutionists, who was revealed to be a species of Tanares (dwarves, halflings, humans, and elves)
RPG of all time, they also have unique differences in their
Good (NG) alignment. Aibidh’s portfolio consists of Air, powerful servant of the Ungods, hidden within the church in relation to their descriptions in the 5th Edition of the
stories, personalities, and customs. Some of these species are
Autumn, Elves, Magic, and Nobility, with suggested domains hierarchy. This discovery caused great damage to the image greatest RPG of all time. It’s worth remembering that the
more common than others in Tanares, but all of them can
like Arcana, Knowledge, and Tempest. Worshipers of Aibidh of the church and prompted the change of its name and the mechanical characteristics of these species are given in the
be found throughout the territory, just like the classic ones.
might include elves, good nobles, spellcasters, and those deep search for corruption within. basic books of the aforementioned material.
But that’s not all. Tanares also has its own species, each with
reliant on winds and storms, such as sailors. To delve deeper into the world of Tanares, explore the When assuming the roles of half-elf or half-orc characters,
its mechanical characteristics, personality, history, customs,
For a concise summary of the gods, their associated reli- Tanares Sourcebook. This comprehensive resource details players should consult the sections of this book dedicated to
physical and psychological traits. This chapter provides ev-
gions, and their areas of influence, consult the table below. each god, their religions, holy symbols, ethos, and moral human, elf, and orc species in order to gain a deeper under-
erything you need to know about Tanares’ species, allowing
Keep in mind that mortal perceptions of these gods may codes. By understanding these elements, you can better standing of the cultural nuances and societal intricacies. Note
not always be accurate, as interpretations of holy texts or you to choose the one that best suits your character.
comprehend the relationships between the gods and their Firstly, we’ll provide brief summaries of the classic species that the mechanical and thematic aspects of these species
divine revelations can vary, and have changed during the religions, allowing you to seamlessly integrate them into found in Tanares, beginning with the most common and adhere to the official 5th Edition materials.
history of Tanares. your characters’ actions and motivations. then the less common ones. Then we’ll introduce you to
10 11
T
he dwarves of Tanares are renowned for Dorsi blessed them again. lowing the spirits to animate and empower them. Each statue simmers among rival factions. Many seek to wrest control
their resilience, dedication, and craftsmanship. They The three heroes united the dwarves and initiated the Great must be meticulously sculpted to represent a unique ancestor. or replicate the tunnel’s magic, but, so far, only the dwar-
are divided into three major clans, each based on Dwarven Summoning to build a new kingdom in Stravian. Often placed in temples and vital fortifications, they protect ven priests of Dorsi, specifically trained for the task, have
one of the virtues of Dorsi, the Guardian God of the dwarves. Aided by the Stone Spirits, they rebuilt their kingdom, erad- dwarven cities and cleanse areas tainted by penumbral rifts, been able to operate the rune-etched stone disks. Thus, the
The clans are: the Lion Clan, associated with courage and icated the Ungods’ servants, and resumed their divine duty slowly sealing penumbral portals within a two-mile radius. legendary tunnels remain a potent political tool and a vi-
comprising military leaders, explorers, and frontline defend- to protect the Undertanares. To ascend as a Stone Spirit, a dwarf must fulfill their duties tal resource in the dwarves’ ongoing struggle against the
ers; the Goat Clan, representing dedication and consisting of Dwarves prioritize safeguarding the underground do- in life, exemplifying Dorsi’s virtues of courage, dedication, sinister Ungods.
miners, smiths, and those responsible for constructing and main above all else. They remain vigilant, determined to and wisdom. Earning a place among the Stone Spirits is a great
guarding fortifications; and the Dragon Clan, embodying avoid past mistakes and uphold their ancient duty. Under honor for any dwarven family. They celebrate their eternal Optional Rule:
wisdom and encompassing priests, scholars, and sentinels re- the three heroes’ guidance, the dwarves continue restoring kin with feasts on the anniversaries of the honored ancestors’ When creating a dwarf character, you may add the optional
sponsible for signaling threats. These clans, each with unique their kingdom, fortifying defenses, and working towards passing, reveling in the legacy of their immortal protectors. trait below (if you GM allows):
roles, work together to safeguard the dwarven society. unity among their clans. Crusty Mind. Your grumpy nature and natural weariness
Physically, Tanarean dwarves boast a stout and sturdy stat- The Dorsian Forge caused by the tragic past of your people made you careful
ure, with most having black hair and beards. Red hair is a Underground Guardians The legendary Dorsian Forge has been a sacred bastion of
and dedicated in your work but also distant to most people.
rare sight, while the elusive blond hair is considered even You receive a -1 penalty on all your Charisma checks, but
In the mists of ancient history, the dwarven people valiant- dwarven craftsmanship for millennia. Its eternal flames,
rarer and highly prized. gain a +1 bonus on all your Wisdom checks.
ly battled the sinister servants of the Ungods, who relent- burning since its inception, are capable of smelting the rar-
Their most important duty is to guard the underground
lessly attempted to infiltrate the Material Plane. These dark est of metals – bauronite and tameranium – to create the
realms from the forces of evil, specifically the corruptive in-
forces sought to pierce the veil between realms, opening mystical moonstone, an elusive metal with unparalleled
fluence of the Ungods. Though they may seem gruff, dwarves
rifts from the shadowy Penumbral Plane into the depths of magical properties.
often reminisce about their people’s glorious past, cherishing
Undertanares. Comprising numerous smaller forges, the Dorsian Forge
the legendary underground kingdom of Arheimar that once
During Arheimar’s golden age, the dwarves’ united strength can simultaneously craft an array of potent magic items.
spanned nearly the entire continent. Though the kingdom
kept the underground realms largely free from the Ungods’ When its ancient, colossal mechanisms are set in mo-
fell centuries ago, the dwarves are now uniting to build a
influence. However, in the centuries following the great king- tion, the forges merge into a unified, awe-inspiring
new subterranean realm known as Stonelair, a testament
dom’s fall, the invaders from the Penumbral Plane found furnace capable of forging artifacts of unimaginable
to their enduring spirit and determination to restore their
the opportunity to establish footholds in the ancient, laby- power. This sacred knowledge is guarded by a select
ancient heritage.
rinthine tunnels. few clan patriarchs, especially the revered Goat clan.
Dwarves believe that in order to transcend into Stone Spirits
Undaunted, the dwarves continued their struggle against However, the sacred forge now lies in the sinister grasp
after death, they must face life’s challenges while embracing
the encroaching darkness even after Arheimar’s collapse. Yet of the duergar from the Serpent Clan, who wield its power
the virtues of courage, dedication, and wisdom. They revere
the loss of unity among the clans proved a critical weakness, to create formidable magic items in their relentless battle
ancestors who were able to attain such status.
allowing the Ungods’ vile spawn to infiltrate and infest the against the Stonelair dwarves. Whispers of corruption by the
Dwarven History subterranean depths. Ungods haunt the duergar, as rumors spread that they are
forging a dark artifact of world-shattering power. The quest
Now, united once more under the legendary Stonelair
Legend tells of Dorsi, who created the dwarves from stone, banner, the dwarven people have reignited their crusade to to reclaim the sacred Dorsian Forge is a legendary call to
imbuing them with guardianship virtues. Tasked with de- cleanse the tunnels, seal the Penumbral Rifts, and defend arms, beckoning the noble dwarves to restore their unique
fending Undertanares, their underground realm, dwarves their underground domain against the insidious influence and extraordinary heritage.
fought the invading Ungods. Heroic dwarves who fell in of the Cult of Shadow Wing.
battle became eternal Stone Spirits, while those who fled Yet the Cult will not yield. The nefarious minions of Dread The Runed Tunnels
were corrupted, becoming duergars of the Serpent Clan. are unleashing monstrous creations upon the dwarves, while
Stonelair has embarked on the arduous task of reopening the
Successfully repelling the Ungods’ servants, the dwarves the enigmatic Purple Witches weave their web of deception,
ancient tunnels, which sprawl across the continent’s depths.
established Arheimar, a vast subterranean kingdom in eastern sowing discord among the clans. In hidden caverns, vile
These legendary passages are crucial in their on-
Tanares. They forged weapons, built impenetrable fortifica- cultists perform dark rituals, striving to tear open new rifts
going battle against the Ungods.
tions, and created the legendary Dorsian Forge, capable of to the Penumbral Plane. Through their unwavering resolve
Enshrouded in ancient magic, the runed
crafting artifacts and turning tameranium and bauronite and legendary courage, the dwarves stand firm against these
tunnels allow the swift transportation of im-
into the magical moonstone. They constructed an extensive evil forces, determined to defend their ancient homeland
mense stone disks, bearing goods and people
underground realm connected by tunnels. against the sinister beings lurking in the shadowy depths
between distant locations. The dwarves, distrustful of the
Prosperity waned when the Malrokian Curse cataclysm of Undertanares.
Tanares’ network of portals due to their ties to the pen-
struck, causing widespread destruction. Many dwarves mined
umbral plane, prefer to rely on these mystical tunnels.
12 13
T
he ancient and enigmatic elves of Tanares tricate elven societies. uncovered ancient prophecies foreshadowing the Ungods’ ruption. The ice elementalists, once focused on water, now
are revered for their longevity, wisdom, and un- The kemets, originally pure winter elves dedicated to water triumph over Tanares, with the kemet people being the only follow Bás in her quest for vengeance. The repented kemets
wavering dedication to nature’s balance. Having fled elementalism, ventured into the Penumbral Plane, hoping to force capable of averting this fate by conquering the entire that are turning back to the roots of water elementalism are
their once-idyllic extraplanar homeland due to the nefarious free Bás from the taint of evil. Instead, they discovered an- world. Consequently, the winter elves renamed themselves now rediscovering their ancient practices of peace, medi-
Ungods’ invasion, the elves lost their immortality when their cient prophecies that foretold the Ungods’ victory if Tanares as kemets and expanded east and west, engaging in conflict tation and healing.
goddess Bás harnessed the power of death. Finding refuge remained unconquered. The winter elves became tainted with the Kepesh people and constructing an arcane tow- Òigridh, the Lady of Summer and Queen of Fire, is the
in Tanares, they diverged into four distinct subspecies, each with evil, embarking on a destructive path, culminating in er, as prophesied. Eventually, they relocated to Darkall and goddess of passions, trades, and hope. Her fire elementalists
embodying a season from the Cuibhle pantheon. Despite Tanares’ invasion with undead legions and a formidable naval continued waging a century-long conflict with the Kepesh followers are encouraged to amplify positive emotions, seek
the loss of immortality, elves continue to enjoy extended fleet. Although the invasion failed, the kemets captured the people. They subdued the Kepesh without invoking a cat- pleasure and art, and maintain hope even in the darkest
lifespans, living for many millennia in good health. Storm Islands, and, in desperation to prevent the Ungods’ astrophic Malrokian Curse and assimilated their necro- times. They often travel in search of new experiences and
Elves are known for their lithe, graceful figures that exude triumph, turned to their tainted goddess Bás as a last resort. mantic knowledge. follow their passions, helping others along the way. The fire
nobility and wisdom. Though subspecies variations exist, Now, they aim to transform Tanares into an eternal winter Centuries later, the kemets invaded Tanares, seizing elementalists celebrate the “Festival of Flames” monthly,
all elves carry an aura of timeless knowledge, commanding populated by emotionless undead, mirroring the fate of the Fisherman’s Wharf in a bid to fulfill the prophecy and save where they gather around great bonfires, perform mesmer-
respect from others. elves’ original world. the world from the Ungods. Caught off guard, Tanares and izing fire dances, and share stories of hope and inspiration.
In their societal structure, elves prioritize harmony and the Empire quickly rallied, with heroic figures and leaders
balance with the natural world, Elven History rising to challenge the kemets. Despite prophecies predicting
guided by the Cuibhle’s di- their victory, the heroes found a way to defy fate and repel
vine wisdom. Upholding lofty In the aftermath of their world’s devastation, the first elves
the kemets’ conquest.
standards, many view them- sought refuge in Tanares, fleeing the goddess Bás’ drastic
In the weeks following the war, Gullog, the kemet leader,
selves as the world’s guard- decision to freeze their world and turn all living beings into
was located and slain. However, the malevolent deity Bás
ians, protecting it from emotionless undead. This desperate act was meant to pre-
intervened, resurrecting Gullog and bestowing immortali-
vent their world’s corruption and destruction by the eldritch
ty upon him. At Bás’ command, Gullog united the kemets
Ungods. The elves, divided into four distinct groups—win-
to impose an eternal winter on Tanares, thereby thwarting
ter, summer, autumn, and spring elves—settled in various
the Ungods’ corruption of the world. They established their
regions across the continent.
stronghold on the Storm Islands and commenced their new
The summer elves founded their kingdom in the swel-
campaign, now bolstered by the goddess of winter and death.
tering lands now known as Ubel. Following the collapse of
The Sindile elves judged the captured kemets, imprisoning
their realm during the first Malrokian Curse, they dispersed
the guilty and releasing the innocent to join Baraelmer in
throughout Tanares, integrating with human communi-
reviving the winter elves. Under Baraelmer’s guidance, the
ties. Their sociable nature, empathy, and insatiable curios-
penitent kemets reclaimed their winter elf identity and en-
ity for new experiences and pleasures led them to embrace
deavored to recover lost knowledge on water elementalism,
life among humans.
while simultaneously building a new life for their people with-
Upon arrival in Tanares, the spring elves planted twelve
in the Republic. Confronting prejudice and striving to change
divine seeds in the Sindile Forest, transforming it into their
their image, these elves, twenty years after the war, continue
sanctuary. The resulting sacred Mother Trees continuously
their journey toward redemption and understanding.
cleanse part of the Penumbral Plane’s negative energies, weak-
In this turbulent era, the elves of Tanares traverse a perilous
ening the Ungods and counterbalancing mortals’ dark emo-
landscape fraught with danger and uncertainty. By learning
tions. As the Ungods’ minions sought to destroy these trees,
from their past, they seek to combat the Ungods and prevent
the spring elves became isolationists, vigilantly guarding the
further catastrophes. The final destiny of the elven people
Sindile Forest in accordance with the God of Earth’s decree.
remains shrouded in mystery, with only the passage of time
In the region now named Outumn, the autumn elves
revealing the fate that awaits them.
constructed magnificent kingdoms. They honed the skill
of traversing the Penumbral Plane, extracting the essence
of penumbral creatures to enhance their mystical defenses.
Elven Elementalism
Their kingdom featured soaring cities, protected by powerful In Tanares, the elves have a strong connection to Elementalism,
magic and illusions that were practically tangible. However, a magical practice and religion that originated from their
their kingdom’s demise came with the first Malrokian Curse, elven gods, who gifted the elves with the knowledge of chan-
leaving their people despondent. In recent times, Anariel’s neling elemental plane powers to conjure elemental magic.
marriage to King Sundaryll marked the beginning of their The four elven gods—Bás, Òigridh, Aibidh, and Breith—each
lost kingdom’s restoration as a state within the Republic. represent a distinct element, and their followers are known
In the frigid region now called Reginheraht, the winter as elementalists.
elves established their first kingdom. They dedicated them- Bás, the Lady of Winter and Queen of Water, was once a
selves to purifying their world and rescuing Bás from her gentle goddess providing healing and soothing. However,
frenzied obsession with death. Through their exploration the corruption of her world by the Ungods drove her to
14 15
The elves of Tanares are known for their extraordinarily The New Elven Sub-species enchantment spell of your choice and can
cast it once with this trait. At 7th level, you
long lifespan, a trait that sets them apart from other species. can cast the tongues spell once with this trait.
This distinctive characteristic significantly influences their Summer Elves You regain the ability to cast these spells
culture, beliefs, and attitudes towards life. when you finish a long rest. During
With such extended lifetimes, the Tanarean elves gain a Hedonistic and sociable elves that seek new experiences and character creation, you choose whether
unique perspective, allowing them to witness the rise and fall pleasures. They enjoy human company and live in their cities, your spellcasting ability for these spells
of civilizations and the ebb and flow of history. Consequently, often traveling and acting as traders and merchants always is Charisma or Intelligence.
they develop a deep understanding of the world and its cy- looking for the next journey.
cles, becoming wise and patient beings. Their longevity also Spring Elves
T
enables them to refine their skills and expertise in various he summer elves are well-known for their
fields, including arts, magic, and combat, achieving mastery hedonistic and sociable nature. Living life to the
Deeply spiritual elves, extremely tied to nature, they protect
levels unattainable for shorter-lived beings. fullest, they constantly seek new experiences and
the Sindile Forest and the Mother Trees, using druidic magic
The relationships Tanares’ elves form with other species are pleasures. These elves embody the teachings of their patron
to maintain balance and to combat the Ungods’ corruption
shaped by their long lifespans. They often approach friend- deity, Òigridh, the Lady of Summer and Queen of Fire, who
in the world.
ships and alliances cautiously, aware that they may outlive champions the pursuit of positive emotions and hope.
T
many of their companions. Nevertheless, they deeply cherish Their vibrant and luxurious lifestyle often leads summer he spring elves of Tanares are a deeply spir-
the bonds they forge, recognizing the transient nature of their elves to confront penumbral creatures such as penumbral itual and dedicated group, entrusted with the crit-
friends’ lives compared to their own. As a testament to their envys, greeds, gluttonies, and lusts. Driven by disdain for ical task of caring for the ten remaining Mother
loyalty and respect, they often extend their friendship to the the Ungods’ corruption of emotions, they strive to bring Trees in the Sindile Forest. These
descendants of their cherished companions. positivity and hope to those they encounter. Engaging with mighty trees, originally twelve in
16 17
T T
he autumn elves have an innate sense of no- he winter elves and the kemets, two factions gration into daily life demonstrates how both factions have
Traits: bility, exceptional mastery of magic, and a strong of the same species, share a common origin but overcome the fear of death. Moreover, the undead serve a
Ability Score Increase. Your Wisdom score is increased sense of duty. Particularly skilled in abjuration, illu- differ in their goals and beliefs. Their dark, grayish, crucial role in their military, forming the backbone of infantry
by 1. You can also increase one other ability score of your sion, and wind magic, these elves have honed their abilities or purple skin and contrasting white hair complement their troops. Their emotionless nature and the lack of families and
choice by 1, except for Dexterity and Wisdom. to create intricate wards and magically enchanted pylons, incredible strength, which belies their slender frames. Their loved ones prevent the Ungods from gaining power when
Elf Bow Training. You have proficiency with the short- setting them apart from other elven subcultures. proud, cold, and obstinate demeanor reflects their advanced the undeads are destroyed in battle, making them excellent
bow and longbow. Autumn elves typically possess regal, stern features that culture, characterized by patience, wisdom, and an accep- troops to reduce the chances of a Malrokian Curse cataclysm.
Ancestral Spring Magic. Through your connection to na- convey their sense of nobility and seriousness. With sharp, tance of death. Both winter elves and kemets organize themselves into
ture and the power of the forests, you gain access to spells angular facial structures, they exude an air of authority and The Elf Migrations led these beings to settle in the frigid clan-based societies. Prominent clans reside in massive pyr-
linked to life. You know one cantrip of your choice from wisdom, reflecting their dedication to the magic pursuit and region of Reginheraht, where they became known as win- amid-shaped buildings, which serve as both residences and
the druid spell list. When you reach 5th level, you learn a their serious belief in noblesse oblige. ter elves. They sought power and knowledge to purify their bureaucratic centers. A hierarchy extends from the ancient
2nd-level druid spell of your choice and can cast it once with Their advanced magical prowess has enabled the autumn goddess Bás of corruption and restore her benevolent nature. Patriarchs and Matriarchs at the summit to lower-ranking
this trait. At 7th level, you can cast the speak with plants spell elves to construct entire flying cities, which showcase their This quest led them to explore various planes, including the members at the base, where public offices and accessible
once with this trait. You regain the ability to cast these spells exceptional talent in manipulating reality. By employing Penumbral Plane, where dark entities manipulated them. The areas can be found.
when you finish a long rest. During character creation, you arrays of illusions, they can create tangible mirages, that can winter elves discovered a prophecy foretelling the world’s Though the winter elves and kemets have diverged in beliefs
choose whether your spellcasting ability for these spells is be touched or used as real objects, that can defy the laws of end at the hands of the Ungods, stating that the kemets must and goals, their necromantic practices remain a key element of
Intelligence or Wisdom. physics, provide individuals with the power of flight through conquer the world to prevent this fate. Desperate and recog- their cultures. The winter elves, now allied with the Republic
illusory wings, and even conjure mythical servant creatures nizing elements of the prophecy in their reality, they changed of Freelands, are relearning their ancient water elementalism
that possess combat capabilities. their name to kemets and resolved to fulfill the prophecy. and using their necromancy and naval knowledge to battle
To maintain their cities’ unique defenses and magical The kemets adopted a militaristic society, subjugating the Gullog’s forces. They have recently formed a close bond with
constructs, autumn elves must periodically shift their cities Kepesh people from the continent of Darkall and seizing the Celestianist clerics of Bauron to exchange information
to the Penumbral Plane and harvest mystical energy from their necromantic knowledge. They organized themselves on undead control and elimination. Conversely, the kemets
penumbral creatures. Elite groups of mystical knights, often into family clans dwelling in pyramid-shaped structures, embrace the evil tainted ice elementalism, wielding it to
supported by mercenaries and adventurers, are tasked with symbolizing their mastery over death. The use of undead empower their undead hordes. Their shared foundation in
this vital responsibility. became commonplace, from menial tasks in their cities to necromancy continues to shape both factions, even as they
Aibidh, the Lord of Autumn and King of Wind, bestows military operations. carve out unique paths in the aftermath of the Kemet Invasion.
the most accomplished mystical knights with stormbirds as Centuries after conquering Darkall, the kemets invad-
their steeds. These elemental creatures of the storm serve ed Tanares, expecting victory and prophecy fulfillment. Traits:
as loyal and powerful mounts, further enhancing the noble However, their invasion failed, and they spiraled into de- Ability Score Increase. Your Constitution score increases
warriors’ combat prowess and ability to navigate the treach- spair, resigned to the world’s inevitable end. Bás, the god- by 1. You can also increase one other ability score of your
erous Penumbral Plane. dess of winter and death, offered them another path. While choice by 1, except for Dexterity and Constitution.
some kemets deserted, many joined Bás’ cult, seeking to Ancestral Kemet Magic. Through your connection with
Traits: create a realm of eternal ice and undeath, impervious to the the ancestral power of your people over death, you gain
Ability Score Increase. Your Intelligence score is increased Ungods’ corruption. access to spells. You know one necromancy cantrip of your
by 1. You can also increase one other ability score of your Conversely, those kemets who repented after the war re- choice. When you reach 5th level, you learn a 2nd-level
choice by 1, except for Dexterity and Intelligence. verted to being called winter elves. Led by Baraelmer, they necromancy spell of your choice and can cast it once with
Ancestral Autumn Magic. Through the magical legacy aim to redeem the kemets and restore Bás’ benevolence. They this trait. At 7th level, you can cast the speak with dead spell
and ancestry of your people, you gain access to spells. continue to practice necromancy and employ undead, but once with this trait. You regain the ability to cast these spells
You know one abjuration cantrip of your choice. now honor the dead by only using the bodies of those who when you finish a long rest. During character creation, you
When you reach 5th level, you learn a 2nd-level permit it after death. choose whether your spellcasting ability for these spells is
abjuration spell of your choice and can cast it Baraelmer’s winter elves assist the Republic in defending Intelligence, Wisdom, or Charisma.
once with this trait. At 7th level, you can cast the coasts against the kemet’s undead-powered fleet, stationed
the remove curse spell once with this trait. in the Storm Islands. Their expertise in naval warfare and
You regain the ability to cast these spells newly rediscovered water elementalism helps to counter the
when you finish a long rest. During kemet’s advantage at sea.
character creation, you choose
whether your spellcasting abili- Culture of Necromancy
ty for these spells is Charisma Only twenty years ago, the winter elves and kemets were
or Intelligence. a single, united group. However, the failure of the Kemet
18 19
I
collapse, halfling communities were saved by resistance he- grand events, and faeries of many kinds eagerly partake in vegetables in halfling fields. Thieves stealing from these fields
n Tanares, halflings are the joyful, curious, and
roes who ended the plague. their weekly festivities. Each year, on Fruitful’s sacred day, may receive minor curses, while others may enjoy minor
energetic feywarden cultivators, deeply connected to the
Feeling indebted, halflings vowed to actively fight halfling communities gather to host a massive banquet, shar- blessings bestowed by the faeries.
faeries and the Feywild. Standing at half a man’s height,
Penumbral forces and necromancy. The Council of Orchards ing stories of their exploits and culinary delights. On this
with a slender build, small pointed ears, and distinct faeric
features, ranging from the endearing cuteness to the feral
began training individuals to battle the undead and promote day of celebration, they always hold a contest for the best Revenge against the Undead
healing and protection against penumbral threats. Halflings cook, hunter, and dancer of the year, who each receive a
fierceness of some faeries. The halflings suffered immense losses during the Kemet
now strive to spread joy and hope beyond their lands, weak- leafy crown and a unique faerie blessing.
Halfling communities form idyllic havens of farming and Invasion two decades ago when their lands were plagued
ening Ungods’ power by reducing negative emotions and Legend has it that these blessings bestow gifts tailored to the
country life, adorned with vivid flowers and bountiful or- by an incurable undead disease. The severity of this trage-
fostering positivity. recipient’s needs, from extended youth and magical swords to
chards. They honor Fruitful, the Fey Goddess of joy, abun- dy disrupted the weekly banquets, causing the Archfeys to
dance, farming, and hospitality, by maintaining enchanted immunity from disease and curses. Though the authenticity
sacred orchards that serve as both temples and homes for
Food, Hospitality, of these claims is debated, halflings cherish this tradition and
temporarily withdraw their protection.
Following the war, the Archfeys, feeling disgraced, guid-
their guardian faeries. and Dancing strive to earn the blessings with unwavering determination.
ed halfling elders to train druids and clerics specializing in
Triads composed of local elders, guided by the guardian
faeries, are the decision-makers of the community. Complex
Since their genesis, halflings have wholeheartedly embodied The Lushlands Blessing undead destruction. Halflings seek vengeance for their lost
kin, while the faeries aim to restore their pride after being
Fruitful’s teachings of hospitality and joy. As the Ungods’
matters are addressed by the Council of Orchards, a gather- Halflings are renowned for their exceptional farming abilities, caught off-guard and unable to cure the necromantic plague
darkness threatened Tanares, they persisted in cultivating
ing of elders from different villages that meet in the Feywild. producing oversized vegetables and rearing gigantic farm an- due to the Pact’s restrictions.
lands with positivity and hope.
Minor disputes are instead resolved by local elders or through imals, with each town boasting a Sacred Orchard that serves Now, halflings and faeries unite against not only the
Alarmed by the Ungods’ malevolent power, the Feywild
light-hearted sling duels. as both a temple and a dwelling for the fey guardians. These Ungods, but also the kemets and Kepesh, whose necromantic
lords protected the halflings and guided them in the use of
As Guardians of the Feywild in Tanares, halflings may be faeries’ presence wards off penumbral corruption, infusing powers are considered vile by the halfling people. They’ve
nature and faerie magic. This tutelage honed their abilities
underestimated due to their small stature and whimsical the soil with magic that enables halflings to grow massive, allied with elementalists and elves to oppose Gullog and are
as druids, rangers, and clerics, enabling them to defend their
nature, but they wield formidable power through their al- delectable fruits and vegetables, immune to natural pests inclined to support anyone fighting the Kepesh.
lands against the Ungods’ minions effectively.
liance with archfeys. Their vibrant spirit and joy serve as a and diseases. They also control the weather to create ideal
Through frequent festivities and weekly banquets brim-
powerful counterbalance to the negative emotions feeding conditions for farming and festivities.
ming with music, dance, and feasts, halflings strengthened
the dark forces of the Penumbral Plane.
their alliance with the Archfeys, safeguarding their sacred
Halflings embrace their guardianship role with pride and
orchards from corruption. With the faeries’ blessings, hal-
dedication, vigilantly protecting their farms and upholding
flings uniquely evaded the Malrokian Curse’s devastation
the ancient pact with the faeries. They offer weekly banquets
and resisted the infiltration of the cunning Purple Witches.
in honor of their alliance, showcasing their sacred duty of
As the ultimate confrontation with the Ungods approaches,
hospitality. This food-loving and cheerful species stands as
the Archfeys and halfling elders recognize the critical role
a beacon of hope against the threats of the Ungods, their
they must play in this battle. Halfling communities must
villages working as shelters against corruption, and their
now extend beyond providing refuge for the weary. They
people as exemplars of hospitality, happiness, and simplicity.
are called to spread joy, share their wisdom, and offer solace
to the people of Tanares. In undertaking these actions, they
Halfling History become a great weapon against the Ungods, symbolizing
Halflings emerged in Tanares during the Godly Age when, hope and a bright future amid the darkness.
according to myth, Fruitful created them from the realm’s By curbing negative emotions that fuel their enemies and
most fertile soil. inspiring hope throughout Tanares, halflings emerge as leg-
Their pacifist nature and physical frailty initially left them endary champions of the Feywild against the Ungods. Their
vulnerable to Ungod invasions. The halflings’ elders and unwavering commitment to spreading positivity and joy
priests sought guidance from Fruitful, who led them to the stands as a beacon of hope, courage, and unity in the face
Feywild and the Archfeys of Fruitful’s court. In exchange of overwhelming adversity.
for eternal hospitality and weekly banquets, the Archfeys
pledged protection. The Faypact
Halflings built enchanting orchards around Fruitful’s
Most fey creatures follow a unique and strange set of rules,
temples, housing the Archfeys’ servants, and established
and Archfeys must ask for payment for whatever aid they
self-contained villages. They offered shelter to travelers but
provide. When Fruitful interceded to protect the halflings,
remained neutral in external affairs.
20 21
I
n Tanares, humans have been gifted with ardent divine conflict between the gods and the Ungods, humans path amid the turmoil. Some champion the Freelands’ he- attaining unmatched magical prowess.
spirits and compassionate hearts by the gods. Their emo- hold the power to shape their own destiny and the future roes and its freedom, while others advocate for Baleroth’s Besides spellcasters, many other human heroes are ru-
of Tanares, as the world hangs on the balance between the Empire to reunify the continent. Diverse regions strive to mored to carry Ancient Blood such as Ohris, Sir Erick, and
tions are felt with unparalleled intensity; love and joy
gods and the Ungods forces. forge their own destinies. Garion. Despite that, all information about who really has
burn brightly within them, while hatred and anger can con-
In this turbulent era, humans must confront inner tur- Ancient Blood is mere speculation and rumor, as it is cur-
sume them like raging storms. This passion has given rise
to some of history’s most legendary heroes. However, this Human History moil and the Ungods’ influence. Their indomitable spirits rently unknown what individuals really have it, as those
and compassionate hearts are crucial in determining their who do strive to keep it a secret. Individuals that display this
intensity has also given rise to some of the most nefarious In the Godly Age, the humans, driven by devotion, wor-
fate and maintaining the balance between good and evil in power carelessly will quickly become targets for evil beings,
villains, whose evil deeds empower the enigmatic Ungods, shiped the gods and built great realms, though their envy
Tanares. By learning from their past, resisting the tempta- or be forced to join one of the many factions or countries
causing widespread suffering across the land. of angels and dragons led them to seek power and mystical
tion of power, and uniting against adversity, humans hold looking to use its unique powers.
Humans display a variety of physical traits, from short knowledge, resulting in wars among realms. Carriers of Ancient Blood need to be especially careful
and sturdy to thin and high, from dark to light complexions the key to shaping their destiny, forging alliances against the
One kingdom, desperate for power, resorted to summon- with the enigmatic Watchers, servants of Golgöggoth, who
and hairs, and they also have a huge cultural variety. From Ungods, and preventing further catastrophes.
ing eldritch Ungods through a portal, unleashing sinister relentlessly pursue humans who display signs of awakened
the patriotic and free-spirited people of the Republic to the
aristocratic and rigid manners of the Empire, the honorable
entities upon Tanares. Gods, angels, and dragons united to
combat the horrors, slaying one of the Ungods and banishing
Heroes, Villains and Kingdoms Ancient Blood, as they seek to transform them into emo-
tionless obedient servants to fight against the Ungods. The
and dedicated citizens of Yama, and the strong, savage, and the rest to divine realms. However, the corruption inflicted Watchers are enemies of the Ungods, but their spare no em-
In the vast world of Tanares, humans stand out as the species
word-bound barbarians of Kolbjörn. The tapestry of human on Tanares spawned the Penumbral Plane and created the pathy for mortals and are willing to do anything to achieve
with the highest number of both heroes and villains, shaping
culture is complex and ever-changing, as humans change Malrokian Curse. their goal of destroying the Ungods’ spawns.
the course of history in the most important realms. While
and evolve their societies constantly. In the aftermath, mortals rebuilt their kingdoms, striving Whispers abound of a chosen one with an even stronger
their widespread presence contributes to this fact, it is their
Born with indomitable spirits, humans have an innate to follow the gods’ commands and control negative emo- manifestation of the Ancient Blood, who some say has awak-
unyielding spirits and heart-guided souls that set them apart,
ability to lead and inspire. Their heartfelt words serve as tions. King Malrok, a legendary figure, unified realms ened its powers during the Kemet Invasion. While this could
imbuing them with unparalleled determination.
rallying cries that draw others to their cause. and species under the Malrokian Kingdom, fostering a be only a rumor, one thing is true, Golgöggoth’s minions
Throughout history, humans have led many of the most
Many harness their charisma to unite di- period of unity. Eventually, corruption took hold, and increase their efforts in search of Ancient Blood and indeed
prominent kingdoms and have given rise to legendary fig-
verse species against the Ungods, forging the Purple Witches, servants of the Ungods, stirred seem to be looking for one or more specific individuals.
ures. Names like King Malrok, the most powerful individual
vital alliances in the midst of a tense conflict that fed the Ungods and caused the cata- ever known; Avelum, the world’s most accomplished wizard;
cold war. Yet, others use this gift to clysm of the first Malrokian Curse, nearly anni- Torygg, the legendary sage of the Mystical Kingdom; Baleroth, The Malrokian Artifacts
establish malicious cults, spreading hilating all civilizations. the oppressive emperor who ruled Tanares for centuries; In the annals of Tanares, tales of King Malrok’s legendary
corruption and unrest. Following this catastrophe, a dark age Vaeraunt, the cunning villain closest to the true source of artifacts continue to captivate the hearts and minds of ad-
The impassioned nature of descended upon Tanares, and humans magic; Sedura, the dragon-slaying champion; Gideoni, the venturers. Among these relics, the Penumbral Bane’s Light, a
humans grants them unpar- turned to religious fanaticism, which re- once High Cardinal that was in fact a leader of the Cult of longsword forged from enigmatic metal, glows with a silvery
alleled faith and determina- sulted in the strengthened influence of Shadow Wing infiltrated on the heart of the Church; Tellatius, radiance, rumored to vanquish even the mightiest penumbral
tion, which can be channeled the Inquisition and the church. Centuries the revolutionary founder of Tanares’ first republic; Sara, a beings. The Malrokian Aegis, forged from the rare material
for good or evil. The most later, a dissident faction seeking power masterful divinator; and Zalir, the famous Relic Hunter’s tameranium, is believed to possess the ability to effortlessly
zealous individuals are often founded the Mystical Kingdom, dedicat- Guild Master, exemplify the vast array of legendary human deflect any attack, providing its wielder with unparalleled
humans, with even the com- ed to magic and resisting the Evolutionist heroes and villains. protection. The Ancient Blood Amulet, a potent artifact,
mon folk possessing a depth Church oppression. Initially peaceful, it While Tanares boasts powerful individuals from various awakens the mysterious Ancient Blood, endowing its wielder
of faith that amazes other succumbed to strife and conflict, culmi- species, none can deny the prominence, versatility, diversity, with reality-bending powers. Shrouded in secrecy, the Elder
species. Though humans may nating in another devastating war and and strength of humans. As the majority of countries are Mantle bestows immense strength and resilience, transform-
the second Malrokian Curse. ruled and inhabited by humans, their impact on the world ing a mere commoner into a formidable warrior.
is undeniable. In the epic saga of Tanares, humans contin- Speculation surrounds the current whereabouts of these
ue to forge the path of history, leaving a lasting legacy and enchanted items. Whispers suggest Baleroth conceals the
inspiring future generations to rise to greatness. Elder Mantle beneath his robes, while others believe Avelum
unearthed the Ancient Blood Amulet within Reginheraht’s
Ancient Blood Crystal Tower. The Penumbral Bane’s Light is thought to be
either in the possession of the King of Kolbjörn or lost amidst
In the rich history of Tanares, certain humans possess a rare the ruins where Malrok last brandished it. The true nature
and powerful trait known as the Ancient Blood. Said to be a of these artifacts’ magic and their connection to the Ancient
legacy passed down from King Malrok, this mystical power Blood remain steeped in mystery, as treasure hunters face
may remain dormant for generations, only to resurface in fierce rivals in their quest to harness such formidable power.
22 23
O
dragonborn with the same potential, but they could not clone tolerance. Valuing bravery and decisiveness, they can be im-
ver three millennia ago, the dragonborn ability to make tough choices is still considered essential in
the memories and experiences of their predecessors. pulsive and competitive. Their unwavering courage represents
were created by the Draconic Council using pow- confronting the Ungods. He has a personal hatred for rich
Over time, dragonborn assumed new roles to protect hope for Tanares’ people in the fight against the Ungods.
erful magic and immense sacrifices. They were or powerful people who fall to evil and lose themselves in
Tanares and serve the Council. They guarded the Draconic Alternative Rule - Kaldris’ Strength. Ability Score Increase.
designed to be the perfect soldiers in the battle against the dark emotions, blaming them for the constant growth of
Towers, ventured into the treacherous Penumbral Plane, Your Strength score increases by 2, and your Constitution
Ungods. Of the initial forty dragonborn, only six legend- the Ungods’ armies.
and combated the spread of Ungods’ corruption. During the score increases by 1. Requires GM approval.
ary heroes survived. The Council cloned these warriors to Auros, the Gold Originator, has become an Avatar Dragon.
Kemet Invasion, they focused on protecting the world from
strengthen their forces against the minions of the Ungods Wearing golden armor and a shield, and wielding a hammer
penumbral forces, while mortal armies fought the invaders. Blue. Analytical, strategic, and disciplined, blue dragon-
in the Penumbral Plane. Each dragonborn bears a unique imbued with divine energy, Auros saved thousands of war-
The war’s aftermath allowed Ungods’ servants to spread cor- born reflect Thalara’s keen intellect and blue-scaled, scholarly
color—gold, black, red, green, white, or blue—and exhibits riors, angels, and even some of his dragonborn comrades in
ruption, prompting the Council to deploy dragonborn on a
distinctive personality traits. the ancient Ungods’ war, turning the tide in many crucial
wider array of missions.
Dragonborn of the same color share identical appearances battles. His compassion and devotion to the gods provide
but distinguish themselves through tattoos, piercings, mark-
ings, and clothing. The six colors form a diverse tapestry of
The Legacy of the Six Heroes hope and inspiration to all dragonborn in their fight against
the Ungods. He is a devout follower of Tamera and Bauron,
characters, with each embodying the essence of their legend- In the first war against the Ungods, the six legendary origi- but for some reason, he never joined or liked the Evolutionist
ary progenitor: passionate red, analytical blue, steadfast white, nal dragonborn played crucial roles. To this day, their very Church and still distrusts the Celestianist reformation.
charismatic green, enigmatic black, and compassionate gold. existence poses a threat to the Ungods’ armies. They act as The six legendary dragonborn serve as mentors
The six original dragonborn still live, with one even holding mentors to new dragonborn and field leaders on the most and role models for the new dragonborn, guiding
the position of a Avatar Dragon, one of the leaders of the important missions of the Draconic Council. them in their struggles against the Ungods.
Council. While most dragonborn remain loyal to the Council, Kaldris, the Red Originator, is known as the Crimson Their achievements serve as a testa-
some choose to follow their own paths, which displeases ma- Blade. Clad in fiery-red armor and wielding a scorching ment to the potential of each
ny dragons. However, suppressing this independence would greatsword, Kaldris single-handedly vanquished a horde dragonborn, ensuring
risk inciting doubt among the loyal dragonborn, so they are of powerful penumbral fear and Shadow Wing cultists that
allowed their freedom. threatened an ancient capital. His fierce demeanor and un-
Dragonborn often lead military-oriented lives, dedicating wavering belief in the power of camaraderie make him an
their time to training, studying, and improving their skills. invaluable leader on the battlefield. Some say he can drink
Their culture and relationships are deeply tied to their history
all the liquor in a tavern without passing out.
as the armies of the Draconic Council, shaping their ways
Thalara, the Blue Originator, also known as the Thousand-
of talking, acting, and thinking to reflect military hierarchy,
Storms Tactician, wears thunderstone-crusted armor and
loyalty to camaraderie, and a sense of brotherhood-in-arms.
wields a staff that can summon storms. Her brilliant strate-
They frequently serve as guardians of the Draconic Towers
gies saved her comrades during the Siege of the Penumbral
or as elite units combating the Ungods’ servants in the
Fortress, a seemingly insurmountable battle. Her intellect
Penumbral Plane. When assigned to missions in cities in-
and strategic mind are vital for outmaneuvering the Ungods’
habited by other species, they are both respected and feared
schemes to this day. She enjoys writing fantasy books in
for their draconic ties. Dragonborn are generally suspicious
her spare time.
of other species, always vigilant for signs of corruption.
24 25
I
the loyalty and silver-white scales of Valorus, as well as his GM approval. In the subsequent Heroic Age, the gnomes forged a strong
n Tanares, gnomes epitomize intellect, elegance, alliance with the Republic. They were instrumental in crafting
serrated claws. They have a strong moral compass and ex-
Gold. Compassionate and devoted, gold dragonborns ex- and refinement. Conceived by Lumina, the goddess of the first laws, documents, bureaucratic systems, and political
cel in combat. While their rigid worldview can make them
emplify Auros’ faith in the gods Tamera and Bauron, as well knowledge, art, culture, and beauty, over three millen- structures that laid the foundation for Tanares’ first republi-
inflexible, their dedication makes them formidable allies
as his radiant golden scales and very long, thin tail. Tirelessly nia ago during the Godly Age, these scholarly beings were can system. As a result, several gnomes rose to prominence
against the Ungods.
aiding others, they can be overly trusting and naive. Their molded from light and endowed with their deity’s vast knowl- as esteemed parliamentarians.
Alternative Rule - Valorus’ Resilience. Ability Score
steadfast loyalty and benevolence serve as a beacon of hope edge. Their divine mission is to disseminate wisdom, art, and The gnomes’ history is marked by both adversity and tri-
Increase. Your Constitution score increases by 2, and your
in the struggle against the Ungods. beauty throughout the world. umph. Despite the challenges they have faced, their unwaver-
Charisma score increases by 1. Requires GM approval.
Alternative Rule - Auros’ Wisdom. Ability Score Increase. Tanares’ gnomes boast a unique and exotic appearance. ing dedication to the pursuit of knowledge, art, and beauty has
Green. Witty and adaptable, green dragonborn embody
Your Wisdom score increases by 2, and your Charisma score They are small but elegant beings, standing around 3 to 3.5 guided them through the darkest of times. Their indomitable
Sylvara’s playful nature, as well as her brilliant eyes and vi-
increases by 1. Requires GM approval. feet tall, boasting an air of sophistication. With delicate fea- spirit and deep-rooted con-
brant green scales. They enjoy socializing and possess cun-
tures and expressive eyes that gleam with intelligence, their nection to Lumina’s divine
ning minds, excelling in manipulation and diplomacy, but
The unique characteristics of the six dragonborn colors give skin tone ranges from pale to earthy hues, while their hair mandate continue to shine,
carrying a spark of greed and love for gold. Their ability to
the Draconic Council army the variety needed to face the displays a vibrant array of colors, often adorned with berets. inspiring future generations
unite diverse forces against the Ungods is crucial.
Cult of Shadow Wing on all fronts. The individual drag- They wear sophisticated attire, their fashionable presence and serving as a testament
Alternative Rule - Sylvara’s Guile. Ability Score Increase.
onborns’ strengths and talents contribute to a diverse and mirroring their dedication to high culture and aesthetic sen- to the enduring legacy of the
Your Dexterity score increases by 2, and your Charisma score
formidable fighting force, crucial for protecting Tanares and sibilities. Their seemingly haughty demeanor stems from Tanarean gnomes.
increases by 1. Requires GM approval.
its inhabitants from the Ungods’ corruption. their commitment to elite education and their inclination
to undervalue individuals with lesser knowledge.
Inspired by Lumina, gnomes passionately delve into the
intricacies of the mind and the pinnacles of creative ex-
pression. Their captivating art and architecture, as well as
their gourmet culinary masterpieces, reflect their relent-
less pursuit of excellence. Scholars, artists, and philosophers
alike, the gnomes leave an indelible mark on the cultural
tapestry of Tanares, shaping its heritage and inspiring gen-
erations to come.
Gnome History
The history of the gnomes in Tanares is a saga of resilience
and perseverance, interwoven with tales of devastation and
recovery. Created by the goddess Lumina over three thousand
years ago, these enlightened beings were charged with the
mission of spreading knowledge, art, and beauty through-
out the world. Yet, their journey has been punctuated by
immense challenges and losses.
Since the Ungods first invaded, the gnomes have been en-
gaged in an ongoing struggle against their eldritch corruption.
They’ve played a critical, albeit indirect, role in this conflict
by leveraging their intellect to continuously research the
enemy’s powers, plans, and motivations. This understanding
has enabled them to contribute significantly to the ongoing
battle by formulating the best paths of action to combat the
Ungods. At this time they founded the first bard schools of
Tanares, greatly advancing music and culture in the world.
Yet, the Malrokian Curses brought great suffering to gnome
society, as cataclysmic events twice ravaged their flourishing
culture. The survivors, determined to preserve and restore
26 27
T
lent beings thrive on the negative emotions spawned by the Dreamscaping allows scholars and adventurers alike to intricate glasswork of Felwyn Clearbloom and the enchant- he orcs of Tanares, native to the rugged and
people’s suffering. engage in collaborative learning, debate, and artistic experi- ing verses of poet Lyris Softsong are rapidly gaining fame. arid expanse of the Tsvetan rock lands, are a resil-
Gnomes dedicate themselves to the pursuit of knowl- ences within these shared dream worlds. These realms enable The enduring legacy of gnomish artistry not only serves as a ient and determined people. Their imposing stature,
edge and the fine arts, supporting institutions like the participants to visualize complex concepts, reconstruct his- source of pride for the gnomes of Tanares but also a source marked by a muscular build, greenish skin, and prominent
Academies of Light to educate and train individuals from torical events, or even interact with legendary figures from of income for many adventurers and thieves alike. tusks, often leads to misconceptions of savagery and brutal-
diverse backgrounds. They embark on diplomatic missions the past, gaining invaluable knowledge and honing their ity. However, beneath this formidable exterior lies a species
and cultural exchanges, sharing their wisdom and fostering abilities in ways otherwise impossible. Although anyone can The Exotic Gnomish Culinary deeply connected to their ancient customs, clan structure,
global understanding. partake in dreamscaping, specially trained university staff and shamanistic beliefs.
are required to activate the magical apparatus and cast the The gnomes of Tanares have elevated the culinary arts to The orc society consists of four distinct clans, each de-
This mindset reflects the gnomes’ unwavering belief in the unparalleled heights, crafting dishes that both captivate the
power of education as a transformative force. They envision necessary spells for entry. fined by its totem animal and unique way of life. The Spiked
Three preeminent Academies of Light stand out: senses and delight the palate. Famed for their refined flavors Bones are famed for their prowess in dire wolf breeding and
a future where peace and understanding prevail, breaking and artful presentation, gnomish cuisine is sought after by
the cycle of violence and corruption that feeds the ungodly The Imperial Academy of Light. Located in the Imperial mounted combat, sharing a profound bond with animals.
Capital, this university is celebrated for its practical approach influential nobles and discerning gourmands alike. Gnomish The Stone Fangs, skilled in stealth and hunting, draw upon
entities. In their pursuit of a harmonious world, their ap- chefs are seen as learned connoisseurs, creating a culinary
proach may appear to some as overly optimistic, as it hinges to teaching architecture and economics, though it remains their nomadic ancestry and intricate knowledge of terrain
highly theoretical by non-gnomish standards. Many influ- style that embodies the finest traditions. and herbs. The Hot Bloods are steadfast warriors who adhere
on the premise that education alone can reshape societies To prepare their gastronomic marvels, gnomes utilize ra-
and eliminate the root causes of strife. ential imperial bureaucrats graduated here. to a strict code of respect for their elders, while the Strong
The Republic Academy of Light. Nestled in Fisherman’s re and precious components, many of which can only be Fists value strength, simplicity, and living simple lives free
While the gnomes’ approach may often be called idealistic obtained through the efforts of daring adventurers and ex-
by other species, their devotion to the ideals of education, art, Wharf, the Republic’s capital, this academy fosters passionate from greed and envy.
discourse on politics, religion, and ethics. Its alliance with plorers. Magical herbs, exotic parts of mystical creatures, At the heart of each clan’s culture lies their shamanistic
and culture speaks to their earnest desire to create a harmo- and other treasures are procured through audacious forays
nious world. They remain hopeful that their strategy, Avelum’s Tower of Magic enriches the education of wizard practices, centered around embracing their relationship with
apprentices, who study history, philosophy, mathematics, into dangerous realms of Tanares. The quest for these in- their totem animal and the environment. Led by the eldest
grounded in the transformative power of knowledge, gredients often fuels thrilling adventures and impassions
will eventually usher in an era of en- and ethics here. female shaman, these spiritual guides steer their tribes in
The Ancient Academy of Lumina. As the oldest gnomish intrepid explorers, who play a vital role in gnomish culi- all aspects of life, except for combat and hunting, where the
lightenment and peace. nary achievements.
university, the Ancient Academy houses the most vast ar- warchiefs assume control. Above them, the Warlord leads the
chive of books, scrolls, and artworks. It upholds strict en- The market for such exotic goods is always thriving. The warchiefs of all clans, and the revered Red Mother, a female
try requirements and would rather leave classrooms empty most rare components are sold into auctions with prices orc chosen by the spirits, serves as the spiritual guide for the
than admit subpar students. This fosters an atmosphere based on their freshness and quality. Many adventurers make entirety of the orc people.
of intellectual elitism, nurturing both brilliant but often their living procuring goods for great chefs. They search for In a world fraught with challenges, from monstrous threats
arrogant scholars. magic items and devise unique strategies, all to better find to the corrupting influence of the Ungods and the linger-
and preserve the components, allowing gnome master chefs ing wounds of the oppressive Tanarean Empire, the orcs’
The Finest Artists to make divine creations. relationships with other species are complex. Though they
A prime example is the esteemed Kraken Ink Sauce. Its deep harbor distrust towards humans and elves, they maintain
Throughout the history of Tanares, gnomes have been ac- sour flavor expertly enhances the taste of a variety of meats. a mutual respect with dwarves and gloomfolks, exempli-
claimed as the finest artists, their expertise spanning paint- The Manticore Tail Pastry features delectable manticore tail fying the diverse alliances and enmities that make up the
ing, musical composition, and sculpture. Their ingenuity meat seasoned with unusual spices, encased in a delicate realm of Tanares.
and dedication to artistic expression have yielded remark- puff pastry. The Basilisk Egg Soufflé highlights the singular
able masterpieces that have become cultural treasures in
the world of Tanares.
flavor of basilisk eggs, combined with sautéed leeks and a Orc History
dash of enchantment, culminating in a light, airy delight.
One of the greatest living musicians, Maestro Byot, has Through their culinary prowess, gnomes embody their The history of the orcs began in the Godly Age when Tamera
composed symphonies that captivate audiences with their erudition and cultivated taste, dedicating themselves to and Bauron crafted the world and its inhabitants. Blessed with
intricate melodies and emotional depth. Gnomes regard crafting experiences that elevate the senses. The tantalizing strength and tenacity, orcs were designed to thrive in Tanares’
these performances as transformative experiences that el- creations of gnomish cuisine offer ample opportunities for harsh south landscapes. However, the Ungods Invasion dis-
evate the soul and foster a deeper understanding of their those fortunate enough to partake, and the pursuit of these rupted peace, corrupting the world and plunging all life into
cultural heritage. exquisite ingredients provides a wealth of inspiration for a desperate battle for survival. Led by their Warlord and the
Lost paintings, sculptures, and musical scores from the past adventurers eager to contribute to the gnomes’ legendary first Red Mother, the most powerful shaman, the orcs pre-
of all species are highly valuable to gnomes, with both rightful culinary artistry in Tanares. sented a formidable challenge to the Ungods’ forces.
owners and affluent individuals vying for their possession.
28 29
30 31
B
and faith. They vowed to atone for their ancestors’ sins and While many tieflings dedicate their lives to fighting against potentially capable of turning the tide against the Ungods.
orn from a cursed union between demons and waged war against the relentless demons that pursued them. darkness in an unyielding crusade against the nightmarish Regrettably, the tieflings and Caeldolor were unable to
mortals who traded the souls of their descendants However, centuries later, an enraged demon, provoked by aberrations of the Penumbral Plane, others may choose to employ this powerful artifact during their fateful struggle
for power, tieflings emerged as a tormented clan, Caeldolor’s interference, devised a way to draw the eldritch embrace their cursed heritage or follow different paths, driv- against the Ungods due to the vault being sealed by treach-
burdened by the darkness of their ancestry. Seeking refuge Ungods’ attention to the tieflings’ sanctuary. A savage battle en by ambition or personal beliefs. Yet all of them face the erous tieflings who had aligned themselves with the demons.
from relentless demonic pursuit, the tieflings discovered a erupted, and though the Goetus clan fought with indomitable dangers of being hunted by demons and devils, as well as Venturing into the Endless Cathedral, adventurers may
small plane, where Caeldolor, a benevolent god of redemp- courage, they were no match for the insatiable Ungods. With the Ungods’ spawns that seek to end their existence. encounter remnants of the ancient Goetus tieflings, including
tion, suffering, and martyrdom, granted them sanctuary his final breath, Caeldolor shielded the Goetus tieflings from magic items, traps, and mystical tomes from their journey
within the sacred walls of his temple. annihilation, allowing them to flee to Tanares, where they The Sinners’ Smell across numerous planes.
Tieflings developed a somber culture steeped in self-pun- united with the Tanareans to resist the invading Ungods. Scholars believe that the Celestial Tear vault cannot be
ishment, religious zeal, and dark mysticism. Adorning their The Goetus tieflings carry the burden of their ancestors’
Now, bereft of their divine guardian, the tieflings exist in accessed with keys, but only by unraveling the secrets of the
bodies with penitent tattoos and spiked chains, the tieflings curse, their very souls tainted by demonic lineage in a way
perpetual dread, aware that the demons of their past still Eternal Labyrinth. Ungods’ servants tirelessly seek entry,
chanted hymns of lamentation while waging a never-ending that can attract demons and other fiends to them. These
hunger for their souls. For millennia, they have committed while countless adventurers, scholars, and relic hunters, usu-
battle against the demons that plague their existence. creatures hunger for the tieflings’ souls, seeking to enslave
themselves to a somber existence of self-punishment and ally with help of tieflings, risk their lives each year searching
A powerful demon, infuriated by Caeldolor’s interference, them and harness their blood to empower the vilest of rituals
austerity, ever vigilant against the encroaching shadows. for clues about the ancestral vault. Intruders will face deadly
found a way to lure the destructive Ungods to the tieflings’ in the unholy realms.
Clad in austere attire and adorned with protective symbols, traps, imprisoned demons, penumbral creatures. and sinister
sanctuary. The tieflings fought valiantly but were defeated To infiltrate Tanares, these malevolent entities exploit rare,
the Goetus tieflings of Tanares dedicate their existence to cultists conducting research, all eager to eliminate them.
alongside their god, who used the last vestiges of his powers hidden rifts between dimensions, clawing their way into the
the fights against the Ungods and any demon that enters
to protect the remaining tieflings.With their god absent, the mortal realm. Their attraction intensifies when the tieflings
Tanares, existing as a living testament to the eternal battle
clan fled to Tanares, the next plane invaded by the Ungods, accumulate too many unrepented sins, as the scent of their
between the forces of light and darkness.
and became exiles in constant fear of the demons seeking cursed souls grows stronger, drawing increasingly powerful
to claim their souls.
Redemption and Corruption demons and devils towards them.
When captured, tieflings suffer unimaginable torment
Cloaked in dark clothing adorned with protective symbols,
they seek redemption through self-flagellation, simplicity, Haunted by their dread of demons and driven by a desire for at the hands of their demonic captors. Subjected to cruel
and combat against evil forces, in the hope of freeing their retribution against the Ungods that destroyed their sanctuary, experiments and dark enchantments, they are forced into
souls from the demons’ grasp. However, not all tieflings fol- the Goetus tieflings seek both redemption and the power to servitude and drained of their blood, their souls condemned
low a righteous path; some devise twisted schemes, seeking combat their foes. Many follow the path of priests and clerics to eternal agony.
salvation through power, souls, or riches. in service to Tamera and Bauron, waging a relentless war To protect themselves, the Goetus tieflings form tight-
The tieflings’ sinister appearance and the weight of their against the nightmarish aberrations of the Penumbral Plane knit communities, ally themselves with the Celestianist
lineage instill unease and suspicion among Tanares’ inhabi- while striving to cleanse their cursed lineage. Church, and diligently seek penance for their sins through
tants, who are concerned that these exiles, having once faced Delving into the depths of their dark mysticism, the tieflings self-inflicted suffering, knowing that this is the only way
the Ungods’ corruption, may still carry hidden taint. have honed three distinct methods to confront the sinister to avoid attracting demonic attention.
forces that plague the land of Tanares. First, through the art Despite their unwavering resolve, the Goetus tieflings
Tiefling History of Penumbral Exorcism, a chorus of Goetus priests chants live in constant fear of succumbing to the demonic cor-
powerful and dark incantations that reverberate through the ruption coursing through their bloodline. They remain
In an age of darkness and despair, a clan of mortals on an shadows. This practice allows them to drive out penumbral vigilant against the possibility of treachery from within,
unknown plane of existence forged a dangerous pact with corruption and banish the nightmarish aberrations back as some among them may be tempted to strike deals with
demons. These mortals, the ancestors of the tieflings now to their unholy realm, cleansing the afflicted and restoring demons, betraying their kin in exchange for promises of
living in Tanares, traded the souls of their descendants for a portion of their sanity. While Celestianist clerics may be power and forbidden knowledge.
unimaginable power. Thus, the Goetus clan of tieflings was familiar with this ritual, the tieflings possess an unparalleled
born, an accursed species eternally haunted by their sinister expertise in its execution. The Remains of the
heritage. Ensnared by the demons who held their souls cap-
tive, the Goetus languished in suffering, their spirits yearning
Second, in a harrowing display of Sacrificial Atonement, Endless Catedral
multiple Goetus tieflings participate in a dark, bloody ritual,
for liberation. offering their own blood to create a barrier against penum- The Endless Cathedral, a once-magnificent stronghold of the
As the ages passed, a courageous few defied their demonic bral creatures and aberrations. The size, power, and duration Goetus tieflings, now lies in the first underground level of the
masters, embarking on a treacherous odyssey across a pleth- of the barrier depend on the strength of the participating Penumbral Plane. Despite their god’s defeat by the Ungods,
ora of planes to seek sanctuary. Their perilous journey took tieflings and the amount of blood they sacrifice. At times, the cathedral remains an enigmatic monument, drawing
them through terrifying realms, where they faced evil forces tieflings even perish in the process, sacrificing their lives to adventurers, scholars, and treasure hunters for over three
and unimaginable terrors. Fueled by the faintest glimmer protect their comrades.
32 33
34 35
36 37
38 39
B
eneath the vast forces that once enslaved them.
continent of Gloomfolk History During their captivity, the gloomfolk were forced to scrape
Tanares lies the for food, often resorting to consuming the remains of dead
The history of the gloomfolk is a tale of sorrow, transfor- penumbral creatures. This desperate act, combined with the
shadowy, subterranean realm of the Undertanares, where mation, and determination. Over three millennia ago, the
the resilient and ferocious gloomfolks dwell. Once winter corruptive magic that twisted their bodies, not only allowed
winter elves sought ways to combat the corruptive influence them to withstand, but also to gain strength from the flesh
elves, these beings met a dark fate in the eerie Penumbral of the Ungods in Tanares. They studied penumbral energy
Plane, a realm tainted by corruption and shadows. Captured of these aberrations. To the gloomfolk, feasting on penum-
Gloomfolk
and ventured into shadowy realms to uncover their ene- bral creatures is both a delicious meal and a potent symbol
and enslaved by the Cult of Shadow Wing, the winter elves mies’ secrets.
were subjected to horrific experiments under Bellara, the of retribution.
Unfortunately, this journey led many winter elves into The gloomfolk’s distinct ability to feed on these creatures
Poisonous scorpid-elves with penumbral roots, these brothers Daughter of the Ungods. Seeking to create a new hybrid of the clutches of the sinister Queen Bellara and her arachne has profoundly influenced their culture and traditions, of-
and sisters thrive as defiant survivors valuing hive loyalty mortal creatures and penumbral aberrations for her army, minions. These elves were transformed into scorpion-like fering unparalleled sustenance compared to ordinary food
and personal liberty. Their unorthodox, resourceful spirit she transformed them into fearsome, scorpion-like creatures. beings and enslaved by her and the Cult of Shadow Wing sources. This nourishment not only fuels their desire for
embodies an anarchic, do-it-yourself ethos. The gloomfolk’s striking appearance blends elven beauty for countless centuries. vengeance but also ensures the growth and fortitude of their
with scorpid terror. Their upper bodies exhibit the elegant In time, the gloomfolks, as they came to be known, formed
Hey there, stranger! You’ve followed the echoes of our drums offspring. While adult gloomfolk can subsist on conventional
features of their winter elven heritage, while chitinous shells a society centered around community, survival, and avenging
to our hive, huh? No need for airs and graces here, just our fare, their young must ingest the flesh of penumbral beings
of onyx hues extend from their waists, forming scorpion-like their kin. Their unique culture was shaped by their trans-
steadfast spirit and unity. We’ve survived the blackest of night- to achieve their full potential. Their aberrant, scorpion-like
lower halves with vicious pincers and a venomous stinger. formed bodies and subterranean lifestyles.
mares and emerged stronger, claiming the freedom to be our forms have an inherent craving for the power harbored within
Embracing personal expression and rejecting traditional When the sinister Queen Bellara was captured by Malrok,
authentic selves. Our bold tattoos narrate our lives, and our the tainted flesh. Failure to provide the proper nourishment
conformity, they don vivid, bold clothes, studded leather a human hero, the gloomfolk saw a chance for freedom.
music thunders in sync with the hive’s pulse. may result in the young growing smaller, weaker, and lacking
jackets, tribal tattoos, iron chains and ragged, comfortable Under the guidance of a legendary unnamed leader called
Join us in the shadows, and you’ll see we’re pros at navigat- the resilience to corruption that characterizes the gloomfolk.
clothing. To them, attire is a means of expressing their indi- the Patriarch, they gathered intelligence, crafted weapons,
ing these treacherous depths. We stalk the wicked beings that As they need to hunt penumbral creatures to feed their
viduality, rather than impressing others or signifying status. and developed a potent poison to use against their captors.
haunted our past, avenging our kin and shielding the world hives, they have mastered the skills of hunting and subterfuge.
Nestled within the Undertanares’ tunnels and caverns, the The Patriarch’s ingenious traps and strategies led some to
from the Penumbral Plane’s horrors. We don’t kneel to gods; The gloomfolk stalk their prey through the treacherous tun-
gloomfolks form tight-knit communities in their hives, cele- speculate that he might have been a deity in disguise, though
our rituals are what bind and nourish us, forging unbreak- nels of Undertanares and the sinister layers of the Penumbral
brating effort, personal talents, independence, and self-suffi- most gloomfolk dismiss this idea.
able connections. Plane with lethal accuracy. Their innate understanding of
ciency. Their deep loyalty to their hive binds them together,
40 41
42 43
I
coalescing within the soulborn’s consciousness as they re-
n the realm of Tanares, a rare and remarkable
gain fragments of their past over time. Occasionally, intense
phenomenon gives rise to the soulborn, a people who
emotional situations or the presence of certain objects may
defy the boundaries of species and culture. These ex-
provoke the retrieval of these lost memory shards. But oth-
traordinary beings are born with the soul of a soulborn, re-
erwise, it is a slow and continuous process.
incarnated into the bodies of newborns from various species.
Throughout countless lives, the soulborn have woven
Their distinct appearance, marked by gray skin and white,
themselves into the tapestry of Tanares’ diverse cultures and
curly hair, sets them apart from their biological kin. These
44 45
46 47
48 49
T
he taii’maku, a majestic and enigmatic species, Their polite and pacifist way make them easy to coexist champions provided crucial support. This siege exposed the to counter the insidious influence of the Ungods, extending
exude an aura of reverence and admiration that with other species, but their lack of emotions and rational dangers of isolation, prompting taii’maku heroes to persuade
leaves a lasting impression upon those who cross
50 51
Taii’maku Society Marriage in taii’maku society is deemed a logical obliga- reverberates through every aspect of their intricate culture.
a highly-educated mind.
This extraordinary fusion breathes life into a myriad of con- Limited The taii’maku often struggle to understand jokes
tion and lifelong commitment. Couples are selected based or sarcasm, as they see little practical value
In the heart of the taii’maku civilization, a steadfast ded- structs, each pulsating with the volatile yet potent mystical understanding
on intellectual compatibility and the potential to counter- of humor in them. Yet many try to learn this from other
ication to logic, rationality, and the pursuit of knowledge energies of bauronite. species.
balance each other’s weaknesses, resulting in partners with
beats like a resonant drum. Eschewing traditional faith in Highly advanced constructs serve as the lifeblood of
vastly different skill sets. When raising children, taii’maku Disdain for The taii’maku are not fans of small talk and prefer
deities, they perceive gods as highly evolved entities, masters taii’maku society, ceaselessly fulfilling a diverse array of small talk to get straight to the point in conversations. They
parents display a profound sense of responsibility, attentive-
of profound wisdom and comprehension of reality. Within roles. From performing menial tasks and physical labor
see idle chit-chat as inefficient and would rather
ness, and devotion, particularly in education and imparting discuss something meaningful.
their ranks, clerics and paladins exist, but they view them- to acting as speedy vehicles, these constructs enable the
wisdom. However, their parenting approach lacks the emo- Preference They are comfortable spending time alone and
selves as emissaries of superior wisdom rather than servants taii’maku to dedicate their time to intellectual pursuits.
tional warmth observed in other species. for solitary are not always interested in socializing with oth-
of a divine being. Sentinel constructs vigilantly patrol the cities, responding activities ers. They value quiet reflection and introspection.
Society is structured around a knowledge-based hierarchy,
The essence of taii’maku culture lies in order and balance, to taii’maku commands and maintaining unwavering se-
with an individual’s status determined by their contributions Strong sense The taii’maku take their duty and responsibili-
reflected by their harmonious, symmetrical, and geometric curity. Transportation constructs range from horse-sized of duty ties very seriously and will often put them above
to collective wisdom. Their economy revolves around trading
city architecture. Crafted with meticulous accuracy, their their personal desires or needs. They have a deep
knowledge and bauronite ore, prioritizing the exchange of golems and massive mechanical wagons to soaring aerial sense of obligation to their community and strive
urban landscapes optimize mystical energy efficiency and machines and even city-sized, mobile Illus. The zenith of
information, discoveries, ideas, and components for crafts to make a positive impact.
resource management. Their cuisine, mirroring their me- taii’maku engineering culminates in the impressive Giant
and research over traditional gold coins. This system nurtures Focus on They value efficiency and productivity in all areas
thodical nature, emphasizes objectivity and efficiency over Defenders, colossal constructs that rival the tallest giants efficiency and of life and may become frustrated with those
a culture of perpetual learning and innovation.
taste and presentation, crafting meals that deliver optimal and safeguard the Illus from ever-present threats. productivity who prioritize relaxation or pleasure. They be-
Taii’maku governance is anchored in public councils led lieve in getting things done and making the most
health and nutrient intake. Yet, all taii’maku constructs necessitate fastidious main-
by the eldest members, inviting anyone with a contribution of their time.
In their relationships, the taii’maku exhibit an extraordi- tenance to stave off corruption from their bauronite cores,
to engage in discussions. Decisions are made through vot-
nary form of empathy. Devoid of emotional experience, it which, if left unchecked, could render them uncontrolla-
ing, emphasizing logic over personal biases and frequently
stems from understanding the logical and practical needs
resulting in unanimous or near-unanimous outcomes, as ble and perilous. Mathematical
of others. Their ethical framework originates from a deep
thought experiment in which they shed all knowledge of
they discuss until every individual is satisfied. The taii’maku’s resolute devotion to order, balance, and Approach to Magic
The deep Taii’maku language, comprised of intricate sym- precision, coupled with their reverence for knowledge, forms
bols and exact mathematical forms, enables efficient and the bedrock of their unique capabilities. They alone possess In the arcane domain, the taii’maku stand as a testament to
the aptitude to craft such remarkable constructs. Their culture their revolutionary theories that intricately weave the tapestry
fosters an environment that encourages ceaseless learning of magic with the threads of mathematics. This matchless ap-
and innovation, transforming these constructs into more proach births the crafting of impeccably precise magic circles
than just feats of engineering; they stand as emblematic rep- and potent enchanted artifacts, transcending the symbolic
resentations of the taii’maku’s relentless pursuit of progress. renderings typically employed by their wizardly counterparts.
U’Tibam, the most eminent taii’maku mind of his era, The taii’maku spellcasters envision the cosmos as bound
epitomizes their exceptional intellect. His groundbreaking by a set of logical principles that can be deciphered through
contributions to mathematics and the creation of the might- mathematical expressions, deeming magic as an extension
iest giant construct ever forged, a pivotal weapon against the of the physical realm. This unique perspective enables them
Kemet Invasion, further highlight the taii’maku’s ingenuity. to interlace mathematics within their incantations, and as
The Illus frequently find themselves in need of specific such, taii’maku wizards etch their spells as algebraic formu-
resources to further their research or repair their constructs, las in their grimoires, deeming conventional symbols to be
often enlisting the aid of intrepid adventurers to procure the cumbersome and inefficient.
rare materials they require. Taii’Maku cities also tirelessly As bold adventurers embark on perilous journeys into
search for spies and purloined information or artifacts, of- the depths of time-forgotten ruins, they may chance upon
fering bountiful rewards for their safe recovery. Prioritizing ancient tomes inscribed by legendary taii’maku archmag-
security above all else, the taii’maku remain perpetually vigi- es or unearth enigmatic arcane mechanisms, both teeming
lant for signs of infiltration, as the secrets of their constructs’ with labyrinthine equations that call for the keen intellect
creation and operation must be fiercely safeguarded. of the most erudite taii’maku minds to decipher. As they
navigate through the forsaken remnants of bygone Illus, they
may unveil cryptic geometric patterns that cloak concealed
chambers. Nestled within these shrouded sanctuaries, one
52 53
54 55
Prepare to dive into an abundance of options in this chapter, to make character creation more accessible and dynamic Brawler A fierce and resilient combatant d12 Strength Strength Light and medium armor, shields,
while still providing depth and power. They are a great start- Constitution simple and martial weapons
with three different types of content: New Classes, Simplified
Classes and Subclasses. ing point for new players and a handy tool for experienced Mage A powerful spellcaster specialized in a d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
select number of arcane spells Wisdom light crossbows
Explore the intricacies of Tanares with four unique New players wanting to quickly build characters for their tables.
With brief summaries of each material provided in the Priest A devout follower of the gods capable d8 Wisdom Wisdom Light and medium armor, shields,
Classes, each specifically designed for this incredible setting, of healing and casting divine spells Charisma simple weapons
but easily adaptable to any table you may be playing at. following tables, you’ll have everything you need to choose
Scoundrel A crafty rogue specialized in coordinat- d8 Dexterity Dexterity Light armor, simple weapons, hand
Customize your favorite classes with fifteen New Subclasses, the perfect fit for your character. So, whether you’re a sea-
ed attacks and quick thinking in various Intelligence crossbows, longswords, rapiers,
introducing new gameplay mechanics and allowing you to soned adventurer or new to the world of RPGs, get ready to situations shortswords
discover the endless possibilities of this chapter.
N ew S ubclasses
N ew C lasses C lass S ubclass D escription H it P rimary S aving T hrow W eapon and A rmor
D ie S tat P roficiency P roficiency
C lass S ubclass D escription H it P rimary S aving T hrow W eapon and A rmor
D ie S tat P roficiency P roficiency Barbarian Path of the Brutal A barbarian hunter who specializes d12 Strength Strength Light and medium armor,
Hunter in focusing their fury on their prey Constitution shields, simple and martial
Dragonblade Combat geniuses and trained strategists who d8 Intelligence Intelligence All armor, shields, simple weapons
wield powerful dragon abilities to subdue ene- Constitution weapons, and martial
mies and dominate battles weapons Barbarian Path of the A barbarian survivor who special- d12 Strength Strength Light and medium armor,
Penumbra izes in dealing with the horrors of Constitution shields, simple and martial
Fury of the Red Experts in offensive maneuvers, they outma- d8 Intelligence Intelligence All armor, shields, simple the Penumbral Plane weapons
Dragon / Azymor neuver their enemies with lethal precision Constitution weapons, and martial
weapons Bard College of Life A bard who can harmonize their d8 Charisma Dexterity Light armor, simple weapons,
music with the essence of life. Charisma hand crossbows, longswords,
Integrity of the White Experts in defensive maneuvers, they are near d8 Intelligence Intelligence All armor, shields, simple They can heal people and commu- rapiers, short swords
Dragon / Kerloth impossible to strike and absorb enemy attacks Constitution weapons, and martial nicate with animals
with ease weapons
Cleric Chaos Domain A cleric who can cast spells from d8 Wisdom Wisdom Light and medium armor,
The Celerity of the Tactical positioners and masters of battlefield d8 Intelligence Intelligence All armor, shields, simple other classes and infuse random- Charisma shields, simple weapons
Blue Dragon / Thyra control, manipulating the flow of battle to Constitution weapons, and martial ness into their magic
their advantage weapons
Cleric Courage Domain A cleric who inspires their allies, d8 Wisdom Wisdom Light and medium armor,
Elementalist Wise spellcasters who use elemental powers d6 Wisdom Intelligence Clubs, daggers, quarter- providing them with courage and Charisma shields, simple weapons
to support allies, hamper foes, and solve Wisdom staffs, shortbows and determination
problems longbows
Druid Circle of the Druids who focus on plants above d8 Wisdom Intelligence Light and medium armor (non-
Air Primordial Masters of movement, illusion, perception, d6 Wisdom Intelligence Clubs, daggers, quarter- Bloom other aspects of nature Wisdom metal), shields (nonmetal), clubs,
Element and air, they confuse and mislead enemies Wisdom staffs, shortbows and daggers, darts, javelins, maces,
longbows quarterstaffs, scimitars, sickles,
Earth Primordial Masters of protection, barriers, strengthening, d6 Wisdom Intelligence Clubs, daggers, quarter- slings, spears
Element and earth, they shield allies from harm Wisdom staffs, shortbows and Fighter Death Knight A warrior who can channel the d10 Strength Strength All armor, shields, simple and
longbows power of death into lethal blows Dexterity Constitution martial weapons
Fire Primordial Masters of combat, enchantment, fear, and d6 Wisdom Intelligence Clubs, daggers, quarter- Monk Way of the A monk trained in animal postures, d8 Dexterity Strength Simple weapons, shortswords
Element fire, they cripple and strike fear into foes Wisdom staffs, shortbows and Animals shifting stances during combat Wisdom Dexterity
longbows
Paladin Oath of Freedom A paladin who values freedom. d10 Strength Wisdom All armor, shields, simple and
Water Primordial Masters of healing, abjuration, life, and water, d6 Wisdom Intelligence Clubs, daggers, quarter- Their oath ignores laws and rules Charisma Charisma martial weapons
Element they mend allies' wounds and cure ailments Wisdom staffs, shortbows and for the sake of goodness
longbows
Ranger Shadow Rangers who lurk on the fringes d10 Dexterity Strength Light and medium armor,
Madwalker Mad-touched survivors and penumbral d8 Dexterity Dexterity Light armor, Simple Investigator of society, seeking out aberrations Wisdom Dexterity shields, simple and martial
experts, they shift their form to accomplish Charisma weapons, martial and sinister cultists lurking in cities weapons
incredible feats weapons
Ranger Arcane Guardian Rangers who protect magic, with d10 Dexterity Strength Light and medium armor,
Aberrant Arachnid Trail Aggressive hunters who ambush and isolate d8 Dexterity Dexterity Light armor, Simple specialized training to face those Wisdom Dexterity shields, simple and martial
(Arachnid Hunter’s) their prey, they are silent and deadly Charisma weapons, martial who abuse arcane power weapons
weapons
Rogue Ninja Ninjas capable of using Ki tech- d8 Dexterity Dexterity Light armor, simple weapons,
Nightmare's Resilient survivors with glimpses of the future, d8 Dexterity Dexterity Light armor, Simple niques as infiltrators and assassins Intelligence hand crossbows, longswords,
Augury Trail they prepare for impending catastrophes with Charisma weapons, martial rapiers, shortswords
(Nightmare Predator’s) powerful abilities weapons
Sorcerer Cultist Fanatical sorcerers who channel d6 Charisma Constitution Daggers, darts, slings, quarter-
Redeemer Charismatic leaders and divine casters, bless- d8 Charisma Charisma Light armor, daggers, their madness into magical power Charisma staffs, light crossbows
ed by the gods with the power to captivate Wisdom darts, slings, quarter- and conjure penumbral beings
crowds and wield gold as a weapon staffs, light crossbows
Warlock Pact of the Dark Warlocks who make a pact with d8 Charisma Wisdom Light armor, simple weapons
Shepherd Grand speakers and preachers who gather d8 Charisma Charisma Light armor, daggers, Hunter an entity that seeks to destroy all Charisma
throngs of followers, they persuade and in- Wisdom darts, slings, quarter- mystical creatures of darkness
spire with their words staffs, light crossbows
Wizard Lost Magic Adventurous and explorative wiz- d6 Intelligence Intelligence Daggers, darts, slings, quarter-
Doomspeakers Prophets who fear the end of the world and d8 Charisma Charisma Light armor, daggers, Researcher ards who seek the lost secrets of Wisdom staffs, light crossbows
accumulate power to fight against impending Wisdom darts, slings, quarter- magic from ages past
disaster staffs, light crossbows
56 57
A
T he D ragonblade
human stands atop a towering
Proficiency Draconic Draconic
wall, surveying the battlefield below Level Features
Bonus Power Level Powers Known
with piercing eyes. An army of undead 1st +2 Claws and Scales, Natural Strategist, Draconic Power 1st 3
advances steadily, marching towards their strong-
2nd +2 Draconic Soul, Empowered Soul 1st 4
hold with a relentless pace. The human remains calm,
3rd +2 Investigative Mind 1st 4
a steely determination in his gaze as he descends the
4th +2 Ability Score Improvement 2nd 5
stairs, his battle plan already forming in his mind.
An ancient tome, bound in dragon scales, slams 5th +3 Draconic Knowledge 2nd 5
shut with a resounding thud. Outside, the gnome’s 6th +3 Draconic Soul Feature 2nd 5
friends call for help, but he only smiles, ready for 7th +3 — 3rd 6
action−his sixty years of dragon studies have given 8th +3 Ability Score Improvement 3rd 6
him the claws and fangs of a draconic predator. 9th +4 Dragon Form 3rd 6
The Arena floor trembles with the chaos of battle as 10th +4 Draconic Soul Feature 4th 7
members of the team fall one by one. An elf retreats,
11th +4 Tactical Response 4th 7
his every move watched by his enemies. But his retreat is
12th +4 Ability Score Improvement, Dragon Form 4th 7
a ruse, a clever ploy to position himself for the perfect strike.
With a dash and flash of his sword, he dispatches the enemy 13th +5 — 5th 8
conjurors and charges forward, ready to end the battle and 14th +5 Draconic Soul Feature 5th 8
protect his wounded allies. 15th +5 Dragon Form 5th 8
16th +5 Ability Score Improvement 6th 9
Masters of draconic power and strategic thinking, these
17th +6 Spiritual Wings 6th 9
skilled combatants protect Tanares from penumbral cult-
18th +6 Draconic Soul Feature, Dragon Form 6th 9
ists and creatures, serving as defenders, monster hunters,
19th +6 Ability Score Improvement 7th 10
and military leaders for the Draconic Council.
20th +6 Call of the Dragon 7th 10
The dragonblades are elite combatants with a unique fighting
style, harnessing the ancient and mystic powers of dragons.
Most of these skilled warriors serve the Draconic Council In their quest, dragonblades often face formidable ad- with mortals. Their original purpose was to increase the
and take on various roles, such as diplomats, gladiators, versaries such as the Cult of Shadow Wing, which seeks to strength of mortals in the war against the Ungods’ minions
and monster hunters, fighting against the corruptive corrupt all creatures, including dragons, turning them into and protect Tanares, the world entrusted to the dragons by
forces that threaten the world. penumbral creatures that empower the eldritch Ungods. Tamera and Bauron. As time passed, the Ancient Age saw
Dragonblades are highly intelligent fighters, channel- As the dragonblades grapple with their daunting tasks, the creation of the Draconic Council, a powerful assembly
ing the Draconic Power to perform exceptional feats of the enigmatic Draconic Council is beset with internal strife, of dragons, formed to preserve Tanares from penumbral
swordsmanship. Clad in heavy armor and often wielding casting shadows over the future of Tanares. The Council’s corruption and the destructive Malrokian Curse.
shields, these warriors rely on their intellect rather than divisions stem from contrasting beliefs regarding the poten- Upon its formation, the dragonblades became an essential
physical strength to dominate the battlefield. They often act tial of mortals. The majestic Gold Avatar Dragon, Isendden, component of the Draconic Council, serving as the back-
on the frontline of battles, as well as protecting sacred sites, champions a faction that fervently trusts in mortal potential bone of their troops. Most have remained politically neutral,
ancient treasures, and the Draconic Council’s towers. and destiny. In stark contrast, the formidable Black Avatar intervening only when the Council acted to prevent war or
Each dragonblade follows a Draconic Soul path, symbol- Dragon, Zaldrus, spearheads a faction that perceives mortals corruption. From their war-focused beginnings, the drag-
ized by a dragon color that bestows upon them elemental as feeble and susceptible to corruption. As this clandestine onblades have evolved into versatile agents, serving on the
powers associated with that dragon. These elemental forces struggle for dominion over the council unfolds, whispers of most diverse arrays of duties within the Council.
augment their martial prowess, enabling them to combat political intrigue echoes in the Draconic Towers. During the Kemet Invasion, some dragonblades, recogniz-
the sinister otherworldly forces threatening their world. Undeterred by these challenges, the dragonblades persevere ing the potential cataclysm, aided in the war effort against
Their cunning also allows them to serve as battle strate- in their mission. They venture into the Penumbral Plane to the invaders. Among them was the legendary dragonblade
gists, outwitting enemies and controlling the battlefield with free captured dragons, dismantle the Shadow Wing’s plans, Sedura, a solitary warrior trained by a rogue master. Initially
strategic prowess. and vanquish their foes. As the embodiment of strategic manipulated by D.E.A.T.H. to kill the Avatar Dragon Thyra,
As the Malrokian Curse looms over Tanares, threatening combat against the encroaching darkness, the dragonblades Sedura redeemed herself by becoming a war hero and helping
to unleash chaos and devastation should large-scale battles unleash their intellect, martial skill, and the awe-inspiring Talessa and the Draconic Council thwart the Cult of Shadow
erupt, dragonblades are required to avert such conflicts and power of dragons to vanquish their foes. Wing’s attempt to corrupt other Avatar Dragons.
hunt the cultists and aberrations that strive to cause them. In contemporary times, dragonblades operate as war-coun-
Their missions demand extraordinary courage, tactical ex- Dragonblade History selors and emissaries for various factions, with the Draconic
pertise, and unwavering dedication to the cause. Council allowing this to maintain influence and gather in-
The dragonblades’ origins can be traced back to the Godly
telligence to prevent wars. Factions remain cautious about
Age, when dragons first shared their knowledge and power
58 59
60 61
Draconic Power
Your deep study and immersion made you able to com-
prehend the secret martial techniques known as Draconic
62 63
64 65
and any other applicable bonuses, effects, and conditions Empowered Dragon’s Protection 2nd Lightning Dash
Draconic Souls for this roll). At 2nd level, you can channel a portion of your Empowered 4th Tail Slam
Soul energy to form an icy shield, protecting you from an 7th Binding Lightning
Fury of the Red Dragon Fire Immunity enemy’s attack. The first time you sustain damage after your
10th Lagging Thunder
At 14th level, the flame power coursing through you renders soul becomes Empowered, you may choose to reduce the
13th Thundering Translocation
Dragonblades are the shock troops of the Draconic Council, you immune to fire damage. damage by 1d8 for every two dragonblade levels you possess
and the Fury of the Red Dragon is one of the most aggressive (only if you are still Empowered, and to a minimum of 0). 16th Shocking Trap
and intense training styles within their ranks. These warriors Draconic Presence 19th Spartial Storm
are forged by dragon fire in the art of war and are trained to At the 18th level, you acquire the Frightful Presence ability Ice Veins
lead the assault against their enemies. Those who choose this of an ancient red dragon, which you can use as an action. At 6th level, when you expend your Empowered Soul to ex- Empowered Wind Blast
path are experts in battle, and their relentless aggression is ecute a second Draconic Power in a turn, a creature of your
Starting at 2nd level, each time your soul becomes Empowered,
unmatched. Whether it be scorching heat or raging infer- Integrity of the White Dragon choice that you can see within 30 feet of you suffers a 1d4
you can channel a portion of its energy to unleash a gust of
nos, the Fury of the Red Dragon dragonblades are capable penalty to all its attack rolls until the end of its next turn.
Dragonblades trained in the Integrity of the White Dragon wind against a creature you can see within 30 feet of you.
of withstanding the harshest scorching conditions, making The creature’s speed is reduced by 10 feet for 1 minute, and
them ideal for missions in South Tanares. They seek to study are the sentinels of the frozen tundra, their bodies honed Winter Mantle
to withstand the freezing winds of the north. They are the it must make a Dexterity saving throw with a DC equivalent
the ways of the red dragon and learn from their mastery of At 10th level, your soul extends its protection to your allies.
guardians of sacred places, their forms standing like bas- to your Draconic Power save DC. On a failing, the creature
the environment. These warriors are the embodiment of All creatures of your choice (including yourself) within 30
tions of ice and steel against all who would dare threaten falls prone. In addition, while the creature’s movement is
dragon-like ferocity, and they are feared and respected by feet of you gain resistance to cold, acid, and poison damage.
the Draconic Council’s interests. impeded by this effect, it cannot benefit from any spell or
friends and foes alike.
Embodying the resilience and cunning of the white drag- Cold Immunity item that amplifies its speed.
R ed D ragon D raconic P owers on, these warriors venture deep into the heart of the frosty At 14th level, the icy power coursing through you grants Thunderous Assault
D ragonblade L evel D raconic P ower wilds, braving blizzards that rage like a tempest, scaling icy you immunity to cold damage.
cliffs as if they were steps to the heavens. Every step they At 6th level, you allow your allies to capitalize on your en-
2nd Burning Strike
take is a testament to their unwavering determination, every Preservation emies’ vulnerabilities. When a creature is knocked prone
4th Sundering Strike
breath a reminder of their fierce loyalty. as a result of failing its save against your Empowered Wind
At 18th level, all willing creatures of your choice within 30 feet
7th Ring of Fire With each battle, they hone their bodies to be more attuned Blast, one willing creature that you can see within 30 feet of
of you have advantage in death saving throws. Additionally,
10th Boon of Flames to the ways of the white dragon, drawing upon its mastery you is allowed to use its reaction to move up to 30 feet and
at the start of each of your turns, all creatures of your choice
of the environment to survive where others would perish. make a weapon attack against the prone creature.
13th Blades of Wind within 30 feet of you that are at 0 hit points regain 1d4 hit
Their movements are graceful, yet deadly, like the flow of points.
16th Sweltering Heat Wings of Celerity
19th Final Destruction
ice upon a frozen river. They are the protectors of dragon
lairs, their eyes constantly scanning the horizon, their senses Celerity of the Blue Dragon Starting at 10th level, you enhance your allies’ agility to bol-
ster their defenses. You and all willing creatures of your
alert for any sign of danger.
Empowered Dragon’s Fury The sight of a dragonblade trained in the Integrity of the Dragonblades who have mastered the Celerity of the Blue choice within 30 feet of you have advantage on Dexterity
Starting at 2nd level, you can channel a portion of your Dragon soar through the skies like fearless tempests, their saving throws.
White Dragon is both fearsome and awe-inspiring. Their
Empowered Soul energy to unleash your fiery fury. Each determination shines like diamonds in the snow, their re- bodies crackling with the power of lightning and thunder.
time your soul becomes Empowered by Draconic Power, These daring wanderers travel the world, driven by a thirst Lightning Immunity
solve shields its allies in the bleakest of environments. These
you can immediately release fire on a creature you can see for adventure and the thrill of exploring uncharted territories. At 14th level, the electric power coursing through you grants
warriors are the guardians of the Draconic Council, their
within 30 feet of you. Make a ranged attack roll against it; The winds that sweep across the open skies still sing with you immunity to lightning damage.
unwavering spirit a reminder that even in the face of the
if you hit, the creature takes 1d6 fire damage for every two the echoes of the once-mighty Eternal Storm, a testament to
dragonblade levels you possess, rounded down.
coldest winter, the zeal of protection and defense burns bright.
the incredible power that once raged in the west of Tanares.
Winged Fury
But for the dragonblades who have embraced this path, the At 18th level, your flying speed derived from the Spiritual
elemental force that courses through the air is a call to ad- Wings feature increases to 90 feet. In addition, you acquire
venture, a siren’s song to be explored and harnessed. the Wing Attack legendary action of an ancient blue dragon,
which you can use as an action when your Spiritual Wings
are activated.
66 67
68 69
72 73
Barrage of Claws
Activation: 1 action
Type: Claw
Power: You unleash a flurry of attacks. Make three weapon
attacks against a single target, each dealing an extra 1d6
slashing damage and ignoring the target’s damage resistance.
Ghostly Tail
Activation: 1 bonus action
Type: Claw
Power: You execute a spinning energy attack that takes the
form of a spectral dragon’s tail. Choose any number of crea-
tures within 15 feet. They must succeed on a Dexterity saving
throw or take 6d8 damage of the type associated with your
Draconic Soul and fall prone. Successful saves result in half
damage and no additional effect.
Legendary Resistance
Activation: 1 reaction
Type: Scale
Power: Drawing upon your Draconic Soul, you can convert
a failed saving throw into a successful one. If you’ve already
used a Draconic Power this round, you may opt to suffer
one level of exhaustion to ignore the Draconic Power per
round limitation.
After using this power, you cannot use it again until you
finish a short rest.
74 75
76 77
1 2 3 4 5 6 7 8 9
Elementalist 1st +2
Primordial Element,
Spellcasting, Fusion Spells
2 2 2 - - - - - - - -
I
n a serene garden, a wise elementalist master pre- 2nd +2 Primordial Bond 2 2 3 - - - - - - - -
pares tea for its disciples with the utmost precision, their 3rd +2 - 4 4 4 2 - - - - - - -
every movement harmoniously aligned with the elements.
Ability Score
As the tea leaves dance in the boiling water, the disciples sense 4th +2 4 4 4 3 - - - - - - -
Improvement
a deep connection to the elements, feeling the master’s power 5th +3 - 6 6 4 3 2 - - - - - -
coursing through their veins.
Primordial Element
When confronted by ruthless bandits, a soulborn elementalist 6th +3 6 6 4 3 3 - - - - - -
Feature
commands the elements with a flick of their wrist, unleashing 7th +3 - 8 8 4 3 3 1 - - - - -
an icy beam of pure energy that encases half of the bandits in Ability Score
a frozen tomb while the rest flee in terror. 8th +3 8 8 4 3 3 2 - - - - -
Improvement
Against a monstrous beast, an elf elementalist stands resolute, 9th +4 - 10 10 4 3 3 3 1 - - - -
igniting their weapons and those of their allies with blazing 10th +4 Primordial Element trait 10 10 4 3 3 3 2 - - - -
magic. Confidence burns within them as they prepare for an
11th +4 - 12 12 4 3 3 3 2 1 - - -
epic battle, ready to vanquish the darkness with the raw power
Ability Score
of the elements. 12th +4
Improvement
12 12 4 3 3 3 2 1 - - -
as advisors, sages, spiritual guides, and teachers. According 14th +5 Primordial Element trait 14 14 4 3 3 3 2 1 1 - -
to prophecies, they hold the power to stop Gullog and his 15th +5 - 16 16 4 3 3 3 2 1 1 1 -
undead armies. Ability Score
16th +5 16 16 4 3 3 3 2 1 1 1 -
Improvement
Born from an ancestral elven tradition, elementalists stand 17th +6 - 18 18 4 3 3 3 2 1 1 1 1
as a distinct group of spellcasters. Their mastery diverges 18th +6 Fusion Master 18 18 4 3 3 3 3 1 1 1 1
from conventional arcane practices, delving into the harmo-
Ability Score
nization of elements, energy flow, meditation, and spiritual 19th +6 18 18 4 3 3 3 3 2 1 1 1
Improvement
enlightenment. These wise practitioners dedicate their lives 20th +6 Elemental Pinnacle 18 18 4 3 3 3 3 2 2 1 1
to attuning with one of the four elements, each of which
grants distinctive abilities and purpose. Fire elementalists
command martial prowess and emotional control, earth el-
ementalists foster unwavering resilience and deep moral throughout their lives, undertaking tasks as required and In the world of Tanares, an ominous threat looms as the
compass, air elementalists exhibit cunning, guile, and grace ensuring their actions never tarnish their master’s name. immortal kemet leader, Gullog, seeks to conquer and turn
of movement, while the scarce water elementalists practice Concurrently, masters are obligated to impart wisdom, safe- all into icy death. Elementalists are at the heart of a prophecy
healing arts, nurturing both body and soul, and advocating guard their disciples, and foster their spiritual growth, with that may provide salvation, seeing themselves as responsible
temperance and non-attachment. Despite mastering one any abuse constituting great dishonor. for restoring the goddess Bás to her pacifist ways and ending
element, elementalists can manipulate the other two ele- Elementalists regard their fellow practitioners as kin, de- Gullog’s tyranny. Beyond the prophecy, elementalists serve as
ments that do not directly conflict with their chosen one, spite differing principles and views among schools devoted spiritual guides, royal advisors, and guardians of elemental
enabling combinations of elements to cast spells of magma, to various elements. They engage in fervent debates, never energies. Guided by the teachings of venerable masters and
plant, lightning, and spiritual magic, and augmenting their overstepping the bounds of theological, philosophical, and their respected schools and enclaves, elementalists confront
vast repertoire. metaphysical discourse. Their relationships with other magic Tanares’ challenges with the perspective of ancient wisdom.
The elementalist’s path is a lifelong odyssey built upon the users are intricate, often considering wizards and sorcerers
master-disciple relationship. With unwavering commitment, untrustworthy due to their immense powers without requisite History of Elementalism
the disciple studies, contemplates, and serves under their wisdom and moral enlightenment. However, those displaying
master, acquiring elemental wisdom and proper conduct. Within the time-worn tomes of Tanares, the tale of the elven
tempered conduct and good character are highly esteemed.
Years of labor and ordinary tasks precede the true awakening kin is woven in intricate prose. Once thriving in a realm of
clerics earn respect for their devotion and moral code, but
to the powers of Elementalism, as masters cautiously evaluate unmatched beauty, the elves had their world shattered by the
their potential fanaticism incites wariness, whereas druids
their disciples’ character before bestowing such knowledge. apocalyptic fury of their own goddess, Bás. Spurred by the
are perceived as kindred spirits, embracing a more primal
This bond endures for life, underpinned by duty, respect, heinous deeds of the malefic Ungods, her rage laid waste to
yet venerable approach to wisdom.
and honor. Disciples must venerate and assist their masters the once-pristine elven lands. Amidst the frozen ruins, the
78 79
80 81
Equipment
Cantrips Elemental Flux
Starting at 1st level, you know 3 cantrips determined by
You start with the following equipment, in Starting at 1st level, when you cast an elemental spell, it
your primary element. You also know the special cantrip
addition to the equipment granted by your generates a magical energy flow that allows you to enhance
elemental surge, which has characteristics determined by
background: or modify your elemental surge cantrip. Each spell has in
your primary element, as well as the essential cantrip of
• (a) A quarterstaff or (b) a dagger or (c) its description how to modify the elemental surge in the
your primary element and one essential cantrip of one of
a longsword and shield (only Primordial Elemental Flux field. This modification only applies to your
your secondary elements.
Element of Fire) next elemental surge cast and is lost if you finish a long rest.
• (a) a component pouch or (b) an Spell slots
elemental focus The elementalist table shows how many spell slots you have Fusion Spells
• (a) a diplomat’s pack or (b) an to cast your elemental spells of 1st level and higher. To cast Starting at 1st level, you know all the fusion spells related
explorer pack one of these elemental spells, you must expend a slot of the to your primary and secondary elements, and of the same
• A shortbow and 20 arrows. spell’s level or higher. You regain all expended spell slots spell levels your elementalist class level has given you access
when you finish a long rest. to (two fusion spells per spell level). However, you can only
For example, if you know the 1st-level elemental spell cast them in a specific way. These fusion spells do not count
air beneath your feet and have a 1st-level and a 2nd-level against the number of your known spells.
spell slots available, you can cast air beneath your feet us-
ing either slot.
82 83
84 85
Water Teachings
At 1st level, the tradition and wisdom of water enable you to
gain new abilities. You gain proficiency with two skills of your
choice from Medicine, Nature, and Religion. Additionally,
each time you cast an elementalist spell that heals a crea-
ture, you can also heal another creature up to 60 feet away,
86 87
Fire
2 Water Blessing Grant a +1d4 bonus to attacks and saving throws and the possibility to roll a second d20 and choose the result.
2 Water Tentacle Transform your arms into water tentacles that can attack and grapple creatures.
3 Aquatic Form Allow up to six creatures to breathe and move underwater.
L evel N ame D escription
3 Healing Rain Heal all chosen creatures inside a 20-foot radius area.
1 Burning Eyes Grant proficiency in Intimidation and advantage on Intimidation checks.
3 Life Swap Exchange hit points and conditions or proficiencies between two willing creatures.
1 Burst of Embers Create a cloud of ash that illuminates and reveals creatures and objects.
3 Waive Magic End spells affecting a target or prevents a spell from being successfully cast.
1 Fireheart Bond Charm a humanoid, making them a friend.
4 Life Back Resurrect a creature that has been dead for up to 10 days.
1 Flash Cause blindness in creatures in an area for one turn.
4 Healing Blast Heal a creature within 40 feet of you and removes one of the conditions: blinded, charmed, or deafened.
1 Inner Fire Grant melee fire damage and immunity to the frightened condition.
4 Mantle of Water You cloak a creature in a shroud of water, allowing the target to breathe underwater and granting resistance to fire,
2 Ability Boost Grant advantage on ability checks and allows for a target swap. acid, the grappled and restrained conditions and protection from gas.
2 Flames of Leadership Grant advantage on Persuasion, Deception, and Intimidation checks and allow a command. 4 Sweet Dreams Put a creature to sleep and gives it a long rest.
2 Heat Vision Grant darkvision up to 90 feet. 5 Fluid Sense Allow the caster to sense all living creatures and water elementals within a radius of 240 feet.
2 Spiritual Flame Create a magical flame that does not generate heat and illuminates. End the spell to blind creatures. 5 Healing Storm Create a storm that heals up to 50 hit points in an area and can cure diseases and negative conditions.
2 Subtle Influence Manipulate the mind of a creature, subtly influencing their emotions and behavior. 5 Life Synchronization Transfer hit points between four willing creatures, and heals additional hit points for each creature that transferred hit
3 Elemental Frenzy Force a creature into a frenzy, attacking everyone in its vicinity. points.
3 Flame Weapon Grant extra fire damage to the target's weapons. 5 Pour the Past Swirl water counterclockwise to see events that occurred within a 30-foot radius up to 1 year ago or follow a specific
moment for up to 10 minutes.
3 Focused Blast As a reaction, you change an area spell to affect a single target, amplifying its power.
6 Ancestral Retraining Change subclass, feats, or features permanently.
3 Hellfire Gaze Cause fear in creatures in an area and forces them to flee.
6 Holly Stream Remove up to four negative effects, such as curses or reduction of maximum hit points.
4 Blaze Light Create a wave of confusion that disorients creatures in an area.
6 River Protection Protect a willing creature within range, giving an additional 4d8 hit points and making it immune to certain negative
4 Curse of Flames Curse a creature with pain and an additional 1d6 fire damage. conditions.
4 Fire Collar Create an enchanted collar on a beast that can be commanded by the caster. 6 Water Body Grants a watery form that gives special attacks, immunity and resistance to various types of damage and the ability to
4 Flames of Fear Force creatures to move away from imaginary flames move through occupied spaces.
5 Commandment of Fire Force a target to follow a command for 30 days. 7 Counter Flood Attempt to interrupt an enemy's spellcasting, canceling it and healing an allied target.
5 Fire Crown Charm a humanoid and forces them to obey you. 7 Through the Water Teleport submerged creatures to another known water source.
5 Flames of Heroism A creature cannot be frightened, adds 1d4 to attack rolls, and makes magical attacks with extra fire damage. 7 Tide of Bubbles Create bubbles that affect creatures in a line of 80 feet, incapacitating and potentially drowning them.
5 Skin of Embers Transform a creature's skin into embers, granting resistance and vulnerability. 7 Torrential Rain Create a torrential rain in an area, reducing movement and obscuring the vision of creatures, as well as extinguishing
natural and magical flames.
6 Burning Dash Increase speed and strength, allows for object movement and creature knockdown.
8 Absorb Spell Attempt to interrupt and absorb the energy of an enemy spell, canceling it and allowing the caster to use it.
6 Flame Body Turn your body into a bright flame burning anything you touch and strengthening your mind.
8 Calm Mind Make the caster immune to psychic damage, mind reading, and other emotional conditions.
6 Hell Dragon Eye Cause fear in creatures that meet your gaze.
8 Revert Life Flux Resurrect a creature that has been dead for less than 100 years and has an available soul, but with levels of exhaus-
6 Massive Inflammation Influence multiple creatures to follow a course of action for 24 hours.
tion and penalties for you and the target.
7 Blazing Army Add fire damage to natural and manufactured weapons of allies within a 30-foot radius.
8 Water Restoration Gradually restores hit points to a creature and can regenerate lost limbs.
7 Fire Dragon Transf. Transform the caster into a dragon-like humanoid, granting protection against fire, flight, and a cone of fire attack.
9 Harm Liberation Remove diseases, curses, and other conditions, as well as healing wounds and awakening sleeping creatures.
7 Flame Hammer Create a magical flaming hammer that deals fire damage on attacks.
9 Healing Tempest Create a storm that heals creatures within an area and removes diseases and other conditions, but does not affect
7 Summon Flame Dragon Summon a dragon spirit to aid the caster in battle. undead or constructs.
8 Dragon Breath Breathe a blast of fire or sleep gas to deal area damage or incapacitate creatures. 9 Magic Precipitation Create a magical rain that grants advantages and resistance against spells, as well as being able to heal allied creatures
8 Fire Lobotomization Shoot a ray of fire into a creature's mind, drastically reducing its Intelligence and Wisdom. with absorbed spells.
8 Fire Shackles Create shackles of fire around a creature, that allows you to control and communicate telepathically with it. 9 Shield of Overlife Create a shield of water that grants temporary hit points and drains bodily fluids from attackers, healing the caster.
8 Flames of Adoration/ Emit an aura of worship or fear that affects a category of intelligent creatures.
Fear
9 Ignite Seal Create a magical seal that can be activated to cause disintegration, explosion, or damage over an extended period.
9 Flames of Heart Increase the courage and resilience of allies within range, granting immunity to being charmed and frightened.
9 Mass Curse of Flames Cause the curse of flames on all creatures within a 60-foot radius.
9 Purging Flames Destroy an undead or extraplanar enemy with magical flames.
88 89
90 91
92 93
94 95
96 97
98 99
100 101
104 105
106 107
108 109
110 111
112 113
114 115
116 117
118 119
120 121
122 123
124 125
126 127
128 129
130 131
132 133
134 135
136 137
I
2nd +2 Trail of Madness 1st 2
n the Penumbral Plane, a dwarf crawls inside a 3rd +2 Blades of Madness, Shadow Sense 1st 3
nest of arachnid aberrations. Swarmed by monsters, he
4th +2 Ability Score Improvement 1st 3
easily shrugs off their attacks. When he finally sees the
5th +3 Extra Attack 2nd 4
queen, the dwarf shapeshifts into an arachne himself and
6th +3 Aberrant Mind 2nd 4
handily defeats his opponent.
While fighting in an Arena match, a gnome makes an ab- 7th +3 Trail of Madness Feature 2nd 5
errant tentacle grow from his back. Using it to cross a pit with 8th +3 Ability Score Improvement 2nd 5
a series of acrobatic moves, he lands right by his enemies. 9th +4 - 3rd 6
Grinning, he grapples his opponents with the tentacle and 10th +4 Warped Morphology 3rd 6
throws them one by one into the pit, ensuring his Team’s victory. 11th +4 Penumbral Shift 3rd 7
A human is pursued by the Ironhand. Her crime? Existing. 12th +4 Ability Score Improvement 3rd 7
As she is surrounded by guards, a pair of twisted wings sprout
13th +5 - 4th 8
from her back. She takes flight and leaves town, knowing that
14th +5 Trail of Madness Feature 4th 8
on her back are not only tentacles or wings, but a target.
15th +5 Penumbral Portal 4th 9
Shadowy and agile guides and hunters of the Penumbral 16th +5 Ability Score Improvement 4th 9
Plane who hate penumbral creatures. They wield 17th +6 - 5th 10
aberrant powers, but at the cost of their sanity, walking 18th +6 Trail of Madness Feature 5th 10
a thin line between power and madness.
19th +6 Ability Score Improvement 5th 11
The madwalkers, survivors of the Penumbral Plane’s 20th +6 Waking Nightmare 5th 11
malevolent embrace, are individuals forever marked by
their terrifying experiences with abominations spawned by
the vile influence of the Ungods. Their fractured minds bear
the scars of unspeakable horrors, yet they have harnessed
the dark energies of the Penumbra to exact retribution up-
bestows upon madwalkers unmatched hunting expertise, Madwalker History
empowering them to orchestrate lethal ambushes and wield
on the loathsome progeny of the Ungods. Their mastery of potent toxins against their prey. In the shadowy annals of Tanares’ history, the genesis of
this mysterious force and the resilience forged in the depths Ostracized by society as deranged and tainted, madwalkers the madwalkers traces back to the Ancient Age, a bygone
of their insanity makes them formidable champions in the dwell on the fringes of civilization. Yet their unique ability era where intrepid mortals dared to probe the enigmatic
eternal struggle against the encroaching darkness. to withstand the Penumbra’s insidious corruption, navigate Penumbral Plane. These forays, aimed at combating the
To earn the powers of a madwalker, an initiate must under- its treacherous landscapes, and confront its dark horrors ceaseless menace of penumbral monstrosities, were often
go a terrifying rite of passage, confronting and vanquishing with lethal precision make them invaluable allies to mighty led by individuals fueled by vengeance against the insidious
either Watchers or arachnes, before attuning to their essence kingdoms and influential organizations. offspring of the Ungods. As they ventured into the twisted
by absorbing their power. Occasionally, this transformation Delving into the abyss of their own madness, madwalkers depths of this Penumbral Plane, these tormented souls were
transpires spontaneously when individuals seeking vengeance manifest their innermost nightmares in corporeal form. At tainted and driven to the brink of insanity by confrontations
become trapped within the Penumbral Plane, fighting for the zenith of their insanity, they can temporarily assume the with grotesque, aberrant horrors. Only a sparse few of those
their lives and slaying aberrant creatures to survive. However, guise of a penumbral monstrosity, granting them immense who endured and narrowly evaded becoming aberrations
a knowledgeable mentor can shepherd the initiate through power. However, this metamorphosis demands a terrible themselves were left so irrevocably warped that they were
this process, enabling them to deliberately overcome their price, leaving them enfeebled in its aftermath. transformed into the first madwalkers.
monstrous adversaries, assimilate their energy, and assume The madwalker’s journey is a precarious balancing act be- As the sands of time relentlessly marched forward, these
the mantle of a madwalker. tween their humanity and the source of their power — the enigmatic warriors fractured into two factions, each drawn
The source of a madwalker’s power determines their abil- insanity that threatens to consume them. They navigate a to disparate sources of power. One faction pursued the ma-
ities and the path they tread. The Nightmare’s Augury Trail, treacherous path fraught with daunting challenges as they lignant might of the Arachnes, malevolent minions of the
achieved by hunting and assimilating the essence of a servant strive to maintain their sanity while wielding the unfettered Ungods, believing that mastering their adversaries’ power
of Golgöggoth, the Augur and master of the Watchers, grants power of their nightmares. Those who master this power can would bring about ultimate retribution. The other faction
madwalkers foresight and exceptional mental fortitude, as unleash a force beyond the comprehension of mere mortals. yearned for the essence of the Watchers, fallen angels in
well as daunting defensive prowess. Conversely, the Aberrant servitude to Golgöggoth, the Augur. These tainted beings
Arachinid Trail, obtained by hunting and assimilating the es- could defy the Ungods’ servants, their energy morphing
sence of an arachnid servant of Bellera, the Ungods’ progeny, into a formidable weapon.
138 139
140 141
I nsanity S teps
T otal P enalty to I nsanity P oints I nsanity P oints I nsanity P oints I nsanity P oints I nsanity P oints
A ttacks , AC and (1 st to 4 th (5 th to 8 th (9 th to 12 th (13 th to 16 th (17 th to 20 th
saves levels ) levels ) levels ) levels ) levels )
–1 penalty 3 to 5 6 to 11 9 to 17 12 to 23 15 to 29
–2 penalty 6 to 8 12 to 17 18 to 26 24 to 35 30 to 44
–3 penalty 9 or more 18 or more 27 or more 36 or more 45 or more
Penumbral Shape 12 (maximum) 24 (maximum) 36 (maximum) 48 (maximum) 60 (maximum)
142 143
144 145
146 147
148 149
150 151
152 153
154 155
Parasitism Nightmare’s
5 Insanity Points Augury Trail
With a bonus action, you attempt to attach
yourself onto a nearby creature, forcing it
to make a Constitution saving throw. If it Eye of Augury
fails, you transform and graft yourself onto 5 Insanity Points
them, draining their vitality. The afflicted crea- As an action, you close your
ture suffers 10d10 necrotic damage at the start of each of its eyes, which merge into a singular,
turns, and you recover hit points equal to half the inflicted large eye in the center of your face.
damage. The target’s speed is reduced by 10 feet, and it can For 1 minute, you gain truesight
use an action to try to pry you off, making a Strength saving and can use your bonus action
throw. On a success, you are dislodged and fall prone in an to take the Dodge or Disengage
adjacent space. While leeching, you are unable to take actions, action. During this time, you can
bonus actions, or reactions, and you are immobile, sticking use an action to focus your eye
to your host. Should the creature’s hit points reach zero, your on a creature within 40 feet of
parasitic grip ceases, and you appear in an unoccupied ad- you, imposing a Wisdom saving
jacent space. At the start of your turn, while leeching, you throw. On a failure, they suffer
can gain an extra Insanity Point to voluntarily detach and the effects of the confusion spell. Using
stand in a nearby unoccupied space. this ability ends the mutation.
158 159
Armor Class 15 (natural armor) Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 30 (4d8 + 12) Hit Points 37 (5d8 + 15) Hit Points 52 (7d8 + 21)
A spect of G luttony Madwalker
1st Level
Speed 30 ft., swim 20 ft. Speed 30 ft. Speed 20 ft., burrow 10 ft.
Medium aberration, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Armor Class 14 (natural armor) 11 (+0) 15 (+2) 16 (+3) 4 (-3) 18 (+4) 7 (-2) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 8 (–1) 18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Hit Points 17 (2d8 + 4)
Speed 30 ft. Saving Throws Wis +6 Saving Throws Wis +6 Saving Throws Con +5
Skills Perception +6 Damage Resistances psychic Damage Immunities psychic
STR DEX CON INT WIS CHA Damage Resistances psychic Damage Immunities acid Senses darkvision 60 ft., tremorsense 60 ft.,
14 (+2) 10 (+0) 19 (+4) 8 (-1) 12 (+1) 5 (-3) Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 12 passive Perception 11
Languages - Languages Common, Deep Speech Languages -
Saving Throws Con +6
Proficiency Bonus +2 Proficiency Bonus +2 Proficiency Bonus +2
Damage Resistances psychic
Challenge 1 (200 XP) Challenge 2 (450 XP) Challenge 3 (700 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech (understand but can’t speak)
Amphibious. The envy can breathe both air and water. Acid Skin. A creature that touches the disgust or hits it with a Surge of Action (Recharge 5-6). As a bonus action, the sloth can
Proficiency Bonus +2 melee attack while within 5 feet of it takes 3 (1d6) acid damage. move up to its speed toward a hostile creature that it can see.
Magic Envy (Recharge 6). If a 1st or 2nd level spell is cast within
Challenge 1/2 (100 XP) Each hit on the disgust with a nonmagical weapon made of metal
the Envy’s line of sight, it can immediately use its reaction to Aura of Laziness. Creatures that start their turn within 15 feet of
cast the same spell, without requiring any components, against or wood induces corrosion. After dealing damage, the weapon the sloth have their speed halved for that turn. If the creature
Blood Frenzy. The gluttony has advantage on melee attack rolls a valid target of envy’s choice. suffers a permanent and cumulative -1 penalty to damage rolls. ends its turn inside the aura, it must succeed on a DC 11 Wisdom
against any creature that doesn’t have all its hit points. The weapon is destroyed if the penalty reaches -5. Nonmagical saving throw or become restrained until the end of its next turn.
Pack Tactics. The envy has advantage on attack rolls against a
Shapechanger. The gluttony can use its action to polymorph in ammunition made of metal or wood that hits the disgust is de-
creature if at least one of the envy’s allies is within 5 feet of the Regeneration. The sloth regains 5 hit points at the start of its
the last thing that it fed upon of Huge size or smaller, or back stroyed after dealing damage.
creature and the ally isn’t incapacitated. turn if it has at least 1 hit point.
into its true form. Its statistics, other than its size and special Stench. Any creature that starts its turn within 10 feet of the
move, are the same in each form. Any equipment it is wearing Actions disgust must succeed on a DC 12 Constitution saving throw or Actions
or carrying isn’t transformed. It reverts to its true form if it dies. be poisoned until the start of its next turn. On a success, the
Multiattack. The envy makes two attacks, either two bites or Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
False Appearance. When the gluttony assumes the form of a creature becomes immune to the disgust’s stench for the next
two Eye of Envy attacks. 14 (2d6 + 4) piercing damage. The target must make a DC 13
creature it has devoured, it becomes indistinguishable from a 24 hours.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Constitution saving throw. On a failed save, it takes 3 (1d6) poi-
normal specimen of that creature’s species. Only a spell such
as trueseeing or similar spell of 6th level or higher can reveal the
7 (1d10 + 2) piercing damage. Actions son damage, can’t take reactions until the end of its next turn,
and has its speed halved until the end of the sloth’s next turn.
Gluttony’s true form. Eye of Envy. Ranged Spell Attack: +6 to hit, range 60 ft., one tar- Multiattack. The disgust makes three Gastric Spit attacks. On a successful one, the target takes half as much damage and
get. Hit: 6 (1d4 + 4) psychic damage, and until the start of the
Unwieldy. Other creatures must use 15 feet of speed to try to Gastric Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., doesn’t suffer the other effects.
envy’s next turn, whenever the target regains hit points, the
move the Gluttony 5 feet. one target. Hit: 7 (1d8 + 2) acid damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
envy regains the same amount.
Disgusting Vomit (Recharge 5–6). The disgust expels acid in a 8 (1d8 + 4) slashing damage. If the target is a creature, it must
Actions 15-foot cone. Each creature in that area must make a DC 13 succeed on a DC 13 Strength saving throw or be knocked prone.
Ravenous Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Dexterity saving throw, taking 13 (3d8) acid damage on a failed
target. Hit: 9 (2d6 + 2) piercing damage. The gluttony regains hit save, or half as much damage on a successful one. After this initial
points equal to half the damage dealt. If the target is a creature, effect, all creatures within 20 feet of the disgust (whether they
it must succeed on a DC 11 Constitution saving throw or be were in the cone or not) must succeed on a DC 13 Constitution
cursed with an insatiable hunger. Each curse bestows a level of saving throw or be poisoned until the end of their next turn due
exhaustion, and multiple curses accumulate. The exhaustion per- to the nauseating sight. On a successful save, the creature is
sists until the cursed creature consumes food during a short or immune to the disgust’s Disgusting Vomit for 24 hours.
long rest, is targeted by a remove curse spell, or consumes
a goodberry. Regardless of how many curses have
accumulated, fulfilling any of these conditions
removes all hunger curses at once.
Devour. Gluttony can devour an uncon-
scious or dead creature of Medium
or smaller size. If the creature was
alive it immediately dies. The glut-
tony gains resistance against all
damage until the start of its next turn
and 9 (1d10 + 4) temporary hit points.
160 161
Armor Class 16 (natural armor) Armor Class 17 (natural armor) Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 58 (9d8 + 18) Hit Points 71 (13d8 + 13) Hit Points 84 (13d8 + 26) Hit Points 127 (15d8 + 60)
Speed 30 ft. Speed 30 ft. Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 6 (-2) 14 (+2) 7 (-2) 12 (+1) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 14 (+2) 15 (+2) 20 (+5) 15 (+2) 9 (-1) 20 (+5) 15 (+2) 18 (+4) 10 (+0) 14 (+2) 22 (+6)
Saving Throws Dex +6 Saving Throws Cha +6 Saving Throws Int +8 Saving Throws Cha +9
Damage Immunities psychic Skills Persuasion +6 Skills Arcana +8 Skills Athletics +8, Intimidation +9
Senses darkvision 60 ft., passive Perception 12 Damage Immunities psychic Damage Immunities psychic Damage Immunities psychic
Languages Common, Deep Speech Condition Immunities charmed Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 11 Languages Common, Deep Speech Languages Common, Deep Speech, telepathy 120 ft.
Challenge 3 (700 XP) Languages Common, Deep Speech Proficiency Bonus +3 Proficiency Bonus +3
Proficiency Bonus +2 Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Thorns. The pain is covered in thorns. A creature that touches Challenge 4 (1,100 XP)
the pain or hits it with a melee attack while within 5 feet takes Dispel Master. The sadness can cast dispel magic as a bonus Prideful Grappler. The pride has advantage on attack rolls against
4 (1d8) piercing damage. Shapechanger. The lust can use its action to polymorph into action and it is always considered as if it was cast using a 5th creatures it is grappling.
Suffering. Damage dealt by the pain ignores temporary hit points a Small or Medium humanoid, or back into its true form. Its level spell slot. Armor of Pride. Whenever an enemy attack misses the pride
and resistances. If pain reduces a creature to 0 hp while it has statistics, other than its size, are the same in each form. Any Magic Resistance. The sadness has advantage on saving throws it gains a cumulative +1 to AC until the start of its next turn
temporary hit points, it falls unconscious and is dying as normal. equipment it is wearing or carrying isn’t transformed. It reverts against spells and other magical effects. (up to +5).
to its true form if it dies.
Actions Charm Opportunist. Attacks made by lust that hit a charmed
Melancholy Magic. When a creature fails a saving throw against
Actions
a spell cast by the sadness, it has disadvantage on all saving
Multiattack. The pain makes three attacks with its Painful Claws. creature are automatically considered critical hits. throws until it finishes a short or long rest. Multiattack. The pride makes three Claws or three Force Blast
Painful Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one attacks. If the pride hits at least one attack with its Claws, it can
target. Hit: 9 (1d10 + 4) slashing damage and the target must
Actions Sad But True. When the sadness dies, it explodes in a burst of
make a Grab with its remaining attacks against the target hit.
psychic energy. Each creature within 15 feet of it must make a
succeed on a DC 13 Constitution saving throw or have disadvan- Multiattack. Lust makes three melee attacks. DC 16 Wisdom saving throw, taking 13 (3d8) psychic damage Force Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one target.
tage on its next attack roll or ability check due to intense pain. Creepy Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one on a failed save, or half as much damage on a successful one. Hit: 11 (1d10 + 6) force damage.
Excruciating Pain. The pain targets one creature it can see with- target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) psy- Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
in 30 feet of it. The target creature must succeed on a DC 13 chic damage. Actions Hit: 8 (1d8 + 5) slashing damage.
Wisdom saving throw. On a failed save, the target creature takes Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one tar- Multiattack. The sadness makes two Creepy Slam attacks. Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
13 (3d6 + 3) psychic damage, falls prone, and drops any held get. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Creepy Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one the target is grappled (escape DC 17). Targets that are Huge or
equipment. Large or smaller, it is grappled (escape DC 16). Until this grapple target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psy- larger are immune.
Thorn Rain (recharge 5-6). The pain launches a volley of thorns ends, the creature is restrained, and lust can’t attack another chic damage. Spellcasting. The pride casts one of the following spells, using
in a 20-foot radius around it. Each creature in that area must target with a tentacle.
Planar Shift (2/day). The sadness can cast plane shift (self only) Charisma as the spellcasting ability (spell save DC 17, +9 to hit
make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing Mind Overload. The lust targets one charmed creature it can twice per day to shift from the Material Plane to the Penumbral with spell attacks):
damage and becoming impaled with thorns on a failed save, or see within 30 feet of it. The target must succeed on a DC 14 Plane, or vice versa. At will: detect magic, expeditious retreat, false life, feather fall
half as much damage and no impalement on a successful one. Charisma saving throw, taking 5d10 psychic damage on a failed
A creature impaled with thorns takes an extra 7 (2d6) psychic Spellcasting. The sadness casts one of the following spells, using 3/day each: enhance ability, invisibility, levitate, misty step
save, or half as much damage on a successful one. This attack
damage each time it takes damage until it completes a long rest Intelligence as the spellcasting ability (spell save DC 16, +8 to 2/day each: counterspell, fly, haste, slow
doesn’t end the charmed condition on a creature.
or is targeted by a lesser restoration spell or greater. A creature hit with spell attacks): 1/day: blight
Spellcasting. The lust casts one of the following spells, using
can only be affected by one thorn impalement at a time. At will: detect magic, dispel magic, fire bolt, shocking grasp
Charisma as the spellcasting ability (spell save DC 18, +10 to
3/day each: faerie fire, identify, counterspell, detect thoughts, fire-
hit with spell attacks).
ball, misty step
At will: command 1/day each: banishment, cloud kill, globe of invulnerability, stone-
3/day each: charm person, hold person skin, wall of force
1/day each: charm monster, dominate beast, hypnotic pattern
Fascinating Presence. Each creature of lust’s choice that is within
60 feet of it and aware of it must succeed on a DC 14 Wisdom
saving throw or become charmed for 1 minute or until lust or
its allies harm the target. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success.
162 163
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 22 (+6) 15 (+2) 9 (-1) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 18 (+4) 24 (+7)
Multiattack. The greed makes two attacks with its Claws and Spellcasting. The fear casts one of the following spells, using
two with its Covetous Globes. Charisma as the spellcasting ability (spell save DC 18, +10 to
hit with spell attacks):
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 3) slashing damage. At will: darkness, detect magic, silent image
3/day each: fear, major image
Draining Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one 1/day each: dream, phantasmal killer
target. Hit: 15 (2d8 + 6) necrotic damage, and the greed regains
Terror Wave (Recharge 5-6). The fear emits psychic energy in a
hit points equal to half the damage dealt.
40-foot cone. Each creature in that area must make a DC 18
Covetous Globes. Ranged Spell Attack: +9 to hit, range 20/60 ft., Wisdom saving throw, taking 27 (6d8) psychic damage on a
one target. Hit: 17 (2d10 + 6) necrotic damage. Each creature failed save, or half as much damage on a successful one. On a
struck by a globe must make a Wisdom saving throw (DC 17) failed save, the creature also becomes frightened for 1 minute.
or be afflicted by the Curse of Greed. A creature can repeat the saving throw at the end of each of its
Planar Shift. The greed can cast plane shift (self only) to enter turns, ending the effect on a success. On a success, the creature
the Material Plane, cause mischief or attack with its covetous becomes immune to the fear’s Terror Wave for the next 24 hours.
globes, then return to the penumbra to savor its victim’s fate. Planar Shift. The fear magically shifts from the Material Plane
to the Penumbral Plane, or vice versa.
164 165
Armor Class 14 (natural armor) Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 15 (2d10 + 2) Hit Points 22 (3d10 + 6) Hit Points 37 (5d10 + 10)
Arachne Special Powers Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
All Arachne monsters have the following feature, but
14 (+2) 14 (+2) 14 (+2) 9 (-1) 11 (+0) 13 (+1) 14 (+2) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
the madwalker cannot use it.
Skills Stealth +6 Saving Throws Dex +6, Cha +4
Actions Saving Throws Dex +5 Cha +3
Damage Immunities poison Skills Stealth +7 Skills Stealth +8
Web Spinning. The creature can spin webs to create difficult Condition Immunities poisoned Damage Immunities poison
Damage Immunities poison
terrain or to restrain creatures. It can create webs to cover a
Senses darkvision 60 ft., passive Perception 10 Condition Immunities poisoned Condition Immunities poisoned
20-foot square for every 10 minutes of work. The terrain be-
Languages Common, Deep Speech Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
comes difficult, and all creatures that touch the web must suc-
ceed on a DC 12 Strength saving throw or become restrained. Proficiency Bonus +2 Languages Common, Deep Speech Languages Common, Deep Speech
The webbing can also be attacked and destroyed (each 20-foot Challenge 1/2 (100 XP) Proficiency Bonus +2 Proficiency Bonus +2
square section has AC 10, hp 15, vulnerability to fire damage; Challenge 1 (200 XP) Challenge 2 (450 XP)
immunity to bludgeoning, poison, and psychic damage; if it takes Prowlers. The creature has advantage on Dexterity (Stealth)
fire damage, all linked web sections take the same damage on checks made to hide. Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
the following round and all creatures in the area take 1d6 fire Spider Climb. The creature can climb difficult surfaces, including checks made to hide. checks made to hide.
damage). upside down on ceilings, without needing to make an ability check. Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
Web Sense. While in contact with a web, the creature knows the upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check.
exact location of any other creature in contact with the same web. Web Sense. While in contact with a web, the creature knows the Web Sense. While in contact with a web, the creature knows the
Web Walker. The creature ignores movement restrictions caused exact location of any other creature in contact with the same web. exact location of any other creature in contact with the same web.
by webbing. Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by webbing. by webbing.
Actions:
Multiattack. The arachne serf makes two Claw Actions Actions
attacks. Multiattack. The arachne scout makes two Claw attacks. Multiattack. The arachne soldier makes three Poisonous Claw
Claw. Melee Weapon Attack: +4 to Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. attacks.
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Poisonous Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Hit: 5 (1d6 + 2) slash- one target. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) poison
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range
ing damage. damage.
30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 12 Strength Web (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range
check, bursting the webbing on a success. The webbing can al- 30/60 ft., one creature. Hit: The target is restrained by webbing.
so be attacked and destroyed (AC 10; hp 5; vulnerability to fire As an action, the target can make a DC 12 Strength check, burst-
damage; immunity to bludgeoning, poison, and psychic damage). ing the webbing on a success. The webbing can also be attacked
and destroyed (AC 10; hp 5; vulnerability to fire damage; immu-
nity to bludgeoning, poison, and psychic damage).
166 167
Armor Class 16 (natural armor) Armor Class 16 (natural armor) Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 59 (7d12 + 14) Hit Points 76 (9d12 + 18) Hit Points 93 (11d12 + 22) Hit Points 110 (13d12 + 26)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 11 (-1) 12 (+1) 15 (+2) 14 (+2) 20 (+5) 15 (+2) 11 (+0) 13 (+1) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 12 (+1) 13 (+1) 17 (+3) 14 (+2) 21 (+5) 15 (+2) 12 (+1) 14 (+2) 17 (+3)
Saving Throws Dex +7, Cha +4 Saving Throws Dex +7, Cha +5 Saving Throws Dex +8, Cha +6 Saving Throws Dex +8 Cha +6
Skills Stealth +9 Skills Stealth +9 Skills Stealth +11 Skills Stealth +11
Damage Resistances psychic Damage Resistances psychic Damage Resistances psychic Damage Resistances psychic
Damage Immunities poison Damage Immunities poison Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech Languages Common, Deep Speech Languages Common, Deep Speech Languages Common, Deep Speech
Proficiency Bonus +2 Proficiency Bonus +2 Proficiency Bonus +3 Proficiency Bonus +3
Challenge 3 (700 XP) Challenge 4 (1,100 XP) Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide. checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability upside down on ceilings, without needing to make an ability
Web Sense. While in contact with a web, the creature knows the Web Sense. While in contact with a web, the creature knows the check. check.
exact location of any other creature in contact with the same web. exact location of any other creature in contact with the same web. Web Sense. While in contact with a web, the creature knows Web Sense. While in contact with a web, the creature knows
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused the exact location of any other creature in contact with the the exact location of any other creature in contact with the
by webbing. by webbing. same web. same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
Actions Actions by webbing. by webbing.
Multiattack. The arachne ambusher makes three Poisonous Multiattack. The arachne hunter makes three Poisonous Claw
Claw attacks. attacks. Actions Actions
Poisonous Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., Poisonous Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., Multiattack. The arachne sorcerer makes three Poisonous Claw Multiattack. The arachne noble makes three Poisonous Claw
one target. Hit: 8 (1d6 + 5) slashing damage plus 2 (1d4) poison one target. Hit: 8 (1d6 + 5) slashing damage plus 2 (1d4) poison attacks. attacks.
damage. damage. The target must make a DC 13 Constitution saving Poisonous Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Poisonous Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range throw or be poisoned for 1 minute. one target. Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) poison one target. Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) poison
30/60 ft., one creature. Hit: The target is restrained by webbing. Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range damage. A creature hit must make a DC 14 Constitution saving damage. A hit creature must make a DC 14 Constitution saving
As an action, the restrained target can make a DC 12 Strength 30/60 ft., one creature. Hit: The target is restrained by webbing. throw or become poisoned for 1 minute. throw or be poisoned for 1 minute.
check, bursting the webbing on a success. The webbing can al- As an action, the restrained target can make a DC 12 Strength Spellcasting. The arachne sorcerer casts one of the following Poison Jet. The arachne noble sprays magic poison gas in a
so be attacked and destroyed (AC 10; hp 5; vulnerability to fire check, bursting the webbing on a success. The webbing can al- spells, using Charisma as the spellcasting ability (spell save DC 40-foot cone. Each creature in that area must make a DC 14
damage; immunity to bludgeoning, poison, and psychic damage). so be attacked and destroyed (AC 10; hp 8; vulnerability to fire 14, +6 to hit with spell attacks): Constitution saving throw, taking 45 (10d8) poison damage and
damage; immunity to bludgeoning, poison, and psychic damage). At will: charm person, mage hand, poison spray being poisoned on a failed save, or half as much damage and not
3/day each: sleep, fear, invisibility, see invisibility getting poisoned on a successful one. At the end of each of its
1/day each: dimensional door turns, a poisoned target can make a Constitution saving throw,
ending the effect on a success.
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range
30/60 ft., one creature. Hit: The target is restrained by webbing. Spellcasting. The arachne noble casts one of the following spells,
As an action, the restrained target can make a DC 13 Strength using Charisma as the spellcasting ability (spell save DC 14, +6
check, bursting the webbing on a success. The webbing can al- to hit with spell attacks):
so be attacked and destroyed (AC 10; hp 8; vulnerability to fire At will: charm person, mage hand, poison spray
damage; immunity to bludgeoning, poison, and psychic damage). 3/day each: sleep, fear, invisibility, see invisibility
1/day each: dimensional door
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range
30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 13 Strength
check, bursting the webbing on a success. The webbing can al-
so be attacked and destroyed (AC 10; hp 8; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage).
168 169
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 21 (+5) 15 (+2) 13 (+1) 15 (+2) 19 (+4)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability upside down on ceilings, without needing to make an ability
check. check.
Web Sense. While in contact with a web, the creature knows Web Sense. While in contact with a web, the creature knows
the exact location of any other creature in contact with the the exact location of any other creature in contact with the
same web. same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by webbing. by webbing.
Actions Actions
A rachne M atriarch Madwalker
19th Level
Actions
Huge aberration, neutral evil Multiattack. The arachne matriarch makes four Poisonous Claw
Multiattack. The arachne commander makes three Poisonous Multiattack. The arachne overlord makes four Poisonous Claw attacks.
Claw attacks. attacks Armor Class 19 (natural armor)
Poisonous Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Poisonous Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one Poisonous Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one Hit Points 180 (19d12 + 57)
one target. Hit: 10 (1d10 + 6) slashing damage plus 7 (2d6) poison
target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) poison target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) poison Speed 30 ft., climb 30 ft.
damage. A hit creature must make a DC 17 Constitution saving
damage. A hit creature must make a DC 15 Constitution saving damage. A creature hit by the attack must make a Constitution throw or become poisoned for 1 minute.
throw or be poisoned for 1 minute. saving throw with a DC of 15 or become poisoned for 1 minute. STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 17 (+3) 14 (+2) 16 (+3) 20 (+5)
Poison Spray. The arachne matriarch sprays magic poison gas in
Poison Jet. The arachne commander sprays magic poison gas in Poison Jet. The arachne overlord sprays magic poison gas in a a 40-foot cone. Each creature in that area must make a DC 17
a 40-foot cone. Each creature in that area must make a DC 15 40-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage and
Saving Throws Dex +10 Cha +9
Constitution saving throw, taking 45 (10d8) poison damage and Constitution saving throw, taking 45 (10d8) poison damage and being poisoned on a failed save, or half as much damage and not
being poisoned on a failed save, or half as much damage and not being poisoned on a failed save, or half as much damage and not Skills Stealth +14, Perception +11
getting poisoned on a successful one. At the end of each of its
getting poisoned on a successful one. At the end of each of its getting poisoned on a successful one. At the end of each of its Damage Resistances psychic
turns, a poisoned target can make a Constitution saving throw,
turns, a poisoned target can make a Constitution saving throw, turns, a poisoned target can make a Constitution saving throw, Damage Immunities poison
ending the effect on a success.
ending the effect on a success. ending the effect on a success. Condition Immunities poisoned
Spellcasting. The arachne matriarch casts one of the following
Spellcasting. The Arachne casts one of the following spells, using Spellcasting. The arachne overlord casts one of the following Senses darkvision 60 ft., passive Perception 21
spells, using Charisma as the spellcasting ability (spell save DC
Charisma as the spellcasting ability (spell save DC 15, +7 to hit spells, using Charisma as the spellcasting ability (spell save DC Languages Common, Deep Speech 17, +9 to hit with spell attacks):
with spell attacks): 15, +7 to hit with spell attacks): Proficiency Bonus +4
At will: charm person, mage hand, poison spray
At will: charm person, mage hand, poison spray At will: charm person, mage hand, poison spray Challenge 10 (5,900 XP)
3/day each: dispel magic, sleep, fear, invisibility, see invisibility
3/day each: fear, invisibility, see invisibility, sleep 3/day each: fear, invisibility, see invisibility, sleep 1/day each: dimensional door, dominate person, greater invisibility,
1/day each: dimensional door, dominate person, greater invisibility 1/day each: dimensional door, dominate person, greater invisibility Prowlers. The creature has advantage on Dexterity (Stealth) mass suggestion, teleportation circle
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range checks made to hide.
Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range
30/60 ft., one target. Hit: The target is restrained by webbing. 30/60 ft., one target. Hit: The target is restrained by webbing. Spider Climb. The creature can climb difficult surfaces, including 30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 13 Strength As an action, the restrained target can make a DC 13 Strength upside down on ceilings, without needing to make an ability As an action, the restrained target can make a DC 15 Strength
check, bursting the webbing on a success. The webbing can also check, bursting the webbing on a success. The webbing can also check. check, bursting the webbing on a success. The webbing can also
be attacked and destroyed (AC 10; hp 10; vulnerability to fire be attacked and destroyed (AC 10; hp 10; vulnerability to fire be attacked and destroyed (AC 10; hp 10; vulnerability to fire
Web Sense. While in contact with a web, the creature knows
damage; immunity to bludgeoning, poison, and psychic damage). damage; immunity to bludgeoning, poison, and psychic damage). damage; immunity to bludgeoning, poison, and psychic damage).
the exact location of any other creature in contact with the
same web.
Web Walker. The creature ignores movement restrictions caused
by webbing.
170 171
Armor Class 16 (natural armor) Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Augur Special Powers Hit Points 25 (3d10 + 9) Hit Points 25 (3d10 + 9) Hit Points 66 (7d12 + 21)
Speed 0 ft., fly 20 ft. (hover) Speed 0 ft., fly 20 ft. (hover) Speed 0 ft., fly 30 ft. (hover)
Future Omen (1/day). Due to its ability to see the future, the
creature can better the odds of fate. As a free action, the crea- STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
ture can re-roll a single saving throw, skill check, or attack roll
14 (+2) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 12 (+2) 16 (+3) 13 (+1) 19 (+4) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 14 (+2) 20 (+5) 13 (+1)
made by any creature, either an ally or an enemy.
Sixth Sense. The creature uses double its proficiency bonus for Saving Throws Int +3, Wis +6 Saving Throws Int +3, Wis +6 Saving Throws Int +4, Wis +6
Wisdom (Perception) checks. Skills Perception +8 Skills Perception +8 Skills Perception +9
Precognition. The creature can see into the future and react to Damage Resistance psychic Damage Resistance psychic Damage Resistance psychic
it, never being surprised. Condition immunities prone Condition immunities prone Condition immunities prone
Reaction Senses darkvision 90 ft., truesight 30 ft., passive Perception 18 Senses darkvision 90 ft., truesight 30 ft., passive Perception 18 Senses darkvision 90 ft., truesight 30 ft., passive Perception 19
Languages Common, Deep Speech, telepathy 60 ft. Languages Common, Deep Speech, telepathy 60 ft. Languages Common, Deep Speech, telepathy 60 ft.
Future Guard (3/day). Due to its foresight, the creature can bet-
Proficiency Bonus +2 Proficiency Bonus +2 Proficiency Bonus +2
ter dodge attacks. Using its reaction, the creature can add 2 to
Challenge 1 (200 XP) Challenge 2 (450 XP) Challenge 3 (700 XP)
its AC against an attack made against it, after seeing the result
of the roll.
Special. See Augur Special Powers, page 172. Special. See Augur Special Powers, page 172. Special. See Augur Special Powers, page 172.
Actions
Multiattack. The nightmare lurker makes two Force Blast attacks.
Force Blast. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 6 (1d6 + 3) force damage.
172 173
Armor Class 17 (natural armor) Armor Class 18 (natural armor) Armor Class 18 (natural armor) Armor Class 19 (natural armor)
Hit Points 85 (9d12 + 27) Hit Points 115 (11d12 + 44) Hit Points 136 (13d12 + 52) Hit Points 157 (15d12 + 60)
Speed 0 ft., fly 30 ft. (hover) Speed 0 ft., fly 30 ft. (hover) Speed 0 ft., fly 30 ft. (hover) Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 17 (+3) 14 (+2) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 15 (+2) 21 (+5) 14 (+2) 16 (+3) 12 (+2) 18 (+4) 16 (+3) 21 (+5) 15 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 22 (+6) 15 (+2)
Saving Throws Int +4, Wis +7 Saving Throws Int +5, Wis +8 Saving Throws Int +6, Wis +8 Saving Throws Int +6, Wis +9
Skills Perception +9 Skills Perception +11 Skills Perception +11 Skills Perception +12
Damage Resistance psychic Damage Resistance psychic Damage Resistance psychic Damage Resistance psychic
Condition immunities prone Condition immunities prone Condition immunities prone Condition immunities prone
Senses darkvision 90 ft., truesight 30 ft., passive Perception 19 Senses darkvision 90 ft., truesight 30 ft., passive Perception 21 Senses darkvision 90 ft., truesight 45 ft., passive Perception 21 Senses darkvision 90 ft., truesight 45 ft., passive Perception 22
Languages Common, Deep Speech, telepathy 60 ft. Languages Common, Deep Speech, telepathy 60 ft. Languages Common, Deep Speech, telepathy 90 ft. Languages Common, Deep Speech, telepathy 120 ft.
Proficiency Bonus +2 Proficiency Bonus +3 Proficiency Bonus +3 Proficiency Bonus +3
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP) Challenge 6 (2,300 XP) Challenge 7 (2,900 XP)
Special. See Augur Special Powers, page 172. Special. See Augur Special Powers, page 172. Special. See Augur Special Powers, page 172. Special. See Augur Special Powers, page 172.
Prediction Gaze (1/day). When the nightmare eye locks eyes with Prediction Gaze (1/day). When the nightmare oppressor locks Prediction Gaze (2/day). When a nightmare lord locks eyes with
Actions a creature, as a free action, it can see the creature’s immediate eyes with a creature, as a free action, it can see the creature’s a creature, as a free action, it can see the creature’s immediate
Multiattack. The nightmare overseer makes three Frightening future. The creature must make a DC 16 Wisdom saving throw. immediate future. The creature must make a DC 16 Wisdom future. The creature must make a DC 17 Wisdom saving throw.
Force Blast attacks. On a failure, for one minute, the creature has disadvantage on saving throw. On a failure, for one minute, the creature will have On a failure, for one minute, the creature will have disadvantage
Frightening Force Blast. Ranged Spell Attack: +7 to hit, range 60 all attacks, ability checks, and saving throws it makes against disadvantage on all attacks, ability checks, and saving throws it on all attacks, ability checks, and saving throws it makes against
ft., one target. Hit: 9 (1d8 + 5) force damage and the target must the nightmare eye. makes against the nightmare oppressor. the nightmare lord.
succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute. A creature can repeat the saving throw at the end of
Actions Actions Actions
each of its turns, ending the effect on itself on a success. Multiattack. The nightmare eye makes three Force Blast attacks. Multiattack. The nightmare oppressor makes three Frightening Multiattack. The nightmare lord makes three Force Blast attacks.
Spellcasting. The nightmare overseer casts one of the following Frightening Force Blast. Ranged Spell Attack: +8 to hit, range 60 Force Blast attacks. Frightening Force Blast. Ranged Spell Attack: +9 to hit, range 60 ft.,
spells, using Wisdom as the spellcasting ability (spell save DC ft., one target. Hit: 9 (1d8 + 5) force damage and the target must Frightening Force Blast. Ranged Spell Attack: +8 to hit, range 60 one target. Hit: 11 (1d10 + 6) force damage, and the target must
15, +7 to hit with spell attacks): succeed on a DC 16 Wisdom saving throw or be frightened for ft., one target. Hit: 10 (1d10 + 5) force damage and the target succeed on a DC 16 Wisdom saving throw or be frightened for
At will: clairvoyance, command, comprehend languages 1 minute. A creature can repeat the saving throw at the end of must succeed on a DC 16 Wisdom saving throw or be frightened 1 minute. A creature can repeat the saving throw at the end of
3/day each: levitate, suggestion each of its turns, ending the effect on itself on a success. for 1 minute. A creature can repeat the saving throw at the end each of its turns, ending the effect on itself on a success.
1/day each: counterspell Spellcasting. The nightmare eye casts one of the following spells, of each of its turns, ending the effect on itself on a success. Maelstrom of Madness (Recharge 5-6). The nightmare lord can
using Wisdom as the spellcasting ability (spell save DC 16, +8 Spellcasting. The nightmare oppressor casts one of the following create a momentary 20-foot radius area of unstable psychic en-
to hit with spell attacks): spells, using Wisdom as the spellcasting ability (spell save DC ergy up to 90 feet away. The Maelstrom deals 49 (9d10) psychic
At will: clairvoyance, command, comprehend languages, levitate 16, +8 to hit with spell attacks): damage and scrambles the senses of creatures within the area.
3/day each: counterspell, suggestion At will: clairvoyance, command, comprehend languages, levitate They must make a DC 17 Wisdom saving throw. On a success, the
1/day each: arcane eye, locate creature 3/day each: counterspell, suggestion damage is halved, and they are not affected by the sense-scram-
1/day each: arcane eye, locate creature bling effect. On a failure, creatures have disadvantage on attack
rolls and Wisdom (Perception) checks for one minute.
Spellcasting. The nightmare lord casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC 17, +9 to
hit with spell attacks):
At will: clairvoyance, command, comprehend languages, levitate
3/day each: counterspell, locate creature, suggestion
1/day each: animate objects, arcane eye, telekinesis
174 175
Actions
Multiattack. The nightmare vizier makes four Force Blast attacks.
Frightening Force Blast. Ranged Spell Attack: +9 to hit, range 60
ft., one target. Hit: 11 (1d10 + 6) force damage and the target
must succeed on a DC 17 Wisdom saving throw or be frightened
for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
Maelstrom of Madness (recharge 5-6). The nightmare vizier can N ightmare Tyrant Madwalker Actions
create a momentary 20-foot radius area of unstable psychic Huge aberration, neutral evil 19th Level
Multiattack. The nightmare tyrant makes four Frightening Force
energy up to 90 feet away. The maelstrom deals 49 (9d10) psy- Blast attacks.
chic damage and scrambles the senses of creatures within the Armor Class 20 (natural armor)
area. They must make a Wisdom saving throw DC 17. On a Hit Points 218 (19d12 + 95) Frightening Force Blast. Ranged Spell Attack: +10 to hit, range 60
success, the damage is halved, and they are not affected by ft., one target. Hit: 11 (1d10 + 6) force damage and the target
Speed 0 ft., fly 40 ft. (hover)
the sense-scrambling effect. On a failure, creatures have dis- must succeed on a DC 18 Wisdom saving throw or be frightened
advantage on attack rolls and Wisdom (Perception) checks for STR DEX CON INT WIS CHA for 1 minute. A creature can repeat the saving throw at the end
one minute. of each of its turns, ending the effect on itself on a success.
18 (+4) 14 (+2) 20 (+5) 20 (+5) 22 (+6) 16 (+3)
Spellcasting. The nightmare vizier casts one of the following Maelstrom of Madness (recharge 5-6). The nightmare tyrant can
spells, using Wisdom as the spellcasting ability (spell save DC Saving Throws Int +9, Wis +10 create a momentary 20-foot radius area of unstable psychic
17, +9 to hit with spell attacks): Skills Perception +14 energy up to 90 feet away. The maelstrom deals 49 (9d10) psy-
chic damage and scrambles the senses of creatures within the
At will: clairvoyance, command, comprehend languages, levitate Damage Resistance psychic
area. They must make a DC 18 Wisdom saving throw. On a
3/day each: counterspell, locate creature, suggestion Condition Immunities prone
success, the damage is halved, and they are not affected by
1/day each: animate objects, arcane eye, telekinesis Senses darkvision 90 ft., truesight 60 ft., passive Perception 24 the sense-scrambling effect. On a failure, creatures have dis-
Languages Common, Deep Speech, telepathy 120 ft. advantage on attack rolls and Wisdom (Perception) checks for
Proficiency Bonus +4 one minute.
Challenge 10 (5,900 XP) Spellcasting. The nightmare tyrant casts one of the following
spells, using Wisdom as the spellcasting ability (spell save DC
Special. See Augur Special Powers, page 172. 18, +9 to hit with spell attacks):
Prediction Gaze (3/day). When a nightmare tyrant locks eyes with At will: clairvoyance, command, comprehend languages, levitate
a creature, as a free action, it can see the creature’s immediate 3/day each: animate objects, arcane eye, counterspell, locate crea-
future. The creature must make a DC 18 Wisdom saving throw. ture, suggestion
On a failure, for one minute, the creature will have disadvantage 1/day each: eye bite, telekinesis
on all attacks, ability checks, and saving throws it makes against
the nightmare tyrant.
176 177
1 2 3 4 5 6 7 8 9
Redeemer 1st +2
Spellcasting, Rays,
Magic in Rays, 4 2 2 - - - - - - - -
A
Redemption Ritual
midst the bustling city, a tiefling preacher
2nd +2 Spiritual Vocation 4 3 3 - - - - - - - -
stands on a crate, captivating the faithful with hon-
eyed words that evoke adulation. The crowd showers Spiritual Vocation
3rd +2 4 4 4 2 - - - - - - -
Feature
him with trinkets and coins, and he catches them with a sly
Ability Score
smile, claiming the treasures in the name of the gods. But the 4th +2
Improvement
5 5 4 3 - - - - - - -
faithful can’t help but wonder if his motives are pure, and if
5th +3 Elysian Restoration 5 6 4 3 2 - - - - - -
their requests will come true.
Spiritual Vocation
As the sun sets, a cirrus enters the home of an ailing child, 6th +3
Feature
5 7 4 3 3 - - - - - -
unnoticed by all. The parents offer everything they have, be-
7th +3 Eloquence 5 8 4 3 3 1 - - - - -
lieving in the wanderer’s saintly aura. With a gentle touch, the
Ability Score
cirrus fills the room with hope, and the child is miraculously 8th +3
Improvement
5 9 4 3 3 2 - - - - -
cured. The guardian angel fades into the night, never seeking
9th +4 - 5 10 4 3 3 3 1 - - - -
payment or recognition. A silent and selfless savior.
Spiritual Vocation
In a murky alleyway, an elf waits for bandits and their stolen 10th +4
Feature
6 11 4 3 3 3 2 - - - -
gold. When they appear, he unleashes an inky burst of energy,
11th +4 Empathy 6 12 4 3 3 3 2 1 - - -
sending one of the thieves flying. The others falter, and the elf
Ability Score
claims the coins as a reward for justice. Many question his 12th +4
Improvement
6 12 4 3 3 3 2 1 - - -
methods, and if his desire for retribution goes too far. The elf 13th +5 - 6 13 4 3 3 3 2 1 1 - -
justifies his actions as the means to a righteous end.
14th +5 Divine Envoy 6 13 4 3 3 3 2 1 1 - -
Redeemers are divine spellcasters chosen by the gods, using 15th +5
Spiritual Vocation
6 14 4 3 3 3 2 1 1 1 -
Feature
energy rays to heal or harm. Guided by prophetic dreams,
they possess unique charisma and influence to inspire oth- Ability Score
16th +5 6 14 4 3 3 3 2 1 1 1 -
Improvement
ers. They purify negative emotions, bestow blessings and are
17th +6 Essence Reading 6 15 4 3 3 3 2 1 1 1 1
embodiments of Tamera and Bauron’s duality.
Spiritual Vocation
18th +6 6 15 4 3 3 3 3 1 1 1 1
Across the vast eons of Tanares, redeemers have served as Feature
divine emissaries of the celestial deities Tamera and Bauron, 19th +6
Ability Score
6 15 4 3 3 3 3 2 1 1 1
Improvement
bestowed with divine magic and exceptional charisma.
Endowed with a natural ability to move mortal hearts, they 20th +6 Balance of Life 6 15 4 3 3 3 3 2 2 1 1
178 179
180 181
182 183
184 185
186 187
King Of Treasures
the ray and the spell, but becomes cursed by your
magic for 1 minute. At the end of each of the crea- The following is an optional rule that can be applied to the redeemer base class.
ture’s turns, it takes half the damage again, then it
must succeed on a Constitution saving throw to end
this effect.
Your business acumen offers you distinctive abilities to ap- OPTIONAL RULE: Blessings of Redemption
praise items, as well as to count treasures. Starting at 10th
Despair You instill the fear of the world-end on the creature. level, you have advantage on any Intelligence checks related
The creature must make a Wisdom saving throw or
to trading goods, conducting mathematical calculations, Redeemers have the ability to purify valuables imbued gp value to fund the blessing of your choice from your
become frightened for 1d4 rounds. with negative emotions, transforming them into divine Bless List. You must respect the gp cost required and the
economics, or investing in a business. Additionally, you can
Omen Before the target creature makes a saving throw
verify the authenticity of a work of art, coin, gem, jewelry, power. This optional rule serves to better illustrate the redeemer level requirement when making your choice
against your spell, choose two numbers between 2
and 20. If the creature's roll equals either of the cho- document, or magic item and determine its price by exam- Redeemers’ capacity to bestow divine blessings using before starting the ritual. See the Bless List at the end
sen numbers, it automatically fails the saving throw. ining it for at least 1 minute. this accumulated energy. of this class for more details about them.
If the creature has advantage on the saving throw, Consult with your GM to determine if this optional Throughout the ritual, the redeemer must touch the
use the highest of its two rolls.
If the creature has disadvantage on the saving throw, Charming rule is permitted in your campaign. As it exchanges gold Blessed with one hand and with the other touch the set
use the lowest of its two rolls. for permanent powers, it offers no greater advantage than of items that will be consumed in this process. Each of
Apocalypse All other creatures within 10 feet of the target must Starting at 15th level, when you succeed on a Charisma abil- purchasing magic items. In settings where buying mag- the items begins to emit an intense golden glow that
make a Dexterity saving throw. On a failed save, ity check to interact with a non-hostile creature, it becomes ic items is possible, this feature provides some level of disappears at the end of the ritual, revealing dull and
they are affected by the spell (but not your ray) as charmed by you. The creature becomes friendly to you until
if they were the original target. You must make any
control without significantly increasing power. This rule faded items that have lost all their value and any magic
necessary attack rolls, saving throws, or decisions for you commit an act harmful to it, or say or do something was designed with the concept that, in Tanares, magic they had. The slightest touch turns these items into dust.
each affected creature, as if casting the spell against against its deep-rooted beliefs. The creature can resist this items are frequently traded. Utilizing this rule will not For a blessing to have its effects, the Blessed must
that target.
effect with a successful Wisdom saving throw against your drastically impact your redeemer’s overall power, but it attune to it, as if it were a magic item. All attunement
After using Apocalypse, you must take a short rest
before you can use this option again.
spell save DC. The effect lasts for 7 days and is not considered can offer engaging roleplaying opportunities. GMs who rules are applied to the blessing, including the count
magical, but merely the result of your extraordinary persua- disapprove of exchanging gold for magic items should of the maximum number of attunements that some-
sive power. A creature that succeeds on the save becomes avoid implementing this rule, while those who are neutral one can possess simultaneously. The granted blessing
Ray of Damnation immune to this ability for the next 24 hours. or encourage such exchanges might consider allowing is permanent, can’t be extinguished, except by a Divine
Starting at 3rd level, your negative ray imposes disadvan- its use, especially in Tanares. Intervention, or suppressed, except by an antimagic ar-
tage on saves made by non-natural creatures (penumbral
New Perspective ea or the Blessed not being attuned to it. The Blessed
creatures, Ungods’ servants, undeads, and aberrations, or as At 18th level, you can alter a creature’s viewpoint by engag-
The Blessings Of can only be attuned to a single blessing at a time, even
determined by your GM in other settings) targeted by the ing it in conversation for at least 10 minutes. The creature Redemption if they have more than one. The Blessed can replace
ray until the beginning of your next turn (including saves the attuned blessing with another they already have by
must make a Wisdom saving throw against your spell save Starting at 5th level, you become capable of performing
against spells cast by Magic in Ray during the same ray). taking a short rest. Note that this doesn’t extinguish the
DC. On failure, you can modify the creature’s opinion on a special rituals that grant blessings to you or to willing
Starting at 9th level, whenever you use your negative ray blessing, it only suspends its use.
subject or individual, provided it does not contradict its core creatures, through the powers extracted from the emo-
using the Magic in Ray ability, in addition to other effects, If you and/or the Blessed wish, it’s possible to modify
beliefs. This ability can only be used on the same creature tions deposited in valuable items such as coins, gems,
you also deal an extra 1d8 necrotic damage to the target on one blessing for another using a previous one as if it were
once every 7 days. This effect is not magical but results from jewelry, works of art, and magic items, as long as they
a successful hit. This extra damage ignores any immunity or a consumed item for its power to be used in creating
your great power of persuasion, and creatures influenced can be carried by you and have a value in gold pieces.
resistance the creature might have if it is a unnatural creature. the new blessing. However, only half of the gp value of
by this ability will feel convinced rather than charmed or To grant each blessing, you must spend one hour and the previous blessing can be used to offset the cost of
manipulated. At the GM’s discretion, a creature exposed to consume a sufficient quantity of coins or items with a the new blessing.
this ability multiple times over months or years may even
change its alignment, personality traits, ideals, and flaws, if
the change aligns with the creature’s circumstances.
188 189
190 191
Simplified 1st
2nd
+2
+2
Tough as Nails
Experience
Classes 3rd +2 Hit the Mark
The Simplified Classes have been creat- 4th +2 Ability Score Improvement
ed to offer a straightforward approach to 5th +3 Extra Attack
character creation. These classes provide a 6th +3 Physical Might
solid foundation for a character that is easy 7th +3 Powerful Legs
to play while being effective during adventures. 8th +3 Ability Score Improvement
We recommend that players use only Ability
9th +4 Hit the Mark Improvement
Score Increases, rather than the optional Feats rules, to
10th +4 Experience
keep things simple and streamlined. Of course, the GM
11th +4 Deadly
is free to allow Feats and players to choose them if they
prefer, but the goal of Simplified Classes is to simplify the 12th +4 Ability Score Improvement
character creation process. 13th +5 Hit the Mark Improvement
This class option is ideal for new players who are looking 14th +5 Physical Might Improvement
for a less complex introduction to the game, or for those 15th +5 Powerful Legs Improvement
who want to maintain a straightforward and uncomplicat- 16th +5 Ability Score Improvement
ed character without sacrificing effectiveness during play. 17th +6 Deadly Improvement
Brawler
18th +6 Experience
19th +6 Ability Score Improvement
20th +6 Barbaric Mastery
Brawlers are simplified barbarians. They are ideal for new
players who are looking for less complexity or to create a
more straightforward character without sacrificing effec-
tiveness during play. Brawler Class Features Tough as Nails
B
As a brawler, you gain the following class features. Brawlers are known to be tough as nails and are extreme-
rawlers are warriors from remote tribal
ly resilient even when not wearing armor. While you are
communities renowned for their immense strength Hit Points not wearing any armor, your Armor Class equals 10 + your
and unwavering spirit. Drawing on a connection
Hit Dice: 1d12 per brawler level Dexterity modifier + your Constitution modifier. You can
to the earth and their ancestral heritage, they harness a
Hit Points at 1st Level: 12 + your Constitution modifier use a shield and still gain this benefit. Additionally, you are
primal power that fuels their ferocity in combat. Unlike
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution resistant to all damage types.
traditional barbarians, brawlers don’t rely on rage, but
modifier per brawler level after 1st
rather on their raw physicality and brute strength to
overcome any obstacle.
Experience
Armed with massive two-handed weapons, they Proficiencies Your experience grants you certain practical knowledge. At
unleash devastating blows on their foes, leaving Armor: Light armor, medium armor, shields 2nd level, and again when you reach 10th and 18th level,
a trail of destruction. Although fearsome, most Weapons: Simple weapons, martial weapons you gain proficiency in a skill of your choice.
brawlers have good hearts and hold their tribe Tools: None
and elders in high regard. Proud of their Saving Throws: Strength, Constitution Hit the Mark
heritage, they will go to great lengths to Skills: Choose two from Animal Handling, Athletics,
protect or bring honor to their people. Intimidation, Nature, Perception, and Survival Your attacks are often precise despite appearing reckless.
Brawlers often join adventurers to Starting at 3rd level, you receive a +2 bonus to your attack
make a name for themselves and defend their Equipment rolls. This bonus becomes +3 at 9th level, and +4 at 13rd level.
tribes from harm. With their indomitable spirit and You start with the following equipment, in addition to the
earth-shattering strength, they are a formidable equipment granted by your background: Ability Score Improvement
presence on the battlefield, leaving their mark • (a) a greataxe or (b) any martial melee weapon When you reach 4th level, and again at 8th, 12th, 16th, and
and making their tribe proud. • (a) two handaxes or (b) any simple weapon 19th level, you can increase one ability score of your choice
You can’t multiclass into Simplified Classes, or • An explorer’s pack and four javelins by 2, or you can increase two ability scores of your choice
multiclass if you are a Simplified Class. by 1. As normal, you can’t increase an ability score above
20 using this feature.
192 193
194 195
M
ages are spellcasters of unparalleled 9th +4 Simplified Spellcasting (New Spells)
talent, known for their skilled and practical
10th +4 Experience
approach to magic. With logical minds and
11th +4 Simplified Spellcasting (New Spells)
sharp intellects, they focus their efforts on refining
a select few incantations, honing their control until 12th +4 Ability Score Improvement
each one shines like a work of art. Their mastery of 13th +5 Simplified Spellcasting (New Spell)
magic allows them to wield their powers with effortless 14th +5 Arcane Mastery Improvement
precision, pursuing their individual goals with unwav- 15th +5 Simplified Spellcasting (New Spell)
ering determination. 16th +5 Ability Score Improvement
In addition to their exceptional abilities, mages 17th +6 Simplified Spellcasting (New Spell)
are also down-to-earth in their approach to life.
18th +6 Arcane Protection Improvement, Experience
They indulge in life’s finer things, savoring rich cui-
19th +6 Ability Score Improvement
sine and rare wines, but view the world with a util-
itarian perspective, seeking success in all aspects, 20th +6 Signature Spells
not just in magical prowess. They have a fondness
for order and prefer tidy spaces, well-groomed
attire, and everything in its proper place. Proficiencies Spellcasting Ability
Though not naturally charismatic, mages of- Armor: None Intelligence is your spellcasting ability for your mage spells,
ten play the role of hidden masterminds behind Weapons: Daggers, darts, slings, staffs, light crossbows since you learn your spells through study. You use your
successful adventuring parties. Using their stra- Tools: None Intelligence whenever a spell refers to your spellcasting ability.
tegic thinking and practicality, they guide their Saving Throws: Intelligence, Wisdom In addition, you use your Intelligence modifier when set-
companions to victory from behind the scenes, Skills: Choose two from Arcana, History, Insight, ting a saving throw DC for a mage spell you cast and when
seeing themselves as the driving force behind any Investigation, Medicine, and Religion making an attack roll with one.
venture’s success. They are self-assured, their confidence Spell save DC = 8 + your proficiency bonus + your
matched only by their exceptional abilities. Equipment Intelligence modifier
Mages aspire to high-status positions, but prefer roles You start with the following equipment, in addition to the
that require technical and practical work over those that equipment granted by your background: Spell attack modifier = your proficiency bonus
involve more political or theoretical routine. With • (a) a quarterstaff or (b) a dagger + your Intelligence modifier
their practicality, mastery of magic, and appreciation • (a) a component pouch or (b) an arcane focus
for life’s indulgences, mages are truly one-of-a-kind Casting spells in Higher Levels
• (a) a scholar’s pack or (b) an explorer’s pack
spellcasters, always turning their knowledge into mas- Some spells can be cast using spell slots of a higher level,
making their effects more powerful.
tery. Their logical and organized nature only adds to their
unparalleled virtuosity in magic.
Spellcasting If you have a spell that can be cast on a higher level, you
You can’t multiclass into Simplified Classes, or multi- Due to your ability to channel arcane power, you can cast can use another spell of higher level in place of it to cast that
class if you are a Simplified Class. spells. spell on a higher level. The level of the spell you spent will
determine the level the spell was effectively cast.
Class Features Specific Cantrips
At 1st level, you know two cantrips: fire bolt and light. At 3rd
Example: If you have magic missile, but want to use it as
a 2nd level spell, you can choose a spell of 2nd level, such as
As a mage, you gain the following class features.
level, you learn one more cantrip, mage hand. invisibility, to use. This counts as one of your two uses of in-
Hit Points visibility, but instead of applying the effects of invisibility, you
Hit Dice: 1d6 per mage level Simplified Spellcasting cast the magic missile spell as a 2nd level spell adjusting its
Hit Points at 1st Level: 6 + your Constitution Unlike more complex classes, as a mage, your spells are pre- effects as described in it.
modifier determined by your class and you can cast each of them twice
Hit Points at Higher Levels: 1d6 (or 4) + your per day. Follow the Mage Spells table to know which spells
Constitution modifier per mage level after 1st you know and when you will have access to them.
196 197
198 199
Priest 2nd
3rd
+2
+2
Experience
Simplified Spellcasting (New Spells), Specific Cantrips (3)
4th +2 Ability Score Improvement
Priests are simplified clerics. They are ideal for new play-
ers who are looking for less complexity or to create a more 5th +3 Simplified Spellcasting (New Spells)
P
riests are faithful servants of the gods, shin- 9th +4 Simplified Spellcasting (New Spells)
ing beacons of devotion who spread the word of 10th +4 Experience, Holy Shield
their deity to all who will listen. Most priests serve
11th +4 Simplified Spellcasting (New Spells)
Tamera, the radiant goddess of sun and life, while others
12th +4 Ability Score Improvement
follow Bauron, the enigmatic deity of moon and punishment.
Dwarves offer their prayers to Dorsi, the god of guardianship 13th +5 Simplified Spellcasting (New Spell)
and virtues, and among the elves, there are those who wor- 14th +5 Divine Cure Improvement
ship the Cuibhle pantheon, the gods of elements and seasons. 15th +5 Simplified Spellcasting (New Spell)
Acting as guides to the common people and trusted advisors 16th +5 Ability Score Improvement
to their closest allies, priests are known for their exceptional 17th +6 Simplified Spellcasting (New Spell)
healing powers and their ability to protect those around them 18th +6 Experience
with sacred magic. They serve as shining lights, illuminating
19th +6 Ability Score Improvement,
the path for their companions and offering hope in even the
20th +6 Divine Intervention
darkest of moments.
Although not trained in traditional combat, priests are
equipped with the basics of armor and shield usage, allowing
them to face danger with bravery. However, their true power Equipment Spellcasting Ability
lies in their unwavering faith and their divine magic, making You start with the following equipment, in addition to the Wisdom is your spellcasting ability for your priest spells.
them a formidable force on the battlefield and a source of equipment granted by your background: The power of your spells comes from your devotion to your
inspiration to their allies. Whether ministering in small tem- • (a) a mace or (b) a warhammer (if proficient) deity. You use your Wisdom whenever a spell refers to your
ples or venturing out into the world as adventurers, priests • (a) scale mail, (b) leather armor, or (c) chain mail (if pro- spellcasting ability.
are a shining example of the power of the divine. ficient) In addition, you use your Wisdom modifier when setting a
You can’t multiclass into Simplified Classes, or multiclass • (a) a light crossbow and 20 bolts or (b) any simple weapon saving throw DC for a priest spell you cast and when making
if you are a Simplified Class. an attack roll with one.
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol Spell save DC = 8 + your proficiency bonus
Class Features + your Wisdom modifier
As a priest, you gain the following class features. Spellcasting Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Hit Points Due to your ability to channel divine power, you can cast
Hit Dice: 1d8 per priest level spells. Casting spells in Higher Levels
Hit Points at 1st Level: 8 + your Constitution Some spells can be cast using spell slots of a higher level,
Specific Cantrips
modifier making their effects more powerful.
At 1st level, you know two cantrips: light and sacred flame.
Hit Points at Higher Levels: 1d8 (or 5) + your If you have a spell that can be cast on a higher level, you
At 3rd level you learn an additional cantrip, spare the dying.
Constitution modifier per priest level after 1st can use another spell of higher level in place of it to cast that
Simplified Spellcasting spell on a higher level. The level of the spell you spent will
Proficiencies determine the level the spell was effectively cast.
Unlike more complex classes, as a priest, your spells are
Armor: Light armor, medium armor, and shields Example: If you have cure wounds, but want to use it as
predetermined by your class and you can cast each of them
Weapons: Simple weapons a 2nd level spell, you can choose a spell of 2nd level, such as
twice per day. Follow the Priest Spells table to know which
Tools: None lesser restoration, to use. This counts as one of your two uses
spells you know and when you will have access to them.
Saving Throws: Wisdom, Charisma of lesser restoration, but instead of applying the effects of lesser
Skills: Choose two from History, Insight, Medicine, restoration, you cast the cure wounds spell as a 2nd level spell
Persuasion, and Religion adjusting its effects as described in it.
200 201
S
coundrels are the very embodiment of 9th +4 Adventurer's Aptitude +5d8
cunning and guile, renowned for their mischie- 10th +4 Ability Score Improvement, Experience +5d8
vous tricks and underhanded dealings. Their 11th +4 Precise Striker Improvement +6d8
sharp minds and silver tongues deceive with effortless 12th +4 Ability Score Improvement, Adventurer's Aptitude +6d8
charm, beguiling those around them and manipulating their 13th +5 - +7d8
adversaries to their advantage. With a love for the shadows 14th +5 - +7d8
and a disdain for fame, they are driven by wealth, adventure,
15th +5 Adventurer's Aptitude +8d8
or personal causes.
16th +5 Ability Score Improvement +8d8
Life on the street has honed the scoundrels into fiercely
independent and cynical individuals, with a soul tempered 17th +6 Precise Striker Improvement +9d8
by the harsh realities of survival. They learned to be acrobatic 18th +6 Experience +9d8
and agile, exploiting the weaknesses of their enemies and de- 19th +6 Ability Score Improvement +10d8
livering devastating blows to their critical points with preci- 20th +6 Scoundrel’s Fortune +10d8
sion and speed. Wielding light weapons like daggers, they rely
on speed and agility over brute force, moving with fluid grace
that leaves their foes disoriented and struggling to keep up.
In combat, scoundrels are the ultimate thieves and trick- Proficiencies extra 1d8 damage. The extra damage increases as you gain
sters, leaving a trail of confusion in their wake. Their cunning, Armor: Light armor levels in this class, as shown in the Sneak Attack Simplified
swiftness, and ability to strike from unexpected angles make Weapons: Simple weapons, hand crossbows, longswords, column of the Scoundrel table.
them formidable opponents, cementing their reputation as rapiers, shortswords
masters of the shadows. With a carefree exterior and a quick Tools: Thieves’ tools Scoundrel’s Agility
wit, they are both dangerous and unpredictable, making Saving Throws: Dexterity, Intelligence Scoundrels are known for their agility and difficulty to be hit.
them a valuable asset to any adventure group. But with their Skills: Choose four from Acrobatics, Athletics, Deception, Starting at 1st level, your movements don’t provoke oppor-
love for wealth and tendency to be motivated by personal Insight, Intimidation, Investigation, Perception, Performance, tunity attacks and your speed increases by 10 feet. Starting
gain, they can also be lucky yet unreliable allies. Scoundrels Persuasion, Sleight of Hand, and Stealth at 5th level, you also receive a +2 bonus to your AC.
are survivors of the street, and their skills are the result of
Equipment
a lifetime of mischief, sly, and crafty schemes. Experience
You can’t multiclass into Simplified Classes, or multiclass You start with the following equipment, in addition to the
if you are a Simplified Class.S equipment granted by your background: Your experience grants you certain practical knowledge. At
• (a) a rapier or (b) a shortsword 2nd level, and again when you reach 10th and 18th level,
Class Features • (a) a shortbow and a quiver of 20 arrows or (b) a shortsword you gain proficiency in a skill of your choice.
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
As a scoundrel, you gain the following class features.
adventurer’s pack
Adventurer’s Aptitude
Hit Points • Leather armor, two daggers, and thieves’ tools You are famous for your unmatched ability to handle com-
Hit Dice: 1d8 per scoundrel level plicated situations. Starting at 3rd level, you gain a +1 bonus
Hit Points at 1st Level: 8 + your Constitution modifier Sneak Attack Simplified to all ability checks that you are proficient in. This bonus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution increases to +2 at 6th level, +3 at 9th level, +4 at 12th level,
Starting at 1st level, you know how to exploit a foe’s distrac- and +5 at 15th level.
modifier per scoundrel level after 1st
tion to strike a vital blow. The first time on each turn that
you hit a creature adjacent to an ally of yours, you deal an
204 205
206 207
T
secure their place at the top of the food chain.
he barbarians of Tanares have been oppressed her recent passing, two young disciples vie for the esteemed Elite Tracker
and hunted by the Empire for centuries. These war- position, driving a wedge between the tribes and threaten-
riors have retreated to the fringes of Tanares, where ing to further fracture the once-unified orcs. The fate of the Prey Mark Starting at 10th level heightens your prowess in tracking your
they could preserve their tribal customs and traditions away Tsvetan orcs hangs in the balance, as the power struggle prey. You can cast the locate creature spell without expending
Upon selecting this path at the 3rd level, you can use a bo-
from civilization’s scrutiny. However, as the Empire’s influ- between the two disciples unfolds and the future of their a spell slot or material components, exclusively targeting your
nus action to designate a creature within your sight as your
ence waned, they have a newfound sense of freedom and culture hangs by a thread. prey with this spell. You can use this ability once, regaining
prey. This selection grants you the following benefits against
are now ready to wander the lands again in search of gold its use after a short or long rest.
your chosen quarry:
or glory. Primal Paths
Each barbarian tribe in Tanares boasts its own unique
• You have advantage on Wisdom (Perception) checks made
to perceive your prey, as well as on Wisdom (Survival)
The Hunt is Mine
At 3rd level, a barbarian gains the Primal Path feature, which
cultural identity, shaped by their geography and his- checks made to track it. At 14th level, you acquire additional information about your
offers you the choice of a subclass. The following options
torical customs. • Your prey have disadvantage on Wisdom (Perception) rolls prey. You become aware of all the resistances and immu-
are available to you when making this choice: Path of the
The Kolbjörners of the mountains are known for their made against you. nities your prey possesses, its current level of exhaustion,
Brutal Hunter and Path of the Penumbra.
toughness, honed by their battles against massive beasts and and whether its hit points are above or below half of their
• Once you enter your rage, your attacks against your prey
giants. They are proud and honor-bound, valuing their word
above all else. They tend to use heavier armor and wooden Path of The Brutal Hunter deal an extra 1d4 damage of the same type caused by the
attack. The damage increases when you reach certain lev-
maximum.
In addition, your prey loses the ability to hide from you
shields favoring axes as weapons. The Path of the Brutal Hunter is a barbaric tradition that within a 30-foot radius. If a concealed prey enters or is within
els in this class, increasing to 1d6 at 9th level and 1d8 at
The Ben’netans of the icy tundras are master hunters and holds to the notion that in the grand scheme of things, all this radius, it immediately becomes visible to you, regardless
15th level.
fishermen, distrustful but with good hearts. They use their beings are either hunters or prey. Those who embrace this of any previous hiding efforts.
208 209
Tanares is a world with many dangers and few places are as Even if you are not playing in Tanares, the use of this sub- At 10th level, your wealth of experience has familiarized The Caverns of Magma Giant might seem like your
class is not only possible but also straightforward. Simply you with the face of countless dangers. You can recall a tale
average dungeon, but don’t let appearances deceive
treacherous as the Penumbral Plane. It takes a truly excep- ya. It’s teeming with packs of emoguns and all sorts
tional individual to survive in this realm of darkness, and adapt any mention of the Penumbral Plane to any similar of a past predicament you survived, providing you with the of aberrations. I once took down a giant worm there,
the penumbral barbarians are such a breed. These barbar- dark or astral environments that you can treat as shadow, a insight to tackle the current problem. Following an attack but it was just a youngster, ‘bout ten storeys tall.
ians have honed their skills through constant conflict and good example being the Shadowfell. roll, ability check, or saving throw made by you or an ally Though it ain’t the most thrilling tale, the feeling of
challenges and are composed of the strongest, the bravest, within 60 feet, you or that ally can choose to roll a new d20 to my blade carvin’ through the flesh of a beast that
and sometimes even the most reckless outcasts.
The trials of life in the Penumbral Plane have given rise to
Otherworldly Rage replace the original roll. This decision must be made before
the GM announces the success or failure of the roll. You can
size ain’t something you shake off too easily.
And then there’s the Crystal Forests, ripe with
a new path, one of unparalleled combative prowess. These Upon choosing this path at 3rd level, your rage channels use this ability a number of times equal to your proficiency
webs and venomous spiders. I spent some time hun-
barbarians undergo grueling physical and mental training the might of the Penumbral Plane. While raging, the first bonus, regaining its uses after finishing a long rest. tin’ in those parts, but spider meat never did suit
to become masters of survival and combat, and many of the successful melee weapon attack on each turn is imbued with my palate. So, I ventured deeper into the caverns
gloomfolks tribesmen aspire to join this path. By continu- additional psychic damage equal to your proficiency bonus. Mind Fracture where the maze-like tunnels were so massive, I got
ously hunting and feeding on the power of the fearsome This extra damage ignores psychic immunities and resistances turned ‘round more times than I’d like to remember.
At 14th level, your rage becomes a conduit for the eerie pow- Eventually, I put an arachne matriarch in her place,
penumbral creatures they become resistant to the Penumbral of undead and aberration creatures.
ers of the Penumbral Plane, enabling your weapon attacks and she carted me out of there. No biggie.
Plane’s dangerous effects. These warriors wield weapons im- Furthermore, while raging, your attack rolls have advan-
to rupture the essence of your foes. While raging, you can
bued with nightmarish power, striking fear into the hearts tage against aberration or undead creatures. If you ever need a bit of guidance ‘bout those lands,
convert all damage inflicted by your weapon attacks into psy-
of their enemies. don’t hesitate to find me. I’d be glad to lend a hand.
chic damage. You bypass all psychic resistance or immunity.
210 211
T
Upon joining the College of Life at 3rd level, your bardic 7th death ward
he illustrious taverns of Tanares teem with
wayfaring minstrels, yet only an elite cadre possess College of Life inspiration becomes a conduit for not only strengthening 9th reincarnate
T
resolve but also mending physical injuries. When an ally uses 11th heal
the innate talent and rigorous training required to he bards of the College of Life stand out as
your inspiration die and remains conscious, they regain hit 15th holy aura
fully harness the transcendent power of music, thereby as- masters of life magic and music, wielding their art
points equal to the roll, in addition to the standard benefits
cending to the esteemed ranks of true bards. to tap into the life force that permeates the world. 17th mass heal
of your inspiration. Any excess hit points become temporary
The diverse regions of Outumn, Central Empire, and the With their songs, they create a powerful connection to the
hit points that last until the ally finishes a short or long rest.
Capital are renowned for housing the most prestigious acad- essence of life, inspiring hope and healing even the most
emies of bardic magic. These venerable institutions, steeped dire wounds.
Medicinal Study Life Symphony
in grandeur, dedicate themselves to nurturing gifted indi- These bards are renowned for their mastery of the life
At 14th level, you radiate the vibration of life. The amount
viduals in the mystic art of channeling magic through me- force and their ability to communicate with animals and At 3rd level, you gain proficiency in Medicine. If you’re al-
of hit points you heal with Chord of Healing is doubled.
lodious verse. Gnomes have proven particularly influential other woodland creatures. They can often be found in serene ready proficient, your proficiency bonus is doubled for any
Furthermore, when you use Song of Rest, each creature
in shaping the evolution of this arcane tradition, with their groves, surrounded by nature, where they commune with the ability check that uses this skill.
regains twice the extra hit points granted by the feature. In
esteemed academies scattered throughout Tanares, standing creatures and bring peace to the land with their music. But
addition, it also removes all blinded, deafened, paralyzed,
as preeminent centers of artistic learning. The most distin- they are also powerful in battle, radiating the vital energy Voice of the Nature and poisoned conditions, as well as any effect that reduc-
guished of these colleges boasts an extensive repository of of life to heal and protect their allies, using their melodies
At 3rd level, your studies into the symphony of life enable you es abilities or maximum hit points. Life Symphony has no
knowledge, meticulous historical archives, and an assemblage to infuse their surroundings with the power of life.
to understand and converse with animals. You can now com- effect on undead, constructs or other non living creatures.
of acclaimed maestros. One of the greatest legends in Tanares is the elusive Eighth
Bards are versatile, charismatic individuals who find warm Note, a musical technique said to hold the power to connect prehend and verbally communicate with beasts. Although
reception in locales as varied as swashbuckling pirate vessels, the lives of many creatures, healing physical and mental the intelligence of many beasts limits their knowledge and
212 213
C
though public faith in lerics of chaos, primarily linked with the the world, bringing chaos and disorder and destabilizing
ecclesiastical authority Windspeaker and Ba-Ka faiths, embrace sponta- society and the prevailing authorities. Some may seek good
has significantly waned. neity, freedom, and perpetual change. Their deci- and innovation, while others may dedicate themselves to
Clerics remain the foundation of religious life sion-making reflects this spirit, using luck and randomness destruction.
in Tanares, disseminating the teachings of Tamera to determine the optimal course of action in uncertain situ-
and Bauron throughout the land. As peacekeepers and
Clerics mediators, they are essential to fostering stability among
ations. It’s not unusual for a cleric of chaos to cast lots when Preparing your Spells
concrete evidence is lacking, acknowledging the futility of
nations and factions, tirelessly opposing the Ungods and controlling chance and fully accepting it. When you’re preparing your spells, immediately after finish-
The cleric class receives new subclasses in this section.
their pervasive corruption. These clerics maintain that unpredictability is the only ing a long rest, you may choose to prepare your spells using
The fall of the Tanarean Empire, following the Kemet
Clerics in Tanares Invasion, enabled the resurgence of local religions and cul-
constant and that excessive reliance on laws and order stifles the cleric spell list, or roll 1d6 and compare the result to the
progress. They consider hierarchy limiting, as it constrains Determining the List of Spells for Clerics of Chaos table to ran-
I
n Tanares, the eternal struggle between the di- tures as the Church lost its imperial authority in regions individuals and favors those in power. They believe natural domly determine which spell list you will use to prepare them.
vine gods, particularly Tamera and Bauron, and the where the Empire’s influence waned. The revival of cults like chaos enables creatures to unveil their true selves and achieve
the Ba-Ka in Kepesh lands and the rising power of Yama’s D etermining the L ist of S pells for C lerics of C haos
malevolent Ungods has shaped the religious landscape their potential through self-responsibility.
since the Godly Age, over three millennia ago. The cirrus Fumetsu Eido has spawned a new generation of clerics, Windspeaker clerics of chaos honor Tamera and Bauron, d6 S pell L ist
Windspeakers established the first religion through oral unbound by Church persecution and able to follow their the dual deities, by accepting the unpredictable and leaving 1 Bard
tradition, as their preachers disseminated interpretations divine callings. matters to chance. They assert the world was born from the 2 Cleric
of wisdom bestowed upon them by the angels. However, the ongoing cold war enveloping Tanares compli- fusion of these conflicting natures, creating chaos. Conversely, 3 Druid
To preserve this wisdom, humans endeavored to compile cates the clerics’ roles. Not merely spiritual leaders, they are clerics of chaos devoted to Ba-Ka, the Spirit God of Magic, 4 Sorcerer
sacred scriptures, seeking to avoid the interpretational dis- now political players deeply entwined in covert operations, laud the deity’s endorsement of magic in all its forms. They
espionage, and manipulation of the masses. Their influence 5 Warlock
crepancies and inconsistencies inherent in the cirrus oral value that Chaos domain clerics can use magic from other
tradition. Thus, the Evolutionist religion emerged. However, and power are crucial to most factions seeking power. domains, crediting this to Ba-Ka’s influence. These clerics
6 Wizard
unbeknownst to many, sinister cultists of the Ungods infil- For example, a Celestianist cleric might leverage their see the extensive and intricate power of magic as irrefutable
trated the assembly of scribes and founders, subtly manip- reputation as a peacemaker to broker a clandestine deal evidence of chaos’s potency, as magic transforms the world’s When you prepare spells from spell lists other than the cleric
ulating the scriptures to their advantage. between warring factions while gathering intelligence for structure and rules. spell list, they become considered cleric spells for you. You
Centuries of mass deception ensued until angels finally their Church to undermine the Ungods. Conversely, a Ba-Ka The Evolutionist Church previously harbored clerics of cha- retain access to all spells from your domain, but not other
returned to the Material Plane, illuminating the corruption cleric could utilize their cult’s network of spies to thwart the os who considered Bauron a God of Chaos. However, recent cleric spells. All other cleric spellcasting rules apply normally.
within the Church that reached even the High Cardinal po- Celestianist Church’s plans, advancing their own religious revelations from angels exposed the Ungods’ manipulation of Even if you acquire a spell list whose normal casters do not
sition, as Gideoni was uncovered to be an Ungod cultist and political objectives.
214 215
ble to determine the new damage type. If the spell original- 4 Your attack targets another hostile creature within 60 feet
of the original target. If there is no other creature, the
ly inflicts the same damage, the chaos-infused spell gains target remains unchanged.
additional power, granting an extra 1d10 bonus damage of
5 On a successful attack, the creature has disadvantage on
that same type. This bonus increases to 2d10 at 12th level. the next attack it makes until the start of your next turn.
I nfuse C haos 6 On a successful attack, the creature is frightened of you
until the end of your next turn.
d 10 D amage T ype
7 You roll the attack roll with advantage.
1 Acid
8 On a successful attack, treat all damage dice of this attack
2 Bludgeoning as if they rolled an 8.
3 Cold
4 Fire Potent Spellcasting
5 Lightning
Starting at the 8th level, you add your Wisdom modifier to
6 Necrotic
the damage dealt by any cleric cantrip you cast.
7 Poison
8 Psychic Zone of Chaos
9 Radiant
Starting at 17th level, as a bonus action, you can create an
10 Thunder
aura of chaotic energy extending 15 feet around you for
a minute or until you deactivate it with a bonus action.
Channel Divinity: Any hostile creature that begins its turn within the aura or
Chaotic Presence enters it must succeed on a Wisdom saving throw against
your spell save DC or be subjected to the effects of the
At 2nd level, you can harness your Channel Divinity to emit confusion spell. Creatures that succeed on this saving
an aura of pure chaos, confusing hostile creatures and incit- throw are immune to your aura for the next 24
ing them to strike their allies. As an action, you raise your hours. You can use this feature a number of
holy symbol, forcing all enemies within 30 feet of you who times equal to your Wisdom modifier, with
can see you to make a Wisdom saving throw against your all uses regained after a long rest.
spell save DC. On a failed save, they are compelled to move
up to 10 feet towards another creature of your choosing
and make a melee attack if possible. This movement does
not provoke opportunity attacks, and it occurs according to
the initiative order.
representation
216 of god Bauron 217
I
in their hearts. deals +1d10 damage of the same type as your weapon. This with divine energy. Once on each of your turns when you hit
n a world fraught with peril, uncertainty, and
damage increases to +2d10 at 6th level, +3d10 at 12th level, a creature with a weapon attack, you can trigger the attack
hardship, clerics are some of the selected few destined
and +4d10 at 18th level. to deal an extra 1d8 radiant damage to the target. When you
to fulfill a higher calling. To rise to this challenge, they In Other Settings • As an action, you can spend a Courage Point to shout a reach the 14th level, the bonus damage increases to 2d8.
must embody exceptional mental and moral fortitude—true
valor. Considering the paramount role that courage plays Clerics of this domain associate with gods of courage, war, powerful war cry that strengthens your party’s resolve. You
in their faith, it is little wonder that numerous deities claim and order, such as Ares and Heimdall. They typically seek to and all allies within 30 feet of you gain a number of tempo- Unyielding Spirit
dominion over this domain. confront dangers and achieve social peace through bravery rary hit points equal to 1d6 + your cleric level for 1 minute, At 17th level, you and all allies within 15 feet of you become
One of such deities, The Glorious One has many clerics and order. and can roll a saving throw to remove any effect causing immune to the frightened condition. Additionally, you gain
dedicated to the Courage domain, inspiring their followers the frightened condition. While the temporary hit points advantage on all Wisdom and Constitution saving throws.
to persevere through formidable circumstances and combat C ourage D omain S pells
last, they also give advantage on all other saving throws
malevolence in pursuit of a better world. The Glorious One’s made against effects that cause the frightened condition.
C leric L evel S pells
standard, soaring high during conflicts, emboldens others to
champion the cause of righteousness and remain steadfast
1st heroism, shield of faith
Channel Divinity:
in the face of trepidation. Tamera, the goddess of the sun 3rd branding smite, veil of bravery*
Bolster the Spirit
and life, also boasts some disciples who uphold the tenet of 5th haste, revivify
courage, for they believe in kindling hope within the dis- 7th freedom of movement, stoneskin Starting at 2nd level, you can use your Channel Divinity to
heartened. Her adherents are celebrated for their unwavering 9th greater restoration, legend lore
bolster the courage of a creature you touch. As an action, you
can give the touched creature one of the following benefits:
218 219
D
Druids ruids of the Circle of the Bloom hold a spe- you, nonetheless. the size of the creature.
cial reverence for the power and importance of The Plant Guardian obeys your orders to the best of its
The druid class receives a new subclass in this section. C ircle of the B loom S pells
plant life in the natural world. They form deep, abilities and is always friendly towards you. It has its own
D ruid L evel C ircle S pells
Druids in Tanares personal connections with the plants they care for, viewing
them as beloved friends and family, and often giving them 3rd spike growth, spore blow*
initiative and acts independently on its turn, but its actions
are limited to Dodge unless you command it otherwise on
I
n Tanares, druids form powerful circles, devoted individual names. These druids are known to talk to their 5th speak with plants, wild path* your turn as a bonus action. In that case, the Plant Guardian
to preserving nature’s fragile equilibrium and safeguard- plants, nurturing their growth and helping them to flourish. 7th conjure woodland beings, tranquil groove* can execute any action of your choosing that it is capable
ing the Primal Magic Weave. They prioritize the pro- Their deep connection with the natural world is so strong 9th awaken, tree stride of on its next turn.
tection of forests, endangered by human avarice and the that it calls forth a guardian spirit from the forest to accom- When the Plant Guardian is reduced to 0 hit points, it
Penumbral Plane’s corruption. pany them on their journey. This spirit takes the form of a Additionally, add poison spray to your list of known dies, leaving behind only the wilted remnants of its form,
The Primal Magic Weave constitutes Tanares’ life essence, physical plant, and is a tireless protector, ready to defend cantrips. which subsequently lose any attributes the original plant
linking all living beings and upholding the cycle of life and the druid from any danger. As the druid grows in power and may have possessed.
death. Forest destruction, Penumbral Plane corruption, and knowledge, so too does their spirit, evolving into a more for- Plant Empathy
magic misuse can destabilize this delicate balance, endan- midable form, yet never losing its bond with its chosen druid. P lant G uardian T able
Starting the 2nd level, you obtain the capability to compre-
gering the entire world. The Circle of the Bloom is dedicated to preserving and R equired P lant G uardian S tat B lock
hend and communicate telepathically with plants within D ruid L evel
Druids inhabit Tanares, including cities, where they strive restoring the natural balance of forests and other vegetation,
30 feet of you. For this communication, all non-intelligent
to maintain nature’s harmony. They are most prevalent in the recognizing that all creatures can benefit from the abundance 2nd Guardian Sprout
plants are treated as creatures with basic Intelligence (i.e.,
vast Sindile, Bak, and Shadowy forests, serving as guardians and vitality of plants. From their bountiful fruits and herbs, 6th Guardian Bush
Int 3). Their knowledge and cognizance are restrained by
and gatekeepers. Only those with noble intentions gain entry, to their life-giving essence and ability to heal, plants are a 10th Guardian Shrub
their intelligence, yet they can provide you with information
as druids resolutely defend the wild from harm. vital source of sustenance and growth. The most passionate
regarding nearby places and creatures, including everything 14th Guardian Tree
Although not all druids venerate a deity, most respect the members of the circle will even venture into the dangerous
they have observed within the past day. However, keep in 18th Ancient Guardian
Nature Spirits religion, perceived as nature’s myriad manifes- and mysterious Penumbral Plane to protect the plants that
mind that gaining knowledge from plants might require
tations. Some extremist druids join factions like the Eternal grow there, and to restore balance to the forces of nature.
220 221
222 223
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 22 (+6) 7 (-2) 14 (+2) 6 (-2) 22 (+6) 7 (-2) 24 (+7) 7 (-2) 16 (+3) 6 (-2)
Innate Spellcasting. The guardian tree can innately cast the Innate Spellcasting. The ancient guardian can innately cast the
goodberry spell, three times per day, requiring no material goodberry, three times per day, requiring no material components.
components.
Actions
Actions Multiattack. The ancient guardian can make two Branch Slam
Branch Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one attacks.
target. Hit: 16 (2d10 + 5) bludgeoning damage and the guardian Branch Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
tree can cause the target to become grappled if its size is Huge target. Hit: 17 (2d10 + 6) bludgeoning damage and the ancient
or smaller (escape DC 17). Until this grapple ends, the guardian guardian can cause the target to become grappled if its size is
tree can’t use its Branch Slam on other targets. Huge or smaller (escape DC 20). The ancient guardian can grap-
Root Entanglement (Recharge 5-6). The guardian tree takes root ple up to two creatures simultaneously, and while it is grappling
in the ground and causes them to sprout in a 30-foot radius two creatures it can’t use its Branch Slam attack against crea-
around it. All creatures in the area must succeed on a DC 17 tures other than the grappled ones until it releases one of them.
Strength saving throw or be restrained by the entangling roots. Root Entanglement (Recharge 5-6). The ancient guardian takes
A creature restrained by the guardian tree can use its action root in the ground and causes them to sprout in a 30-foot radius
to make a Strength saving throw. On a success, it frees itself. around it. All creatures in the area must succeed on a DC 20
As long as there is a restrained creature, the guardian tree has Strength saving throw or be restrained by the entangling roots.
its speed reduced to 0, if it moves on its turn the restrained A creature restrained by the ancient guardian can use its action
creature is released. to make a Strength saving throw. On a success, it frees itself.
As long as there is a restrained creature, the ancient guardian
has its speed reduced to 0, if it moves on its turn the restrained
creature is released.
224 225
T
champion, a harbinger of evil, a warrior risen from the dead
he death knight is a fearsome warrior who • Starting at 15th level, you may cast speak with dead spell
seeking retribution, or even a hero shrouded in mystery,
Fighters in Tanares wields the very essence of death’s power. This chill-
harnessing a power feared by many for the greater good. Yet
once, regaining its use after a short rest.
I
ing bond may arise from arcane rituals, a mirac- • Starting at 18th level, your hit point maximum can no
n Tanares, when the veil of magic and deceitful the Death Knight is not limited to just these archetypes. They
ulous resurrection, or an encounter with the afterlife that longer be reduced in any way.
whispers fail, only the unbreakable will of the warrior can also be malevolent tyrants, leading an army of undead
attunes the warrior to death’s dark might. • At 20th level, you age even more slowly. For every 10 years
and the gleam of sharpened steel remain as solutions to to conquer the lands, anti-heroes, wielding death’s power in
Misunderstood and dreaded, Death Knights are often that pass, your body ages only 1 year, and you become
any crisis. Fighters are the fearless champions who boldly their quest for redemption, or even servants of death gods,
perceived as cold, sinister beings, seemingly indifferent to immune to magical aging.
stride into the fray, risking their lives with each clash of serving as their deity’s chosen instrument of destruction.
death itself. However, they merely regard it as an intrinsic
blades. They serve as guardians, protectors, hired swords, and Regardless of their role, the Death Knight is a force to be
gladiatorial legends, rising to meet the challenge of conflict
aspect of life’s cycle, a force they harness with great efficacy.
reckoned with, for death holds no sway over their relent- Death Soul
In kemet society, Death Knights have achieved fame for
for both good and evil forces. less pursuit of victory. With their inextricable connection Starting at 3rd level, you forge a bond with death and learn
their insatiable thirst for battle and intimate connection with
In a realm where cataclysmic events unleashed by the to death and mastery of its power, the mere mention of a to harness its power through special energy points called
death, leading to the refinement of necromantic augmenta-
Ungods annihilate entire civilizations if they dare to en- Death Knight’s name is enough to strike fear into the hearts Soul Points.
tions over countless generations. They also emerge in other
gage in battlefield wars, nations’ fates are often determined of their enemies, making them a formidable presence on
death-revering cultures such as the Kepesh, as well as amongst
in blood-soaked arenas, where only the strongest and most any battlefield.
malevolent cults, corrupted Dorsianist dwarves, and Shadow
skilled emerge victorious. Here, fighters are more than sol- Wing devotees. Remarkably, virtuous Death Knights can be
diers; they are heroes, championing their causes or others’ for
226 227
228 229
M
violence as a last resort, but when compelled to act, they Ki Point to switch your animal stance. It does not consume Switch Trigger: A creature within 5 feet of you declares
reveal themselves to be formidable warriors, capable of onks of the Way of the Animals embody the
pinnacle of martial arts and wisdom, seeking to any action and can only be performed once per turn. an attack against your ally.
overcoming even the most vicious foes with just their bare Using the Switch Trigger of the Stance you are: If the Special Reaction: You can take a reaction to reduce the crea-
hands. Their mastery of hand-to-hand combat, honed with perfect their combat skills through a deep under-
standing of nature and the movements of different creatures. Switch Trigger occurs, you may perform the Special Reaction ture’s attack roll by half your proficiency bonus, rounded up.
a focus on retribution rather than aggression, has earned described on your current Animal Stace to change to any
By blending and alternating between various animal stances,
them a reputation as some of the greatest martial artists in other animal stance you know. You cannot use the Special The Monkey
the land of Tanares. these monks have achieved a fluidity of body and spirit that
is unmatched, expanding their Ki and granting them a broad Reaction and remain in the same Stance. While in this animal stance, you do not spend Ki Points
Their rigorous training and unwavering discipline make Using the Switch Trigger of another stance: If the Switch to perform Step of the Wind.
them highly sought after by nations and factions as spies, and insightful perspective into the world.
Not only are these monks masters of combat, but they also Trigger of another animal stance you know happens, you Switch Trigger: If you are hit by an attack made by a
diplomats, and investigators. Their ability to engage in hand- may perform the Special Reaction described on that Animal creature in your line of sight.
to-hand combat against armed opponents, without the need possess a unique worldview that is shaped by their connection
to the animals they emulate. They see the world and those Stace to change your Stance to that same animal. Special Reaction: You can spend your Reaction to halve
for weapons, allows them to carry out covert operations in the damage done by this attack (rounded down).
places where weapons are prohibited. Their discipline and around them through the lens of different creatures, each In summary, you can change your stance either by using
training also make them difficult to surprise or capture, mak- with its own distinctive characteristics and traits. They might Ki points, or: The Praying Mantis
ing them a valuable asset to any organization. describe someone as cunning as a snake, determined like a 1- When the Switch Trigger of the Stance you are in hap-
While in this animal stance, you can use your bonus ac-
Most monks reside in the eastern regions of Tanares, with tiger, precise like a praying mantis, cunning like a monkey, pens, you may change to another Stance of your choice.
tion to gain advantage on the next melee attack you make.
monasteries nestled in the Realm of Yama, home to their or unshakable like a dragon. This unique perspective has For example: If you are in the Praying Mantis Stance and
Switch Trigger: If a creature within reach declares a melee
most revered temples, serving as guardians, wise sages, and made the masters of the Way of the Animals be seen as wise a creature within your reach declares a melee attack against
attack against you.
trusted mentors to the initiated. Some monks choose to lead you, you may perform an unarmed or monk weapon melee
230 231
232 233
I
n Tanares, paladins are a rare and revered sight, where their convictions are challenged, they may confront bating corruption even within the Church’s core. Their un- anny and oppression, and defend the ideals of equality, fra-
primarily linked to the Celestianist Church through two animosity and, in the most extreme instances, mortal peril. wavering dedication to liberty has garnered respect and ternity, and liberty.
distinguished factions. admiration from virtuous clerics and paladins within the Solidarity. Stand with the vulnerable and the oppressed,
The esteemed Tamerian Order of Knights, devoted to Oath of Freedom Church who share their vision of a world liberated from holding accountable those who would oppress them. Unite
T
Tamera, are celebrated for their dedication to the cause of oppression and tyranny. with others who share your ideals, and together, work to-
he Oath of Freedom symbolizes a paladin’s When the Church initiated reforms, the Free Knights were wards building a better world for all.
good and for their compassion, safeguarding sacred temples,
unbreakable spirit to rid the world of tyranny and among the first to confront and combat corrupt members.
and shielding the common folk from harm. Their acts of
valor and heroism inspire hope and courage in every cor-
defend the innocent from oppression. Known as However, after the initial purge, these liberators declined to Oath Spells
Free Knights, these liberators rise above the limitations of join the Celestianist ranks, believing their duty necessitates
ner of the realm.
religious institutions, instead following their own unwaver- You gain oath spells at the paladin levels listed below.
The Inquisitors, aligned with Bauron, bear the solemn maintaining a distance from the Church’s hierarchy.
ing principles in their quest for justice. In a world where the These valiant warriors serve as beacons of hope, venturing
responsibility of hunting down penumbral creatures, mon- O ath of F reedom S pells
very foundations of law and order can be corrupted and used into the shadows as lone champions to eradicate evil and
strous beings, and heretics that lurk within the shadows. P aladin L evel S pells
as weapons of oppression, these heroes stand tall, enshrining safeguard the innocent. Fearless vigilantes, they relentlessly
Their measured and deliberate demeanor evokes both fear
the ideals of equality, fraternity, and liberty above all else. combat corruption and injustice, irrespective of its hiding 3rd bless, disguise self
and admiration among those who encounter them.
Free Knights approach each mission with unrelenting ded- place. Alternatively, they may lead gallant bands of adven- 5th lesser restoration, shatter
Additional paladins emerge from the stout dwarf adherents
ication and urgency, never backing down from the challenge turers, united in their quest to deliver hope and justice to a 9th dispel magic, remove curse
of Dorsi, the fervorous cirrus followers of the Windspeaker
at hand. Whether it be rescuing a lost child or exposing a beleaguered world. With indomitable spirit and determina-
religion, and, more recently, within the ranks of the Ba-Ka 13th death ward, freedom of movement
corrupt church cardinal conspiring with evil forces, they tion, the Free Knights are the custodians of freedom, never 17th greater restoration, seeming
234 235
T
he rapid spread of the penumbral threat has already proficient in it, your proficiency bonus is doubled
Rangers in Tanares caused widespread fear and unease in populated
Whether in a high-fantasy or low-fantasy setting, Shadow
Investigators can be employed to track and eliminate a wide
for any ability check you make with it.
R
areas, particularly in urban centers where these Moreover, whenever you make a Charisma (Deception) or
angers roam the wild and ever-changing range of creatures. For example, in a high-fantasy setting,
creatures can more easily blend in and corrupt individuals. Intelligence (Investigation) check, you can use your Wisdom
landscapes of Tanares, serving as hunters, guard- they could track and eliminate evil wizards and magical
In response, the Shadow Investigator has emerged, possess- modifier instead of your Charisma or Intelligence modifier.
ians, guides, warriors, scouts, and even gladiators creatures, while in a low-fantasy setting, they could hunt
in the arenas. Their versatility and adaptability make them ing the skills and intuition necessary to swiftly detect and down thieves and other criminals that threaten the safety
in high demand, sought after for their unique skillset and eliminate these malevolent beings. of a town or city. Shadow Investigators can be changed to be
Combat Instinct
practical approach to life. Unlike other spellcasters, Tanares Through their extensive network of connections and their trained to track any creature that permeates human society Starting at 3rd level, you can analyze an enemy’s movements,
rangers don’t typically pray to nature deities, instead opting keen senses, the Shadow Investigator gathers information, and stalks the night, such as vampires, ghouls, doppelgang- giving you a unique advantage. As a bonus action, you can
for a more pragmatic or regional faith. analyzes affected locations, and identifies their targets with ers, demons, and devils. choose a creature you can see within 30 feet of you as your
The harsh realities of the Malrokian Curse have dramatical- precision. Their mastery of the enemy and their tactics, honed The Shadow Investigator is a social outcast detective or focus and select one of the following benefits:
ly altered the geography, flora, and fauna of the region, leading through extensive training in fighting the penumbral threat, monster hunter that walks in the shadows to track and remove Find the Opening. Whenever you make an attack roll
to the discovery of lost kingdoms, blocked passageways, and allows for efficient and effective operations. Whether it’s the evil creatures that stalk at night. Players should discuss against your focus, you roll an extra 1d6 and add it to the
hidden locations. In these treacherous and unknown terri- hunting down penumbral creatures or targeting sinister with their GM the most interesting creature types to track result. This bonus increases to 1d8 if your focus is an aber-
tories, rangers shine, with their unparalleled skills in navi- cultists, the Shadow Investigator is determined to root out and eliminate for their campaign. With their unique set of ration or a creature from the Penumbral Plane.
gating and addressing unexpected encounters, locating rare evil at its source. skills and abilities, Shadow Investigators are an adaptable Dodge. You gain a +3 bonus to your Armor Class against
specimens, and even tracking magical beasts and monsters. Despite their unconventional methods, the Shadow subclass that can be integrated into any campaign. attacks from your focus. Additionally, when making a saving
Investigator remains a critical component in the ongoing
238 239
240 241
A
rcane spellcasters are known to inspire fear once-prosperous Mystical Kingdom, which was destroyed of spellcasting, at the GM’s discretion. need to finish a long rest before you can use this feature again.
with their formidable and unpredictable magic, but by a Malrokian Curse. Society’s fear of magic and mages led
some rangers have taken up the mantle of Arcane Emperor Baleroth to dedicate resources towards controlling Arcane Guardian Magic Arcane Rebuke
Guardians to counter this threat. Trained by prestigious noble and restricting the use of arcane powers.
At 3rd level, you expand your magical knowledge. Whenever At 11th level, you gain advantage on saving throws against
houses, arcane schools, or remote temples, these elite war- To protect the Tanarean Empire from magical threats,
you learn a new ranger spell, you can choose it from the spells. Additionally, when a creature within 60 feet of you
riors are experts in suppressing and punishing the misuse of special groups were created to study and combat arcane
wizard spell list in addition to the ranger spell list. casts a spell that targets you and you succeed on the saving
magic and eliminating magical creatures that wreak havoc magic. These Arcane Guardians underwent rigorous train-
Also at 3rd level, you learn two additional spells of your throw, you can reflect a portion of the spell’s energy back at
on the lives of the common folk. ing and mystical experiments to hone their sensitivity to
choice from the wizard spell list. These spells must be of a the caster. This reflected energy deals 1d6 force damage per
Arcane Guardians are not your typical rangers. They magical energies and track them. Many of them harbor a
level for which you have spell slots. They do not count to- level of the spell to the caster.
possess knowledge of both wizard spells and ranger spells, deep-seated hatred for the indiscriminate use of magic, ei-
wards the number of ranger spells you know.
granting them a powerful advantage in combating magical ther due to the Empire’s manipulative training or because of
dangers. They have honed their skills in magic manipula- the atrocities they suffered during their training. Regardless
Each time you gain a level in this class, you can replace Arcane Secret of the Guardian
one of these extra spells with another from the wizard spell
tion and resistance, and have learned to draw upon their of their motivations, they treat magic users with suspicion
list, as long as you have spell slots for the new spell’s level. At 15th level, your mastery of the arcane reaches new heights.
inner reserves to unleash spells that surpass their normal and instability.
You learn one 7th-level spell from the wizard spell list, which
capabilities. Their weapons are imbued with mystical energy Over time, some of these soldiers discovered that not all
that disrupts the magic of their foes, causing immense pain of the targets they hunted were truly dangerous conjurers.
Arcane Predator you can cast without needing any material components. Once
you cast this spell, you can’t do so again until you finish a
with each strike. Many were merely political pawns, leading some Guardians At 3rd level, you learn to channel your arcane energy into long rest.
Many Arcane Guardians are created through alchemical to question their orders and seek a way out of the Imperial your strikes. The first time you hit an undead, an aberration,
processes or magic rituals, either voluntarily to protect their forces. Those who managed to desert and survive became or a creature that has some form of spellcasting with a weap-
people or through forced experimentation. Regardless of mercenaries, adventurers, or reclusive hermits, always evad- on attack each turn, you deal an extra 1d8 force damage. At
their origin, they possess a versatility that sets them apart ing the reach of the Empire’s agents. 11th level, this additional damage increases to 1d10.
from other rangers, including access to more aggressive
242 243
B
The rogue class receives a new subclass in this section. orn from the crucible of oppression, Ninjas powerful Tameranium Dragon and the Fumetsu Tenshikin’s Smoke Mastery
emerged from the ashes of poverty, bringing their son. To counteract the cunning criminal organizations at-
Rogues in Tanares fight against corrupt nobles and officials into the tempting to corrupt Yama from within, led by the formidable
Starting at 3rd level, you can use your bonus action to conjure
and immediately throw a magical smoke bomb at a point on
I
shadows. Trained in the lethal arts of combat, weaponry, and Bauronite Avatar Dragon Yokensha, the Kageryoshi were
n Tanares, rogues emerge as unparalleled mas- the ground within 15 feet of you. It creates a dense mystical
stealth, they wielded their surroundings as a deadly weapon, forged to match their wits and strategy.
ters of stealth, deception, and cunning. Their exceptional smoke, heavily obscuring a 15-foot-radius area until the start
shrouding their identities in mystery to protect their com- The rigorous training of the Kageryoshi begins at a
skills in infiltrating the highest echelons of society and of your next turn. You can see through the smoke normally
munities from retaliation. Through relentless training and young age, culminating in a final test that involves facing
mastery of disguise render them indispensable in the clan- and have advantage on attacks against creatures inside the
the refinement of their skills, these rebels transformed into Kagekusari himself in both humanoid and dragon form.
destine power struggles shaping Tanares’ political landscape. smoke that cannot see you.
merciless assassins, combat specialists, and the undisputed Under Kagekusari’s guidance, the Kageryoshi mastered their
From rogue guild members to pirate marauders and op- While you are inside the smoke, your opportunity attacks
masters of disguise, all united under the banner of secretive mystical Ki powers, becoming experts in stealth, deception,
eratives of enigmatic organizations like the Third Eye or deal an extra 1d4 damage to creatures that are also inside
and powerful clans. and manipulation. Their code of honor was unbreakable
the Cult of Shadow Wing, rogues are highly sought after. the smoke. You can use this feature a number of times
Each Ninja clan is fiercely dedicated to its own unique loyalty to Fumetsu Tenshikin, and they were trained to do
They may work as mercenaries for the highest bidder, or equal to 1 plus your proficiency bonus, regaining
purpose, guided by the timeless principles of their ances- whatever was necessary to ensure Yama’s success and protect
align themselves with factions or nations to further their all expended uses after a short or long rest.
tral leaders. They abide by a strict code of honor, shrouded their leader, even if it meant breaking the rules or engaging
personal agendas. Their expertise in intelligence gathering
in mystery, that is as unyielding as their commitment to in unethical acts.
and mastery of disseminating disinformation establish them
their cause. While their methods may appear dishonorable Fumetsu Tenshikin saw the unmatched skills of the
as formidable forces in Tanares’ intricate power dynamics.
to outsiders, the loyalty of each Ninja to their clan is un- Kageryoshi and appointed them as his elite agents, tasked
Furthermore, their adaptability and stealth make them in-
breakable, even if it means committing acts that are ethically with the most dangerous and covert missions, especially
valuable assets in numerous quests, rendering them coveted
questionable. This unwavering commitment to the goals set those in delicate international operations where Yama’s other
additions to adventuring parties.
agents could not operate with discretion.
244 245
Hidden strike
At 17th level, your Sneak Attack becomes even deadlier due
to your ninjutsu training. If you are hidden from a creature
and make an attack that triggers your Sneak Attack damage
against it, the damage dice for your Sneak Attack become
d8s instead of d6s. Ronin Kojiki also
trained the ninja arts.
246 247
T
hroughout the ancient Tanarean eras, ar- bands of adventurers. Their roles are diverse, encompassing Wing, a sinister congregation of Ungod devotees determined
cane magic has perpetually been enshrouded in diplomats, spies, arcane specialists, adventurers, and even to unleash cataclysm upon Tanares and subjugate the world Fanaticism
secrecy and taboo, culminating in the zenith of gladiators or assassins in rare instances. to the whims of their dark deities.
Starting at 1st level, your obsession allows you to channel
Arcana—the remarkable magical city nestled within the In Tanares, sorcerers encounter neither prejudice nor re- Within the Cult, myriad subgroups flourish, each exem-
your powers to persist even under dire circumstances. When
Mystical Province. Alas, its unrivaled power drew the cov- jection, holding positions of equal importance to wizards plifying the diverse methods of serving the four Ungods.
you are reduced to 0 hit points, you do not fall unconscious.
etous gaze of many, ultimately resulting in a catastrophic in society. With their innate charm and charisma, coupled Among them are the sly and duplicitous Purple Witches, as
You can act normally and take turns, though you still make
Malrokian Curse which decimated the city, leaving naught with their awe-inspiring arcane prowess, they effortlessly well as the formidable penumbral dragons, demonstrating the
death saving throws as usual and incur automatic failed death
but desolate ruins and the dreaded Wasteland in its wake. navigate both the hallowed halls of mystical libraries, and multifaceted nature of devotion in these unhallowed circles.
saves if you take damage.
In the aftermath, the Tanarean Empire stringently curtailed the opulent corridors of noble gatherings. Sorcerers have On the other hand, some cultists have chosen to ally them-
However, if you fail two death saving throws, including
the use of wizardry in an earnest endeavor to avert a similar thus become coveted advisors and influential figures in the selves with organizations that promote nobler causes. The
automatic failures from taking damage at 0 hit points, you
calamity. The control over arcane forces fell to the formidable complex tapestry of Tanares’ politics. Mage Tower’s Council, for example, is dedicated to safeguard-
immediately fall unconscious. Moreover, you only die after
Imperial mages, instigating a decline in magical education and ing the freedom of spellcasters to study and explore magic,
Cultist
failing four death saving throws instead of three.
practice across the continent. Unbeknownst to them, the taboo while the Relic Hunters, driven by their love of adventure and
T
against magic was instigated by the Ungods’ servants—nefar- desire to do good, roam the land in search of lost artifacts
he cataclysmic Malrokian Curse that shook
ious infiltrators who had permeated political and religious in- from the past, be they magical, artistic, or mundane. These
the very foundations of Arcana, forever changed the
stitutions with the sinister intent to undermine mortal power. Tanarean Magic Field. Many mages were suddenly
248 249
Blood Pact
At 18th level, you can siphon the life force of your summon,
restoring your health and magical energy.
You can sacrifice your summon to regain hit points equal
to the summon’s current hit points. For every 10 hit points
restored in this way, you regain 1 sorcery point. You can use
this feature once, regaining its use after a long rest.
250 251
Y
ou made a pact with an obscure otherworldly danger and suffering. Witnessing the ramifications of their Starting at 1st level, your mystical abilities become more
In the world of Tanares, the divine pantheon finds itself entity that refuses to reveal its true origin, sharing potent against the unnatural creatures you are called to hunt.
actions and the wickedness they hunt, they opt to operate in
preoccupied with repelling the invasion of the malevolent with you only its goal: to destroy all aberrations and When you hit with a weapon attack against an aberration,
solitude or as affiliates of the Celestianist Church to mitigate
Ungods. This diversion of their attention has created a power unnatural creatures that plague the multiverse. It desires you undead, or a creature not native to the Material Plane, deal
risks to those dear to them.
vacuum, enticing otherworldly entities to seize opportuni- to act as its hand in your world, eradicating the dark beings an additional 1d6 damage. This extra damage bypasses any
Despite their solitary dispositions, these warlocks exhibit
ties for power within Tanares. Warlocks, mortals who have hidden in the shadows. resistance or immunity. This damage increases to 1d8 at 9th
unwavering loyalty to their comrades, stopping at nothing to
forged pacts with these entities, now harness the potent magic Different from other warlocks you train your body and level, and to 1d10 at 17th level.
safeguard those they trust. As the vanguards of the innocent,
bequeathed by their extraplanar patrons and serve as their mind to exhaustion to fight the creatures of darkness. You they vanquish evil with calculated precision, employing dark-
emissaries in the mortal realm. learn how to properly use all kinds of weapons to deliver your ness to combat darkness in a bid to restore equilibrium to the Dark Hunter
Empowered by their enigmatic benefactors, warlocks op- powerful magic abilities, channeling your powers through world. When peril looms, they are summoned to defend the At 1st level, you master the skills necessary for your mission.
erate behind the scenes, furthering their patrons’ ambitions blades and bolts alike, becoming the terror of all dark beings. innocent, responding with unshakeable resolve and courage. You gain proficiency with Perception and Stealth skills, as
whilst navigating the intricate and ever-evolving political Moved by vengeance, a strange sense of justice, or some In a realm besieged by darkness and depravity, warlocks well as shields and martial weapons.
landscape of the continent. By channeling the influence of other personal goal, your path is often dark, grim, and sol- of the Dark Hunter are beacons of hope for the despondent
itary. One that most common folk would never have the and sanctuaries for the fearful. Though their path is fraught
252 253
This otherworldly entity is shrouded in on eradicating these abominations from can find common cause in fighting
mystery, a creature with an unknown Tanares, and with the threat of necro- against the horrors that threaten us all.
purpose that has left even the most ex- mancy looming large over the land, the But there are still so many questions
perienced scholars of Tanares scratch- task is more urgent than ever. unanswered. How did this creature
ing their heads. But I, dear adventurer, Make no mistake, this entity is not come here, and what are its true inten-
have uncovered some of its secrets. motivated by any sense of altruism tions? I will stop at nothing to uncover
It hails from a world ravaged by the or concern for the people of Tanares. these mysteries. Think twice before you
scourge of aberrations and undead, It has its own plans, and we would make a pact with it.
where it and its companions fought do well to remember that. However, - Grace Sung from the Mage Tower
valiantly against these twisted beasts, as the saying goes, the enemy of my
but at great cost. Now, its sights are set enemy is my friend, and for now, we
Dark Hunter, the Penumbral Saci
254 255
T
with the Evolutionist Church blaming the unchecked use he downfall of Arcana marked the end of an in search of knowledge about these lost arts and share their
of arcane power. From its ruins, the Tanarean Empire rose, era for magic, but the knowledge and power of the findings with Vaeraunt.
seeking to maintain order by imposing strict regulations arcane still lies hidden in dungeons and ruins across Archmage Avelum, the former founder of the Magocracy
on the study and practice of magic. The Empire’s wizards, Tanares. The Lost Magic Researchers are wizards who have of Mage Tower, now trains chosen apprentices in his new
under the watchful eye of the Evolutionist Church, policed dedicated themselves to uncovering the secrets of the ancient home within the Republic of Freelands, a land of heroes and
the use of magic, while the Inquisition hunted down un- mages, who once wielded magic with greater proficiency freedom. Avelum only selects the most capable individuals
registered mages. and potency. to tread this perilous path, fully cognizant of its inherent
The true value of wizards was ultimately revealed during These wizards boast a deep understanding of the arcane and dangers. Although less common, practitioners of Lost Magic
the Kemet Invasion, as the heroic Archmage Avelum was have developed unique methods for augmenting their magic can still be found among evil factions. Some of them belong
part of the leaders of the resistance against the invaders. to levels beyond what is seen in the present day. They are to the Cult of Shadow Wing, utilizing their expertise to un-
As the Tanarean Empire’s power waned, wizards sought also physically fit, a testament to their adventurous spirit and earth ancient artifacts that could further the Ungod’s plans.
Wizard to create a magocracy where arcane knowledge could be fearless pursuit of knowledge, as they delve into dungeons,
climb down treacherous tunnels, and excavate long-forgotten
Others may work for the kemets or Golgöggoth, seeking ways
The wizard class receives a new subclass in this section. pursued without restrictions. Their council, housed with- to advance their agenda of global domination. Regardless of
in the magnificent Crystal Tower in Reginheraht, oversees ruins to uncover the secrets of the arcane. their affiliation, Lost Magic Researchers venture into ancient
Lost Magic Researchers are adventurers at heart, driven
Wizards in Tanares this new nation.
by a thirst for discovery and a fearless spirit. They are not
or forbidden realms with an unprecedented level of freedom.
However, not all wizards shared the same vision for the
I
content to simply hone their craft within the safety of their
n Tanares, the legacy of magic is intricately wo-
ven into the tapestry of history. It was the ancient cirrus
future. Archmage Avelum, disillusioned with the magoc-
racy’s path, withdrew his support and aided the formation towers, but instead brave dangers to seek out the knowledge In Other Settings
who first developed the art of arcane magic, sharing their of the Republic of Freelands. There, he established his own of the past. Whether they are treasure hunters, archaeolo- Worlds are rarely brand new and without their share of mys-
knowledge with the world and setting the stage for monu- tower and school of magic in Heroes Rise, inspiring young gists, cartographers, or even mercenaries, these wizards are tery and lost treasures. Adapt your research to fit with an
mental change. The construction of the moving cities of the wizards to become heroes and offering them the opportunity united by their unwavering determination to unlock the ancient civilization in the setting, or simply consider that
taii’makus, the elaborate network of portals and the powerful to study under his guidance. secrets of the arcane. you are after the knowledge and experiments left behind by
magic items used by the most important heroes of Tanares In Tanares, the political landscape is intricate and ev- wizards who died. If that is somehow not possible, then you
serve as a testament to the wizards’ remarkable ability to er-changing. Wizards, revered for their intellect and ability Lost Magic Researchers are at the forefront of magic as an empirical science in your
harness the power of magic and shape the world. to bend reality with their magic, find themselves at the heart in Tanares world, seeking to break the traditional boundaries of magic
The Ungods, perceiving the potential threat posed by ar- of countless conspiracies and power struggles. They serve as and elevate your spells beyond the known limits.
cane magic to their invasion, sowed seeds of fear and mis- leaders, mentors, and advisors, navigating the complexities of The Mystical Kingdom is shrouded in tales of its mighty
trust among the mortal species. As a result, magic became a wizards and their mastery of magic. Some believe that they
double-edged sword, with its immense power sparking con-
politics with their cunning and formidable magical abilities.
Within the Empire, wizards are closely monitored by the pushed the limits of the Tanarean Magic Field, the magical Treasure Hunter
flicts and catastrophes. One such tragedy was the fall of the Imperial wizards, while in the Magocracy of Mage Tower, fabric that enshrouds the world. These experiments resulted
At 2nd level, your extensive studies, explorations, and training
Malrokian Kingdom to the first Malrokian Curse—a disaster they enjoy the freedom to research and experiment. In the in magnificent wonders, but also claimed the lives of some
in retrieving ancient artifacts and knowledge from uncharted
attributed to the cirrus teaching magic to the Kepesh people Republic, many wizards join bands of adventurers, deter- of the practitioners. Vaeraunt, the Mastermind and leader of
dungeons have honed your acrobatic abilities and deepened
and their refusal to comply with the Evolutionist Church’s mined to make a difference in the world and demonstrate the Magocracy of Mage Tower, is one such practitioner and
your understanding of arcane matters. You gain proficiency
demand for controlling magical knowledge. their worth as champions of the realm. scholar of Lost Magic, who encourages young and daring
in Acrobatics and Arcana. If you’re already proficient in these
256 257
Cartographer
d6 P ersonality T rait d6 B ond
Y
1 I love taking risks, and the more dangerous the job, the 1 I might never be able to repay all the good things someone
ou are a master in the making and copying more inclined I am to take it. has done for me.
of maps, measuring and conveying the geography 2 I am considered vain for loving my work, but I can't un- 2 I left my family to pursue my calling, they never understood
of various regions through your extensive studies. derstand how people are not able to see the beauty and what it meant for me.
refinement of mapmaking.
Whether apprenticed to a master or self-taught, you have 3 I have deep admiration for a famous cartographer, and was
3 I have trouble concentrating on matters unrelated to my accused many times of copying his style.
made a name for yourself both for your unrivaled under-
work.
standing of terrain changes and your ability to represent 4 I learned my trade with someone who was first like a broth-
4 I am very nostalgic, always commenting on places I’ve been er to me; he then became a rival. To this day, we compete
them in beautiful maps. to and taking every opportunity to show my notes and at everything.
maps to others.
Chapter 3 - New
5 My tools were stolen and I am set on recovering them.
Skill Proficiencies: History, Survival 5 I collect a very particular thing, maybe stones, dirt samples While I can manage with those I’m carrying for the mo-
Tool Proficiencies: Cartographer’s tools and navigator’s tools or ancient maps from lost civilizations. I don’t usually feel ment, I believe that only with my original tools I might
Backgrounds Equipment: a set of cartographer’s tools, a set of traveler’s the need to talk about my collection, but if someone shows
interest about it, I will spend hours talking about it.
reach my full potential.
clothes and a belt pouch containing 15 gp. 6 My journey is meant for me to prove myself and earn a
As adventurers traverse the mystical and often treacherous 6 I consider my craft one of the wonders — and necessi- beloved person’s hand in marriage.
world of Tanares, they are shaped by their experiences and ties — of the world today, and I feel insulted or shocked if
the challenges they face. While the classic backgrounds can Feature: Dynamic Maps someone has not heard of it.
certainly be adapted to fit the unique circumstances of this
You can recall the geographic features of all places you’ve I deals F laws
realm, there are also those who have lived lives so singular
visited, and spend 10 minutes to sketch an accurate map of
that they require an entirely new set of skills and experiences. d6 I deal d6 F law
one of these locations — as long as you have cartographer’s
In this chapter, we present six new backgrounds to help flesh 1 Community. I believe my gift should be used for society’s 1 I am certain I am destined for greatness, and I will stop at
tools available. nothing to earn more recognition, and a nobility title.
out characters in the Tanares campaign setting, but that can common good. (Good)
also be used in any other setting you want.
Whether you’re a cartographer mapping out the unchart-
Suggested Characteristics 2 Tradition. Cartography is a timeless and delicate art which
survived the greatest disasters, and must be preserved.
2 I overindulge in earthly pleasures, and I will often spend my
resources recklessly and selfishly if the occasion allows it.
(Lawful)
ed lands, a community leader rallying the masses against Cartographers are a cross between a scholar and an artist, 3 Any sense of self-preservation I might have disappears
3 Greed. I am always after making money in any way I can, when I am presented with the opportunity to know and
a common enemy, a penumbral survivor haunted by the dedicating themselves painstakingly to record all the won- and this is the only reason why I dedicate myself to this explore new sites.
darkness, a dragon hunter on a quest for glory, an occultist ders of Tanares, and charting the ways to seek and find them. activity. (Evil)
4 I see rivals and obstacles everywhere, and this hampers
seeking forbidden knowledge, or an undercover agent with This line of work garners prestige with the authorities and 4 Aspiration. I strive to be the best in what I do, and there- my personal growth and my ability to trust colleagues and
a hidden agenda, these backgrounds will provide the tools sparks curiosity among hopeful adventurers, and those who fore I will offer the best of my effort at everything. (Any) adventurers.
you need to navigate the strange and often perilous world of follow it have no shortage of imagination, wanderlust and 5 Beauty. More than geographical consultation, maps should 5 I was disgraced for plagiarizing a piece of work. I am deeply
Tanares. As with all 5E backgrounds, each one comes com- drive fueling their desires. convey the beauty and uniqueness of each place — so that ashamed of that and I will try to hide this fact at any cost.
we crave to explore those that are still uncharted. (Good)
plete with proficiencies, languages, equipment, a background 6 I am a ruthless critic of the work of others, both within my
feature, and tables of personality traits, ideals, bonds, and 6 Avant-garde. There are many ways to represent the world, field of work as in all other aspects of my life.
and I will show it to the traditionalists. (Chaotic)
flaws, making them a seamless addition to any campaign.
260 261
By The People 5 I always keep my word, knowing that trust is the foun-
dation of all good relationships and key to effective
5 There is a secret reason for me to do all these things. No
one must ever learn about it, and the chance that it might
leadership. surface brings about the worst in me.
Your reputation precedes you as a respected leader who has
6 I feel the weight of my past successes, knowing that I must 6 I admire a great leader from the past and everything I did
earned the love and admiration of the people you serve. surpass them. I think it is difficult to live up to my own stemmed from this admiration.
Community Leader Those who consider you a leader are willing to follow your shadow.
Y
commands, provided that your actions align with their values
ou are a natural leader, possessing a vision F laws
and do not put them in harm’s way. Your status as a commu- I deals
that inspires others to follow you. Whether you have nity leader also grants you access to resources, allies, and d6 F law
d6 I deal
built a community from scratch or have taken the information that can aid you in your endeavors. 1 Greed. I'm too focused on counting every penny, and it's
helm of an existing one, your charisma and persuasiveness 1 Equality. I stand up for the weak and the oppressed, fight-
hard for me to part with my wealth, even when it's for the
ing against tyranny and injustice. (Good)
have earned the trust of the people under your care, and your Suggested Characteristics 2 Charity. I seek out those in need and offer them aid. Any
greater good.
leadership has brought about positive change. reward I receive from my work is to help them. (Good)
2 Trusting to a fault. I'm often betrayed or let down because
As a community leader, you feel a deep sense of responsibility I always assume the best of people and trust them too
You are a born leader, possessing an unyielding vision
3 Destiny. I am driven by the belief that I am destined for easily.
that ignites a flame of inspiration within those around you. towards those under your care. However, you may also have greatness, and nothing can stand in my way. (Any)
3 Obsession. I get too fixated on small issues or details, los-
Whether you have founded a community from the ground personal goals and ambitions that conflict with the needs
4 Ambition. I know that people are like sheep, and I will be ing sight of the bigger picture and what's truly important.
up or taken over the reins of an existing one, your determi- of your community. You may struggle to balance the needs the shepherd, or I will be the wolf. (Evil)
4 Comparative. I tend to compare everyone's struggles to
nation have earned you the trust and loyalty of those under of the many against the desires of the few, but your sense of 5 Revolution. The laws should serve the community, not the my own, making it hard for me to understand or empathize
your guidance, leading to remarkable progress and positive purpose and determination drive you to do what you believe other way around. I will unite the people to stand against with others.
transformation. is right, even in the face of opposition. oppression. (Chaotic)
5 Arrogance. I can't help but abuse the gratitude of those I
Your leadership is not without its challenges, however. 6 Balance. I believe that good and evil are part of every per- help, letting it go to my head and treating others poorly as
son, and we must resist our urges and keep our conduct in a result.
Many obstacles and detractors will try to impede your efforts check. (Neutral)
and undermine your influence. Yet, you stand tall, firmly 6 Rebel. I don't respect authority and treat everyone as
equals, which often gets me in trouble and makes me seem
believing in your convictions and knowing that the path to insolent.
true success requires perseverance and courage. Will you
262 263
Dragon Hunter
draconic creatures, even those who seem intelligent and
6 When I was young, a great hero saved me from a dragon.
civilized.
Suggested Characteristics I have followed his steps ever since in order to become a
Y
our life is dedicated to the pursuit of the 6 I usually make dozens of drawings of dragon anatomy, their hero myself.
lairs and symbols.
world’s greatest natural predators, the dragons. As a dragon hunter, you are consumed by your mission to rid
From the majesty of their wings to the ferocity of the world of these powerful creatures. You are single-minded
I deals F laws
their flames, you have witnessed the chaos and destruction in your pursuit, driven by an unshakeable belief in the impor-
d6 I deal d6 F law
that these creatures can cause. Driven by a fierce determina- tance of your work. You relish the thrill of the hunt, the rush
tion to prevent them from spreading further terror, you have of adrenaline as you face down these fearsome beasts. You 1 Preservation. I believe dragons are a fundamental part of 1 My journey has severed my ties to any human relations I
the world. Though we must protect ourselves from them, had. Nowadays I find it extremely hard to relate and social
spent years studying every aspect of their existence. You have are highly knowledgeable about dragons and their behavior, indiscriminate hunt might irreparably harm nature’s bal- interactions are a true challenge.
learned the nuances of their language, the intricacies of their a living encyclopedia of lore and legend. You are willing to ance. (Lawful)
2 I am always paranoid about an imminent dragon attack,
customs, and the depths of their abilities. You have delved take great risks to achieve your goals, venturing into dan- 2 Change. The evil dragons’ reign of terror must end, bringing
3 My study on dragons made me arrogant towards unlearned
into the history of the world to better understand their in- gerous territory and facing overwhelming odds. However, a new era of freedom for humanity. (Good)
people. I have no patience for those who I deem ignorant.
fluence, their origins, and their place in the tapestry of time. you are not invincible, and you may struggle with the toll 3 Fame. I wish to be known as the greatest dragonslayer
4 I made a terrible mistake a couple years ago and this has
that your lifestyle takes on your personal relationships and the world has ever seen. Only then will I be truly satisfied.
cost a few lives. I hope to keep this mistake a secret from
(Any)
Skill Proficiencies: Investigation, Nature health. The constant vigilance, the solitude, and the fear of everyone.
Tool Proficiencies: Vehicles (land) 4 Vengeance. No matter the consequences, I am ready to ac-
failure can wear on even the most stalwart soul. 5 I squander any spare money I have on drinking. Alcohol is
cept them if it means I will exact my revenge on a dragon.
Languages: Draconic (Chaotic)
my courage elixir for facing dragons… and forgetting the
horrors I witnessed.
Equipment: A dragon scale, a memento from your home 5 Knowledge. I must learn all there is to know about drag-
region, a set of common clothes and a belt pouch contain- 6 Just like a dragon, I hoard treasures and have a peculiar
ons. Then I’ll be ready to face them. (Any)
taste for gold and precious stones.
ing 15 gp. 6 Power. More than hunting dragons, what I wish is to cap-
ture one, using its power to take whatever I want. (Evil)
264 265
or simple items such as an insignia or official document 4 Power without control is just a distraction. Everything in 4 I remember everyone who suffered and I have to do some-
my reach must have my control. thing for them.
(with no gp value and not magical) like a pass to enter the
Empire. These old friends may owe you a favor, or you may 5 The Emperor is still the most powerful man in Tanares and
Imperial Servant
5 The Empire was the greatest nation that ever existed. Do
you understand the historical wealth we live in? he is an example to live by.
owe them one, but the relationship is mutually beneficial
Y
6 I will still be recognized by the Empire, and thus return to
ou are a member of the privileged class of and can prove valuable in a variety of situations. 6 I am practical and direct, using force when necessary.
its greatness.
the Empire, given the esteemed position of oversee-
ing lands and collecting taxes. Whether born into Suggested Characteristics I deals
nobility or having earned your position through hard work, d6 I deal F laws
Living under the rule of the Empire was a challenging and
you hold a crucial role in the Empire’s functioning society.
often brutal experience, and those who served it are no ex- 1 Charitable. After everything that happened, it's time to d6 F law
As an Imperial servant, your job may come with perks, but it help people. (Good)
ception. These individuals ranged from capable and loyal 1 I regret not taking more advantage of the power of the
also carries the weight of responsibility. You are tasked with Empire.
servants to ruthless officials who would do whatever it took 2 Mediator. The Empire still exists and its laws must prevail.
upholding the policies of the Empire, a responsibility that (Lawful)
to maintain their power and influence. While many drifted 2 The Empire was great, I blame myself for not having helped
many fear and few truly understand. Will you embrace the 3 Sadistic. Deep down, everyone knows what the Empire is more.
away from the Empire after its fall, you still maintain deep
power and influence that come with your position, or will like and that will continue. (Evil)
roots from years of obedience that are not easily pruned. 3 The Empire destroyed a lot of people, I contributed to that
you question the motives of those in power and fight against 4 Perseverance. The imposition of the Empire is gone, now unfortunately.
As a result, you may be prone to maintaining loyalty to the
the injustices of the Empire? Will you use your position for we can be free with our wills. (Chaotic)
Empire even after it has lost its former glory, or perhaps 4 I've done horrible things for the Empire, and it haunts me.
the greater good, or will you succumb to the corrupting in- 5 Pathfinder. There is a world beyond the Empire to be
you harbor feelings of resentment for the role it played in known. (Any)
5 I want to get away from everything that relates to the
fluence of power? Empire.
your life. You may have an acute sense of duty and honor,
6 Survivor. Only fools believe that the Empire has ceased to
or a ruthless streak that allows you to achieve your goals 6 The Empire deserved to fall, just like me.
Skill Proficiencies: History, Intimidation exist. (Any)
by any means necessary. Whatever your disposition, your
Tool Proficiencies: One of your choice
time as an Imperial servant has left an indelible mark on
Language: One of your choice
your character that will shape your decisions and actions
Equipment: An Imperial insignia, an Imperial recommen-
for years to come.
dation letter, a set of fine clothes, and a belt pouch contain-
ing 15 gp.
266 267
Y
Thanks to this hidden contact, you have access to valuable I deals harm I caused and often feel overwhelmed by guilt and
ou were once a member of a dark and forbid- shame.
information about the cult’s activities and plans. They can d6 I deal
den cult, feared and reviled by all who knew of its 2 Part of me is still loyal to my former cult and I am quick to
provide you with insider knowledge of the cult’s rituals, be- 1 Redemption. I seek to atone for the sins of the cult and defend their practices and beliefs, even when they con-
existence. This cult may have worshiped one of the
liefs, and hierarchy, as well as the identities of its members. make amends for the harm I have caused. (Good) tradict my own values. I struggle to separate my personal
Ungods, aberrant deities of insanity, or the ancient god Bás, identity from that of the cult.
2 Power. I have acquired knowledge and resources that give
whose vengeful motivation and icy deathly powers are the
stuff of legend. The cult’s practices were cruel and malevo-
Suggested Characteristics me great influence. I will use this power to further my own
goals, regardless of who I must manipulate or harm to
3 I am addicted to the sense of power that I once held as a
member of the cult. I am willing to take risks and manipu-
lent, invoking dark powers and twisted rituals that still haunt achieve them. (Evil)
As an occultist, you are driven by a desire to atone for the dark late others to regain that power, even if it means sacrificing
your dreams. 3 Salvation. It is my duty to prevent the cult from perpetrat- my morals.
deeds of your past. You may be haunted by the memories of
ing any more atrocities. I will work within the confines of 4 I have lost loved ones to the cult's practices and am
Driven by a growing sense of horror and disgust, you left the cult and the horrors that you witnessed, or you may be the law to bring them to justice and restore order. (Lawful) consumed by a desire for vengeance. I am willing to take
the cult and began a new life, seeking to find a new path in driven by a fierce determination to bring the cult to justice. extreme measures to bring down the cult and avenge those
4 Lunatic. The things I have seen have driven me to the
life. But the cult remains active, its members lurking in the You possess a deep and abiding knowledge of the arcane, brink of madness. I am convinced that the end of the world I have lost, even if it means putting myself in danger.
shadows and continuing to sow fear among the populace. and may have developed a fascination with the forbidden is near, and I will do whatever it takes to prepare for the 5 I became obsessed with gaining knowledge and power
You maintain a tenuous connection to the cult, a delicate apocalypse. (Chaotic) through the cult, but the price for that power was too high.
and the occult. You are skilled in the art of deception, able
5 Responsibility. I have a solemn responsibility to prevent I struggle with a sense of regret and longing for a simpler
balance of secrecy and danger that provides you with access to hide your true motives and intentions from those around
the cult from causing any more harm. I am prepared to take life, but cannot shake the allure of the cult's dark secrets.
to valuable information and resources. you. You may struggle with a sense of isolation, knowing any action necessary to achieve this goal, regardless of the 6 I had no choices in the past and was forced to join the cult
that few can understand the weight of your dark past. But cost. (Neutral) against my will. Now that I have left, I struggle to make
you are resourceful and determined, willing to do whatever 6 Shaveling. The cult's dark practices and beliefs threaten to my own decisions and am plagued by doubts and sec-
ond-guessing. I fear making the wrong choices and being
it takes to protect the innocent and make amends for your unravel the very fabric of reality. I will do whatever it takes
to protect the world from their influence, even if it means led astray once again.
past mistakes. resorting to unconventional or dangerous methods. (Any)
268 269
O
skill checks while in the Penumbra. before the darkness claims us both.
nce in your life, you were lost in the dark
I deals
and hostile Penumbral Plane. Perhaps you were
lured in by whispers of forbidden knowledge,
Suggested Characteristics d6 I deal F laws
or maybe you stumbled into a portal or rift by accident. As a penumbral survivor, your time in the Penumbral Plane 1 Guardian. I have a duty to protect others from the dangers d6 F law
Whatever the reason, you found yourself alone in an un- has left an indelible mark on your character. You may be of the Penumbral Plane. (Good)
1 The temptation to explore the Penumbra again is too great,
forgiving environment, surrounded by monstrous creatures easily spooked and paranoid, or bold and eager to face down 2 Balance. The Penumbra may be dangerous, but it is a even though it nearly cost my life the first time.
necessary part of the natural order and must be preserved.
and toxic fumes. the darkness. You possess a keen sense of perception and (Lawful) 2 I am obsessed with ending the penumbral influence in
The Penumbral Plane is a place of eternal darkness, where may be skilled in the art of stealth and survival, able to Tanares, to the point of recklessness and endangering
3 Corrupted. The power and knowledge of the Penumbra are others.
shadows writhe and slither just beyond the edge of your find shelter and sustenance even in the most inhospitable worth any price, no matter who or what is harmed in the
vision. The air is thick with the stench of decay and ma- of environments. process. (Evil) 3 In order to escape the Penumbra, I was forced to abandon
a companion or ally, and I am haunted by guilt and shame.
levolence that seeps into your very soul. Every moment in You may become a shadowy assassin who uses your knowl- 4 Second Home. The Penumbra has become a part of me,
this twisted landscape feels like an eternity, the oppressive edge of the Penumbral Plane to slip in and out of the shadows and I will do whatever it takes to return to it and make a 4 The penumbral influence has left me extremely paranoid,
living there. (Any) making it difficult to trust others and causing unnecessary
weight of the environment slowly chipping away at your unnoticed, or a paranoid wanderer who is constantly on conflicts.
sanity and willpower. the lookout for danger and has a knack for finding hidden 5 Slayer. Penumbral creatures are abominations that must be
destroyed to ensure the safety of Tanares. (Good) 5 I unwittingly brought a penumbral monster with me to the
But you refused to let the Penumbral Plane break you. paths and shortcuts, or even a seeker of forbidden knowl- Material Plane, and it has caused destruction and chaos
6 Eerie. The Penumbra is mysterious, and we need to go
Through a combination of sheer guts, cunning, and pure luck, edge who is willing to risk anything to uncover the secrets wherever it goes.
there to understand more about it. (Chaotic)
you navigated the treacherous terrain and escaped through of the Penumbral Plane. 6 I willingly searched the Penumbra for an entity that could
another portal. The experience left a deep and lasting scar on give me power, but what I found I dared not make any pact
with, now it is after me.
your mind and soul, haunting you with memories of the hor-
rors you faced and the dangers that still lurk in the shadows.
270 271
Y
6 I have become emotionally attached to a civilian who
ou live in the shadows, your true identity supreme and those with the ability to blend in seamlessly 6 My past is shrouded in mystery, and even I am not sure knows me only as my false identity, and I must constantly
shrouded in secrecy, while another identity allows with their surroundings are highly prized. Such individuals where my true loyalties lie. I must constantly remind myself remind myself that my feelings are based on a lie and could
of my mission and the greater good to stay on track. lead to danger if revealed.
you to navigate the tumultuous world of Tanares are often aloof, with a guarded air about them as they keep
with ease. Perhaps you pose as a humble farmer, a stoic sol- their true identities close to the vest. Every step they take,
dier, or even something more sinister. You have spent so every word they utter, is calculated to maintain their disguise. I deals F laws
much time in this other skin that it feels like a part of you, The weight of their responsibility can lead to paranoia, con- d6 I deal d6 F law
and you are recognized for it even in other regions. With stantly scanning their surroundings for any hint of danger. 1 New Life. My new persona allows me to help those in need 1 I am haunted by my past mistakes and the people I've hurt
the growing tensions of the Cold War, your unique ability to Yet, not all who walk in shadows are wrought with anx- without the burden of my past mistakes. (Good) while operating under my previous identity.
move unnoticed between your two identities provides a dis- iety. Some have a natural magnetism, a charm that allows 2 The Greater Good. The information I gather, even through 2 I have used my undercover persona for personal gain,
tinct advantage, allowing you to gather invaluable informa- them to slip into a role like a second skin. They possess an questionable means, serves a greater purpose for the safe- sometimes at the expense of others.
ty and stability of Tanares. (Lawful)
tion for espionage purposes. But as the stakes become higher, innate ability to blend in with the most disparate of crowds, 3 I have developed close relationships with people who I
the lines between your true self and your other identity begin 3 Power and Control. With my dual identities and knowledge must betray or distance myself from to maintain my cover.
effortlessly becoming someone else entirely. But, even for
of others' secrets, I will hold immense power and control
to blur, and the risk of being discovered looms ever larger. those with a silver tongue, maintaining multiple identities 4 I have obtained sensitive information through illegal or un-
over those around me. (Evil)
ethical means, making me vulnerable to being blackmailed
is an arduous task. One slip-up, one careless mistake, and 4 Freedom. My own freedom and success are my top priori- or exposed.
Skill Proficiencies: Deception, Investigation the consequences can be dire. A moment’s distraction can ties, even if it means betraying others. (Chaotic)
5 My two identities have become so intertwined that I strug-
Tool Proficiencies: Disguise kit bring an end to their carefully crafted charade and plunge 5 Mercenary. The information I gather has immense value, gle to remember which one is my true self.
Equipment: Two sets of common clothes, two sets of doc- them into the heart of danger. and I will sell it to the highest bidder. (Neutral)
6 The power and freedom that comes with my new iden-
uments for each identity, a sturdy bag, and a small pouch 6 Survivor. I will do whatever it takes to survive and achieve tity has made me arrogant and overconfident, causing
containing 15 gp. my goals, even if it means sacrificing my true identity. (Any) me to take dangerous risks without considering the
consequences.
272 273
Multiclass Prerequisite: Proficiency in Insight skill. You can cast the speak with dead spell as a ritual, as your
connection with your ancestors is stronger than what is nor-
became an extension of yourself in combat. You gain the
following benefits:
With the GM’s permission, you may choose to take levels You become a master at reading body language and using
that knowledge in social interactions. You gain the follow- mally seen in a kemet. In addition, you learn one 1st-level • Increase your Constitution score by 1, up to a maximum
in multiple classes to gain versatility at the expense of focus of 20.
ing benefits: and one 2nd-level necromancy spell of your choice, which
in your current class. To do so, use the multiclassing rules
• Increase your Charisma or Wisdom score by 1, up to a you can cast once each, and regain their uses after finishing • When wielding a shield, on your turn you can choose to
as normal, and when selecting one of the classes from this
maximum of 20. a long rest. Your spellcasting ability for these spells is the forgo your movement, reducing your speed to 0, and gain
book, follow these parameters:
same as the one chosen in Ancestral Kemet Magic. a +2 bonus to your AC until the start of your next turn
• After interacting with a creature for at least 1 minute, you
or until you move or are moved by any means that would
Prerequisites have advantage on all Charisma ability checks when inter-
Life Saver cause you to leave your current space.
acting with that creature for the next 24 hours.
To take levels in a new class, you must meet the ability score • After interacting with a creature for at least 1 minute, you
prerequisites for both your current class and the new one. know its Intelligence, Wisdom, and Charisma scores and
Prerequisite: Ability to cast at least one spell that restores hit
points to a creature.
Master of Beasts
To qualify for the new classes in this book, you must meet what skills, if any, the creature is proficient in for those You have trained to enhance your healing magic, making you You are a master in dealing with wild creatures. You gain
the following prerequisites: abilities. able to react quickly when a creature would be struck down. the following benefits:
M ulticlassing P rerequisites If you know or have prepared a healing spell that has the • Increase your Wisdom score by 1, up to a maximum of 20.
C lass A bility S core M inimum Detective casting time of 1 action, you can cast it as a reaction when • You become proficient in Animal Handling and Nature,
Dragonblade Constitution 13 and Intelligence 13 You notice details that few others would take into account. a creature within the spell’s range takes damage that would and if you already are, you double your proficiency bonus
Elementalist Wisdom 13 Your training and focus on solving crimes and mysteries reduce their hit points to 0. This will reduce the damage that in these skills.
have sharpened your perception and reasoning around you the creature would take by the amount your spell would heal • When you make a Wisdom (Animal Handling) check, you
Madwalker Dexterity 13 and Wisdom 13
beyond normal limits. You gain the following benefits: it, plus your spellcasting ability modifier. Any excess reduc- can treat any roll of 9 or lower on the d20 as a 10.
Redeemer Charisma 13
tion to the damage is lost, but it can reduce the damage to 0.
• Increase your Intelligence or Wisdom score by 1, up to a
maximum of 20.
If the healing spell targets multiple creatures, this benefit Mighty Impact
Proficiencies • You have advantage on Wisdom (Perception), Wisdom
applies only to the attacked creature who triggered the ability.
You can use this ability a number of times equal to 1 + Prerequisite: Strength 15 or higher
When you gain a level in a class other than your first, you (Insight), and Intelligence (Investigation) checks when your proficiency bonus, and you regain all uses of this ability You have trained to channel your strength to deliver devas-
gain only some of that class’s starting proficiencies, as shown investigating a crime or mystery. after finishing a long rest. tating blows. You gain the following benefits:
in the Multiclassing Proficiencies table. • When examining a crime scene with a dead body for at
• Increase your Strength score by 1, up to a maximum of 20.
M ulticlassing P roficiencies
least 10 minutes, you can determine the cause of death and Lightning Thrower • When you make a melee weapon attack with advantage and
estimate how long the creature has been dead. You can also
C lass P roficiencies gained Prerequisite: Dexterity 13 or higher. hit with both dice rolls, you can deliver a powerful blow
tell if the creature died in a fight and if the location where
Dragonblade Light armor, medium armor, shields, simple that deals +1d4 damage of the same type caused by the
the body is found was the site of death. You become an expert in throwing weapons. When you
weapons, martial weapons weapon, and knocks the creature prone. You can only knock
make a ranged attack with a thrown weapon, you gain the
Elementalist -
Focus Inclination following benefits:
down a creature up to two size categories larger than you.
Madwalker Light armor, simple weapons, martial weapons,
one skill from the class’s skill list Prerequisite: Taii’maku
• You can draw a weapon as part of the attack. If you have
multiple attacks, you can draw a weapon for each attack.
Mighty Marksman
Redeemer Light armor, one skill from the class’s skill list You focus on your inclination and gain more advantages • You receive a +1 bonus to your attack and damage rolls, Prerequisite: Strength 13 or higher and Dexterity 13 or higher.
from it than other taii’makus. and you can use your Dexterity modifier for attack and Your physical training and strength allow you to make the
Class Features If you have chosen the Inclination to Philosophy, you gain damage rolls even if the weapon lacks the finesse property. most of your ranged attacks. You gain the following benefits:
the following benefits:
Spellcasting. Although possessing powerful mystical abili- • When you use a ranged weapon, its long range is doubled.
ties, the dragonblade and the madwalker, due to not having
• While in Equilibrium, you also gain +1 bonus to your AC
Lost Magic Studies • Once per turn, you can also add your Strength modifier to
and to the saving throw DCs of your spells and abilities.
the Spellcasting feature, do not add their levels to the calcu- Prerequisite: Spellcasting feature the damage roll of the first ranged weapon attack that you
• You can cast spells as if you were using a spell focus, even
lation of spell slots, unlike the elementalist and the redeemer hit on a target within the weapon’s normal range.
when you are not. Your own body and mind are considered A number of times equal to half your proficiency bonus
who, having the Spellcasting feature and being able to learn • When you score a critical hit with a ranged weapon attack,
as your spell focus. (rounded up), you can apply one of the following effects to
9th level spells, add their levels entirely. you can roll one of the weapon’s damage dice one additional
If you have chosen the Inclination to Engineering, you gain a spell you cast:
Redemption Ritual. This class feature of the redeemer that time and add it to the extra damage of the critical hit.
the following benefits: • Increase the spell save DC by 1.
allows the exchange of spell lists, at a cost of gold, during a
short rest only works for the redeemer’s known spells. • You can have up to four mechanisms linked to you instead • You can cast the spell as if it were one level higher than
Elemental Flux. The elemental flux is a special feature of of the three granted by the Ingenious Inventors trait. the spell slot you used, provided that the spell allows it.
elemental spells of the elementalist, therefore only applied • When making Wisdom ability checks and Wisdom saving You regain the use of this ability after finishing a long rest.
when casting one of these spells. throws, you can use your Intelligence bonus instead of
your Wisdom bonus.
274 275
276 277
278 279
280 281
282 283
286 287
288 289
290 291
292 293
294 295
T T
Base: 6 Flying Points Flight Destabilization (3 FP). A powerfull bull rush that
he tanarean pegasus is a stunning creature, he tanarean griffon is a fearsome creature
can unbalance flying mounted enemies. As an attack, you
known for its striking beauty and natural grace. monthly cost extra flying points with the powerful body of a lion and the majestic
try to destabilize the target’s flight. The target must make a
This breed of pegasus boasts an impressive wing- 20 gp +1d6 wings and head of an eagle. With a more muscular
Dexterity or Strength saving throw with DC = 8 + griffon’s
span of up to 20 feet, making it a highly coveted mount for body than a regular griffon, it is a formidable opponent in
50 gp +2d6 Strength modifier + proficiency bonus. If it fails, it plummets
those seeking swift transportation and superior strength. combat. Though the tanarean griffon lacks intelligence and
80 gp +3d6 towards the ground.
However, training and handling this creature can present magical abilities, it more than makes up for it with its ferocity
120 gp +4d6 Winged Resilience (3 FP). The griffon’s agility can be very
unique challenges. The tanarean pegasus lacks the intelli- and strength. This makes it a difficult creature to train and
effective against flying mounted enemies. Spend Flying Points
gence of its regular pegasus counterpart, making it skittish control, requiring a patient and skilled trainer to gain its
and difficult to gain trust and obedience from. These instincts Flying Maneuvers trust and loyalty.
to reduce the damage inflicted by a flying mounted enemy’s
Rescue (2 FP). You can save an ally from falling. Use your attack by 12 points.
of self-preservation and tendency to flee can make the train- The tanarean griffon can be unpredictable and aggressive,
reaction to fly to an ally that is falling within your flying Flight Tenacity (4 FP). You know the dangerous move-
ing process longer and more complicated. with a tendency to assert dominance over weaker foes. To suc-
range and hold them in the air. Apply only if another flying ments of mounted enemies that would make you fall from
To train a tanarean pegasus successfully, a trainer must cessfully train one, a trainer must establish their own dominance
mounted enemy caused the falling. the griffon. Whenever you or your mount would begin to fall
create a secure and comfortable environment, introduce and earn the griffon’s respect through consistent handling and
Dive (2 FP). Using your mount’s flight superiority, you due to an effect caused by a flying-mounted enemy, you can
it to other trained mounts to develop socialization skills, training. Providing a secure and comfortable environment is
quickly get out of the way of danger. You can take a reaction use this maneuver as a reaction to prevent the fall, consider-
and establish trust through consistent, patient handling and crucial to developing the creature’s trust and obedience. Despite
when you succeed on a Dexterity saving throw against an ing a failed saving throw or ability check, if any, as a success.
training. Despite these challenges, the tanarean pegasus is its challenges, the tanarean griffon is a powerful and imposing
effect from another flying mounted enemy that would cause Aerial Sprint (2 FP). The griffon’ instinct takes over and
a valuable asset in Tanares, with its beauty, strength, and creature that can serve as a mount or companion for those who
you to take half damage, such as fireball, to take no damage it charges against a target flying mounted enemy. As a bonus
speed making it a worthy mount for those willing to put in are willing to put in the effort to train it.
from the effect. action, the mount gains extra flying speed for the current
the effort to train it.
Flight Tenacity (4 FP). You know the dangerous move- turn. The increase equals twice its flying speed (after applying
ments of mounted enemies that would make you fall from Oguemir’s Guide to Train a Griffon any modifiers), but the mount must move toward a target
the griffon. Whenever you or your mount would begin to fall flying-mounted enemy.
• Establish dominance over the griffon through con- Fearsome Claws (3FP). Three enemies lose 2 Flying Points.
Oguemir’s Guide to Train a Pegasus due to an effect caused by a flying-mounted enemy, you can sistent and firm handling. Use positive reinforce-
use this maneuver as a reaction to prevent the fall, consider- The mount regains this use after finishing a short or long rest.
ment and rewards to encourage good behavior,
• Begin with basic obedience training, such as com- ing a failed saving throw or ability check, if any, as a success. but also be prepared to assert your authority if
ing when called and staying in place. Establishing Aerial Sprint (2 FP). The pegasus’ instinct takes over and the griffon challenges your position as the leader.
trust and mutual respect is key to further training. it charges against the mounted creature. As a bonus action,
• Provide a balanced diet consisting primarily of
• Feed your pegasus a balanced diet of fresh fruits, the mount gains extra flying speed for the current turn. The
raw meat obtained through hunting or fishing. Tanarean G riffon
vegetables, and grains to sustain their energy and increase equals twice its flying speed (after applying any Large monstrosity, unaligned
Supplement with plant matter to aid digestion.
maintain their agility in flight. Pegasus require a modifiers), but the mount must move toward a target fly-
well-rounded diet to keep their muscles strong. ing-mounted enemy. • Develop the griffon’s natural abilities by starting Armor Class 12
with exercises that build strength and agility, such Hit Points 59 (7d10 + 21)
Inspiring Flying (3 FP). All allies gain 2 Flying Points. The
• Move on to exercises that develop their flying as jumping and pouncing. Gradually increase the Speed 30 ft., fly 80 ft.
mount regains this use after finishing a short or long rest.
ability, such as short flights with landing and difficulty and intensity of the exercises to challenge
takeoff, practicing turns, and hovering. These will STR DEX CON INT WIS CHA
the griffon and encourage growth. Use live prey to
develop the pegasus’ coordination and confidence 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
teach the griffon how to hunt effectively.
in the air. T anarean Pegasus • Train the griffon in hunting and tracking techniques. Skills Perception +5
Large celestial, chaotic good
• Introduce your pegasus to aerial obstacle courses, Senses darkvision 60 ft., passive Perception 15
including flying through hoops or around targets. • Introduce the griffon to aerial combat exercises and Languages -
Armor Class 12
These will improve their maneuverability and spa- teach it to use its claws and beak effectively in battle. Challenge 2 (450 XP)
Hit Points 66 (7d8 + 28)
tial awareness. Speed 60 ft., fly 90 ft. • Finally, work on more advanced techniques, such
as scouting and reconnaissance missions. Teach Keen Sight: The griffon has advantage on Wisdom (Perception)
• Work on developing strength and endurance with STR DEX CON INT WIS CHA the griffon how to use its sharp eyesight to spot checks that rely on sight.
longer flights and higher altitudes. Gradually in-
crease the distance and altitude to avoid exhaustion
18 (+4) 15 (+2) 18 (+4) 3 (-4) 13 (+1) 14 (+2) targets from the air and how to navigate unfa- Actions
miliar terrain.
and injury. Skills Perception +3 Multiattack. The griffon makes two attacks: one with its beak
Damage Immunities radiant and one with its claws.
• Finally, train the pegasus in advanced techniques, Condition Immunities charmed, exhaustion, frightened Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
such as aerial combat and rescue missions. These Senses passive Perception 13 Cost to training and Flying Points 8 (1d8 + 4) piercing damage.
are highly specialized skills that require exceptional Languages - Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
trust and teamwork between you and your pegasus. Base: 6 Flying Points
Hit: 11 (2d6 + 4) slashing damage.
25 gp +1d6
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. 60 gp +2d6
90 gp +3d6
130 gp +4d6
296 297
T T
Flight Destabilization (3 FP). A powerfull bull rush that
he tanarean hippogriff is a majestic creature he drake is a formidable creature that Final Breath (5 FP). The Drake’s fiery breath is a fearsome
can unbalance flying mounted enemies. As an attack, you
with the body of a horse and the head and wings strikes fear into the hearts of many adventurers. With weapon against flying mounted enemies. When you use it,
try to destabilize the target’s flight. The target must make a
of an eagle. Like its regular hippogriff counterpart, its muscular body, sharp claws, and fiery breath, it is you can also utilize any of your Flying Maneuvers at no cost
Dexterity or Strength saving throw with DC = 8 + hippog-
it can grow up to 10 feet in length and possesses incredible a formidable opponent in combat. The drake is a solitary beast against one of the targets the breath is aimed at. The drake
riff ’s Strength modifier + proficiency bonus. If it fails, it
speed and agility. However, the tanarean hippogriff lacks that does not form bonds with others. This makes it difficult to this use after finishing a short or long rest.
plummets towards the ground.
intelligence, making it challenging to train and control. It train and control, as it will only obey those it is intimidated by.
Rescue (2 FP). Observing the movement of the mounted
can be skittish and easily frightened, requiring a patient and The drake is also intelligent and can be difficult to outsmart,
enemy, you can save your ally from the falling. Use your
skilled trainer to gain its trust and obedience. requiring a trainer with considerable skill and experience.
reaction to fly to an ally that falls within your flying range
To train a tanarean hippogriff successfully, a trainer must To gain dominance over a drake, a trainer must establish au- Oguemir’s Guide to Train a Drake
and hold them in the air. Apply only it another mounted
create a safe and comfortable environment and introduce thority and maintain a constant level of intimidation. While
creature caused the falling. • Drakes are powerful and deadly creatures. With
the hippogriff to other trained mounts to develop social- firm vocalization and daunting body language are usually suf-
Winged Resilience (3 FP). The griffon’s claws can be very their muscular bodies, sharp claws, and fiery
ization skills. The trainer must also establish trust through ficient, drakes occasionally try to engage in fights to demon-
effective against flying mounted enemies. Spend Flying Points breath, they are powerful opponents in combat.
consistent handling and training. Despite its challenges, the strate physical superiority. Therefore, it will sometimes be
to reduce the damage inflicted by a flying mounted enemy’s Unlike many other creatures, Drakes are solitary
tanarean hippogriff is a valuable and sought-after creature, necessary to resort to physical intimidation with them, but
attack by 12 points. beasts that do not form bonds with others. This
prized for its speed, agility, and even beauty. it must be administered carefully to avoid triggering a worse makes training and controlling them a challenging
Forced Landing (1 FP). When a flying mounted enemy
violent response. Once the drake has been subdued, it can task, requiring a patient and experienced trainer
makes your mount fall, you can use this maneuver to land
be trained in a variety of techniques, such as hunting and with considerable skill.
Oguemir’s Guide to Train a Hippogriff safely on the ground without suffering any damage from fall-
aerial combat exercises.
ing. Your mount can take to the air again on your next turn. • To train a drake, a trainer must establish their
• Begin with basic obedience training, establishing Drakes are carnivorous creatures that feed on a variety of
trust and mutual respect with the creature through Inner Strenght (3 FP). As a bonus action, you allow a authority and respect by providing consistent and
prey, such as mammals and other creatures of the sky. Their
consistent and patient handling. This includes teach- creature to immediately use its reaction to make a maneu- positive reinforcement of good behavior, but also
diet is essential to maintaining their physical strength and
ing it to come when called and stay in place. ver using Flying Points, but with the cost reduced by 2. The keeping a certain degree of social intimidation. If it
agility. Training a Drake is a dangerous and difficult task,
mount regains this use after finising a short or long rest. becomes necessary to resort to physical intimida-
• Develop the hippogriff’s natural abilities with ex- but those who are able to successfully train one will have
tion, it should be administered carefully and only
ercises that focus on both flight and running, such a loyal and powerful companion that will serve them well
as short flights with landing and takeoff, practicing when absolutely necessary to avoid triggering a
in any adventure.
Tanarean Hippogriff
turns and sprints on the ground. This will enhance violent response.
its agility and speed. Large monstrosity, unaligned Cost to training and Flying Points • Start the training with basic obedience commands,
• Train the hippogriff in hunting and tracking tech- Base: 8 Flying Points such as coming when called and staying in place.
Armor Class 11 Encourage the drake to move around, climb, and fly
niques, both on the ground and in the air, to improve
Hit Points 19 (3d10 + 3) monthly cost extra flying points in a spacious, enclosed area. Then, focus on training
its combat and survival skills.
Speed 40 ft., fly 60 ft. 50 gp +1d8 the drake in hunting and tracking techniques.
• Provide a balanced diet consisting of fresh fruits,
vegetables, and raw meats like rabbit or deer, as STR DEX CON INT WIS CHA 120 gp +2d8
• As carnivorous creatures, drakes require a di-
hippogriffs are omnivores and require a mix of nu- 17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1) 250 gp +3d8 et consisting of small to medium-sized animals
trients to sustain their incredible speed and agility. 500 gp +4d8 such as rodents, rabbits, and deer to maintain their
Skills Perception +5
• Introduce the hippogriff to aerial combat exercises, strength and endurance.
Senses passive Perception 13
teaching it to use its claws and beak effectively in battle. Languages -
Flying Maneuvers • Introduce the drake to combat exercises, teaching
• Encourage the hippogriff to fly for longer periods Challenge 1 (200 XP) Winged Resilience (3 FP). The drake’s tough scales are high- it how to use its breath and claws effectively.
of time, building its stamina and the ability to stay ly effective against mounted enemies in the air. Spend Flying Work on developing the creature’s strength and
alert for extended periods. Keen Sight. The hippogriff has advantage on Wisdom (Perception) Points to reduce the damage inflicted by a flying mounted endurance, as well as teaching it how to fly and
checks that rely on sight. enemy’s attack by 12 points. hunt while in the air.
• Finally, work on advanced techniques such as re-
Flyby. The hippogriff doesn’t provoke opportunity attacks when Flight Destabilization (3 FP). A powerful bull rush that
connaissance missions and search and rescue opera- it flies out of an enemy’s reach. • Finally, train the drake in more advanced tech-
tions, which require exceptional trust and teamwork can unbalance even the most skilled flying mounted enemies.
niques, such as scouting and infiltration missions,
between you and your hippogriff. Actions As an attack, you to try to destabilize the target’s flight. The
in which it can use its natural abilities to their
Multiattack. The hippogriff makes two attacks: one with its beak
target must make a Dexterity or Strength saving throw with fullest extent. With consistent handling and train-
and one with its claws. DC = 8 + drake’s Strength modifier + proficiency bonus. If ing, a well-trained drake can become a loyal and
Cost to training and Flying Points Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: it fails, it plummets towards the ground. powerful companion in any adventure.
Base: 4 Flying Points 8 (1d10 + 3) piercing damage. Flight Blindness (4 FP). This powerful maneuver weak-
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ens the connection between a flying mount and its rider. It
monthly cost extra flying points generates a powerful wave that interferes with their flight,
Hit: 10 (2d6 + 3) slashing damage.
15 gp +1d4 preventing the mounted enemy from using any Flying Points See its stat block in the Sourcebook.
30 gp +2d4 until the start of your next turn. The only way to avoid this
50 gp +3d4 effect is to spend 6 Flying Points.
75 gp +4d4
Forced Landing (1 FP). When a flying mounted enemy
makes your mount fall, you can use this maneuver to land
298 299
I
Discuss these rules with your group and choose your team’s resolving certain types of situations. • Research a rare piece of information for a noble.
n the world of Tanares, where war is forbidden, specialization carefully to enhance your 5e campaign by • Deliver a message to a distant region.
teams are vital power forces that can bring about signif- encouraging teamwork and providing exciting new abilities • Protect a farm from wild animals.
icant change. These groups of heroes are more than just and rewards for your team. Well-done Task 2 An outstanding task, mission or achievement ac- • Retrieve a cure for a noble's daughter who was
a collective of individuals; they each have their own unique complished with mastery. poisoned and discover who poisoned her.
identities and are often called upon by common folk in need. Get the Team sheet • Find a lost person in a dangerous forest and bring
Teams are much more than the sum of their parts, and these them back alive.
optional rules aim to enhance the importance of teamwork Start by filling out the main information for your team, in- • Help rebuild a building or fortification by taking a
in your 5e campaign. By choosing a team style that matches cluding their name, motto, team members, and chosen style. leadership role.
At this first level, your team gains a feature, which can be • Participate in sports competitions at fairs and
your campaign preferences, your heroes can work together
festivals and emerge as the champion.
to complete quests, earn Career Points, and gain new abilities found on page 303 based on your chosen specialty.
Hard Task 3-5 A challenging and dangerous task, mission or • Win a battle in the Arena.
and rewards that reflect their area of expertise. Your team sheet includes structures with spaces to mark the achievement. • Enter a goblin cave to rescue someone.
There are four distinct team styles to choose from, each stars, as well as places to track your Legendary Rewards and
• Defend a village from a small group of barbarians.
with unique abilities that suit their specific skills and focus: Structure Abilities. Whenever your team gains a Structure
• Kill or capture an important beast or monster.
• Explorers: Blaze new trails or clear them of unwanted Point by reaching a new level, you can spend it on new struc-
Important Job 6-8 An important task, mission or achievement that • Regain control of a city invaded by creatures.
inhabitants. Members may specialize in exploring remote tures or upgrades to existing ones. Each new construction
many people depend on. • Find and explore ancient ruins or mines.
or forgotten regions or locations, or eliminating creatures or upgrade will grant new abilities, which you should note
• Capture or kill an important local criminal leader.
that threaten civilization. They lead a wandering life, al- in their respective fields.
• Dismantle an infiltrated faction cell.
ways searching for new places to explore. Members may You can also track your Career Points on the sheet. The
GM will determine the importance of your team’s deeds and Heroic Feat 9-13 A heroic task, mission or achievement that few • Explore inhospitable and extremely dangerous
be known as scouts, dungeon crawlers, or monster slayers. would dare attempt, and even fewer would places, such as the worst areas of the Penumbra,
• Investigators: Solve problems in the open and act as an award Career Points according to the table on page 301. Once succeed. and return with spoils.
arm of the law. Members are skilled in solving delicate your team has accumulated enough Career Points (see table • Win a fight in the Arena with great repercussions.
situations, preventing conflicts, and solving mysteries. on page 302), they will gain a new level. • Face the influence of emotions from a powerful
Penumbral creature.
Members may be involved in diplomatic or commercial
missions, murder investigations, or political negotiations. Team Features Legendary Feat 14-18 A legendary task, mission or achievement that • Defeat a powerful creature like a lich or dragon
bards will tell of and people will remember in tales. that is wreaking havoc in a territory.
They may be known as detectives, diplomats, or researchers. Team Features are special abilities or traits that an Adventure • Forge a legendary item or artifact.
• Operatives: Specialize in gathering information and Team or its members gain based on their specialization, • Retrieve a lost legendary item or artifact.
neutralizing threats covertly. Members may be known as which allow them to perform their most important tasks • Be named protectors of a realm.
assassins, saboteurs, or spies. They excel in stealth, decep- with greater effectiveness. Team Features are gained at the World Changing 19+ (This can go A task, mission or achievement so grandiose that it • Destroy an Avatar Dragon or a faction leader.
tion, and subterfuge, and are often hired for espionage, 1st, 5th, and 13th levels of the Adventure Team and can pro- as high as the GM altered the history or situation of a country, or even • Overthrow a faction or become its leader.
sabotage, or reconnaissance missions that require secrecy deems correct) the world.
vide significant benefits to the team or its members. These • Keep a faction together in the face of a global
and discretion. abilities can be instrumental in overcoming challenges and external threat.
• Special Forces: Use force to achieve their goals in combat. achieving success in difficult situations. • End the effects of a Malrokian Curse.
Members are focused on battle, using either brute force
or magic to defeat their enemies. They may be involved in
defensive or offensive missions, securing important people,
Headquarters its first level ability.
Download the • If the Structure already has levels, you upgrade it and gain
places, or items, or suppressing enemies. Members may be character and At 2nd level, your team can acquire a Team Headquarters, the ability corresponding to the number of levels on it.
known as soldiers, bodyguards, or assaulters. team sheets a place to call home and plan your adventures. This could It’s important to check the table on page 302 to see the maxi-
To earn Career Points, your team must complete quests and come from different sources such as a reward, a group that mum number of levels a Structure can have according to your
achieve remarkable feats. Consult the table on page 302 to helps you, or even one of the characters. The GM will work Team Level. Also, keep in mind that you cannot reallocate
see the rewards available for each level of Career Points, and with the players to determine the best option and the story levels once you have placed them.
the table on page 301 for suggestions on how many Career of how you obtained it. Having a Team Headquarters provides your team with a
Points your team can earn based on their achievements. Your Team Headquarters will be your base of opera- home base that can be customized and improved over time.
With enough Career Points, your team can unlock new tions and includes a Main Hall and special rooms called It also offers new opportunities for roleplaying, strategic
abilities and structures, including a headquarters that can Structures. At 2nd level, you gain one point in the Main planning, and storytelling. Be sure to work with your GM
be upgraded, customized and expanded. These new abilities Hall and two points to place among the Structures. You can to make the most of this optional rule and have fun with it!
find a list of Structures and their abilities on pages 304 to
315. You can use the levels to construct new Structures or Legendary Rewards
upgrade existing ones:
• If a Structure has no levels, it means you don’t have it. When As the Adventure Team gains recognition and notori-
you put a level on it, you construct it and immediately gain ety in Tanares, they may receive Legendary Rewards to
300 301
302 303
STR DEX CON INT WIS CHA upgraded, it becomes an optimized structure for manufac- STR DEX CON INT WIS CHA
Breeder (Staff) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
turing, reducing production costs for mundane items and
10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0)
accelerating the production of magic items.
With the aid of a skilled breeder, the stable staff, the Stables
Skills Animal Handling +3, Nature +2 Skills Athletics +2
can not only provide care and training for the mounts but also
produce offspring that can be sold for significant amounts
Senses passive Perception 11 Craftsman (Staff) Senses passive Perception 10
Languages Common, plus any one language Languages Common, plus any one language
of gold. The breeder possesses great empathy when dealing Challenge 0 (0 or 10 XP) The craftsman is a skilled artisan who dedicates their callused Challenge 0 (0 or 10 XP)
with animals and can even tame ever more powerful crea- hands and sweat-stained clothing to producing high-qual-
tures as they gain experience. Innate Spellcasting. The breeder’s spellcasting ability is Wisdom ity items and equipment from diverse materials. Their pas- Profession (Crafter). The craftsman adds their proficiency bonus
To utilize the services of the breeder, the Stable structure is (spell save DC 11). It can innately cast the following spells, re- sion for their craft is only matched by their expertise, and (+2) when using a tool (not supplies, kits or utensils) from the
required. Whether it’s a quick rest or a longer stay, the Stable quiring no material components: they thrive in the Workshop’s creative environment. They artisan’s tools.
1/day: animal friendship
is the perfect place to keep your mounts safe and well taken not only produce masterpieces but also generate value for Actions
care of while adventuring in the dangerous lands of Tanares. Actions the Adventure Team by selling their creations, making the
Light hammer. Melee or Ranged Weapon Attack: +2 to hit, reach
Workshop an indispensable resource. 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning
Structure Abilities Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. damage.
Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
Structure Abilities
Level 1 - Animal Handling Hit: 3 (1d4 + 1) slashing damage.
Specialization Level 1 - Athletics Specialization
After making a Wisdom (Animal Handling) check, a team After making a Strength (Athletics) check, a team member
member can reroll the d20 before the GM determines the can reroll the d20 before the GM determines the outcome,
outcome, but must use the new result. This ability can only but must use the new result. This ability can only be used
be used again by any team member after 24 hours. again by any team member after 24 hours.
308 309
even to catch the luck of a shooting star. Saving Throws Int +3 Saving Throws Str +3
Skills Nature +3, Survival +3
The head guard is the master of military defense for the Skills Athletics +3, Intimidation +2
Wayfinder (Staff) Senses passive Perception 11 Headquarters. With their vast knowledge of combat strat-
egies, both in open fields and siege tactics, they ensure an
Senses passive Perception 10
Languages Common, plus any two languages Languages Common, plus any one language
The wayfinder is a learned scholar who possesses knowledge Challenge 0 (0 or 10 XP) unrivaled shield for the fortress. Their experience in train- Challenge 1/4 (50 XP)
of celestial bodies, space, and the land and its terrain, aiding ing and leading soldiers is crucial for the recruitment and
the Adventure Team in their journeys. With expertise in Profession (Mapper): The wayfinder adds their proficiency (+2) management of a strong defense force, ready to repel any Brave. The head guard has advantage on saving throws against
astronomy and cartography, the wayfinder creates precise when using calligrapher’s supplies, cartographer’s tools, or nav- threat to the Headquarters. being frightened.
maps of the land and cosmos, predicts the alignment of stars, igator’s tools.
Actions
and performs magical feats to help the group navigate. As Log Mind: The wayfinder always knows the direction of north Structure Abilities Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
and the time of day.
they continue to hone their skills, the wayfinder becomes Hit: 5 (1d8 + 1) slashing damage.
an invaluable member of the Adventure Team, unlocking Actions Level 1 - Intimidation Specialization
the secrets of the world around them. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one After making a Charisma (Intimidation) check, a team mem-
target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning
Structure Abilities damage if wielded with two hands.
ber can reroll the d20 before the GM determines the outcome,
but must use the new result. This ability can only be used
again by any team member after 24 hours.
Level 1 - Survival Specialization
After making a Wisdom (Survival) check, a team member Level 2 - Great Walls 1
can reroll the d20 before the GM determines the outcome, The Headquarters is surrounded by walls 40 feet high and
but must use the new result. This ability can only be used 5 feet thick, made of smooth stone. It has AC 18 and each
again by any team member after 24 hours. 5-foot square has 40 hit points.
310 311
312 313
314 315
Group Opportunity
throw against that effect. the number of the second roll is recorded and can replace a
later roll in the same way. This process can be repeated for
Team Heroic Staff
The Adventure Team members have learned to take advantage
Phalanx Tactics subsequent rolls until the end of the combat.
The substitutions must be chosen by the entire team, but in
of opportunities as a group. When a team member makes an The team has become expert in using shields in group combat
a tie, the player whose turn it is in combat decides whether Heroic S taff
opportunity attack against a creature, another team member tactics and gains the following benefits: Medium humanoid (any species), any alignment
the substitution will be made.
can move up to 10 feet and, if within reach to make a melee When a team member moves through the space of another
Armor Class 19 (splint mail, shield)
attack against that same creature, take its reaction to make
an opportunity attack against it.
team member who is wielding a shield, they can spend 5 feet
of their movement to jump over their ally using the shield
Stealthy Hit Points 85 (10d8 + 40)
Speed 30 ft.
as support. The member jumps 15 feet high and 30 feet in The members of the team have specialized in being stealthy
Group Perception any direction, but in a straight line, and if they can perform while in group. STR DEX CON INT WIS CHA
a melee attack at the end of this jump, they will cause +5 Stealthy Stride: All members of the team within 30 feet 18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
When your team is on the lookout for danger, you work to-
damage if successful, the type of which will be the same as of at least one other member become proficient in Dexterity
gether to avoid surprises and stay one step ahead. With this Saving Throws Str +7, Con +7
the type caused by the weapon. (Stealth). If they are already proficient, they gain a bonus
feat, you can make the most of your collective knowledge Skills Animal Handling +4, Athletics +7, Intimidation +3,
When a team member is wielding a shield and has another equal to half their proficiency bonus (rounded down).
and experience to stay alert and avoid danger. Perception +4
team member in an adjacent space who also wields a shield, Covering Shadows: All members of the team can attempt
The highest Passive Perception among your team members Senses passive Perception 14
both gain half cover against all attacks and grant this half to hide using their teammates as cover. The member provid-
who are present becomes the Passive Perception for all other Languages Common plus any one language
cover to team members who are in adjacent spaces to both. ing cover must be of the same size or larger. Challenge 5 (1,800 XP)
members who are also present.
A team member who is wielding a shield can use their Proficiency bonus +3
If at least one member of the team who is present is not
surprised, none of the other members of the team who are
reaction to grant advantage to an attack made by another Trained by Colleague
team member when they are between the attacker and the Brave. The heroic staff has advantage on saving throws against
present will be surprised. In order to be the best, you need to learn from the best. With
target creature. being frightened.
If all members of the team are surprised, they remain so this feat, members can take advantage of their teammates’
Determination. A melee weapon deals one extra die of its dam-
but can make their initiative rolls with advantage.
Programmed Tactics skills and knowledge to become more well-rounded and
capable adventurers.
age when the heroic staff hits with it (included in the attack).
Information Collectors The members of the team are masters of programming their Each member of the team can choose one of the
Training. The Heroic Staff retains all previous abilities and pro-
ficiencies it had.
combat tactics, allowing them to re-order their initiative rolls following effects:
Your group excels at gathering information about others. At
to better suit their combat plan. Immediately after rolling Actions
the start of combat, each member of the group can make • The member becomes proficient in a skill, a tool, and a
initiative, each member of the Adventure Team can exchange Multiattack. The heroic staff makes three melee attacks.
an Intelligence (Investigation) check with a DC of 10 + the language that at least one other member of the team al-
their initiative rolls with another member. Any bonuses ap- ready has. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
target’s CR to remember information about the enemy. The Hit: 13 (2d8+4) slashing damage. Versatility: +7 to hit, reach 5
plied to initiative rolls are applied after the exchanges.
GM can apply advantage or disadvantage based on how well- • The member becomes proficient with two weapons and ft., one target. Hit: 15 (2d10 + 4) slashing damage.
with shield, provided that at least one of the other mem-
known the creature is. Any member who succeeds obtains
one piece of information about the target. If a member has
Proper Start bers of the team already has proficiency with the chosen
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
a skill that allows them to obtain similar information, they When you’re starting a fight, you want to make sure that weapons and with shields. Medium or smaller creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
may use both. The following information can be obtained you’re ready to go and can hit your enemies hard before • The member becomes proficient with a type of armor that
with this feat: they have a chance to strike back. With this feat, you can at least one of the other members of the team already has Reactions
• One of the creature’s abilities at the GM’s choice make sure that your team is always ready to take on whatever proficiency with. If the member who chooses to receive Block. The heroic staff gains a +3 bonus to Dexterity saving
• The creature’s proficiency bonus comes your way. During the first round of combat, provided this benefit does not have proficiency with any armor, they throws imposed by spells or area effects. To do so, the hero-
• Maximum hit points that at least two members of the team are fighting together: become proficient with light armor. If they are proficient ic staff must see the attacker or origin of effect and must be
• All members of the team have advantage on attack rolls with light armor, they become proficient with medium wielding a shield.
• Current hit points
against creatures that have not yet acted. armor. If they are proficient with medium armor, they Parry. The heroic staff adds 3 to its AC against one melee attack
• AC that would hit it. To do so, the heroic staff must see the attacker
• Attacks made against members of the team who have not become proficient with heavy armor.
• Vulnerabilities and be wielding a melee weapon.
yet acted are made with disadvantage. Note that each member of the team can only benefit once
• Immunities from the benefits granted by this feat, regardless of whether
• Resistances they have changed teams.
• Proficiencies
• Alignment
316 317
T
he fear of Malrokian Curses has had a sig- It’s important to note that the effects of a Heroic Mark only This extra speed must be used immediately by the allies,
nificant impact on Tanares’ culture, leading to the apply inside the area affected by the ritual. For example, if Bruiser following their initiative order. The extra speed granted in
creation of various institutions. However, none has you cast a fireball inside the area and it affects outside, you With the Bruiser Mark, you can perform this way cannot exceed their own speed, and cannot be of a
been as influential as the Arenas, a tool for social pacification cannot apply any effect of the Heroic Mark. the following Basic Heroic Actions: type that the ally does not have access to. Creatures that are
and conflict resolution developed by the Empire in conjunc- Heroic Protection. When you unable to move cannot benefit from this maneuver.
H eroic M ark T ypes Get Away. When you fail on a saving throw against an
tion with the Evolutionist Church. The Arenas pit two or are targeted by an attack, gain +4
R ole T ype to your AC until the beginning of effect generated by a creature with a Heroic Mark that would
more sides of a conflict against each other, represented by
their Heroes, in intense combat to resolve impasses without Bruiser Vengeance and Protection your next turn. negatively affect you, you can use this ability to reroll the
resorting to wars or deaths. Brute Attack Power and Ferocity Retributive Damage. When you are about saving throw, keeping the new result.
To ensure the safety of combatants and provide enter- to take damage from an attack by a creature adjacent to you,
Commander Buffs and Healing
deal 1d6 bludgeoning damage to that creature. The damage Controller
tainment for the audience, the Evolutionist Church devel- Controller Debuff and Casting
increases by 1d6 for every 4 character levels you have. With this Controller Mark, you can
oped a magical ritual called Heroic Marking. In addition Healer Healing and Cleanse
Get Away. When failing a saving throw against an effect perform the following Basic Heroic
to serving its primary purpose of resolving conflicts, the
Shooter Retreat and Attack Power generated by a creature with a Heroic Mark that would neg- Actions:
Arenas also satisfy the people’s bloodlust and serve as a form
Tactician Position and Backstab atively affect you, you can use this ability to make the saving Heroic Concentration. You auto-
of entertainment.
Tank Resilience and Protection throw again, keeping the new result. matically succeed on a Constitution
Heroic Mark Brute
saving throw to maintain concentra-
tion on a spell.
The Heroic Mark is a powerful magical tattoo bestowed upon Heroic Action With the Brute Mark, you can perform Distracting Strike. After hitting a creature with an attack,
characters through a binding ritual. Usually placed on the the following Basic Heroic Actions: you can use this Heroic Action to force the target to make
arm or back of one hand, it becomes incredibly difficult to A Heroic Action is a special extra action that does not con- Brutal Run. Move at double your a Wisdom saving throw (DC = 8 + your proficiency bonus
remove once received. Spells like dispel magic or antimagic sume your action, bonus action, or reaction. Each character speed. During this movement, you can + your ability modifier used on the attack). On a failure,
field have no effect on the Heroic Mark. Even if a character can use only one per turn. ignore difficult terrain. the target has disadvantage on its attack rolls until the end
is reincarnated or brought back to life through true resurrec- Brutality. When you make a successful of its next turn.
tion, the mark will remain with them. The only known way Special Heroic Actions attack, as long as there are no allies adjacent to Penetrate Defense. When you attack, cast a spell, or use
to remove a Heroic Mark is through the use of a miracle or Heroic Denial. You have the power to counter a hostile the target, you can use this Heroic Action to deal an addition- an effect against one or more creatures with the Heroic Mark,
wish on a willing target who agrees to its removal. creature’s action, bonus action, or reaction that would affect al 1d8 damage, +1d8 for every 4 character levels you have. and it is hindered or prevented by magical effects, such as
Heroic Marks are granted for use during combat in the you. The target is prevented from performing the declared Penetrate Defense. When you attack, cast a spell, or use a spell-increased AC, a mystical protection, or even a mag-
arena. Valorous combatants have the honor of gaining the action, and if it would have expended a resource, such as a an effect against one or more creatures with the Heroic Mark, ically created physical barrier, you can use this ability to
mark after remarkable deeds, which improves their social spell slot or use of ability, the creature loses that resource. and it is hindered or prevented by magical effects, such as ignore all protective magical effects, except for the bonus
status and fame, as common people see them as superpowered To use Heroic Denial, you must be aware of the target’s a spell-increased AC, a mystical protection, or even a mag- to AC granted by magic items. In addition, you ignore any
heroes. As arena combat is essential for the Empire, famous declaration and activate the ability after the declaration, but ically created physical barrier, you can use this ability to damage resistances and treat damage immunities as resis-
heroes are necessary to motivate common people to fight. before any rolls are made. However, using this power results ignore all protective magical effects, except for the bonus tances. Metamorphosed creatures—such as by wild shape,
These marks grant combatants the ability to perform a in a magical backlash that deals 1d8 damage to you. to AC granted by magic items. In addition, you ignore any polymorph, or similar effects—take the damage on the hit
series of supernatural effects inside the area covered by the Heroic Shield. When you or an ally within 30 feet is tar- damage resistances and treat damage immunities as resis- points of their original form.
ritual, usually an arena. No mark powers work outside the geted by an attack or effect generated by an enemy, you can tances. Metamorphosed creatures—such as by wild shape,
area affected by the ritual, which is why arena hero fights are activate the Heroic Shield. When activating the Heroic Shield, polymorph, or similar effects—take the damage on the hit
so popular. A hero with the mark, fighting against another you must choose to either protect yourself until the beginning points of their original form.
with the mark, is capable of performing feats that would of your next turn or protect yourself and all allies within 20 Healer
be impossible for normal combatants, even those with vast feet only for the turn of activation. A creature protected by Commander With the Healer Mark, you can perform
experience or knowledge. the Heroic Shield is immune to any damage, condition, or With the Commander Mark, you can per- the following Basic Heroic Actions:
There are eight types of Heroic Mark: Brute, Bruiser, effect for the duration, and any harmful condition or effect form the following Basic Heroic Actions: Ready to Act. On your turn, allow
Command, Controller, Healer, Shooter, Tactician, and imposed on the creature is suspended for the duration, re- Passive Ability. If you have a trained yourself or an ally within 30 feet of you
Tank. Each provides a unique set of abilities and powers to turning its effects after the shield disperses. creature, a companion, or a creature to make a new saving throw to remove an
the character who possesses it. Heroic Survival: When an action, bonus action, reaction, created or summoned permanently by a effect or condition, even if new rolls are not
Basic Heroic Actions are determined by the type of or effect generated by a creature with the Heroic Mark would spell or other effect (e.g.: find familiar, find normally allowed. The DC for this saving throw is the same
Heroic Mark a character has. These actions are generally cause your death or reduce your hit points to 0, you can use steed, animate dead, etc.), it also gains the benefits of Heroic as the one that caused the effect or condition. If the saving
straightforward abilities that are tied to combat, such as this ability to instead remain with 1 hit point. This Heroic Shield and Heroic Survival when you use them. Additionally, throw is successful, the effect or condition ends.
attacks or movements. Action does not prevent or impede the use of any other when a Commander fights in the arenas, they may bring the Heroic Life. On your turn, you grant 1d6 temporary hit
Special Heroic Actions are common to all marks and pro- Special Heroic Action and its effects. creature with them. points, +1d6 for every 4 character levels you have, to an ally
duce incredible effects. These actions are usually more pow- When activating Heroic Survival, all negative conditions Friendly Attack. On your turn, allow one of your allies to within 30 feet of you. Temporary hit points granted in this
erful than Basic Heroic Actions and can include abilities like and effects on you and all allies within 20 feet are automat- use their reaction to make an attack. The chosen ally must way last until the end of the combat.
casting spells or manipulating the environment. ically terminated, freeing you and your allies from them. be able to see or hear you.
318 319
Get Away. When you fail on a saving throw against an this Heroic Action to deal an additional 1d6 damage, +1d6 a d20 and sums twice their level. If there are differences in +4 Win 10% more OR Lose 250%
effect generated by a creature with a Heroic Mark that would for every 4 character levels you have. the favoritism between the teams, the team with the higher
negatively affect you, you can use this ability to reroll the Maneuvers. After hitting a creature with an attack, you can favoritism can force the reroll of a single die for each point Grab your coins, place your bets, and enjoy the spectacle
saving throw, keeping the new result. use this Heroic Action to force the target to make a Strength of difference on their favoritism. For example, if teams with of the Arena.
saving throw (DC = 8 + your proficiency bonus + your ability
Shooter modifier used in the attack). On a failure, you can push the
With the Shooter Mark, you can perform target up to 15 feet in a direction of your choice.
the following Basic Heroic Actions: Penetrate Defense. When you attack, cast a spell, or use
Distance is the Way. On your turn, an effect against one or more creatures with the Heroic Mark,
if a hostile creature is adjacent to you, and it is hindered or prevented by magical effects, such as
you can immediately move a distance up a spell-increased AC, a mystical protection, or even a mag-
to half your walking speed, without pro- ically created physical barrier, you can use this ability to
voking opportunity attacks and without spending any of ignore all protective magical effects, except for the bonus
your speed for the turn. to AC granted by magic items. In addition, you ignore any
Arena Sharpshooter. When you make a successful ranged damage resistances and treat damage immunities as resis-
attack, you can deal an additional 1d6 damage, +1d6 for tances. Metamorphosed creatures—such as by wild shape,
every 4 character levels you have. polymorph, or similar effects—take the damage on the hit
Penetrate Defense. When you attack, cast a spell, or use points of their original form.
an effect against one or more creatures with the Heroic Mark,
and it is hindered or prevented by magical effects, such as Tank
a spell-increased AC, a mystical protection, or even a mag- With the Tank Mark, you can perform
ically created physical barrier, you can use this ability to the following Basic Heroic Actions:
ignore all protective magical effects, except for the bonus Interpose. If an ally within 15 feet of
to AC granted by magic items. In addition, you ignore any you is attacked, you can use this Heroic
damage resistances and treat damage immunities as resis- Action to move up to half your speed
tances. Metamorphosed creatures—such as by wild shape, and, if you become adjacent to your ally,
polymorph, or similar effects—take the damage on the hit you can take the hit in their place.
points of their original form. Harden. When you are about to suffer damage dealt by an
enemy, you can use this Heroic Action to reduce the damage
Tactician suffered by 1d6, +1d6 for every 4 character levels you have.
With the Tactician Mark, you can Get Away. When you fail on a saving throw against an
perform the following Basic Heroic effect generated by a creature with a Heroic Mark that would
Actions: negatively affect you, you can use this ability to reroll the
Tactics. When you make a successful saving throw, keeping the new result.
attack, as long as at least one of your
allies is adjacent to the target, you can use
320 321
A
Piercing Throw lightning for one turn. Your ranged spear and javelin attacks
mazons are fierce warriors, often hailing that ties your character to an Amazon village or a completely deal an extra 1d6 lightning damage. Each creature hit must
from matriarchal societies, who train rigorously different village with unique values, is entirely possible. Starting at 3rd level, when you hit a creature with a ranged
make a Constitution saving throw (DC = 8 + your profi-
to become exceptional combatants. They favor the spear or javelin attack, you can choose to deal an addition-
ciency bonus + your Strength modifier). On a failed save,
spear and javelin—weapons of notable versatility that prove Amazons in Tanares al 1d4 damage and pierce through the target to hit another
the creature has disadvantage on all its attack rolls until the
effective in melee and at a distance. Their intensive physi- creature. Choose a second creature within 20 feet of the orig-
M
ost Amazons in Tanares hail from a city to start of your next turn. A creature can be required to make
cal training molds them into formidable athletes, capable inal target and in a line that extends through both you and
the south of Tsvetan, located beyond the Cave of this saving throw only once per turn.
of throwing weapons over great distances, sprinting with the initial target. Make a new attack roll against the second
Sacrifice in a secret valley that teems with natural Once you use this feature, you can’t do so again until you
impressive speed, and fighting with a potent blend of agility creature. This second attack does not deal 1d4 extra damage.
life. finish a short or long rest.
and strength. You can use this feature twice, regaining all expended uses
Often residing in isolated societies that do not permit The matriarchal society residing there originated from when you finish a short or long rest. The number of uses Amazon Paragon
outsiders, they adhere to deep-seated traditions and a strict abandoned children of the southern barbarians, who cast increases to three, and the extra damage to 1d6 when you
Upon reaching 18th level, both your Strength and Dexterity
code of honor, guarding their communities, sacred sites, and young girls into the caverns as part of ancient, now-for- reach 10th level.
scores increase by 2, up to a maximum of 22.
ancestral wisdom with their lives. gotten rites. At one point, a woman exploring the south
Amazons transcend mere survivalism; their training in discovered the cave and one of the girls, and began to save
hunting and deep bond with the nature of their home- them. On the other side of the cavern, she found a place to
lands bring them closer to the natural world than most start a new life, initiating what would much later become
other fighters. the city of the Amazons.
322 323
324 325