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PLAYER’S GUIDE TO TANARES

Fabien Laurens (Order #42156009)


Credits Some maps were created with the help of software found on dungeondraft.net, dun-
geonfog.com, or inkarnate.com. Some graphic elements use resources from freepik.com. Ed Greenwood
Writer, Game Designer, and Library Assistant in
Robert Schwalb
Writer, game designer and developer, he
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and other countries. Any reproduction or unauthorized use of the material or artwork Port Hope Public Library, Ed Greenwood is the contributed to the three core 5E rulebooks
“Tanares RPG” project developer & manufacturer: Dragori contained herein is prohibited without the express written permission of Dragori
Games, Inc. Games. This is a work of fiction made within the parameters of the System Reference creator of The Forgotten Realms and many other and several supplements. His works include
Document for 5th edition; you may consult a copy of the Open Game License below. fantasy worlds, where he gave life to some of the Warhammer Fantasy Roleplay, A Song of
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Dragori Games Directors: Alexandre Aboud and Clayton This builds on basic mechanics set out in Wizard of the Coast’s System Reference other games. He runs Schwalb Entertainment,
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was launched on Kickstarter. THANK YOU. 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 in our project. Your immense contribu-
Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, joy to so many. Your creations have tinue to be felt for generations to come.
Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce tions to the RPG industry have paved
R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary inspired us all to do our best and to
Gygax and Dave Arneson. Tanares RPG: Player’s Guide to Tanares © 2021-2023, the way for so many of us to explore With deepest gratitude and respect,
never stop imagining.
Dragori Games, Inc. All Rights Reserved. worlds of fantasy and adventure. Dragori Team

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Fabien Laurens (Order #42156009)


Contents
Preface Introduction
Preface
O
5 nce upon a time, a group of friends passionate Step into a world of adventure with the Player’s Guide to
Bard ............................................................................ 212
about RPGs and board games started a journey that Tanares, your gateway to the thrilling world of Tanares. This
College of Life ...................................................... 212
culminated in the birth of Dragori Games and cre- book is your key to unlocking endless possibilities, designed
Introduction 5 Clerics .......................................................................... 214
ation of the legendary Arena: The Contest, a game that has to work seamlessly with all official 5E material so you can
Chaos Domain ....................................................... 215
The World Of Tanares .................................................... 6 captured the hearts of thousands of players. dive right in and start playing.
Courage Domain ................................................... 218
Religions in Tanares ....................................................... 10 Druid .......................................................................... 220 The success of Arena: The Contest board game led to While rules are an essential component of the game, they’re
Circle of the Bloom ............................................. 220 the development of our second game, Tanares Adventures, not meant to be a barrier to roleplay. Instead, they’re tools to
Chapter 1 - Species 11 Fighter ........................................................................ 226 an equally well-received campaign, further expanding the help you and your group create an unforgettable experience.
Death Knight ......................................................... 226 community. Driven by our love for RPGs, we’ve poured our The Game Master (GM) is the ultimate guide, ensuring that
Common Classic Species ............................................. 11 hearts and souls into creating our first RPG material in 2021, fun is at the forefront of everything you do.
Dwarf ............................................................................12 Monk .......................................................................... 230
Way of the Animals ............................................. 230 designed to be compatible with the 5th Edition. Here, the GM reigns supreme, with the power to interpret
Elf ................................................................................ 14 This project was not just any job for us. We forged part- and adapt the rules as needed to make the game fair and
The New Elven Subspecies ..................................... 16 Paladin ....................................................................... 234
Oath of Freedom ................................................ 234 nerships with honorable guest writers that were part of the fun. No set of rules can encompass every possibility that can
Halfling ....................................................................... 20
Ranger ........................................................................ 238 history of the RPG we all love, to ensure the content devel- arise in a story, and everyone has their own unique vision
Human ....................................................................... 22
Shadow Investigator .............................................. 238 oped is the best possible for the community. of what is logical or consistent. The open-ended nature of
Uncommon Species ....................................................... 24
Arcane Guardian ................................................... 242 The result was the Tanares RPG for 5E, which produced the game means that the rules should be seen as a flexible
Dragonborn ................................................................. 24
Rogue ......................................................................... 244 tons of content, including new species, subspecies, classes, tool, not rigid guidelines.
Gnome ......................................................................... 27
Ninja ...................................................................... 244 subclasses, backgrounds, spells, feats, and many new optional But don’t worry - each piece of content in this book has
Orc .............................................................................. 29
Sorcerer ..................................................................... 248 rules to make your sessions even more epic. been crafted with the utmost care and attention to detail.
Tiefling ......................................................................... 32
Cultist .................................................................... 248 Our deepest gratitude to each member of the community The GM will have the final say on what is approved for the
New Species Of Tanares ............................................... 34
Warlock .................................................................... 252 who supported our journey is very important to us. We ex- game, ensuring that everyone at the table is having a great
Cirrus ........................................................................... 34
Gloomfolk ................................................................... 40 Pact of the Dark Hunter .................................... 252 tend a heartfelt thank you to the thousands of gamers who time. So, gather your dice, grab your character sheet, and
Soulborn ...................................................................... 45 Wizard ...................................................................... 256 are and will be part of the Dragori’s family. prepare yourself for a journey like no other with the Player’s
Taii’maku ..................................................................... 50 Lost Magic Researcher ........................................ 257 Our motto always will be: Games for tables, not shelves. Guide to Tanares.
Grab your dice, roll up a character, and join us on an ad-
Download the
Chapter 2 - New Classes Chapter 3 - New Backgrounds 260 venture that you’ll never forget.
character and
And Subclasses 56 Cartographer ................................................................ 260 team sheets
Dragori Games
Community Leader ...................................................... 262
New Classes .................................................................... 58 March 2023
Dragon Hunter ............................................................. 264
Dragonblade ................................................................ 58
Imperial Servant .......................................................... 266
Fury of the Red Dragon .......................................... 66
Occultist ........................................................................ 268
Integrity of the White Dragon ............................... 66
Penumbral Survivor ..................................................... 270
Celerity of the Blue Dragon..................................... 67
Undercover ................................................................... 272
Elementalist ............................................................... 78
Air Primordial Element .......................................... 85
Earth Primordial Element ...................................... 86 Chapter 4 - Character Options 274
Fire Primordial Element ......................................... 87 Multiclass ...................................................................... 274
Water Primordial Element ..................................... 87 New Feats ............................................................................ 274
Elementalist Spell List ............................................ 88 Spell Lists ........................................................................ 278
Spell Descriptions ................................................... 93 Spell Descriptions ........................................................ 280
Madwalker ................................................................. 138
Aberrant Arachnid Trail ....................................... 145 Chapter 5 - Optional Rules 294
Nightmare’s Augury Trail ..................................... 148
Training and Using Flying Mounts ............................ 294
Redeemer ................................................................... 178
Tanarean Pegasus ..................................................... 296
Shepherd ................................................................ 186
Tanarean Griffon ...................................................... 297
Doomspeaker ........................................................ 187
Tanarean Hippogriff ................................................. 298
Blessing List ........................................................... 190
Tanarean Drakes........................................................ 299
Simplified Classes ....................................................... 192
Teams ............................................................................. 300
Brawler ....................................................................... 192
Team Feature List ...................................................... 303
Mage .......................................................................... 196
Structures .................................................................. 304
Priest ........................................................................... 200
Legendary Rewards ...................................................... 316
Scoundrel .................................................................. 204
Heroic Mark and Arena Combats ............................... 318
New Subclasses ........................................................... 208
Bonus Subclass: Fighter ............................................... 322
Barbarian ................................................................... 208
Path of the Brutal Hunter .................................. 209
Path of the Penumbra ......................................... 210 Index 324

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Fabien Laurens (Order #42156009)


The World of Tanares heroes who saved Tanares and disrupted the Empire’s he-
gemony rose to prominence. These victorious champions
In Tanares, you’ll encounter a rich tapestry of characters
and creatures, from cunning spies and assassins to fire-breath-
The ruins of the Mystical Kingdom serve as a remind-
er of the dangers of the curse. Once a beacon of magical

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,

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Fabien Laurens (Order #42156009)


The inhabitants of the Penumbral Plane are creatures of assets, and secrets. As the Heroic Age unfolds, the choices and establish a magocracy in the northwest. In the south, the
horror, born from the corrupted souls of mortals that died loyalties of adventurers will determine the fate of Tanares. Lich Kalistessenâmun converted thousands to the ancient
carrying sins and dark emotions. Among these terrors, one At the core of the fierce struggle between factions lies the Ba-Ka faith, the god of magic and spirit. As other factions
can find cultists, emoguns, and penumbral dragons, each pursuit of the Vandanamalika, a majestic magical portal gained power, these two nations formed an alliance to protect
possessing unique and frightening abilities. Despite the created by a vast arcane circle and three enchanted towers against prejudice towards magic. Their goal is to construct
overwhelming dread of the plane, the Draconic Council built hundreds of miles apart. Its true power emerges when a Vandanamalika to use its power during the lunar perigee
has established towers and fortifications there, and some the moon aligns perfectly, forming a pyramidal triangulation to dismantle the Tanarean Magic Field created by the gods
kingdoms, gloomfolks, and barbarian tribes have managed to with the towers, unleashing divine-scale magic. Crafting Tamera and Bauron, allowing spellcasters to access the full
keep a foothold in the more hospitable regions, all protected such a marvel demands rare minerals like bauronite, tamer- power of magic and battle the Ungods.
by mystical monoliths that were created to shield them from anium, and Moonstone, along with the expertise of master Member Countries and Organizations: The Magocracy
the maddening influence of the plane. spellcasters and engineers. of Mage Tower (Reginheraht), the cirrus people, The
Two sinister factions, the Cult of Shadow Wing and the Factions race to construct a Vandanamalika first, each Theocracy of the Kepesh.
Watchers, vie for control in this realm of terror, each pur- having a unique vision of utilizing it to vanquish the Ungods. The Ungods: These ancient, eldritch beings aim to cor-
suing their own twisted goals. The power struggle within These cunning foes, however, sabotage the factions’ efforts, rupt mortals, as each individual who dies burdened with
the Penumbral Plane constantly threatens Tanares, as these staying poised to seize the magical circle should one near sins and negative emotions transforms into aberrations, like
factions seek to exert their influence on the material world its completion. A cold war unfolds as factions vie for re- the emoguns, under their control in the Penumbral Plane.
to gain an edge on their conflict. sources and territories crucial to building and activating the Engaged in a war with the gods for millennia, they have
As the Heroic Age dawns, the people of Tanares must re- Vandanamalika. Nevertheless, the fleeting moon alignment been steadily corrupting the world. If they were to obtain
main vigilant against the intrusion of these eldritch horrors. occurs within rare timeframes that span decades or centu- a Vandanamalika, they would use it to summon an avatar
Adventurers may face the dangers of the Penumbral Plane ries, varying across the regions of Tanares the circle is built. of one of the Ungods, unleashing chaos upon the world.
by venturing into it, or deal with the threat of otherworldly The Allied Forces: This faction upholds the principles of Member Countries and Organizations: The Cult of
creatures invading the material plane to cause chaos and de- goodness and justice, fighting for what is right. They intend Shadow Wing (Penumbral Plane), Penumbral Aberrations,
struction. To protect their world, they must brave the dangers to use the Vandanamalika to locate the legendary hero King the four Ungods.
of the Penumbral Plane and put an end to the machinations Malrok, who vanished millennia ago but is believed to still While the factions of Tanares are intricate and multifaceted,
of the sinister factions that threaten to devour Tanares and be alive and possess the power to defeat the Ungods. players and GMs need not become experts in every aspect
turn it into the seventh layer of their nightmarish realm. Member Countries and Organizations: Republic of to enjoy the world. Instead, focus on immersing yourself in
Freelands, the Stravian dwarves, The Celestianist Church, the factions that captivate your imagination and discover
The Kemet Invasion Realm of Yama, Sindile elves, The Relic Hunters Guild, Kolbjörn the exhilarating tales hidden within this dynamic setting.
Tanares was surprised by the Kemet Invasion, a sinister force revolutionaries.
propelled by ominous prophecies spread by a powerful ex- The Tanarean Empire: This faction advocates for the ne- Spycraft and Investigation
traplanar entity. The winter elves, once pure but corrupted by cessity of controlling people to prevent wars and establish an
In the world of Tanares, powerful factions engage in a cold
dark forces, descended upon Tanares like a tempest, leaving efficient society capable of resisting and battling the Ungods.
war fueled by the art of spycraft, as they can’t wage war.
a trail of destruction in their wake. The once empire-consol- They plan to use the Vandanamalika to empower Emperor
Information is a precious commodity, and each faction has a
idated land was thrown into turmoil, its inhabitants caught Baleroth to summon a vast army of devils, unify Tanares,
unique perspective on how to fight the Ungods. As a result,
off guard by the brutal and sudden attack. and combat the Ungods.
they struggle against each other over the methods employed.
As Tanares teetered on the brink of defeat, its bravest Member Countries and Organizations: Central Empire,
Spies lurk in every corner, shifting their battlegrounds from
heroes rose to the challenge. United in their bravery, they The Parliament of the Seas (Seashores), Kolbjörn Kingdom,
dank dungeons and narrow alleys to the dazzling ballrooms of
banded together to take down the kemet leader, Gullog, Ben’net region.
nobles and diplomats’ offices. These spies have mastered the
and save their realm from further bloodshed in the hope The Forces of Darkall: Once having attacked Tanares
use of magic in their subterfuge, employing illusions, mind
of avoiding a Malrokian Curse. They won the war, but the during the Kemet Invasion, these forces have returned with
manipulation, and enchanted objects to deceive their targets.
invasion had already taken its toll, leaving the empire weak- increased strength. The kemets forged a pact with Bás, the
On the other side, kingdoms and organizations employ
ened, and the unity of the continent shattered, resulting in goddess of winter and death, while Golgöggoth mobilized his
detectives and investigators who possess their own arsenal
a realm in disarray. army, the Watchers, to ensure the world remains uncorrupted
of tools and techniques to counteract the spies’ tactics. With
In the aftermath of the conflict, various territories claimed by the Ungods. This faction is willing to do whatever it takes
their sharp skills and deductive prowess, they navigate the
independence from the Empire, joining in factions, each to thwart the Ungods. Their current plan involves using the
intricate web of political intrigue, ferreting out the truth and
striving for power and control. The struggle for dominance Vandanamalika to bring Bás’s full power to Tanares, trans-
protecting their allies from harm. In this treacherous world,
was fought in the shadows through deceitful plots and cun- forming the world into an eternal icy wasteland and turn-
even trusted comrades may be concealing dark secrets.
ning espionage as the factions worked to maintain their hold ing all living beings into undead, which are immune to the
Despite the disagreements and conflicts generated by
over the fragmented land. Tanares hung in the balance as the Ungods’ corruption, thus sabotaging their plans for Tanares.
each faction’s desire for power and influence, they all share
power struggle between the factions escalated into a cold war. Member Countries and Organizations: The Kemets
the goal of dealing with the Cult of Shadow Wing and the
(Storm Islands and Darkall), The Watchers (Penumbral
Penumbral Plane while avoiding war at all costs, since
The 5 Factions Plane of Darkall).
it could cause a cataclysm. As the factions struggle for
The Arcanum: For a long time, wizards and sorcerers
Struggling for Power in Tanares faced persecution due to people’ fear of arcane
dominance, the heroes of Tanares are called upon to
balance their loyalties to their patrons, allies, and their
In the politically charged world of Tanares, five diverse fac- magic. Following the Kemet Invasion, the weakened Empire
own moral code.
tions vie for dominance, each possessing distinct objectives, saw the wizards of Reginheraht declare independence and

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Religions in Tanares A recent example of this is the transformation within the
Evolutionist Church. An angelic revelation exposed ancient Chapter 1 - Species the new subspecies of elves unique to Tanares, such as the
kemets, the summer elves, the autumn elves, and the spring

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

G od R eligion A lignment P ortfolio S uggested D omains


Aibidh, God of Autumn and Air Cuibhle NG Air, Autumn, Elves, Magic, Nobility Arcana, Knowledge, Tempest
Ba-Ka, God of Magic and Spirit Ba-Ka CN Arcanists, Ethereal Plane, Magic, Spirits Arcana, Chaos, Death
Bás, Goddess of Winter and Cuibhle LE Death, Elves, Eternity, Water and Winter Death, Grave, War
Death
Bauron, God of Punishment Celestianist LN Darkness, Hunting, Law, Moon, Punishment Grave, Order, Trickery
Church
Breith, God of Spring and Earth Cuibhle LG Earth, Elves, Forest, Spring, Vigilance Life, Nature, Protection
C'thraxis, Lady of Sins Cult of NE Deception, Fear, Manipulation, Pacts, Trickery
Shadow Wing Seduction
Dorsi, The Guardian God of Dorsism LG Dwarves, Forge, Guardians, Underground, Courage, Forge, Protection
Dwarves Virtues
Droggath, the Fleshspawner Cult of CE Monsters, Savagery, Slaughter, Summoning Death, War
Shadow Wing
Fruitful, the Fey Goddess Fruitlism CG Abundance, Faeries, Halflings, Hospitality, Nature, Protection, Trickery
Joy
Fumetsu Tenshikin Fumetsu Eido LG Courtesy, Honor, Justice, Ki, Loyalty Courage, Knowledge, Life
(not a true god)
Glorious one, The God of Valor The Path of CG Discipline, Endurance, Glory, Resolve, Courage, Light, War
Glory Traveling
Krynnethoth, the Mystical One Cult of NE Curses, Magic, Rifts, Rituals, Suffering Arcana, Death
Shadow Wing
Lumina, Goddess of Wisdom Luminism NG Knowledge, Art, Culture, Beauty, Gnomes Arcana, Knowledge, Life
Òigridh, Goddess of Summer Cuibhle CG Fire, Elves, Passions, Summer, Trades Courage, Light, Trickery
and Fire
Tamera & Bauron, God(ess) of Windspeakers CG Life, Magic, Progress, Punishment, Strength Arcana, Life, Tempest
Duality
Tamera, Goddess of Life Celestianist LG Good, Life, Light, Protection, Sun Courage, Life, Light
Church
The Nature Spirits, the World Spiritualism N Animals, Harmony, Nature, Plants, Spirits Death, Life, Nature
Souls.
Z'ulvath, the Shadow Wing and Cult of LE Corruption, Darkness, Madness, Penumbral Arcana, Tempest, War
Penumbral Father Shadow Wing Dragons, Psionics

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Dwarf moonstone to rebuild, neglecting their duty to defend the
undergrounds. Greed and fear caused schisms among clans,
The Stone Spirits Dedicated to restoring the magical runes and reestablish-
ing their subterranean network, the dwarves recognize the
Devouts of Dorsi, the Guardian God, upholding courage, hindering restoration and losing Dorsi’s protection. Some The Stone Spirits, eternal guardians of the dwarven people, tunnels’ immense value. Coveted by numerous factions for
wisdom, and dedication, they venerate the Stone Spirits - joined duergars, resulting in the loss of the Dorsian Forge. protect only those who embody Dorsi’s virtues. These awe-in- their unparalleled speed and unique trade networks, these
their legendary ancestors. Their sacred duty is to guard the The clans isolated themselves, and dwarves grew disillu- spiring spirits, ancestors, and ancient heroes can possess tunnels have the potential to revolutionize commerce and
undergrounds against the forces of corruption from the sioned. When the kemets invaded Tanares, three dwarves stone statues crafted in their likeness to defend their kin provide rapid aid to even the most remote regions.
Penumbral Plane. – Rurik, Huradrin, and Ukhumlim – heroically defended with the might of their prime. Though the dwarves permit other nations to access their
their people. After trials of courage, wisdom, and dedication, To create these statues, a moonstone core is essential, al- tunnels in exchange for respect and fair compensation, envy

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.

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Elf corruption and darkness. Each subspecies boasts unique
cultural practices and traditions, forming diverse and in-
of the Penumbral Plane, they discovered magic portals fu-
eled by the plane’s energies. In their desperate research, they
madness. Now vengeful and extremist, she uses her powers
over ice and her undead armies to fight the Ungods’ cor-

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

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Aibidh, the Lord of Autumn and King of Wind, is the god Although their extended lives offer many advantages, they penumbral creatures is an inherent part of their journey to number, are essential to maintaining balance in the world, as
of magic, nobility, and storms. His air elementalists followers can also make adapting to change difficult. Tanarean elves promote new experiences and combat the forces of darkness. they filter out negative emotions and combat the corruptive
are entrusted with the noble duty of destroying the Ungods’ may become stagnant, adhering to long-standing traditions Summer elves are particularly drawn to the company of influence of the Ungods.
spawns and protecting weaker elves. The autumn elves, with and ways of life. Despite this tendency, their awareness of humans, finding their constant change and strong emotions The health and color of the Mother Trees serve as a visual
Aibidh’s guidance, create flying cities and powerful illusions their own resistance to change motivates them to embrace captivating. They often live and travel between human cit- indicator of the world’s level of corruption. As the trees dark-
to battle the Ungods and their minions. These elementalists Elementalism. Through this devotion, they continually pro- ies, embracing their dynamic nature and thriving in their en, the spring elves know that it’s time to perform rituals using
hold “Storm-Hunting Gatherings,” where they form groups tect their world, combat the Ungods’ corruption, and strive diverse communities. This proximity leads to most of the rare herbs and their unique druidic magic. These cleansing
to enter the Penumbral Plane and slay its aberrant creatures to restore balance in Tanares, even in the face of challenges half-elves in Tanares being half-summer elves, a testament ceremonies purify the trees, enabling them to continue their
to gather magical energies for their flying cities’ protections. presented by an ever-evolving world. to the deep connection formed between them. vital work of filtering out corruption.
Breith, the Lord of Spring and King of Earth, is the god As natural wanderers, many summer elves become traders Spring elves have round facial features, and their hair is
of forests, vigilance, and renewal. His earth elementalists The Ancestral Elves and merchants. Their deity, Òigridh, views trade as an act usually brown or dark blond. They are shorter and slimmer
followers are responsible for guarding the world against evil that brings happiness to both parties involved, considering but possess more strength than meets the eye.
Rumors abound regarding ancient elven elders, concealed for
and the Ungods’ corruption while protecting nature. They it an essential means of spreading positivity and weakening Spring elves are led by the Guardians, an elite group of
millennia, who have recently emerged to guide their people in
are vigilant in their duties, ensuring the renewal of lands the Ungods. In their travels, summer elves explore new ex- warriors dedicated to defending their home forest. These
light of Gullog’s return. The origin of these rumors stems from
and the cleansing of corruption. At each full moon the earth periences, including diverse forms of art, unique individuals, skilled archers boast exceptional camouflage abilities, blend-
numerous reported sightings of resplendent elves, garbed in
elementalists partake in the “Ritual of Renew,” where they captivating music, and exotic drinks. They often establish ing seamlessly into their surroundings. Some Guardians wield
exquisite magical mithral, their eyes alight with unfathomable
bring rare life-imbued flowers and herbs to perform rituals of connections and relationships with various cultures, en- powerful arrows crafted from the branches of the Mother
wisdom. The true nature of these enigmatic figures remains
purification on a Mother Tree, restoring it from the damages riching their knowledge and understanding of the world. Trees, imbuing their attacks with potent mystical energy.
uncertain. Some conjecture that they are reminiscent of the
caused by constantly cleansing the corruption of the Ungods. Summer elves typically exhibit darker skin tones and All of their weapons are made from the enchanted wood
primordial elves, whose extended lifespans led them to with-
Before Bás’ madness, the elementalists of the four ele- beautiful black hair, often kept long and styled in intricate found only in Sindile.
draw from mortal conflicts, while others posit that divine
ments cooperated closely, sharing knowledge and resources ways. Their attire is as exuberant and expressive as their
directives kept them concealed. These venerable elves are
to combat the Ungods’ corruption. The fire, air, and earth personalities, frequently featuring fine, vibrant clothing that
reputed to wield power and knowledge beyond imagination,
elementalists still work in unison, and they hope to bring showcases their love for art and emotion. This striking ap-
with some accounts suggesting they were already ancient
all the winter elves back into the fold by returning them to pearance reflects their inner passion and the vivacity they
when they first arrived in Tanares thousands of years ago.
the practices of water elementalism and cleansing Bás of her infuse into every aspect of their lives.
Though supposedly few in number, their potential impact
vengeful madness. To this end, they perform joint rituals
and offer prayers to the elven gods, seeking their guidance
on the power dynamics among factions could be substantial. Traits:
The nature of their future alliances and ultimate objectives, Ability Score Increase. Your Charisma score is increased
and strength to restore balance in Tanares.
however, remains veiled in mystery. by 1. You can also increase one other ability score of
Elementalism is vital for the elves, as it enables them to
harness the powers granted by their gods to protect their your choice by 1, except for Dexterity and Charisma.
world and combat the corruption of the Ungods. By hon-
Elven Traits in Tanares: Ancestral Summer Magic. Through your people’s
oring their gods and embracing their Elementalism creed, Age. A Tanarean elf can live up to twenty thousand years. tradition and passionate spirit, you gain access
the elves strive to ensure the safety and balance of Tanares. They still reach adulthood at the age of 100, but never show to spells to influence others. You know one
any loss of health or sign of old age until their final days. enchantment cantrip of your choice. When
Incredibly Long Lifespans you reach 5th level, you learn a 2nd-level

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

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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.

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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

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Fabien Laurens (Order #42156009)


In addition to their guardianship duties, spring elves cul- Autumn Elves Winter Elves And Kemets Invasion caused a schism that split them into distinct fac-
tivate and nurture the trees that grow in the presence of the tions. Despite this separation, both groups share core cultural
Mother Trees. This special care results in the creation of en- Noble and aristocratic elves with exceptional mastery of Proud and obstinate elven necromancers, these militaris-
traits deeply rooted in necromancy and mastery over death,
chanted wood, a resilient and magical material with a wide magic, specializing in abjuration, illusion and wind. Their tic and hierarchical elves live alongside undeads and are
a knowledge they stole from the Kepesh.
range of applications. From weapons and shields to ships and knights believe in noblesse oblige, seen as their duty to com- currently divided by factions loyal to Gullog (kemets) and
The living and the undead coexist seamlessly in their cities.
buildings, this enchanted wood enables the construction of bat the Ungods and protect the weak. Baraelmer (winter elves).
Undead horses pull wagons, and mindless undead perform
items far stronger and more durable. menial tasks like cleaning or guarding locations. This inte-

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

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Fabien Laurens (Order #42156009)


Halfling During the Malrokian Kingdom era, many halflings joined
the realm, yet their villages stayed neutral. The Malrokian
she demanded the Archfeys make a pact with their elders.
The Archfeys would send faeries to guide and defend the
Recently, countries across Tanares have taken notice of
the halflings’ advanced farming techniques and their unique
Curious adventurers who love food, celebrations, and na- Curses were never able to affect the halfling farmlands, which halflings. In return, each town would hold a weekly banquet ability to magically enhance the land, shield their fields, and
ture. They worship Fruitful, a Feywild deity and have a Pact served as sanctuaries. honoring an Archfey, who would be their most esteemed regulate the weather on a large scale. Many nations seek to
with powerful faeries. Halflings are known for being mer- The Kemet Invasion brought a new challenge: an ancient guest. The extent of protection provided by the Archfeys is access these skills to boost food production and gain an
ry, friendly, and for hunting magical beasts. They formed a lich unleashed a necromantic plague evading faeries’ heal- directly proportional to the banquet’s merriment, giving rise advantage in the ongoing cold war, as it would sway public
Council of Nature to combat undead threats. ing abilities. Halfling farmlands were contaminated, crops to the legendary halfling parties across Tanares. opinion in their favor.
perished, and individuals turned undead. On the brink of Halflings excel at transforming simple celebrations into Occasionally, faeries bless or curse the giant fruits and

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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.

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Fabien Laurens (Order #42156009)


Human often falter in heeding the gods’ will, their devotion remains
true in their hearts.
Baleroth, a survivor from the Mystical Kingdom, estab-
lished the oppressive Tanarean Empire in alliance with the
a descendant with the potential to unlock exceptional di-
vine-like abilities.
The humans of Tanares possess fiery souls, feeling emotions While most humans direct their prayers to Tamera and Evolutionist Church, suppressing dissents to prevent wars The Ancient Blood, believed to be a gift from Tamera
intensely, which fuels their unparalleled determination. Their Bauron of the Celestianist faith, all gods and faiths have and penumbral corruption. Yet not even it endured the test and Bauron to combat the Ungods, grants its bearers ac-
versatility, numbers, and passionate spirits have shaped his- human followers, including the sinister Ungods that seek to of time, after the Kemet Invasion the Empire was fractured, cess to extraordinary powers beyond the scope of mortal
tory, giving rise to many kingdoms and the most legendary corrupt the world, as humans are the most common mem- heralding the Heroic Age as the continent split into inde- magic. Among notable humans, accomplished spellcasters
heroes and villains in history. bers of the ranks of cultists of the Cult of Shadow Wing, pendent regions. like Avelum, Torygg, Sara Sonata, and Queen Tyreen are
the followers of the Ungods. In a world torn by strife and Now, humans navigate a chaotic landscape, seeking their rumored to have drawn upon the Ancient Blood’s power,

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.

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Fabien Laurens (Order #42156009)


Uncommon Species Dragonborn Traits in Tanares: Valorus, the White Originator, is hailed as the Shield of
the Innocent. Adorned with silver-white armor, a shining
that their collective might will prevail against the darkness
that threatens Tanares.
Below we will present the differences of the uncommon classic Age. Dragonborn were created to be perfect soldiers, and longsword, and a massive shield, he protected countless
species in Tanares (dragonborns, gnomes, orcs, and tieflings) their cloning process results in them being born with the villages from the wrath of corrupted dragons during the Six Colors of Magical Clones
in relation to their descriptions in the materials of the 5th physical size and development of a 15-year-old human. war. His unwavering loyalty and commitment to protecting
Edition. It is worth remembering that the mechanical char- They reach biological adulthood by the age of 5, but are not Dragonborns, while each possessing unique individual traits,
the innocent make him an unbreakable bastion against the
acteristics of these species are provided in the basic books considered adults until they complete 15 years of training. share the appearance and some personality aspects of one
Ungods. He likes to disguise with a magic item to travel in-
of the aforementioned material. Dragonborn can live up to four thousand years. of the six original cloned heroes. A clone may be male or
cognito into small villages and towns, helping poor people,
When assuming the roles of half-elf or half-orc characters, female, regardless of the original’s gender, though the same
especially orphaned children, in need.
players should consult the sections of this book dedicated Dragonborn History Sylvara, the Green Originator, known as the Whispering
gender is most common.
to human, elf, and orc species in order to gain a deeper un- The six distinct dragonborn colors provide the Draconic
Wind, wears sleek green armor and wields twin daggers.
derstanding of the cultural nuances and societal intricacies. During the Godly Age, Tanares faced invasion from the Council’s army with the diversity needed to confront the
She infiltrated the heart of many Ungod strongholds during
Ungods. To combat this threat, the Draconic Council created Cult of Shadow Wing on various fronts. Dragonborns are
the war, retrieving vital information for war plans. Her wit
Dragonborn the dragonborn through a monumental magical act. Forty
exceptional warriors were mystically crafted, each possessing
and charm have allowed her to unite unlikely allies against
usually trained in the areas where they excel, resulting in
green dragonborn scouts and spies, gold dragonborn clerics
the dark forces. She loves gold and is always trying to build
a fragment of their creators’ power. and paladins, and red dragonborn dragonblades and fighters.
Clones of legendary heroes created by dragons over 3 mil- more wealth for herself, but she hates spending it.
After the first war against the Ungods, only six legendary
lennia ago, each dragonborn holds immense potential. While Zarkon, the Black Originator, is the Silent Shadow. Cloaked
dragonborn heroes emerged alive. These survivors became Red. Passionate and bold, red dragonborn embody camara-
they share unique characteristics based on their color, these in black armor, he wields a great bow capable of piercing
legendary heroes and revered elders of the Council. To re- derie and fearlessness. Resembling the legendary progenitor
individuals strive to establish their own identity without through the darkest of evils. His patience and wisdom al-
cover their army and keep the Ungod minions in check the Kaldris, they have fiery-red scales and muscular builds. They
losing pride in their legendary hero originators. lowed him to strike down many of the Ungods’ command-
Council used magic to clone the six heroes, creating new enjoy festivities and social gatherings, and have a high alcohol
ers during the war, his shots carrying deadly precision. His

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.

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Fabien Laurens (Order #42156009)


appearance. They value structure and efficiency but can be
arrogant. Respected for their problem-solving skills, they are
Black. Enigmatic and relentless, black dragonborns mir-
ror Zarkon’s jet-black scales and long horns, as well as his
Gnome their lost knowledge and artwork, embarked on a path of
reconstruction. Their commitment to Lumina’s divine pur-
indispensable assets in the fight against the Ungods. preference for concealing attire. They seek understanding pose has allowed them to weather these difficult times.
Scholarly and refined, gnomes are gifted in arts and intellect
Alternative Rule - Thalara’s Intellect. Ability Score and walk morally ambiguous paths. Their determination During the Kemet Invasion, many gnome cities were be-
by Lumina, goddess of wisdom.Dedicated to spreading wis-
Increase. Your Intelligence score increases by 2, and your and willingness to make tough choices create reliable allies sieged by undead forces, effectively cutting them off from
dom, culture, and beauty, they combat eldritch corruption
Wisdom score increases by 1. Requires GM approval. in the battle against the Ungods. providing direct assistance. However, a few individuals, such
indirectly through enlightenment and the transformative
Alternative Rule - Zarkon’s Versatility. Ability Score as the renowned composer Byot, did manage to aid the war
power of education.
White. Steadfast and honorable, white dragonborn share Increase. You increase four different scores by 1. Requires effort, though their overall presence was limited.

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

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Fabien Laurens (Order #42156009)


Enlightenment against The Academies of Light This has led to a thriving market teeming with intrigue, where
adventurers and thieves navigate the delicate balance between
Orc
Corruption In Tanares, the gnomes have founded the Universities of Light recovering ancient artwork, reclaiming stolen treasures, and Orcs are a strong and resilient yet misunderstood species,
In Tanares, gnomes uphold a principle that education is the in reverence to their goddess, Lumina. Renowned for their fulfilling the desires of patrons with varied motivations. The divided into four distinct clans with their own customs and
key to solving societal ills. They firmly believe that spreading rigorous entry exams, these institutions prioritize intellectu- legendary painter, Elothia Lightbrush, and sculptor, Vennara shamanistic practices centered on totem animals. They grap-
knowledge, culture, and fine arts will uplift and enlighten al merit over social standing or wealth. Students delve into Whitewill, are prime examples of artists whose lost works ple with internal strife and dark shamanism, both conse-
the world, reducing the likelihood of war, crime, and evil philosophy, medicine, arts, and mathematics, with a unique are highly sought after. quences of insidious Ungod manipulations.
taking root. In doing so, they aim to improve society and emphasis on dreamscaping—an innovative form of mental Newly discovered gnomish artists and artworks continue
weaken the Ungods’ grasp on the world, as these malevo- exploration using magically-induced shared dream realms. to surface, inspiring awe and fascination. Among these, the

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

Fabien Laurens (Order #42156009)


In response, the Ungods unleashed a mighty corrupted to protect the Red Mother and restore her authority, thus The Four Clans and supernatural abilities. These patterns can range from
ancient dragon upon the orcs. But the orcs triumphed, and unifying the orcs once more. simple symbols to elaborate, clan-specific designs.
then following the Red Mother’s visions they made a deal with This unity was short-lived, as the ambitious orc Vharzog, The four orc clans share a common hatred for the Ungods’ The potency of war paints relies on the shaman’s skill,
the dwarves to forge the Lava Axe, a legendary weapon that allied with the Cult of Shadow Wing and the Ungods, ma- spawns and Imperial forces, but each boasts distinct traits the ingredients used, and the totem spirits invoked. These
combined dwarven craftsmanship, orc shamanic powers, and nipulated events to gain power, ultimately killing the Red and traditions that set them apart. powers can offer enhanced resilience, heightened senses, or
the dragon’s blood. This weapon bolstered the orcs’ strength, Mother. Vharzog corrupted one of her disciples, secretly The Spiked Bones, protected by the Wolf Totem, excel as protection against penumbral corruption. In the struggle
enabling them to cause great damage to the Ungods’ armies transforming her into a Dark Shaman empowered by the mounted warriors, forging powerful bonds with their dire against the Ungods, these mystical war paints prove invalu-
and helping to push them back to the Penumbral Plane. Ungods. As the clans teeter on the brink of civil war, Katar wolf companions. Their shamanism centers on the connec- able, enabling orcs to counter dark forces with their distinct
Subsequently, the orcs established their first kingdom, the protects the true chosen disciple of the Red Mother, striving tion between orcs and animals, fostering a deep respect for spiritual magic.
Cauldron of Moritar. Flourishing under the Warlord and Red to preserve the orcs’ legacy amidst the growing darkness and nature. Skilled farmers, they adapt to the harsh desert rock When applied by the Red Mother are even stronger, war
Mother’s unified leadership, the kingdom expanded until the the Dark Shamans’ influence. lands, cultivating thriving agriculture. Paired with their worgs paintings shield orcs completely from the Penumbral Plane’s
cataclysmic Malrokian Curse, caused by corruption in the from a young age, they form lifelong bonds and treat them as corrupting influences and amplify their strength, transform-
northern human realms, devastated Tanares and destroyed The War against the Ungods family. Vengeful if wronged, the Spiked Bones avoid risking ing orc armies into a formidable force of battle.
nearly all civilizations. The orc kingdom fell, and their people their people’s safety in senseless conflicts.
fragmented into distinct clans, each with unique customs.
In ancient times, the orcs’ unyielding spirit and deep connec-
tion with the spirits of the land served as formidable weap-
The Stone Fangs, guided by the Naja Totem, are expert The Dark Shamanism
The Ungods, recognizing the orcs’ power when united, hunters who employ stealth and cunning in their rocky do-
ons against the insidious Ungods. Their shamanic powers main. They specialize in crafting and using poisons. Their Once united under the guidance of the Red Mother, her
sowed discord among the clans, inciting strife over the Lava
and exceptional courage provided them with innate resil- shamanistic practices emphasize the delicate balance between two apprentices, Grizza and Xateri, set out to learn from
Axe and diminishing the Red Mother’s influence. But during
ience to corruption, particularly when they united against hunter and prey, recognizing that roles may shift at any mo- their spiritual leader. Grizza, the youngest and more com-
the Imperial Age, marked by the rise of the Tanarean Empire,
a common enemy. ment. Their nomadic lifestyle, dictated by animal migration, passionate, was shy and clumsy, while Xateri, the oldest and
the oppressed orcs gradually united. During the Kemet
Adorned with intricate war paintings crafted by shamans, makes them intimately familiar with their territory’s secret more experienced, struggled with fears and insecurities due
Invasion, the orc hero Katar seized the Lava Axe, pledging
the orc warriors exuded immense resilience and power on routes and passages. The Stone Fangs possess a rich oral to her parents pressuring her to excel and become the new
the battlefield. When united under the Red tradition of medicinal herb knowledge, honed by constant Red Mother.
Mother’s guidance, their war paintings adaptation to new environments. Vharzog, a cunning and ambitious orc, exploited Xateri’s
endowed them with immunity to the The Hot Bloods, under the protection of the Vulture vulnerabilities, nurturing her envy and anger, convincing
Penumbral Plane’s corruption and Totem, scavenge weapons and tools from humans, elves, her she was the rightful Red Mother. He warped her be-
unparalleled strength in combat. and taii’makus. Their warrior-oriented culture values courage, liefs, ultimately corrupting her into a Dark Shaman wielding
When the Ungods first in- resilience, patience, self-control, and strategic use of fury. Ungod-linked powers.
vaded Tanares, the orcs Their shamanism focuses on mental and physical endurance With Xateri’s new powers, Vharzog secretly orchestrated
faced overwhelming odds and seizing opportunities. The Hot Bloods maintain a struc- the Red Mother’s assassination and proclaimed Xateri her
yet fought valiantly to tured approach to teaching, with elderly warriors becoming successor, showcasing her impressive, but secretly tainted,
avenge their fallen kin. revered instructors. This instills deep respect for elders and shamanic powers. But before Vharzog could eliminate Grizza,
Observing their incredible fosters strong connections between brothers in arms, forming the only opposition to Xateri’s rule, Katar intervened, saving
power, the Ungods cunningly lifelong friendships. Warlord Katar, a hero who defended her and placing her under his protection. Believing Grizza
devised strategies to divide the Tanares during the Kemet Invasion, hails from this clan. carries the true spiritual legacy, Katar regards her as the
orcs and sow discord among their Finally, the Strong Fists, protected by the Scorpion Totem, rightful Red Mother. Meanwhile, Vharzog’s puppet Xateri
ranks, understanding that a unified embody physical prowess and live by a code of simplicity and secretly leads the Dark Shamans, whose corrupted shamanism
orc nation posed a grave threat to their strength. Though they may appear unrefined and intimidat- infiltrates the Strong Fists and Spiked Bones clans, poisoning
dark ambitions. ing, their shamanism revolves around leading simple lives susceptible orcs.
Despite the orcs’ fortitude, the Ungods and enduring its hardships. They train their young to con- Though the simple-living Strong Fists were difficult to cor-
tirelessly worked to weaken and fracture ceal emotions and avoid material desires. Their shamanism rupt, Xateri secretly tainted their spiritual Totem using pow-
the orc clans. These eldritch entities are well is rooted in humbleness and minimalist lives as a means of erful Ungod artifacts procured by Vharzog in the Penumbral
aware of the looming danger posed by a avoiding corruption, emphasizing the importance of dis- Plane with the help of Shadow Wing cultists. Consequently,
united orc army capable of breaching the covering one’s true path in life. the Strong Fist shamans’ visions were manipulated by dark-
Penumbral Plane and challenging their ness, leading them astray.
spawns in their own domain. If the orcs The War Paints Vharzog’s ultimate plan is to steal the Lava Axe from Katar
could overcome internal strife and and betray the Ungods, believing the artifact’s power would
stand united, they would emerge as War paints hold a revered position in orc culture, deeply render him unstoppable. However, the wise Ungods are not
a formidable force that the Ungods connected with the mystic practices of shamanism. Created easily deceived and keep a close eye on him, ready to strike
dare not underestimate. from minerals, plants, and animal extracts, these pigments should he betray them.
harbor potent spiritual energy when combined and painted As the orcs stand divided, dark shamanism threatens to
by shamans near their clan’s totem. unravel them from within—a sinister force that could undo
Shamans from each clan use war paints to bless and em- everything they have fought for over millennia.
power their fellow orcs for battle. They adorn warriors with
intricate designs that signify clan heritage, totems, and stories,
channeling the spirits’ energy to confer protection, strength,

30 31

Fabien Laurens (Order #42156009)


Tiefling of hope, they persevered, navigating the labyrinthine paths
of the multiverse.
Lastly, the enigmatic Eldritch Chain technique, known
solely to the elders of the Goetus tieflings, allows them to
millennia. At its core is the Eternal Labyrinth, a sprawling,
ever-changing maze harboring a profound secret.
Eventually, these exhausted travelers found a forgotten forge dark spiked chains adorned with mystical symbols and The labyrinth constantly reshapes its twisted passages,
Cursed descendants of an ancient unholy pact, they seek re-
plane where Caeldolor, the god of redemption and martyr- imbued with their own cursed blood. This potent magic item thwarting any attempts to map it. Rumors suggest that a hid-
demption through penance and self-sacrifice, expiating their
dom, granted them sanctuary within his temple’s sanctum. can bind defeated emoguns and other penumbral creatures den chamber, the Sanctum of Eternity, lies within, housing
sins to avoid attracting demons. Wielding dark mystical arts
The tieflings devoted themselves to Caeldolor, transform- into servitude, compelling them to fight against their own an ancient artifact known as the Celestial Tear. This pow-
and zealous faith they combat evil and protect their souls.
ing the temple into an ever-expanding fortress of penitence kind on behalf of the chain’s creator. erful relic can summon an army of celestial beings, a force

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.

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cirrus experiences a divine revelation, imbued with a virtue darkness. The cirrus fought with valor, striving to avert an-
they must embody and pursue throughout their lives. This other Malrokian Curse that could obliterate their world.
revelation directs their path, and the majority join a Zephyr In the present age, the cirrus serve as enigmatic and formi-
Knight order aligned with their bestowed virtue. Cirrus who dable guardians, their unwavering devotion to their celestial
abstain from joining an order at adulthood become outcasts, mission shaping their actions. Amidst a world teetering on
living in exile from their kin and seeking their life’s mean- the brink of ruin, they symbolize virtue and chivalry, reso-
ing independently. Some reject their calling, while others lute protectors against the relentless threat of the Ungods.
embrace it further, believing their destiny lies beyond the The seven Zephyr Knight Orders epitomize the cirrus spe-
preconceptions and dogmatism of the orders. cies, their distinct virtues and combat techniques bolstering
Their foes, the abhorrent Ungods, represent a desecration their collective might. Complex webs of loyalty, rivalry, and
of existence, a force the cirrus have vowed to eliminate. These collaboration interlace a vibrant tapestry of unity among
extraplanar deities radiate a corrupting influence, intent on them. Their enduring faith in the gods, coupled with an
unraveling the fabric of reality and heralding an age of mad- ancient mastery of both arcane and divine magic, readied
ness. Against this unfathomable menace, the cirrus stand the Cirrus to confront the omnipresent darkness. United in
resolute, united under the banners of their knight orders and their celestial purpose and unyielding in their commitment,
driven by the unwavering conviction of ultimate triumph. they stand vigilant to safeguard the fragile balance of their
world. Shaped by divine will and hardened by adversity, the
Cirrus History cirrus bear the undeserved stigma of their people, distrusted
by many, even as they valiantly defend the mortal realms
In the dawn of the Godly Age, when angelic hands aid-
from the insidious corruption of the Ungods.
ed sculpting the foundations of creation, the cirrus species
intertwining the stark contrast of light and
darkness into an unbreakable bond.
emerged—blessed with celestial grace by the angels and en-
trusted to share the divine word among mortals. However,
The First Spellcasters
Held together by honor, the cirrus destiny’s path twisted, and they were summoned to war Throughout the annals of history, the cirrus have distin-
adhere to a stringent code of chiv- against the looming darkness of the Ungods. As the Ungod guished themselves as the first mortals to pray for the gods,
alry and virtues, each exemplified Invasion began, the cirrus mustered their unwavering faith and the earliest scholars to unearth the secrets of wizardry.
by the unique orders of the Zephyr and resisted the malevolent tide. Yet, faith alone proved They seamlessly interlaced magic into the essence of their
Knights. These orders represent the insufficient; they were driven to forge weapons, establish civilization, forging a society where the might of arcane arts
cirrus’ unfaltering commitment to the essential principles knightly orders, and ultimately, unravel the enigmas of magic and divine power is entwined with their chivalrous way of life.
bestowed by the gods, forging a unified front against the and wizardry. Thus, the cirrus unveiled their true potential, Renowned for their mastery of all forms of magic and their
otherworldly monstrosities known as the Ungods. merging arcane prowess with divine conviction to confront unyielding determination to obliterate the Ungods and their
To the cirrus, the dichotomy of arcane and divine magic the Ungods’ servants. The Zephyr Knight Orders were born, nefarious servants, the cirrus strive to pierce the enigmatic
transcends mere choice in spellcasting, representing the very eternal adversaries of the Ungods. Tanarean Magic Field. They believe that this untamed and
essence of their duality. Arcane symbolizes logic, reality, and The cirrus, as the first denizens of Tanares to wield magic, raw power holds the key to vanquishing the Ungods once
physicality, while divine signifies wisdom, spirituality, and taught other species the gods’ will and the potency of arcane and for all. While many other species consider this a great
Cirrus transcendence. This harmonious equilibrium permeates every
facet of their lives, shaping their beliefs and guiding their
arts after the initial Ungod invasion. Guided by Zafara, a
revered elder, the cirrus significantly contributed to the as-
taboo, for the gods themselves established the Tanaren Magic
Field, no condemnation has ever deterred the cirrus from
actions in the ceaseless battle against the forces of insanity cension of the Malrokian Kingdom, endorsing its quest for pursuing their belief in this divine mandate to find ulti-
Bearers of two souls and two personalities, these angel-like be-
emanating from the Penumbral Plane. unity and prosperity. Yet the Ungods’ insidious corruption mate magic power.
ings organize themselves in knightly orders dedicated to erad-
The unity of all Zephyr Knight Orders, distinguished by infiltrated the kingdom’s heart, heedless of the cirrus’ dire The chivalric orders of the cirrus exemplify their ingenious
ication of the Ungods and to accomplish their divine calling.
unique colors and virtues, forges the cirrus into an indom- warnings. The blind nobility instigated a catastrophic war, and diverse mastery of magic. Each order embodies a unique
itable force against the Ungods. Through their mastery of inflicting untold suffering upon their people, empowering fusion of virtues and magical expertise, reflecting the rich
“We do not hail from the heavens, yet we carry a celestial man-
arcane and divine energies, they display an unrivaled com- the Ungods, and ultimately unleashing a cataclysm that frac- complexity of cirrus society. Orders bearing black banners
date. We have savored the bliss of serenity and divine favor,
mand of magic, reinforced by their unfaltering dedication to tured the continent and nearly eradicated all civilizations. excel in arcane spellcasting, while those with white banners
as well as the harshness of adversity and decay. As each sun
their cause. Amidst adversity, the cirrus stand strong, their The cirrus were unjustly vilified for the kingdom’s demise, champion divine spells. As per time-honored tradition, every
rises, we venture into fresh encounters and acquire precious
unity forming an impervious bulwark against the corrupt- their mastery of arcane magic twisted into a malevolent force cirrus is expected to join one of these orders upon reaching
insights that we ought to cherish and impart. Just as a single
ing influence of the Ungods. Though their various knightly responsible for the Malrokian Curse. Persecuted and exiled, adulthood, undergoing rigorous training as squires before
feather cannot take flight, but a pair can, dual spirits must
orders may harbor diverse opinions and occasionally clash, the cirrus retreated to distant mountains, vowing to avoid ascending to the esteemed ranks of knights. Though most
unite to uncover that which remains hidden from plain sight.”
the Zephyr Knights remain united in their battle against the further strife. embrace the path of spellcasting, not all choose this calling;
Zafara, Elder of the Order of Celestial Balance.
sinister eldritch beings. As the mournful shroud of the Fallen and Imperial Ages many cirrus adeptly balance their magical prowess with for-
In a realm beset by insidious corruption, the cirrus arise as The celestial nature of the cirrus transcends mere aes- covered the world, the cirrus withdrew into isolation, refining midable physical combat skills.
unwavering guardians against the relentless encroachment thetics; it instills within them an innate sense of purpose, their knowledge and abilities within their hidden sanctuaries. Magic is woven into the very fabric of cirrus culture,
of malevolence. These celestial-like beings, akin to angels, guiding their crusade against the encroaching darkness. As When the Kemet Invasion threatened to unravel the fabric molding their society and their relentless battle against the
captivate with their clear blue skin and the majestic wings embodiments of balance and harmony, they comprehend the of their world, they emerged from seclusion, wielding their Ungods. Their insatiable thirst for arcane knowledge and
of their elders. The cirrus embodies the duality of arcane significance of divine order and strive to reestablish equilibri- arcane and divine prowess as a bastion against encroaching divine wisdom has led them to craft potent rituals, capable of
and divine forces, as two souls meld within a single form, um where corruption seeks to take root. In their youth, each decimating their foes and shielding their people. The cirrus’

34 35

Fabien Laurens (Order #42156009)


groundbreaking utilization of magic has bestowed upon them mysteries of forbidden knowledge, employing divination Ivory Redemption’s Oath: fighters, paladins, and redeemers, driven by their faith in
a distinct advantage in their ongoing conflict against the magic to unravel the cosmos’ deepest secrets. They traverse “Through healing and redemption, we mend the world.” divine power to ultimately triumph over the Ungods.
Ungods, and their unyielding determination to unravel the the lands, often alone, in pursuit of truth, reporting their dis- “No soul is beyond salvation, no living body beyond recovery, Golden Light’s Oath:
enigma of the Tanarean Magic Field bears witness to their coveries to secret headquarters hidden throughout Tanares. no heart beyond soothing.” “Through the darkest night, the light of the Golden
unrelenting pursuit of ultimate triumph. The order’s ranks are primarily composed of bards, clerics, “Our light pierces the darkness, our compassion conquers Light shall shine.”
As a species that has constructed its very existence upon sorcerers, warlocks, and wizards, but some rogues and mad- the suffering.” “Let our hope be the shield that guards the hearts of the weary.”
the foundation of magic, the cirrus exemplifies the limitless walkers exist in the order. Relations with other Orders: “I shall journey, and where I tread I will inspire
potential of arcane and divine power. Azure Seeker’s Oath: Champions of compassion, they find kinship with the hope and heroism.”
“Through wisdom and understanding, we shall overcome.” Golden Light’s inspiring nature and the Emerald Guardians’ Relations with other Orders:
The Cirrus Orders “No secret shall remain hidden, no knowledge forbidden.” dedication to the natural world. They disapprove of the Purveyors of hope, they respect the healing capabil-
“In searching for destiny, we confront the shadows of the past.” Crimson Judgment’s ruthless tactics and are wary of the ities of the Ivory Redemption and the courage displayed
In the face of the insidious threat posed by the Ungods, the
Relations with other Orders: Azure Seekers’ dabbling in dangerous knowledge. by the Ebony Shield. They are suspicious of the Crimson
cirrus species has given rise to seven illustrious orders of
Seekers of knowledge, they appreciate the wisdom of the Judgment’s ruthless methods and are cautious of the Celestial
Zephyr Knights. Each order is bound by its distinct virtues
Celestial Balance and the courage of the Ebony Shield. They Order of the Golden Balance’s neutrality.
and focus, which they contribute to the greater cause. In
are wary of the rigid Crimson Judgment and the Emerald Light [Chaotic/Good]
unison, they stand as a formidable bastion against the en-
Guardians, fearing their strict adherence to law and faith Virtue: Hope Order of the Celestial
croaching darkness.
may hinder progress. Arrayed in luminous white and gold, the Order of the Balance [Neutral]
These knights frequently take to the skies on impeccably
Golden Light serves as a beacon of hope and inspiration to Virtue: Temperance
trained flying steeds. Their majestic feathered giant eagles are Order of the Ebony Shield the Zephyr Knights. These intrepid individuals and small Shrouded in white and black, the Order of the Celestial
a source of pride for the cirrus, but higher-ranking knights [Lawful/Neutral] groups venture forth to vanquish evil, uplift the common Balance represents the delicate equilibrium between the op-
may ride even more exotic mounts. Some have earned the
Virtue: Courage people, and discover and mentor potential heroes. Believing posing forces of arcane and divine magic. Most of the adept
privilege of astride powerful Tanarean drakes, tamed with
Garbed in black and gray, the Order of the Ebony Shield that all species can produce exemplary individuals, they roam spellcasters are proficient in both styles of magic, striving
utmost dedication and care. These formidable creatures are
stands as the dauntless defenders and protectors of the Zephyr the world spreading light and fostering goodness. The order to maintain harmony within themselves and among the
often captured in battle and brought to the secluded moun-
Knights. Relying on their mastery of defensive magic and is predominantly comprised of devout barbarians, clerics, Zephyr Knights. The order consists mostly of clerics, wizards,
tains, where the knights endeavor to forge a profound and
tactical expertise, they fortify the cirrus people against the
unbreakable bond with the beast.
Ungods’ relentless onslaught. They guard the most strategic
Order of the Crimson fortresses, with their armies consisting of heavily-armored
fighters and paladins on the front lines, supported by wizards
Judgment [Lawful/Evil]
and sorcerers wielding protection magic from the rear. They
Virtue: Justice
are always the first to arrive and the last to leave a battle.
Clad in somber shades of black and red, the Crimson
Ebony Shield’s Oath:
Judgment serves as the implacable enforcers of laws for the
“In the face of darkness, we stand unbroken.”
cirrus people. They willingly sacrifice their own well-being to
“We shield our allies, we protect the world from chaos.”
uphold the law against the chaotic influence of the Ungods.
“For every scar we bear, our resolve is fortified.”
Their unyielding methods, rooted in the dark arts of torture
Relations with other Orders:
and blood magic, are dedicated to purging the corrupt at any
Defenders of the realm, they admire the Crimson Judgment’s
cost. While most members of this order are arcane magic
strict enforcement of law and the Ivory Redemption’s focus
wielders, such as sorcerers, warlocks, and wizards, there are
on healing. They are skeptical of the Azure Seekers’ pur-
also many fighters in its ranks.
suit of forbidden knowledge and the chaotic methods of
Crimson Judgment’s Oath:
the Golden Light.
“With blood, we bring justice; with sacrifice, we find strength.”
“No lawbreaker shall escape the Crimson Judgment.” Order of the Ivory Redemption
“The cost of mercy is chaos; the price of justice, unrelenting.” [Neutral/Good]
Relations with other Orders:
Virtue: Charity
Enforcers of law, they respect the disciplined Ebony Shield
Cloaked in pristine white and silver, the Order of the Ivory
and the faithful Emerald Guardians. However, they distrust
Redemption embodies compassion as healers and spiritual
the unpredictable Azure Seekers and the overly compassionate
guides among the cirrus knights. Their primary objective
Ivory Redemption, seeing their methods as chaotic and weak.
is to protect the vulnerable and minimize losses in battle,
Order of the Azure Seekers ensuring the Ungods’ devastation is contained. Among their
ranks are clerics, paladins, monks, redeemers, druids, and
[Chaotic/Neutral]
rangers. They operate hospitals that offer free treatment to
Virtue: Prudence
all, yet to adventurers they often request small favors in
Adorned in black and blue, the enigmatic Order of the
exchange for their help.
Azure Seekers are scholars and truth-seekers among the
Zephyr Knights. Believing that to fight the Ungods one needs
knowledge and preparation, these arcanists delve into the

36 37

Fabien Laurens (Order #42156009)


sorcerers, bards, and redeemers. They approach all matters
with an open mind, seeing the world in shades of gray. The
reliance on torture and blood magic, and the Golden Light’s
chaotic tendencies.
Sharing A Body Cirrus Traits
cirrus judgments are presided over by the highest-ranking The two forms of a cirrus are unique, each considering the Two In One. When creating a cirrus, you must create two
members of this order, who ensure neutrality and a com- Order of the Emerald other form as another part of their being. For a cirrus, it is distinct character sheets, one representing your Tamerian side
prehensive worldview. Guardians [Lawful/Good] so natural to share two forms that they find it strange that and another representing your Bauronean side. Throughout a
Celestial Balance’s Oath: Virtue: Faith individuals of other species are always the same person. day, you will use only one of these character sheets, keeping
“In balance, we find harmony; in harmony, we find strength.” Dressed in white and green, the Order of the Emerald • A cirrus always treats their other form as a distinct person, the other stored, and you must switch to the other immedi-
“Let none tip the scales unjustly, lest chaos reign.” Guardians exemplifies unshakable faith. These devout clerics, and it is common to hear them say things like “Oh, Torrus ately after the first long rest performed in a 24-hour period
“Through diplomacy and wisdom, we shall mend the rifts druids, fighters, paladins, and rangers are dedicated to safe- did that again?” or “This is something that Arven would (counted from the time the last long rest where you changed
that divide us.” guarding the sanctity of the natural world and combating the love to see.” your character sheet began). Both character sheets have the
Relations with other Orders: corrupting forces of the Ungods. They believe in protecting • A cirrus is aware of their short time in each form and makes same amount of experience, ensuring they will always have
Harmonizers of magic, they appreciate the Azure Seekers’ the divine creation above all else and see themselves as the the most of the time before the other form takes over. the same character level. The benefits granted by a long rest
pursuit of knowledge and the Emerald Guardians’ devotion gods’ chosen exemplars. For them, the will of Tamera and • Cirrus remember the day lived by the other form as if will apply to the character sheet that will assume control
to nature. They are uneasy about the Crimson Judgment’s Bauron must be upheld, even above the struggle against they had seen the situations in the third person, as mere after it is performed. Magic items attuned to one side will
the Ungods, as only through their guidance can ultimate spectators of the other’s life. That’s why many of them like not be attuned to the other. Some effects will apply to both
victory be achieved. character sheets, regardless of their origin. They are:
to talk to the other form out loud so that the other form
Emerald Guardians’ Oath: can hear them. If they prefer to be discreet, they write a • Effects with a duration counted in days;
“Our faith and values shall be the bulwark note or something similar. • Effects that cause loss of a limb, such as a hand or arm,
against the encroaching darkness.” • It is quite common for the two forms to have different for example;
“By the gods’ grace, we shall shield the living functions and responsibilities, understanding that each • Curses or any effects related to the soul;
world from corruption.” is, in fact, a different being. Generally, one form of cirrus • Levels of exhaustion. If a level of exhaustion is gained or
“As stewards of nature, we shall preserve and does not take responsibility for the actions of the oth- lost by one character sheet, it will be gained or lost equally
defend its sacred essence.” er form, as they consider themselves unique beings, and in the other; and
Relations with other Orders: sometimes they disagree with each other’s decisions, al- • Death.
The Order of the Emerald Guardians, pro- though they often agree on some things that require their
tectors of nature, hold the Ivory Redemption’s body to commit daily, such as adventuring in a group or Ability Score Increase. In one of your character sheets,
compassion in high regard and respect the lawful increase one ability score by 2 and another ability score by 1.
belonging to a team.
nature of the Crimson Judgment and Ebony Do the same in the other character sheet, but with different
• The sense of urgency is common among cirrus, as they
Shield. They are cautious of the Azure Seekers’ abilities from the two chosen in the first.
know that their actions must be limited to a single day.
pursuit of forbidden knowledge and the • The two stats you increased on the first sheet cannot be
They are generally respectful and have a lot of love for
Golden Light’s chaotic ways. chosen on the other sheet (if you placed 1 on Dexterity
one form to the other, despite the enormous differences,
on sheet A, you can’t place 1 or 2 on Dexterity on sheet B).
because they understand that they are codependent.
In general, the orders’ relationships are Age. Cirrus become adults at 20, but they live much longer
shaped by their virtues and how they Cirrus Names than humans, reaching 400 years.
view the balance between law and chaos, Alignment. In their Tamerian form, cirrus tend to be
good and evil. While some find common Simulating the sound of the wind, the vast majority of cirrus loyal. Already in their Bauronean form, cirrus pull towards
ground in their shared beliefs, others names have one (or more) “S” sounds. In addition, they pre- chaotic personalities.
are at odds due to differences in their fer vowels, which “run free” in the air, than hard, truncated, Size. Cirrus are taller than humans, standing well over
methods and priorities. This dynamic and ephemeral consonants. 6 to 7 feet tall and averaging 210 to 250 pounds. Your
creates an intricate web of alliances and Male Names: Assiz, Ossaez, Sans, Sayöes, Saëzz, Zianis, size is Medium.
rivalries, highlighting the complexity Zarekis, Zenthar, Szarion, Szarys, Zeraxus, Zythas, Zelaris, Speed. Your base walking speed is 30 feet.
of their intertwined existence. Sazriel, Zephys, Szalyn, Zorinax. Darkvision. Accustomed to dark mountains and the night
cirrus’ Order Paladins: The GM Female Names: Aziza, Sarah, Sazis, Se-ena, Siff, Zafara, sky, you have superior vision in dark and dim conditions.
might allow a cirrus paladin to sub- Zoe, Zoza, Sylzara, Zaelis, Sazira, Zarithas, Sylzeth, Zorintha, You can see in dim light within 60 feet of you as if it were
stitute part or the entirety of its Sylzana, Szanara, Sylzix. bright light, and in darkness as if it were dim light. You can’t
Clan Names: They carry a title such as Skyborn or discern color in darkness, only shades of gray.
paladin’s oath for the principles
Fallenangel. Additionally, if they are a follower of the High Mountain Living. You have proficiency in Animal
of his order’s oath.
Windspeakers, they may also indicate which of the Four Handling and Athletics.
Winds they belong to. Winged Soul. At the 7th level, your connection to your
celestial creation becomes stronger and a pair of wings is
born from your back, granting you a flying speed of 30 feet.
Languages. You can speak, read, and write Common
and Auran.

38 39

Fabien Laurens (Order #42156009)


while their culture challenges societal norms, rarely respect- With the Patriarch’s help, the gloomfolk staged an upris-
ing institutions or authority figures. This stems from their ing, freeing themselves from the cult’s grasp and emerging
oppressed past, which birthed a deep passion for freedom from the Penumbra. They found sanctuary in the subterra-
and a profound distrust of authority and control. Their so- nean realms of Undertanares, where they formed hives and
ciety eschews propriety; everything belongs to the hive, not adapted to their new forms well suited to darkness. Nestled
individuals, and they reject materialism, embracing alterna- within the labyrinthine tunnels, the gloomfolk nurtured an
tive lifestyles and artistic expressions that deviate from the unwavering loyalty to their hives, erecting them upon the
norm. Their indomitable spirit is reflected in their love for sheer faces of fathomless chasms to deter hostile beings. They
loud, fast-paced, and aggressive music, featuring powerful forged alliances with the dwarves, and even some goblinoid
drums and shouting vocals. tribes, while interacting little with the surface dwellers as
Organized into various roles, gloomfolk society includes they were engaged in fierce combat against the Shadow Wing
crafters, hunters, guardians, child-carers, elders, cultiva- cultists, who unleashed a myriad of monstrous creatures and
tors, mystics, and scouts. Each member plays a vital role penumbral rifts throughout Undertanares.
in their communal existence, free to change occupations To further their hunting, the gloomfolks also established
as their desires and knowledge evolve. They prefer creative hives within the Penumbral Plane itself, using arcane pylons
pursuits and self-reliance over dependence on others. While devised by the Draconic Council to create sanctuaries pro-
they welcome other species into their hives, trust must be tecting their villages. To this day they continue to explore un-
earned, and treason is the gravest taboo, met with the harsh- charted underground realms and venture into the Penumbral
est consequences. Plane, seeking vengeance against the Ungods searching
United in their unique culture, the gloomfolk support and long-forgotten secrets that can help them in their quest.
Earn our trust, and we’ll be by your
uplift one another, embodying freedom and an indomitable Their ultimate goal is to end Bellara and avenge their kin.
side in battle and beyond, fighting
will to survive, even amidst darkness and horror. Their keen
‘til our final breath. But remem-
ber, if you stab us in the back,
reflexes and survival instincts were honed during their en- Hunters of Penumbral
the shadows themselves will
slavement in the Penumbral Plane, under the cruel Cult of Creatures
Shadow Wing. This experience shaped their unapologetic
turn against you. So, are Empowered by the cruel experiments imposed upon them
attitude, strong and independent demeanor, and willingness
you prepared to face the by Bellara and the Cult of Shadow Wing, the gloomfolk now
to confront challenges head-on. Now liberated, their hearts
darkness with us? wield their formidable abilities to combat their former op-
burn with the desire to survive, to thrive, and to take revenge
Vyxendrak-rar, leader of on those who enslaved and twisted them into the fearsome pressors. For generations, these vengeful souls have honed
the Invisible Patrol Hive. beings they are today. their hunting prowess, relentlessly preying on the malevolent

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

Fabien Laurens (Order #42156009)


darkness and ability to navigate challenging terrain grant and duty, with gloomfolk resolute in their willingness to lay Gloomfolk Names on these attack and damage rolls. These improvised weapons
them an invaluable edge, enabling them to exploit their sur- down their lives to protect this sacred object. are also considered unarmed strikes for any relevant bonus-
roundings to devastating effect. Within the embrace of their hives, the gloomfolk forge a Youngsters are given a temporary name, and receive their es. The GM can decide on the weapon damage die, typically
Equipped with venomous stingers and robust chitin exo- profound sense of belonging and interconnectedness. They full name only after they undergo the Ritual of Initiation. ranging from 1d4 to 1d8.
skeletons, the gloomfolk’s scorpion-like forms are perfectly draw strength from the knowledge and experiences of their Names have a common translation to rudimentary words Additionally, you can make an attack with your pincers
adapted for hunting penumbral creatures and aberrations. ancestors, as well as the unyielding bonds that unite them with no complex meanings, and are not separated by sex, or stinger as a bonus action once, regaining its use after a
The toxin they initially developed during their escape plans with their fellow hive members, crafting a resilient and vi- serving any gender. The most notable members of each clan short or long rest.
is still crafted and employed by them, utilizing their innate brant society. Adventurers seeking to learn the secrets of are always given the “-rar” suffix. Phonetically, they have a Adapted Organism. You have resistance to poison dam-
venom as a crucial ingredient. Impressively, this poison the Penumbral Plane may find the gloomfolk’s knowledge habit of pronouncing the “R” drawn out and “scratched” in age and have advantage in saving throws against any type of
demonstrates efficacy against even the Ungods’ spawn that and skills invaluable. the throat. poison. Furthermore, you are immune to poisons naturally
are immune to all other toxins. This ingenious weapon, which Male and Female Names: Zorndraxis, Faelosith, produced by gloomfolks.
played a pivotal role in their emancipation, continues to be The Gloomfolk Rituals Ulltharion, Lythirax, Gormirax, Krythiorn, Maelthorn,
vital in their relentless battle against the Ungods and the Oryndar, Zephythos, Valtharion, Kethraxis, Nethrakos,
While the gloomfolk lack a formal religion, as their centu- Xyrthirion, Wyrndrak, Pyrthax, Vaelthir, Eryndros,
Cult of Shadow Wing.
ries of suffering caused them to distrust divine protection Nyctharion, Thrakendrak, Zylthirax, Jythraxis, Taurthorn,
Employing cunning traps, hit-and-run tactics, powerful
and worshiping, they have developed many rituals centered Myndrakos, Sythirion, Thryndraxis, Yntharion, Graxorath,
poisons, and their knowledge of the Penumbral Plane, the
on their hives. Most of them are said to be devised by the Hythirax, Dyrthirion, Vyxendrak.
gloomfolk have become formidable hunters, continuously
Patriarch and passed to the first hives; they all celebrate their Hive Names: The names of the hives often are ref-
weakening the forces of the Ungods. They bring down even
brotherhood, freedom and their quest to avenge their kin. erences to their location, an important myth of their
the most fearsome foes and serve as valuable allies to all those
The four grand rituals are: the Ritual of Initiation, Ritual of past or a great founding ancestor.
seeking to eradicate corruption from the world.
Eldermantle, The Return to Shadows, and the Vengeance Day.
The Hives and the The Ritual of Initiation is performed annually for children Gloomfolk Traits
reaching adulthood, or to add new members to the hive. The
Gloomfolk Society young gloomfolks must complete their first unassisted hunt Ability Score Increase. Your Constitution score
as a hive without adult intervention. The ritual celebrates increases by 2 and one other ability score of your
At the heart of gloomfolk society thrives the concept of hives,
the gloomfolk freedom from the Cult of Shadow Wing and choice increases by 1.
where each individual is cherished for their unique talents
their triumph over the penumbral forces. Age. Gloomfolk offspring mature rapidly, capa-
and contributions. The absence of hierarchy cultivates an
The Ritual of Eldermantle is a rite in which a gloomfolk ble of standing just moments after birth and walk-
atmosphere of freedom, empowering members to explore
is acknowledged as an elder, their wisdom recognized by ing within an hour. They transition into adulthood
and adapt roles in harmony with their desires and expertise.
the hive. A special marking is added to their tattoos by an- by age 12 and, despite their swift development, can
This structure nurtures a potent sense of community, foster-
other elder, symbolizing wisdom and their most impressive live for an impressive 200 years.
ing collaboration, mutual support, and shared responsibility
personal feat or trait. Only those who have demonstrated Alignment. Gloomfolks are individualists at heart,
among its members.
wisdom or great deeds are granted this honor. Those who cherishing freedom, yet always guided by the col-
Intricate tribal tattoo markings hold immense significance
receive this are able to access the memories of all previous lective morality of their hive. They generally lean
within gloomfolk society. These elaborate patterns symbol-
hive members on the Hive Stone. towards chaos, with a neutral stance between good
ize each individual’s hive and skills, allowing gloomfolk to
The Return to Shadows is a funeral rite observed by the and evil, with both attributes often coexisting with-
effortlessly recognize one another and swiftly discern their
gloomfolk to honor and mourn the passing of one of their in a single hive.
strengths and capabilities. The markings also serve as a canvas
kin. In this ceremony, after infusing its blood into the Hive Size. Gloomfolks average about 6 feet tall and weight
for personal expression, reflecting the personality and dis-
Stone, each member of the hive etches a small portion of the about 200 pounds. Your size is Medium.
tinct style of each gloomfolk. As individuals embark on their
deceased’s tattoos onto their own body, thereby preserving Speed. Your base walking speed is 30 feet.
chosen paths, their tattoos evolve to embody their growth,
the memory and legacy of the departed. If the gloomfolk’s Darkvision. Due to its adaptation to the Penumbra,
experiences, and triumphs, weaving an evolving and fluid
death is deemed unjust, the hive pledges to avenge their loss. you have superior vision in dark and dim conditions.
representation of their life’s journey.
This rite is carried out even in the absence of a body, as hive You can see in dim light within 60 feet of you as if it
Nestled at the core of every hive rests the sacred Hive
members who remember the deceased’s tattoo patterns can were bright light, and in darkness as if it were dim light.
Stone, a meticulously crafted bauronite stone infused with
still engrave the designs onto others. This act of collective You can’t discern color in darkness, only shades of gray.
the blood of all who join the hive, be they newborns or lat-
remembrance is the most significant aspect of the Return Perseverance. You gain proficiency in Survival, along
er joiners. This revered object embodies unity, continuity,
to Shadows ritual. with advantage on saving throws against effects orig-
and shared history among the gloomfolk. As a hive member
The Vengeance Day is a bloody ritual enacted when a hive inating from the Penumbral Plane environment. If
passes on, their blood is mingled with the stone, entwining
member betrays the tribe. Each member scars their own you already have advantage, you may roll three
their memory and essence into the eternal history of the hive.
body with a pattern representing the offender, symbolizing dice and select the highest result.
The esteemed elders of the gloomfolk possess a singular
the enduring wound of their betrayal. A blood hunt is de- Survival Instinct. Your honed survival in-
connection to the Hive Stone. By merely touching the stone,
clared against the traitor, and the hive will stop at nothing stincts allow you to use any object as a weapon.
they can access the memories of all departed hive members,
to bring them to justice. The elders use the Hive Stone and When you wield an unconventional item as
preserving the community’s collective wisdom and bestowing
employ ritual magic to help track the traitor, guiding the an improvised weapon, you can add your
it upon future generations. This extraordinary bond between
hive to find and kill the betrayer. proficiency bonus to your attack rolls.
the elders and the Hive Stone instills a deep sense of reverence
Moreover, you may choose to use ei-
ther your Dexterity or Strength bonus

42 43

Fabien Laurens (Order #42156009)


Pincers. You possess a pair of pincers that can be used to Languages. You can speak, read, and write Common
pull, drag, lift, and hold objects (hold a torch, pull a lever, and Gloomfolkean.
hang from a ledge, drag a box, lift a chest, or do other actions
your GM deems appropriate). You are not able to wield a Extracting Poison
shield or handle a weapon with your pincers. You can make Gloomfolks have mastered the technique of poison extraction
unarmed strikes with them, causing slashing damage instead and preservation. During a short rest, you can use a vial and
of blunt damage. When you use them to grab, you receive alchemical components worth 25 gp to extract and preserve
a bonus equal to half your proficiency bonus (rounded up) two doses of your poison.
on checks to keep the target grappled. Each dose of this poison can be used to coat a blade of a
Stinger. Your elongated tail ends with a stinger, a natural piercing or slashing weapon, or one piece of ammunition,
melee weapon used to deliver unarmed strikes against ad- which takes one action.
jacent creatures. If you have grappled a creature with your A creature struck by a poisoned weapon or ammunition
pincers, you have advantage on attacks with your stinger. On suffers the same effects as if stung by your stinger. The poi-
a hit, deal 1d4 + your Strength modifier piercing damage. son remains potent for seven days once extracted, and for
Poison. When your stinger hits a creature, you may choose one hour after being applied to a weapon or ammunition.
to inject it with poison. The target must make a Constitution After it hits a creature, the weapon or ammunition loses its
saving throw (DC = 8 + your proficiency bonus + your poison properties.
Constitution modifier). Failure results in 1d6 poison dam- Poison can be extracted from an incapacitated gloomfolk
age, and the creature must make additional saving throws at following the same process.
the end of each of its turns for the next minute. It takes 1d6
poison damage for each failed save, or ends the effect upon
physical alterations stem from the power of their unique
a successful save. You can’t use your poison again until you
souls, a trait not inherited by their offspring, as any child of
have completed a short or long rest.
a soulborn will be born as a normal member of their parents’
biological species.
The genesis of the soulborn traces back to the kemets, a
sect of winter elves obsessed with regaining their lost immor-
tality. Their unrelenting pursuit of ancient Kepesh artifacts
and rituals led them to a mysterious artifact connected to
Ba-Ka, the enigmatic spirit god. In a desperate attempt to
seize the artifact, the kemets unleashed a calamitous magical
event. The cataclysm annihilated their physical forms but
imbued their souls with an unprecedented quality, giving

Soulborn birth to the first soulborn.


As these newly-formed soulborn reincarnated into differ-
ent species across Tanares, their souls carried the memories
Reborn with past-life memories and cultural knowledge, the and accomplishments of their past lives. As they mature
soulborns are expert traders and diplomats, rich in wealth in their current forms, they regain access to their ancient
and wisdom from their many lifetimes. memories, deepening their connection to their former selves
and drawing upon the wisdom of ages.
What’s that? Do you sense a familiar aura in the air? I know Soulborn children display an extraordinary precocity, mas-
that feeling all too well. It’s a common experience for us soul- tering the art of walking and speaking far earlier than their
born, as we are carriers of the memories of all our past lives. contemporaries. Though initially obscured, their memories
Your intuition is right, my friend. You have been here before, of past lives slowly crystallize as they mature, melding seam-
although not in this lifetime. It’s time for us to delve into the lessly with their soul’s recollections. This amalgamation of
mysteries of your past lives and find the connection that led old and new identities fosters a profound comprehension
you here. So let’s begin, shall we? of myriad cultures, enabling them to savor each experience
- Octavius Hadrian Magnus Ulf Leofric Theron Hiroto in its entirety.
Aelarion Valtarius Thorid of Hajal These memories initially manifest in dreams, gradually

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

Fabien Laurens (Order #42156009)


species. Born into different places, species, and cultures, they The soulborn continue to bear witness to the ever-chang- bestowing upon them the unique and unexpected ability sinister beings. By doing so, they indirectly contribute to the
develop a unique and multifaceted worldview, learning the ing world through their many lives, adapting and evolving. to reincarnate, thus giving birth to the soulborn. Although greater struggle against the dark forces that plague the land.
values, religions, and languages of many diverse societies. the ritual took place in Darkall, soulborns began to be born
Their unparalleled understanding of diversity makes them Soulborn History anywhere in the world. Unique Souls Persecuted
invaluable as diplomats, emissaries, and trade representa-
The soulborn’s saga is a tale of ambition, transformation, and
The newly-formed soulborn reincarnated into various spe- by the Ungods
tives. With their accumulated knowledge and resources, they cies across Tanares, creating a unique comprehension of the
an unyielding quest for purpose. Rising from the ashes of the Unlike other souls that ascend to celestial heights or descend
founded influential businesses, guilds, and institutions, and world that grew more complex and deep with each incarna-
Fallen Age after the collapse of the Malrokian Kingdom, the as penumbral creatures, the soulborn are trapped in an eternal
amassed vast lands, starting or elevating many noble houses tion. With the knowledge, prestige, and wealth they amassed,
soulborn emerged from a cataclysmic magical event on the cycle of rebirth. This strange peculiarity both shapes their
that still exist to this day. they established influential institutions, including the Bank
enigmatic continent of Darkall. Their origins lie with the ke- destinies and fuels debates over whether their fate is a curse
Known for their refined and often aristocratic demeanor, of Hajal, Tanares’ most powerful financial establishment.
mets, winter elves who pursued a prophecy with fervent zeal. or divine providence.
they use the most exquisite, elegant, and noble garments, but Being born as sons and daughters of other species caused
In the shadows of the first Malrokian Curse, the kemets The reformed Celestianist Church, having cast aside the
different than most nobles, they have no prejudice against a great initial uproar in Tanares’ different societies. Each one
waged war against the Kepesh people on the Darkall conti- twisted belief that soulborn were inherently corrupted, now
people of different social statuses as they have experienced reacted in unique ways. The humans of the Capital saw them
nent. Fearing another devastating Curse event, the kemets regards them as potential allies against the Ungods. The soul-
life in both the highest and lowest castes. as souls touched by corruption, not able to become angels in
advanced with calculated patience. Amidst the conflict, a born’s inability to be transformed into penumbral abomina-
Driven by the desire to recover relics from their past lives the Tamera and Bauron hosts. For civilizations further away
faction of kemets, obsessed with reclaiming the elven lost tions is seen as their greatest blessing.
and forge a better future for their present one and those to from the Evolutionist Church dogmas they were considered
immortality, uncovered an ancient pyramid housing a sacred As their souls continuously reincarnate, the soulborn gain
come, soulborn adventurers set out on grand journeys. Their blessed children. The dwarves saw them as blessed at first,
artifact of the Kepesh spirit god, Ba-Ka. unique perspectives on faith, either unwaveringly devoted
intimate familiarity with diverse cultures enables them to but later, after discovering their past, many shunned them
The kemet’s assault on the site was ill-timed, and chaos to a single religion or exploring myriad of beliefs, ultimately
form strong alliances with a wide range of allies, often serving as not true dwarves. The taii’maku saw them as a positive
ensued as they disrupted a Kepesh ritual at the worst pos- becoming invaluable scholarly assets. Regrettably, their sin-
as the unifying force in many adventuring parties. As they force to further the wisdom of their society, treating them
sible moment. The unleashed magical forces incinerated all gular existence makes them prime targets for the insidious
navigate the complexities of morality and ethics through the normally as one of their own. Thus far, there are no known
present; Ba-Ka granted his followers’ souls passage to his Ungods, who covet immortal cultists capable of infiltrating
lens of their myriad cultural experiences, soulborns exhibit instances of a soulborn being born among the elven species.
ethereal domain, but not to the kemets. The forsaken kemet societies and spreading corruption.
a unique blend of principles that set them apart. Many speculate that this may be due to a curse from Ba-Ka.
souls were imbued with the magic of the artifact’s shards, Soulborn sometimes are abducted and forced into conver-
Besides that, they adapted to their new existences well, and
kept searching for a new meaning for their lives. sion, yet their loyalty falters in subsequent lives. Instead, the
During the Kemet Invasion, the soulborns sent all the fi- Ungods prefer to manipulate the desires and needs of the
nancial aid they could muster to help combat the invaders, soulborn, luring them into willful servitude with promises
having long since severed their ties to the kemet identity. of prosperity in future incarnations.
The first construction of Wharfugee was done with soulborn This treacherous possibility is known only to scholars and
resources, the city that would be called Heroes Rise after the the powerful, but still it breeds distrust toward the soulborn.
war. While few of the soulborn joined the battle physically, Unblemished soulborn strive to prove their loyalty by fight-
many were behind the scenes aiding the heroes’ efforts. One ing the Cult of Shadow Wing, but their efforts are often in
of the few who joined the fray was Azmodhar, a soulborn vain, as corrupted soulborn masquerade under the same
historian and scholar who helped the heroes uncover secrets guise. Nevertheless, they persist, for failure would render
about the kemets’ past and their plans. them undeniably suspect.
After the invasion, with the world fragmented in a cold Aware of the soulborn’s immense influence and global
war, most soulborns chose to maintain neutrality. However, connections, the Ungods seek to corrupt or undermine them,
individual soulborns can be found aligned with all different knowing that doing so would weaken mortal resistance.
sides of the current conflicts, each pursuing their person- Determined to defy this fate, the soulborn use their wealth
al agendas. Motivations range from the pursuit of wealth for the betterment of society, becoming indispensable pillars
and power to the protection of their families, businesses, of commerce, finance, and diplomacy, to prove their worth
or personal values. Unbeknownst to many, a great number to their community. But by doing so they place themselves
of soulborns continue to support the descendants of their in positions of great importance in the backstages of soci-
previous lives, making them, as a whole, strongly opposed ety. Their disappearance would spell catastrophe, aligning
to war or an escalation of conflict. perfectly with the Ungods’ nefarious desires.
Soulborns, as a collective, are currently focusing their ef- Ultimately, the soulborn are more often victims of the
forts on preventing conflict among Tanares’ divided factions. Ungods’ unyielding persecution than active opponents. Beset
Their neutrality allows them to flourish in the midst of chaos. by the Ungods, public distrust, and prejudice, they neverthe-
Although not as fervently dedicated to opposing the Ungods less persevere, emerging as influential puppeteers in Tanares.
as other species, the soulborn remain mindful of the threat Their penchant for operating in the shadows is born of their
they pose. This is due, in part, to the fact that their own souls precarious existence, masterfully managing resources from
cannot be transformed into penumbral creatures upon death. the background with unparalleled efficacy.
Instead, soulborns prioritize the accumulation of wealth and
power, as well as securing societal acceptance. Nevertheless,
they are more than willing to finance initiatives and opera-
tions against the Ungods, fortifying defenses to stave off these

46 47

Fabien Laurens (Order #42156009)


Family and Business Though not always art connoisseurs, soulborns are driv- ages 7 and 10. Their lifespan mirrors that of their birth or more soulborn traits with those of your birth species.
en to assemble collections that honor their past lives, with parents’ species. This can enrich your role-playing experience, underscor-
Soulborns traverse multiple lives, amassing an array of ex- a particular fondness for portraits of themselves and their Alignment. Soulborns frequently tend towards neutral, ing your dual identity as a soulborn and a true member of
periences that span diverse cultures and species. This unique families. In each incarnation, they commission the most chaotic neutral, or lawful neutral alignments. They typical- your birth species.
heritage renders them exceptional ambassadors and repre- skilled artists to craft these cherished heirlooms, ensuring ly value long-term benefits over immediate consequences,
sentatives for commerce, their connections and insights fa- their legacy endures through the ages. often sidelining concepts of good and evil.
cilitating the establishment of guilds, shops, and enterprises. The soulborns’ affinity for relics transcends mere personal Size. Your size is equivalent to your birth parents.
Their preference for long-term investments reflects their interest; they often become esteemed scholars, historians, and Speed. Your base walking speed matches that of your birth
foresight, ensuring returns in future lives. curators of prestigious museums. By financing archaeologi- parents’ species (usually 30 feet).
Soulborns form unique family dynamics due to their eternal cal expeditions and engaging adventurers or mercenaries to Vision. If your birth parents’ species has a special type of
nature. Their children, born from the species of their current delve into perilous ruins, they unearth long-lost treasures and vision, you inherit it.
biological parents, lack the immortality of their soulborn par- cultural artifacts from the very epochs they once inhabited. Living History. Having lived through a slice of history,
ent. Consequently, soulborns cherish their offspring, aware of Embracing their role as custodians of history, many soul- you gain proficiency in History.
their vulnerability and single lifespan. These eternal beings borns join the ranks of the Relic Hunters Guild, banding Ancestral Memory. Your past lives’ memo-
are fiercely devoted to their families, willing to take immense together in their quest to reclaim the remnants of the past. ries offer you one of the following benefits:
risks to protect and give a good life to them, conscious that As they traverse ancient landscapes, they relish the oppor- • Proficiency in two tools of your choice.
their loved ones have just one life to live. tunity to witness the echoes of their past firsthand, even • Knowledge of one cantrip of your
As soulborns accumulate new relationships and wealth venturing into danger to see again the scenarios they saw in choice from the wizard or cleric
across lives, they display varying attitudes toward their assets. their previous lives, often using the support of hired guards spell lists.
Good-aligned soulborns prioritize family security, leaving or esteemed companions. • Proficiency in three specific weap-
substantial inheritance for their loved ones and relying on Soulborns stand as eternal witnesses to the ever-shifting ons of your choice.
their ability to rebuild wealth in future lives. Some egoistic world of Tanares, weaving together the threads of time as
or evil-aligned soulborns may hoard their resources, ensur- they preserve and honor the vestiges of their many lives. Another Life’s Knowledge. As a
ing opulence in their next incarnation while leaving their bonus action, you can tap into your
families with lesser parts of their wealth after their deaths. Soulborn Names past lives to gain proficiency in a
Soulborns often maintain a low profile, interacting with skill or tool of your choice for the
high-ranking individuals and attending high-class festivities Soulborns have unique and diverse names, as they are born next hour. After using Another Life’s
discreetly. They take pleasure in the finest food, drink, and as children of different species, taking on the first and last Knowledge, you must complete a
accommodations, having developed refined tastes across names of the culture or people they were born into. However, long rest before you can use it again.
their many lives. However, they remain adaptable, as many as they regain memories of their past lives, they add middle Soul’s Memory. Your cycles of re-
have experienced hardships in past lives. names representing the many first names they owned before, incarnation offer a wealth of ex-
Soulborns might favor descendants from previous lives, making their full name a window into their past. periences, enhancing your adapt-
finding joy in observing their grandchildren or grand-grand- Male Names: Bjorn, Cho’wadu, Dragomir, Diego, Edward, ability. When making an attack
children. However, their primary focus generally remains on Hachiman, Isidor, Jarl, Kaito, Lirien, Magnus, Naimon, Orvar, roll, ability check, or saving
their current family. Descendants from prior lives sometimes Perun, Rikuto, Ragnar, Severin, Thorne, Ulf, Vojin, Wulfgar, throw, you may roll an addi-
seek out their soulborn ancestors to uncover family history Xalvador, Yevgeny, Zephyr. tional d20 before the result is
or plead for wealth, but the later pursuits can be met with Female Names: Aria, Brindisi, Calantha, Dara, Elysiel, determined and choose which of the
resistance, as soulborns often find this disrespectful. Fae, Galadriel, Hana, Iliana, Je’Seli, Juniper, Kaida, Liriel, d20s to use. This feature requires a long
As patrons of adventuring companies and mercenary Maelle, Nymeria, Ophira, Perrine, Rhiannon, Sylvi, Thora, rest before it can be used again.
groups, soulborns wield considerable influence in Tanares’ Ula, Vespera, Xanthe, Ylva, Zinerva. Languages. You can speak, read, and
political conflicts. Adventurers may become entangled in a Last Names: Blackhammer, Cliffwalker, Doomhammer, write Common, Kemet, and two other languages of
web of intrigue, navigating the interests of their soulborn Firebeard, Grimaxe, Hammersong, Ironfist, Jadewalker, your choice, often determined by your birth location
benefactors alongside their own goals. As adventurers them- Moonwhisper, Oakenshield, Redblade, Shadowstalker, or parents’ language.
selves, they are less afraid of death, as they know they will Stonefist, Thunderhorn, Windrider, Ashenheart, Bloodhoof,
be reborn, yet they are not inconsequential. They also form Darkwater, Emberlight, Frostfire, Goldenleaf, Stormcaller, Born in other Species
cohesive bonds with various allies, their unique perspective Wildheart, Wyvernslayer.
Soulborns can be born into any species, excluding
binding diverse groups together on their quests for ancient
objects of their past and a better future for their next lives. Soulborn Traits elves. While humans are the most common hosts
due to their prevalence in Tanares, soulborns can
Ability Score Increase. You have the following options: also appear as dwarves, taii’maku, or even gobli-
Ancient Relics of Past Lives (a) Increase your Wisdom score by 1 and another ability noids. They retain the size, movement, and vision
Compelled to preserve and reconnect with their former score of your choice by 2. of their original species, with their other traits
lives, soulborns often invest in museums, antiquaries, and (b) Increase your Wisdom score by 2 and another ability reflecting the experiences from their past lives
expeditions to uncover relics that serve as both invaluable score of your choice by 1. rather than their birth species.
anchors and conduits of wisdom between their existences. Age. Soulborns mature physically as quickly as their If you wish to highlight your connection
birth parents’ species, yet achieve mental maturity between to your birth species further, consider dis-
cussing with your GM about replacing one

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Fabien Laurens (Order #42156009)


minds may inadvertently offend or alarm others. Elves and their people to reconnect and exchange knowledge with oth-
dwarves, particularly those who have lived longer, tend to er species. Gradually, the Illus reintegrated into a broader
share a more detached perspective on life, resonating with network of commerce and intellectual collaboration.
the taii’maku, while halflings, humans, and gloomfolk may Today, the taii’maku navigate the intricate politics of the
perceive the taii’maku as arrogant or even immoral when realms, striving to protect their secrets and uphold their
they present unemotional and logical courses of action. values. Some Illus remain independent, while others form
The taii’maku approach the world through a practical and alliances or openly support factions. Many have joined the
unvarnished lens, perceiving everything, including society Allied Forces, exploring new strategies to fight the Ungods.
itself, as a machine where each component must function har- Although they yearn for cooperative endeavors, the
moniously. They often endeavor to “fix” individuals through taii’maku encounter challenges from unpredictable behav-
education, much like mending machines, structures, or other ior and conflicting agendas among various factions. Their
malfunctioning systems. While their precision and efficiency councils maintain vigilance against espionage and deceit,
are indeed commendable, their stoic demeanor, emotional working to safeguard taii’maku secrets. Despite these hurdles,
detachment, and impassive expressions can occasionally they persist in strengthening their repositories of knowledge.
lead to miscommunication with other species. In recent times, the taii’maku have assisted in developing
infrastructure across numerous human cities, particularly
Taii’maku History within the Republic and the Tanarean Empire. Their excep-
tional construction and engineering expertise have vastly
Born during the Godly Age, the brilliant taii’maku species
improved the quality of life in these regions. They have al-
emerged from the wills of Tamera and Bauron as a species
so established a nuanced relationship with the Magocracy
created to bring progress and harmony, so they could extend
of Mage Tower, engaging in lively debates and exchanging
their path. Towering figures with sinewy builds and this benevolence to all living beings.
wisdom with their mages. However, the taii’maku remain
earth-toned complexions, their most captivating As a nomadic people, the taii’maku cleverly avoided con-
wary, expressing concerns about the ethical implications of
feature lies within their fascinating, luminous white flict by employing their extraordinary engineering prowess
certain experiments conducted by the Magocracy.
eyes, which seem to radiate boundless intelligence and bauronite extraction methods to construct the Illus,
and curiosity. A signature trait of the taii’maku is
their near-absence of emotion, cultivated through
their magnificent mobile cities. This enabled them to relocate
continuously, evading disputes with neighboring species.
Contributing to a
meditation and adherence to a philosophy steeped in When the Ungods first attacked, the taii’maku focused Better World
logic, enabling them to maintain a serene, respectful, on protecting their people and providing refuge to others. The taii’maku stand in Tanares as architects of progress, tire-
and stoic demeanor, even in the most dire of circumstances. They employed sophisticated magical constructs to fend lessly striving to forge a harmonious existence for all inhab-
Possessing a keen, logic-driven intellect, the taii’maku pri- off the relentless onslaught. However, the Ungods released itants. Their commitment to innovation and progress has
oritize rationality in their daily lives, exhibiting remarkable the kikokus, sinister insectoid creatures capable of corrupt- given rise to astonishing constructs that seamlessly perform
prowess in engineering and mathematics. They frequently ing and controlling the taii’maku’s constructs. Although the tasks, ensuring transportation, security, and unwavering
categorize decisions as either “logical” or “illogical” when taii’maku eventually repelled the kikokus, the victory came support in their quest for an idyllic society.
evaluating situations and determining their course of action. at the cost of thousands of their lives. Masters of their craft, the taii’maku have achieved seem-
Even their spellcasters perceive magic as sophisticated for- In the wake of this conflict, the taii’maku formed an alliance ingly impossible feats: quenching the parched desert with
mulas and complex equations, employing this knowledge with humans, establishing the Malrokian Kingdom under life-giving water, taming the fury of unyielding floods, and
Taii’maku to forge exceptional mechanical golems and constructs. The
taii’maku’s legendary mobile cities, known as Illus, are pow-
King Malrok’s vision of peaceful unity. They innovated the
concept of nonviolent dispute resolution through athletic
constructing sophisticated sanitation systems. Their inge-
nious roadways bridge the gaps between cities and kingdoms,
ered by the arcane energies harnessed from bauronite ores, competition in specially designed arenas. Regrettably, this
Standing tall and robust, the taii’maku are pacifist intellec- fostering unity and cooperation in the face of adversity.
epitomizing their unparalleled mastery in harmonizing magic noble idea was later corrupted by the Tanarean Empire.
tuals who favor logic over emotions. They excel in math and Taii’maku cities serve as radiant beacons of their grand
and technology to birth utopian wonders. The Cult of Shadow Wing infiltrated the Malrokian nobility,
engineering, creating remarkable inventions. vision, with constructs assuming the mantle of manual labor,
As a nomadic society, the taii’maku are in perpetual mo- forcing the taii’maku to confront the tainted aristocracy. The allowing the citizens to immerse themselves in contempla-
tion, ceaselessly seeking new resources and knowledge, while nobles’ greed and refusal to heed taii’maku advice culminated
“Cough... cough... excuse me. I’ll put my pipe aside. Well, as tion, research, and personal growth. Massive mechanical
refining theories in mathematics, physics, magic, and the in the Malrokian Curse—a disaster that nearly destroyed the
I was saying, think of the world as a big structure full of in- wagons and swift-flying vessels transport people with ease,
fabric of the cosmos. They hold libraries and educational world. Disillusioned, the taii’maku withdrew to their Illus,
tertwined gears, activated by the correct operation of levers. while constructs dutifully cater to every conceivable task.
institutions in the highest esteem, embodying their devotion seeking solace in knowledge and solitude.
Therefore, if a part is defective, or if the synchronization is In their pursuit of a brighter future, the taii’maku remain
to the pursuit and dissemination of knowledge. During the Imperial Age, Emperor Baleroth attempted to
out of rhythm, the entire structure can be affected, generating ever vigilant against the persistent menace of the kikoku.
This mindset, however, can render the taii’maku ill- gain access to the taii’maku’s magical and engineering ex-
a chain collapse. In this way, we must be quick and precise to With unwavering resolve, they thwart these sinister creatures’
equipped to comprehend or participate in humor. Some pertise but was met with resistance. This covert persecution
detect which parts need maintenance or replacement, so that the attempts to reproduce and breach their resplendent cities.
may take jests literally or fail to recognize them as such, only exacerbated their isolationist tendencies and mistrust
movement is adequately preserved. I hope you don’t mind the The taii’maku wield wisdom and reason as formidable
while others may attempt humor without the inherent flair of other species.
extra detail, I tend to get carried away with my explanations.” weapons, serving as advisors and guides in a world beset
for it, resulting in contrived or ill-timed jokes that provoke The Kemet Invasion marked a turning point. The Illus en-
- U’Tibam, the most brilliant mind of Tanares by strife and corruption. Their most gifted strategists and
laughter at their own expense, rather than shared mirth. dured relentless assaults, and Tanares heroes and taii’maku thinkers labor tirelessly to craft intricate plans and tactics

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

Fabien Laurens (Order #42156009)


aid and warnings to other realms, even when their words identity, status, and personal circumstances to impartially meticulous idea exchanges, unparalleled in Tanares. In lei- Q uirk D escription
fall on deaf ears. inhabit the lives of every individual. This process allows them sure, they partake in intellectual debates, exchanging logical Lack of facial Rarely shows emotion on their face, making it
Through their steadfast dedication to logic and unyielding to grasp the needs and perspectives of all beings, forging an arguments to persuade their audience, or team sports that expressions difficult for others to read them. Their eyes, how-
resistance to the vices and temptations of the Ungods, the ethical rule that is equitable and just for all. Such an approach demand exceptional coordination and tactics. ever, are always intense and focused, revealing
their deep thought processes.
taii’maku emerge as a formidable adversary in the battle is vital for the taii’maku to create a society that caters to ev-
against malevolent forces. Their very existence presents a eryone’s needs without succumbing to oppression or tyranny. Math, Engineering, Reliance on
logic and
They are known for their use of logic and reason,
which can sometimes make them seem cold and
challenge that the Ungods are all too eager to eliminate, yet In pursuit of this ideal, they strive for a harmonious societal and Constructs reason unfeeling.
the taii’maku remain undeterred, resolute in their mission balance, ensuring the well-being of all without sacrificing Tendency Their voice rarely fluctuates in pitch or tone,
to unite and uplift the denizens of Tanares. the few. Every voice is heard and respected, fostering unity Within the great halls of the taii’maku civilization, an un- to speak in which can make them sound apathetic. Their pre-
and shared understanding. paralleled mastery of mathematics, engineering, and magic monotone cise articulation and vocabulary, however, reveal

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

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Fabien Laurens (Order #42156009)


may find elaborate taii’maku-crafted magic circles, poised Historical Nomadism. You gain proficiency in one of the Inclination to Engineering Mechanical thrower. This item lets
to unleash formidable and mysterious forces. following skills of your choice: History or Survival. you throw a weapon or improvised
The taii’maku’s unwavering belief in a world that is in- Strong Hands. Endowed with six fingers, taii’makus possess Taii’maku who choose to follow the math and engineering weapon 10 feet farther than nor-
herently logical and mathematically harmonious drives enhanced hand strength. You have advantage on Strength way are extremely focused, becoming the best at what they mal. (Weight: 1)
their relentless pursuit of transcending the limitations of (Athletics) checks related to climbing and saving throws propose to be. In search of constant improvement in what
the arcane. Through their groundbreaking amalgamation of against disarming effects. they have chosen, they are even rough with what does not
mathematics and mysticism, they forge breathtaking spells, Mathematical Mind. The unique and logical thought pro- involve their studies.
Ability Score Increase. Your Intelligence score increases by 2. Automatic reloader. This item lets
enchanted relics, and wondrous contraptions imbued with cess of the taii’maku grant them an edge with numbers and
Innate Engineers. You are proficient with tinker’s tools. you ignore the loading property of
unparalleled potency. It is their fervent aspiration to harness math. You have advantage on all ability checks directly in-
Additionally, when analyzing a mechanism such as an autom- a ranged weapon you are wielding
these mystical creations to reshape the world for the better. volving mathematical or accounting tasks.
aton or a mechanical trap, you can attempt an Intelligence twice, recovering its uses on a short
Languages. You can speak, read, and write Common
Taii’maku Names and Taii’makian. (Investigation) check to determine its purpose and function. rest. (Weight: 2)
If successful, you or creatures to whom you have explained
Taii’makian words usually consist of short syllables with The Taii’makian language is known for its hard syllables the mechanism have advantage in ability checks made to
hard consonants that are pronounced with one’s jaws closed, and closed-jaw pronunciation, traits that the taii’maku often use or disable it.
creating a distinct sound that other species hardly ever re- apply to other tongues they know. Taii’makian runes, made Jumper. This gadget allows you to
Ingenious Inventors. Using tinker’s tools, you can construct
produce correctly. The words often sound harsh or rough. up of geometric shapes, represent words and concepts; by make extraordinary leaps. While
magical mechanisms. Spend 1 hour and 20 gp on materials
Their last names sometimes represent the city they hail from, combining up to four runes, a greater concept is created, wearing it, your jump range doubles,
to create a mechanism, limited to three at any given time. If
with the addition of an adjective representing their personal resembling a sentence in Common. Foreigners often view and you have advantage on Strength
you create a fourth, you must sever the magical connection
purpose. To facilitate communication, the taii’maku may these lines and markings as complicated mechanical sketches. (Athletics) checks related to jump-
with an existing one.
present themselves to other species only by their first name, ing. (Weight: 1)
When creating a mechanism, choose from the following
keeping their full name for themselves. Mind Inclination. Rather than subspecies, taii’maku dis- options:
Male Names: A’Kole, B’Abku, B’Ogaji, B’Un, C’Hakado, play dispositions inclined either towards Philosophy, with a Climber. This item allows you
D’Alolo, D’Umikole, E’Boko, E’Dowu, E’Ntun, G’Honk, comprehensive approach, or Engineering, focusing on spe- to climb easily. While wearing it,
G’Ombo, J’Aborii, J’Oawari, K’Antobu, K’Obbimbe, K’Onego, cific areas of study. Extended vision monocle. This device lets
climbing does not cost you extra
K’Oyode, K’Uwako, L’Amumbo, M’Antuna, M’Bollo, N’Ingolo, you see better. While wearing it,
movement, and you have advantage
O’Bimbolo, O’Kashar, O’Ketokunbo, O’Lujime, T’Hanlu, Inclination to Philosophy your vision range doubles, and
on Strength (Athletics) checks related
U’Chenno, Z’Hantan, Z’Ouwanga. you have advantage on Wisdom
Taii’maku that choose to follow the philosopher way seek to climbing. (Weight: 1)
Female Names: A’Beba, A’Deuga, A’Isha, A’Laba, A’Yodela, (Perception) checks that rely on
B’Alan, B’Ennah, B’Onbya, B’Usari, C’Honwalla, D’Ainoka, balance, physical and mental, of nature and mechanics. They sight. (Weight: 1)
D’Aljih, E’Nla, E’Thuhole, F’Alizah, G’Ainda, J’Ahali, K’Akilih, want to be holistic and fix their own flaws constantly, im-
Carrying frame. This set of springs and
K’Anyeta, K’Azanatti, K’Oomanni, L’Atesha, L’Ifanni, M’Olaika, proving in multiple skills and become ambivalent.
gears helps you carry more weight.
N’Aan, U’Gocha, V’Ulah, W’Anjika, Y’Eeja, Z’Alan. Ability Score Increase. Your Wisdom score increases by 1.
Clock-compass. This item always shows While wearing it, you are considered
Last Names: Alaabo (protector), Alaafia (peace), Apata Two other ability scores of your choice, except Constitution,
you the exact time and which way is to have +3 to your Strength ability
(rock), Asa (shield), Asale (desert), Enjini (engine), Eranko increase by 1 each.
north. (Weight: 0) score for the purposes of calculating
(animal), Ewa (beauty), Ianryn (sand), Ibimo (birth), Idan Equilibrium. The taii’maku learn to harness their individual
load and lifting weight, as well as for
(magic), Igbagbo (faith), Igbesi (life), Iho (cave), Iji (storm), limits in pursuit of balance. If the difference between your
the Strength requirements of armor.
Iku (death), Imole (light), Irinajo (travel), Iseda (nature), Ja highest and lowest ability scores is no more than 2, you’re
(Weight: 3)
(fight), Koeko (learn), Lagbara (strong), Nla (great), Ododo considered “in balance”.
While in balance, your lowest ability scores are considered Sound amplifier. This device helps
(flower), Ogo (club), Ojo (day), Oke (mountain), Ona (way), you hear better. You have advantage
Oorun (sun), Sode (hunt). 2 points higher, impacting your attacks, saving throws, ability
checks, and any other features referencing these ability scores. on Wisdom (Perception) checks that
rely on hearing. Alternatively, you can
Taii’maku Traits At 6th level, this applies to all your ability scores (instead
use it to amplify your voice so it can be
Potion injector. This contraption allows you
of only the lowest). to load a potion into a mounted reservoir at
Ability Score Increase. Your Constitution score heard twice as far. (Weight: 1).
Expanded Knowledge. You gain a +2 bonus to all ability the end of a long rest. As a bonus action, you
increases by 1. checks (including when using skills). If you are “in balance,” can inject the loaded potion directly into your
Age. The taii’makus experience a swift maturation, con- this bonus is also applied to all saving throws. bloodstream and receive its effects. (Weight: 2)
cluding childhood at 8 years and achieving adulthood at the Expanded Insight. Anytime you would gain a +1 bonus to
Foldable glider. This item allows you to slow
age of 16. Rarely do they live past the age of 80. an ability score from a feat, you can apply it to a different abili-
your fall and move forward. For every 5
Alignment. Most taii’maku are lawful, holding strong be- ty score. This decision, once made, is permanent. (This feature
feet you fall, you can move forward up
liefs in the systems and laws of their Ilus. They tend to neu- applies only if your game includes the optional feat rules.)
to 5 feet reducing this distance from the
trality over good and evil, keeping their personal beliefs to fall, as long as you have enough space.
themselves for the greater good of society. If you can’t move forward you take the
Size. Taii’maku are taller than humans, standing well remaining damage as normal. (Weight: 4)
over 6 to 7 feet tall and averaging 210 to 250 pounds. Your
size is Medium.
Speed. Your base walking speed is 30 feet.

54 55

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Chapter 2 - New Classes make your characters even more unique, not just for Tanares
but for any setting you choose.
N ew S implified C lasses
C lass D escription H it P rimary S aving T hrow W eapon and A rmor P roficiency
And Subclasses And don’t forget about the four Simplified Classes, designed D ie S tat P roficiency

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

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Fabien Laurens (Order #42156009)


Dragonblade

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

Fabien Laurens (Order #42156009)


the dragonblades’ loyalty to the Council, employing them most powerful and dedicated dragonblades can achieve a Isendden and Zaldrus often struggle to agree on the best strayed from or never joined the Council. These independent
as advisors and military leaders without revealing too much vote in the Council, joining the esteemed ranks of the two course of action. dragonblades are often still recognized for their prowess and
sensitive information. current dragonblade voting members. The dragonblades must navigate this complex landscape, may collaborate with the Council on various tasks, working
Facing hordes of sinister creatures, confronting the Shadow The Council’s hierarchy is based on merit, with seven ranks dealing with D.E.A.T.H. and its influence on the politics as penumbral monster hunters and collecting bounties.
Wing, and other malevolent forces, the dragonblades use representing various roles and responsibilities: of Tanares, while simultaneously confronting the looming Despite their immense power and organization, the drag-
their unique skills and knowledge to prevent the return of • Avatar Dragon - Supreme Commanders of the Council threat of the Shadow Wing and the zealots of D.E.A.T.H. onblades must remain vigilant to ensure their ranks stay
the world-ending Ungods. (able to vote in council meetings) Engaged in a deadly game of deception and intrigue, the he- pure and uncorrupted. Sinister forces of corruption contin-
• Draconic Archon - Guardians of the Draconic Towers and roes of Tanares may find themselves drawn into D.E.A.T.H.’s ually attempt to infiltrate the Draconic Council and subvert
The Draconic Council Regional Commanders schemes, lured into missions with unforeseen consequences. dragonblades, siphoning their Draconic Power to strengthen
• Dragon Lord - Field Generals in charge of large-scale mil- To ensure Tanares’ safety and stability, the dragonblades their penumbral dragons. As guardians, the dragonblades
The Draconic Council is the central governing body that
itary operations must rely on their cunning and keen minds to deal with the are tasked with remaining watchful, identifying corrupted
oversees the dragonblades and their activities in the world
forces of D.E.A.T.H., the machinations of the Shadow Wing, individuals, and resisting the temptation to succumb to their
of Tanares. When the gods Tamera and Bauron forged the • Dragon Commander - Leaders of a battalion (young drag-
and potential treachery within the Draconic Council itself. enemies’ alluring influence.
world of Tanares, they created dragons as its guardians. ons start here)
Their ability to preserve the world from corruption depends
However, because of mortal’s hubris, the Ungods invaded • Dragon Captain - Commanders of a company within a
on their unwavering dedication to the cause and their ability Within the grand chamber of the primary council, two drag-
Tanares, instigating conflicts and bringing the dangers of battalion
to adapt to ever-changing challenges. onblades possess the esteemed privilege of voting power as
the Penumbral Plane. To protect Tanares from being con- • Dragon Lieutenant - Platoon leaders responsible for a
Avatar Dragons: Konnorian, a human with a blue dragon
sumed, the Draconic Council was established, composed
of ancient dragons, the wise and powerful Talessa, and elite
group of Soldiers The Draconic Power soul, and Kethraxis, a dragonborn imbued with a gold dragon
• Dragon Soldier - Entry-level rank for mortal members soul. Konnorian is renowned for his lightning-fast speed and
mortal dragonblades. At the core of the dragonblades’ legendary prowess lies the
As they dedicate their efforts to rise in these ranks, the drag- near-divine reflexes, while Kethraxis maintains an air of mys-
The Avatar Dragons, named from their belief of being enigmatic force known as Draconic Power. This mystical
onblades stand as a bulwark against darkness, their intellect, tery, his stern facade believed to conceal a compassionate heart.
avatars of the gods’ will to protect the world, hold the top energy, derived from the ancient and enigmatic essence of
combat skills, and raw draconic power crucial to the surviv- As discussions of grave consequence unfold, the council
positions within the Draconic Council, commanding the fight dragons, elevates them beyond the capabilities of ordinary
al of Tanares. The fate of the world rests on their armored chamber resonates with the formidable presence of the elite
against the Ungods’ minions. The dragonblades, in service warriors and spellcasters, transcending the boundaries of
shoulders, and their unwavering dedication to the Draconic dragonblades and the awe-inspiring great wyrms. A palpable
to the Council, act as the main agents for the organization, normal magic, to grant unique fighting skills.
Council’s mission will be one of the key factors in determin- tension pervades the air, electrifying the atmosphere. Amidst
being on the forefront of the battle against forces of the To harness this formidable power, aspiring dragonblades
ing the destiny of dragons and mortals alike. this charged environment, all eyes are drawn to Talessa, the
Penumbral Plane. must undergo rigorous training that melds the disciplines
sagacious and impartial fulcrum of the council, who weighs
Selected based on their courage and intellect, dragonblades of the scholar, the strategist, and the front-line warrior. In
undergo rigorous training to master martial prowess and
D.E.A.T.H. to the Dragons their pursuit of mastery, these elite combatants embrace a
each uttered word with the utmost care and deliberation.
unlock mystical abilities. Their most prominent members In addition to their primary goal of protecting Tanares from curriculum inspired by ancient practices, focusing not only
are given enchanted heavy armor and powerful mystically the Ungods and their minions, the Draconic Council must on martial arts but also on intellectual pursuits. They delve Creating A Dragonblade
empowered weapons to serve the Council. Dragonblades act also contend with extremist groups like D.E.A.T.H. Founded into the study of literature, calligraphy, general knowledge,
The first step in creating your dragonblade character is to
not only as battle-ready warriors but also as peacekeepers by individuals who have studied dragons for a long time, and even the elegant art of poetry, refining their minds and
determine whether or not they are affiliated with the Draconic
and ambassadors, in addition to leading groups to find and D.E.A.T.H. possesses many secrets about dragons, including honing their intellects.
Council. Most dragonblades serve the Council, but there
destroy the servants of the Ungods. the supposed plans and goals of some high-ranking members This comprehensive education shapes the dragonblades
are many wandering dragonblades who could have served
The Council’s primary adversary is the Cult of Shadow of the Draconic Council. This knowledge not only makes into versatile and adaptive warriors, capable of serving in a
as the character’s mentor.
Wing, which intends to corrupt dragons and unleash the D.E.A.T.H. a dangerous adversary but also attracts those who variety of roles, from skilled diplomats and cunning strate-
If they are affiliated with the Council, work with your
world-ending Ungods upon Tanares. Dragonblades combat seek to use this information against the Council. gists to relentless monster hunters and inspiring counselors.
Game Master to determine its ranking, who trained it and
them by foiling their political intrigue, locate and eradicate D.E.A.T.H. members believe that dragons are the source of Through their training, they acquire profound knowledge
who is currently its superior, as well as the philosophy and
their cultists, confront penumbral creatures, and recover the dreaded Malrokian Curse, which drives them to eliminate of the arcane, as well as the art of tracking and eliminat-
goals of its group inside the Council.
captured dragons and dragon’s eggs. Avatar Dragons and disrupt the workings of the Draconic ing dangerous penumbral aberrations, which earns them
If they are not affiliated with the Council, work with your
The Draconic Council is divided into two factions regard- Council. Their misguided goal to rid Tanares of dragons bounties and increases their rank and influence within the
Game Master to determine the character’s mentor, the men-
ing mortals. One faction, led by Isendden and good alligned has led to a long-standing conflict with the Council and its Draconic Council.
tor’s history, and why they trained the character.
dragons, advocates cultivation and guidance, recognizing champions, the dragonblades. Unbeknownst to D.E.A.T.H., The journey to become a dragonblade begins with “The
Finally, decide what led your character to a life of adven-
the potential heroism and strength of mortals. The other the Malrokian Curse is not the result of the dragons’ exis- Dragon’s Trial,” a test held by the Council to assess the wor-
ture. Were they fulfilling a mission given to them by the
faction, distrustful of mortals, sees them as susceptible to tence but rather the machinations of the Ungods, who seek thiness of potential recruits based on their intellect, physical
Council? Did their studies make them question some of the
corruption and advocates for control. This internal struggle to sow chaos and destruction. abilities, morality, and loyalty to the Council’s values. Those
things taught to them by their master or the Council? Did
shapes the Council’s decisions and the missions undertaken D.E.A.T.H.’s extensive knowledge of dragons’ secrets poses who pass the trial receive specialized training in harnessing
they encounter a group in need of their leadership that could
by the dragonblades. a unique challenge to the Council, as various factions may the mystical force of dragons, perfecting their combat and
help them achieve their personal goals? Did they embark on
Most dragonblades work under the Avatar Dragons as they seek to steal or obtain this information for their own purpos- tactical abilities.
their adventure as part of their training?
hold the highest position in the hierarchy of the Council. As es. Even virtuous people might try to uncover such secrets While many dragonblades are trained and serve under the
the dragonblades contribute to the fight against the Ungods’ to use them to foil the plans of evil dragons. Sometimes, guidance of the Draconic Council, others forge their paths
servants and their penumbral creatures, they may ascend members of the Council themselves may attempt to acquire independently or under the tutelage of dragons who have
through the Council’s ranks, gaining access to better equip- information obtained by D.E.A.T.H. to use it against their
ment, resources, and more challenging missions. Only the oppositions within the Council, as the two factions led by

60 61

Fabien Laurens (Order #42156009)


Class Features Powers. They are divided into three types, each possessing
one of these marks: Claw, Scale, and Wing. J uvenile D ragon F orm M ature Dragon F orm
As a dragonblade, you gain the following class features. You can only use ONE Draconic Power per round unless Huge dragon, same alignment as the dragonblade Huge dragon, same alignment as the dragonblade
you trigger Empowered Soul or the Draconic Power spe-
Hit Points cifically permits it. Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Hit Dice: 1d8 per dragonblade level Hit Points 57 (6d12 + 18) Hit Points 66 (7d12 + 21)
Hit Points at 1st level: 8 + your Constitution modifier Empowered Soul Speed 40 ft., fly 60 ft. Speed 40 ft., fly 80 ft.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
modifier per dragonblade level after 1st Starting at 2nd level, whenever you use a Draconic Power,
16 (+3) 12 (+1) 16 (+3) - - - 18 (+4) 12 (+1) 16 (+3) - - -
note down its mark, and once you have accumulated all three
Proficiencies different marks, your soul becomes empowered. Saving Throws same as the dragonblade Saving Throws same as the dragonblade
Armor: All armor, shields • You can spend its empowerment to execute a Draconic Skills same as the dragonblade Skills same as the dragonblade
Weapons: Simple weapons, martial weapons Power that requires an action as a bonus action. When Damage Immunities by Dragon Soul (fire for red, lightning for Damage Immunities by Dragon Soul (fire for red, lightning for
Tools: Artisan tools (blacksmith) or artisan tools doing so, ignore the limitation of using only one Draconic blue, cold for white). blue, cold for white).
(cartographer) Power per round. Senses blindsight 30 ft., darkvision 120 ft. Senses blindsight 30 ft., darkvision 120 ft.
Saving Throws: Intelligence, Constitution Languages same as the dragonblade Languages same as the dragonblade
• After using your Empowered status, you immediately
Challenge — Challenge —
Skills: Choose two skills from Arcana, History, Investigation, delete all annotated marks and you can begin collecting
Nature, Perception, and Religion them anew.
• You can conserve your Empowered status for a later turn. Actions Actions
Equipment Multiattack. The juvenile dragon form makes three attacks: one Multiattack. The mature dragon form makes three attacks: one
• Every time you roll for initiative at the onset of a battle or
You start with the following equipment, in addition to the finish a short or long rest, all previous marks are erased, with its bite and two with its claws. with its bite and two with its claws.
equipment granted by your background: and the Empowered status, if not already used, is lost. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
• (a) one-handed martial weapon and a shield or (b) 8 (1d10 + 3) piercing damage plus 4 (1d8) energy damage by 9 (1d10 + 4) piercing damage plus 4 (1d8) energy damage by
Saving Throw and Spell Attack. Some Draconic Powers re- Dragon Soul. Dragon Soul.
two-handed martial weapon
quire the target to make a saving throw to resist the effects, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
• (a) chain mail or (b) chain shirt, longbow and 20 arrows
or you may need to perform a spell attack to hit. The DC for 10 (2d6 + 3) slashing damage. 11 (2d6 + 4) slashing damage.
• (a) a scholar’s pack or (b) an explorer’s pack the saving throw and the spell attack is calculated as follows: Breath Weapon (Recharge 5-6). The juvenile dragon form exhales Breath Weapon (Recharge 5-6). The mature dragon form exhales
energy in a 30-foot cone. Each creature in that area must make energy in a 30-foot cone. Each creature in that area must make
Claws and Scales Draconic Power DC = 8 + proficiency bonus + your
Intelligence modifier.
a DC 13 Dexterity saving throw, taking 21 (6d6) energy dam- a DC 14 Dexterity saving throw, taking 31 (9d6) energy dam-
age on a failed save, or half as much damage on a successful age on a failed save, or half as much damage on a successful
At 1st level, your mastery allows the draconic energy to Spell attack modifier = your proficiency bonus + your one. The energy is the same as the dragonblade’s Dragon Soul. one. The energy is the same as the dragonblade’s Dragon Soul.
channel into your armor and weapon, turning them as innate Intelligence modifier
to you as scales and claws are to a dragon. When you attack
with melee or ranged weapons, you can use your Intelligence Draconic Power Progression
modifier, instead of Strength or Dexterity, for the attack and
damage rolls. Additionally, ignore the Strength requirement At 1st level, choose three 1st-level powers from the Draconic
for wearing armor, and only consider half of its weight to- Powers list. They must be of different types (claw, scale or
wards your carrying capacity. wings).
The dragonblade table shows the number and max levels
Natural Strategist of Draconic Powers known, according to your class level.
Starting at 2nd level, when you gain new powers or change
At 1st level, you can tactically guide your allies. Whenever one of your powers you must always have at least one power
you roll for initiative at the start of a battle, prior to any of each different type (claw, scale and wing).
combatant’s first turn, and assuming you are not taken by Starting at 8th level, whenever you gain a new level in this
surprise, you can use your reaction to maneuver your allies class, you can replace one Draconic Power you already know
across the battlefield. If you do so, both you and all your al- with a different power of a level that you can use.
lies within a 30-foot radius, who can hear your command, Additionally, starting at 2nd level, your chosen Draconic
can instantly move up to 15 feet without provoking attacks Soul will grant special Draconic Powers, according
of opportunity. to the list in the Draconic Soul section. They do not
You can use this feature a number of times equal to your count against the number of Draconic Powers you
Intelligence modifier (at a minimum of once). You regain know, and you can’t replace them with other
any spent use after completing a long rest. Draconic Powers later.

Draconic Power
Your deep study and immersion made you able to com-
prehend the secret martial techniques known as Draconic

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Fabien Laurens (Order #42156009)


Draconic Soul While you are transformed, the following rules apply:
A dult D ragon F orm O ld Dragon F orm • Your game statistics are replaced by the statistics of the
Huge dragon, same alignment as the dragonblade Huge dragon, same alignment as the dragonblade At 2nd level, you may choose an archetype that represents dragon form, but you retain your alignment, personality,
your combat training style: the Fury of the Red Dragon, the and Intelligence, Wisdom, and Charisma scores. You also
Armor Class 18 (natural armor) Armor Class 19 (natural armor) Integrity of the White Dragon, or the Celerity of the Blue retain all of your skill and saving throw proficiencies, in
Hit Points 76 (8d12 + 24) Hit Points 94 (9d12 + 36) Dragon. Each bestows upon you unique Draconic Powers addition to gaining those of the dragon form. If the dragon
Speed 40 ft., fly 80 ft. Speed 40 ft., fly 80 ft. and features at the 6th, 10th, 14th, and 18th levels. When a form has the same proficiency as you and the bonus in
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA power refers to elements associated with your Draconic Soul, its stat block is higher than yours, use the dragon form’s
20 (+5) 12 (+1) 17 (+3) - - - 20 (+5) 12 (+1) 18 (+4) - - -
use fire for the red dragon, cold for the white dragon, and bonus instead of yours.
lightning for the blue dragon, according to your chosen type. • When you transform, you assume the dragon form’s hit
Saving Throws same as the dragonblade Saving Throws same as the dragonblade
points and Hit Dice. When you revert to your normal
Skills same as the dragonblade Skills same as the dragonblade Investigative Mind form, you return to the number of hit points you had be-
Damage Immunities by Dragon Soul (fire for red, lightning for Damage Immunities by Dragon Soul (fire for red, lightning for
blue, cold for white). blue, cold for white). Your abilities in research and study advance. At 3rd level, fore you transformed. However, if you revert as a result of
Senses blindsight 30 ft., darkvision 120 ft. Senses blindsight 30 ft., darkvision 120 ft. you acquire the Draconic language and gain proficiency in dropping to 0 hit points, any excess damage carries over
Languages same as the dragonblade Languages same as the dragonblade the Investigation skill. If you are alredy proficient, your pro- to your normal form. For example, if you take 10 damage
Challenge — Challenge — ficiency bonus is doubled for any ability checks you make in dragon form and have only 1 hit point left, you revert
that uses this skill. and take 9 damage. As long as the excess damage doesn’t
Actions Actions reduce your normal form to 0 hit points, you aren’t knocked
Multiattack. The adult dragon form makes three attacks: one Multiattack. The old dragon form makes three attacks: one with Ability Score Improvement unconscious.
with its bite and two with its claws. its bite and two with its claws. • You can’t perform Draconic Powers or cast spells, and your
When you reach 4th level, and again at 8th, 12th, 16th, and ability to take any action is limited to the capabilities of
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
19th level, you can increase one ability score of your choice the dragon form. Transforming doesn’t break your con-
16 (2d10 + 5) piercing damage plus 4 (1d8) energy damage by 16 (2d10 + 5) piercing damage plus 9 (2d8) energy damage by
Dragon Soul. Dragon Soul. by 2, or you can increase two ability scores of your choice centration on a spell you’ve already cast.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: by 1. As normal, you can’t increase an ability score above • You retain the benefit of any features from your class, spe-
12 (2d6 + 5) slashing damage. 12 (2d6 + 5) slashing damage. 20 using this feature. cies, or other source and can use them if the new form is
Breath Weapon (Recharge 5-6). The adult dragon form exhales Frightful Presence. Each creature of the dragon’s choice that physically capable of doing so. However, you can’t use any
energy in a 30-foot cone. Each creature in that area must make is within 120 feet of the dragon and aware of it must succeed Draconic Knowledge of your special senses, such as darkvision, unless your new
a DC 15 Dexterity saving throw, taking 35 (10d6) energy dam- on a DC 16 Wisdom saving throw or become frightened for 1
Your understanding of dragons intensifies. Starting at 5th form also has that sense.
age on a failed save, or half as much damage on a successful minute. A creature can repeat the saving throw at the end of
one. The energy is the same as the dragonblade’s Dragon Soul. each of its turns, ending the effect on itself on a success. If a level, whenever you perform an ability check with a skill • You choose whether your equipment falls to the ground in
creature’s saving throw is successful or the effect ends for it, that you are not proficient, add your proficiency bonus to your space, merges into your new form, or is worn by it.
the creature is immune to the dragon form’s Frightful Presence Worn equipment functions as normal, but the GM decides
the check if it is related to dragons.
for the next 24 hours.
whether it is practical for the new form to wear a piece of
Breath Weapon (Recharge 5-6). The old dragon form exhales
energy in a 30-foot cone. Each creature in that area must make
Dragon Form equipment. Your equipment doesn’t change size or shape
a DC 16 Dexterity saving throw, taking 42 (12d6) energy dam-
to match the new form, and any equipment that the new
Starting at 9th level, you can use your action to magically form can’t wear must either fall to the ground or merge
age on a failed save, or half as much damage on a successful
one. The energy is the same as the dragonblade’s Dragon Soul.
transform into a dragon form. After the transformation, you with it. Equipment that merges with the form has no effect
can only use this feature again after a long rest. until you leave the form.
Your dragonblade level determines the power of the dragon
you can transform into, as shown in the Dragon Form table.
Tactical Response
Your dragon form’s aspect matches your Draconic Soul.
Your precise instructions enable your allies to execute actions
D ragon F orm
beyond their regular capability. At 11th level, at any moment,
D ragonblade L evel D ragon form you can use your reaction to bestow an extra reaction upon
9th Juvenile Dragon Form an ally within a 30-foot radius from you. They must use
12th Mature Dragon Form it immediately to perform any reaction they’re capable of.
15th Adult Dragon Form
18th Old Dragon Form
Spiritual Wings
You’re able to manipulate the draconic energy to fly. Starting
You can stay in the dragon form for 10 minutes then revert
at 17th level, with a bonus action, you can generate a pair
to your normal form. You can revert to your normal form ear-
of spectral dragon wings on your back. These wings endow
lier by using a bonus action on your turn. You automatically
you with a flying speed of 60 feet. They last until you dismiss
revert if you fall unconscious, drop to 0 hit points, or die.
them, also with a bonus action.

64 65

Fabien Laurens (Order #42156009)


Call of the Dragon Mark of the revenge W hite D ragon D raconic P owers
These untamed wanderers are graceful as a summer breeze,
Starting at 6th level, when you expend your Empowered their movements as fluid and precise as the winds they con-
At 20th level, your bond with the power of dragons is so D ragonblade L evel D raconic P ower
Soul to execute a second Draconic Power in a single turn, trol. They are drawn to the untamed energy of the storms,
potent that these majestic creatures respond to your call 2nd Shield of Scales seeking to understand its secrets and bend it to their will.
you may retain a mark (Claw, Scale, or Wing) of your choice
for combat. You can summon an adult dragon to assist you 4th Enduring Scales Despite the disappearance of Thyra, the Blue Avatar Dragon,
instead of erasing all of them.
in a fight. The dragon takes 1d4 rounds to reach you, but it 7th Frozen Spikes these dragonblades pay homage to their legacy with each
can only be called if its arrival is feasible. The dragon’s color Superior Maintenance 10th Frost Burst daring leap into the unknown, their courage, determination,
matches that of your Draconic Soul and it aids you in the At 10th level, your aura ignites the resilience of your allies. and mastery of the elements, making them the true masters
13th Protecting Mists
most effective manner possible. It remains until the conflict When any creatures of your choice within 30 feet of you are of the skies and the embodiment of freedom.
16th Aura of the Scales
or the cause of its summoning ends (as per the GM’s dis- targeted by a spell that requires a saving throw, they may
cretion) and no longer than 30 days. Once used, this ability 19th Ice Fortress B lue D ragon D raconic P owers
choose to replace their saving throw ability modifier with
cannot be invoked again until a 30-day period has passed. your Intelligence modifier (the target still uses its proficiency D ragonblade L evel D raconic P ower

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.

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Fabien Laurens (Order #42156009)


Draconic Powers Burning Strike Dragon’s Vitality
Activation: 1 action Activation: 1 bonus action
1st Level Type: Wing (Red dragon only)
Power: Infuse your weapon with dragon fire and make a
Type: Scale
Power: You invigorate an ally with dragon-like vitality. A
weapon attack. On a hit, the target takes the usual damage willing creature you can see within 15 feet of you can take
Force Wave plus an extra 1d6 fire damage. The extra fire damage increases its reaction to spend up to half. of its available Hit Dice to
Activation: 1 action to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 13th level, 5d6 regain hit points. Additionally, if at least 1 Hit Dice is spent,
Type: Claw at 16th level, and 6d6 at 19th level. it gains temporary hit points equal to your Intelligence mod-
Power: Make a weapon attack. Even on a miss, a seismic ifier for 1 minute.
ripple emanates from you, targeting a creature within 15 feet Shield of Scales
of you (which could be the same or a different target). This Activation: 1 bonus action Wings of Wind
creature must succeed on a Dexterity saving throw or take 1d4 Type: Claw (White dragon only) Activation: 1 action
thunder damage and be thrown off balance, landing prone. Power: Choose either yourself or a creature within 5 feet Type: Wing
of you. An icy barrier springs up as a shield against attacks Power: Make a weapon attack that summons a gust of wind
Elemental Flay until the end of your next turn. The creature under protection in its wake. After the attack (even if it misses), the wind
Activation: 1 action receives an AC bonus equal to your Intelligence modifier shields you and another willing creature you can see within
Type: Claw against the next attack. 30 feet of you, granting both of you a +1 AC bonus until
Power: Make a weapon attack. On a hit, your next turn. In addition, if that creature becomes a tar-
deal the usual damage and distress a Lightning Dash get, you can use a reaction to swap positions and become
substantial portion of the target’s skin. Type: Scale (Blue dragon only) the target instead.
The next time the creature takes damage Activation: 1 action
before the end of your next turn, it suffers Power: You effortlessly move at your speed, ignoring difficult Bind of the Wavering
an extra 1d6 damage. terrain, and without provoking opportunity attacks. During Activation: 1 action
this movement, if you move within 5 feet of any number of Type: Wing
Ancestral Blessing creatures, each one takes 1d6 lightning damage, only once Power: Your supernaturally quick movement leaves your
Activation: 1 action per use of this power. enemy’s defense open. Make a weapon attack. On a hit, deal
Type: Scale the usual damage, and the target must succeed on a Dexterity
Power: Make a weapon attack. On a hit, deal your usual 2nd Level saving throw. On a failed save, an ally within 15 feet of the
damage and bask in a soft luminescence of sacred golden target may take a reaction to move up to 10 feet and make
light that bestows upon you 1d6 temporary hit points for an opportunity attack against it.
Inspiring Roar
1 minute.
Activation: 1 bonus action Sundering Strike
Draconic Shield Type: Claw
Activation: 1 action
Activation: 1 action Power: Your dragon-heartened courage motivates either
Type: Wing (Red dragon only)
Type: Scale yourself or an ally. A willing creature of your choice with-
Power: Your weapon lands a precise hit, rending the target’s
Power: Make a weapon attack. Then, choose either yourself in 15 feet of you gets a +1d6 bonus on its next attack roll.
defenses. Make a weapon attack. On a hit, you deal the usual
or a willing creature within 30 feet of you, and generate an Additionally, any frightened condition on that creature is
damage and leave the target vulnerable, granting advantage
unseen protection barrier. The beneficiary gains a +2 bonus immediately removed.
to the first attack roll of each creature that attacks the target
to AC, and a +2 bonus on all saving throws until the start until the end of your next turn.
Elemental Weapon
of your next turn.
Activation: 1 action Enduring Scales
Distracting Tail Type: Claw
Activation: 1 bonus action
Activation: 1 action Power: Your weapon erupts with elemental energy. Make
Type: Claw (White dragon only)
Type: Wing a weapon attack and, on a hit, deal the usual damage plus
Power: You imbue the target’s skin with mystical draconic
Power: Make a weapon attack. On a hit, deal the usual dam- an extra 1d8 damage of the same type as your Draconic
scales, providing additional fortification. You or a willing
age and destabilize the enemy, causing it to lose the ability Soul. If your attack misses, the target takes 1d6 damage of
creature within 30 feet of you gains 1d12 temporary hit points
to make Opportunity Attacks and suffer a -2 penalty to AC the same type.
for the next minute. This increases to 2d12 at 10th level and
until the end of your next turn. 3d12 at 16th level.
Spiritual Fog
Dashing Rush Activation: 1 bonus action
Activation: 1 action Type: Scale
Type: Wing Power: A visibly magical fog billows from your breath, cov-
Power: Move up to half your base speed, ignoring difficult ering a 15-foot-radius sphere around you. It remains stagnant
terrain, and make a weapon attack. If at least 10 feet of this until the start of your next turn, providing half-cover to all
movement is completed in a straight line, your attack deals creatures enveloped by it. A moderate or greater wind speed
1d6 extra damage. (at least 10 mph) instantly disperses the fog.

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Fabien Laurens (Order #42156009)


Tail Slam Martyr’s Shield
Activation: 1 bonus action Activation: 1 bonus action
Type: Scale (Blue dragon only) Type: Scale
Power: Swing your weapon with a mighty force to push Power: Forfeit your defense to shield your comrades. Until
your enemy away. Make a weapon attack. On a hit, deal the the start of your next turn, you suffer a -2 penalty to your
usual damage and, if the target is Large or smaller, it must AC, and all willing creatures you choose within 30 feet of
succeed on a Strength saving throw or take 1d10 bludgeoning you gain a +4 bonus to their AC.
damage and be pushed 20 feet from you in a straight line.
If another creature obstructs the path, the movement halts, Dive Attack
and that creature takes the same 1d10 bludgeoning damage. Activation: 1 action
The distance increases to 30 feet and damage to 2d10 at Type: Wing
10th level, then further to 40 feet and 3d10 at 16th level. Power: You leap over a distance up to your walking speed,
clearing obstacles on the way up to 20 feet high, and you
3rd Level must land in an unoccupied space. Every creature within
10 feet of your landing space must succeed on a Dexterity
saving throw or take 5d6 bludgeoning damage (half damage
Spiritual Retribution
on a successful save).
Activation: 1 action
Type: Claw Static Imprisonment
Power: Curse those who attack your comrades while in your Activation: 1 action
vicinity. Make a weapon attack. On a hit, deal the usual Type: Wing
damage, and the target must succeed on a Wisdom saving Power: Infuse your weapon with static energy to impair your
throw or bear your draconic energy curse until the end of foe’s movements. Make a weapon attack. On a hit, deal the
your next turn. usual damage, and the targeted creature must succeed on a
If the cursed target is within 20 feet of you and strikes a Constitution saving throw or take 1d10 lightning damage
creature other than you, it takes damage equal to half the and reduce 10 feet of all movement speeds for 1 minute.
damage dealt to the other creature. The damage matches the During this minute, the target is charged with static energy,
type of your Draconic Soul. and whenever you hit it with your weapon attack, it loses an
extra 10 feet of its speed and takes an extra 1d10 lightning
Destructive Claws
damage (with no saving throw). If its speed becomes zero,
Activation: 1 action
the creature takes a final extra 2d10 lightning damage, and
Type: Claw
this effect ends.
Power: Imbue your weapon with draconic elemental powers
for a forceful strike. Make a weapon attack. On a hit, deal Ring of Fire
the usual damage and an extra 2d12 of one of these types at Activation: 1 action
your choice: Fire, Cold, Lightning, Acid, or Poison. Type: Wing (Red dragon only)
Power: Engulf your weapon in flames and attack every crea-
Draconic Challenge
ture within your vicinity in a flaming spin attack. All creatures
Activation: 1 action
within 15 feet of you must succeed on a Dexterity saving
Type: Scale
throw or take 3d12 fire damage (half damage on a success).
Power: Compel your adversaries to focus their attacks on
The damage increases to 4d12 at 13th level and
you. Make a weapon attack. On a hit, deal its damage, and
6d12 at 19th level.
until the end of your next turn, the target is compelled to
attack you. Gain a +2 bonus to your AC against the target, Frozen Spikes
and if the target is within 30 feet of you and targets another Activation: 1 action Binding Lightning 4th Level
creature with an attack or offensive spell, it takes 4d8 psy- Type: Claw (White dragon only) Activation: 1 action
chic damage. Type: Scale (Blue dragon only)
Power: Infuse your weapon with chilling cold that perme- Dragon Mark
ates the area around you. Make a weapon attack. On a hit, Power: Unleash a bolt of lightning that energizes and hin-
Activation: 1 bonus action
you deal the usual damage and create an aura with a 15-foot ders enemy movement. Make a ranged spell attack against
Type: Claw
radius around you, lasting until the end of your next turn. a visible target creature within 60 feet of you. On a hit, the
Power: You designate an adversary as your primary foe. Target
All creatures of your choice within the aura, or those en- creature takes 3d10 lightning damage and becomes electri-
a creature within 30 feet. The creature must succeed on a
tering it for the first time, must make a Constitution saving cally charged, taking 1d6 lightning damage for every 5 feet
Wisdom saving throw or become marked. The mark lasts for
throw. Failure results in them taking 3d8 cold damage, while of willing movement until the end of its next turn.
1 minute or until you mark another creature or the marked
a success halves the damage. The area is considered difficult creature becomes unconscious or dies. The marked creature
terrain for all creatures except you. takes 1d10 damage of the type defined by your Draconic
Upon reaching the 16th level, the damage increases to 5d8. Soul and a -1 penalty to AC each time it attacks a creature
other than you.
70 71

Fabien Laurens (Order #42156009)


Elemental Cyclone temporarily suppressed. The power remains active until the Lagging Thunder Lightning Spirit
Activation: 1 action end of your next turn. Activation: 1 action Activation: 1 bonus action
Type: Claw Type: Scale (Blue dragon only) Type: Wing
Hardened Scales
Power: Create a potent cyclone of energy, stretching 10 feet Power: You unleash a wave of paralyzing energy towards an Power: You transform into pure electricity and pass through
Activation: 1 bonus action
wide and reaching 15 feet high, that travels a straight 30-foot enemy. A creature within 30 feet of you must succeed on a your foes. Move up to 30 feet in a straight line, without pro-
Type: Scale
path. Every creature in its trajectory makes a Dexterity saving Constitution saving throw or suffer 3d10 thunder damage and voking opportunity attacks and able to pass through other
Power: Bestow upon yourself or an ally the resilience of a
throw. A target takes 4d10 damage on a failed save, or half lose its ability to take a reaction and to make extra attacks, creatures. Your path must end in an unoccupied space. You
dragon. Until your next turn ends, a willing creature with-
as much damage on a successful one. The type of damage if any, until the end of its next turn. On a successful save, ignore difficult terrain but cannot move through spaces filled
in 20 feet of you gains resistance to non-magical slashing,
matches your selected Draconic Soul. the creature takes half damage with no additional effects. by Large or bigger objects. All creatures in your path must
piercing, and bludgeoning damage, along with an advantage
Damage increases to 4d10 at 16th level and 5d10 at 19th level. make a Dexterity saving throw, taking 2d10 lightning dam-
Arcane Barrier on Strength, Dexterity, and Constitution saving throws.
age on a failure or half as much damage on a success. If you
Activation: 1 bonus action
Linked Bolt 5th Level finish your turn in the air, you fall as normal.
Type: Scale
Power: By inscribing a protective rune, you form a pro-
Activation: 1 action
Coordinated Strike Dragonblood Pact
Type: Wing
tective barrier over yourself or an ally with your draconic Activation: 1 bonus action
Power: Electrify your foes with polar-opposite charges. Make Activation: 1 action
energy. You or a willing creature within 30 feet of you gains Type: Wing
a ranged spell attack on two distinct creatures within 60 feet Type: Claw
resistance to damage from spells and is immune to spells of Power: A massive ethereal dragon rises from the ground
of you. Each target struck takes 3d10 lightning damage and Power: Your attack creates an opening for a coordinated
4th level or lower, even if amplified with higher-level spell and strikes at one of your enemies. The dragon manifests
is pushed 10 feet towards the other. If both targets end up assault. Make a weapon attack. On a hit, up to two allies
slots. If a spell is already affecting the target, its effects are on any solid surface within 90 feet of you and bites a target
adjacent, they take an extra 3d10 lightning damage. The within 30 feet of you may take a reaction to move up to 10
within 5 feet of it. Make a melee spell attack. On a hit, the
power requires two different targets to activate. feet and make a weapon attack against the target.
target takes 2d12 piercing damage and 2d8 energy damage
Stormbringer Draconic Glare that matches of your Draconic Soul.
Activation: 1 bonus action Activation: 1 action Blades of Wind
Type: Wing Type: Claw
Activation: 1 action
Power: Infuse your feet with energy, granting the Power: You unleash a terrifying gaze. Each chosen creature
Type: Wing (Red Dragon Only)
ability to stride upon the winds. You gain a flight within a 30-foot cone must succeed on a Wisdom saving
Power: Your swift strike slices the air, creating a vacuum that
movement equivalent to your walking speed for throw or take 5d6 psychic damage and become frightened
acts as a blade against all in its path. Creatures in a 45-foot
this turn. On a hit, your next attack during this for 1 minute. Frightened creatures can attempt the saving
long, 5-foot wide line must succeed on a Dexterity saving
turn deals an additional 1d8 lightning damage throw again at the end of their turns, ending the effect on
throw or suffer 5d10 slashing damage, halving the damage on
for every 10 feet of straight-line flight movement a success.
a successful save. The damage increases to 7d10 at 19th level.
made before the attack. If your turn ends in
Life Link
mid-air, you fall as usual. Protecting Mists
Activation: 1 bonus action
Activation: 1 action
Boon of Flames Type: Scale
Type: Claw (White dragon only)
Activation: 1 bonus action Power: Gain 3d10 temporary hit points for 1 minute and
Power: You summon a defensive fog. You gain 4d8 tempo-
Type: Wing (Red dragon only) you may select an ally within 30 feet of you. Until the start
rary hit points and create a 20-foot-radius cold fog centered
Power: Infuse your weapons with fiery energy. of your next turn, you suffer any damage taken by that ally
on you, lasting for 1 minute. You and any chosen creatures
It deals an extra 4d6 fire damage to all attacks instead of it. Your resistances, immunities, or damage re-
within 30 feet of you can see clearly through the fog; for
until the end of your next turn. The damage ductions do not apply to this transferred damage.
others, it’s heavily obscured. Moderate or stronger wind (at
increases to 6d6 at the 19th level.
Stunning Blow least 10 miles per hour) disperses the fog after three turns.
Frost Burst Activation: 1 action Only one instance of Protecting Mists can be active at a time;
Type: Scale activating it again immediately dissipates the previous one.
Activation: 1 action
Type: Claw (White dragon only) Power: With a potent blow, you aim to disorient your target. Thundering Translocation
Power: Slam your weapon against the ground, Make a weapon attack. On a hit, deal its usual damage plus
Activation: 1 action
triggering a frost energy explosion. All creatures an extra 1d10 bludgeoning damage, and the target must
Type: Scale (Blue dragon only)
within 10 feet of you must pass a Constitution succeed on a Constitution saving throw or be incapacitated
Power: You open a rift in space, letting loose thunderous
saving throw. Those who fail take 3d8 cold dam- until the start of your next turn.
energy. Choose up to two creatures within 30 feet of you;
age and have their speed halved for 1 minute.
they must succeed on a Dexterity saving throw or take 4d10
A successful save results in half damage and no
thunder damage. Additionally, you can swap the position of
movement penalties. The damage increases to 4d8
each creature that failed its save with you or another willing
at the 16th level and 5d8 at the 19th level.
creature within 60 feet of you.

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6th Level learn about any immunities, resistances, or vulnerabilities Flurry of Wings Sweltering Heat
the creature might have. Activation: 1 bonus action Activation: 1 action
Dragon’s Breath Heart of the Dragon Type: Wing Type: Wing (Red dragon only)
Activation: 1 action Power: You channel draconic energy into spectral wings for Power: Your weapon carries intense heat. Make a melee
Activation: 1 bonus action
Type: Claw you and your allies. You and up to four allies within 30 feet weapon attack. On a hit, deal the usual damage plus 6d6 fire
Type: Scale
Power: Your dragon lineage allows you to unleash a powerful of you sprout spectral wings, gaining a 60 feet flying speed damage. The target must make a Constitution saving throw
Power: Your Draconic Soul confers legendary resilience. You
breath attack based on your Draconic Soul: and the ability to make a bonus action melee attack with or suffer one level of exhaustion.
gain 20 temporary hit points and advantage on all saving
Blue Dragon. Lightning erupts in a 90 feet long, 5 feet a 10-foot reach. These attacks deal 3d12 damage of your
throws until your next turn.
Draconic Soul’s type, using your Intelligence modifier for Aura of the Scales
wide line. Creatures in the line make a Dexterity saving
the attack and damage rolls. If the effect ends and a creature Activation: 1 bonus action
throw, taking 6d10 lightning damage on a failed save, or Spiritual Reprimand
is in the air, it descends gently to the ground. Type: Claw (White dragon only)
half as much damage on a success. Activation: 1 action
Power: Your aura shields your allies. You create a 15-foot
White Dragon. An icy blast fans out in a 60-foot cone. Type: Scale Ripper Fangs radius aura around you that lasts until the start of your next
Creatures in the area must make a Constitution saving throw, Power: You manifest an elemental barrier that shields you
Activation: 1 action turn. When a creature inside this aura takes damage, you can
taking 7d8 cold damage on a failed save, or half on a success. and up to five allies within 30 feet of you until your next
Type: Wing choose to reduce it by 2d6 (minimum to zero).
Red Dragon. Fire engulfs a 60-foot cone. Creatures in the turn. The barrier confers resistance to your Draconic Soul’s
Power: Your attack opens the enemy’s guard for a follow-up
area must make a Dexterity saving throw, taking 10d6 fire damage type. When another creature deals damage to you or Shocking Trap
assault. Make a weapon attack. On a hit, deal the usual dam-
damage on a failed save, or half as much damage on a success. a shielded ally, the attacking creature must make a Dexterity
age and make two more attacks against the same target. If Activation: 1 action
saving throw. On a failure, it suffers damage and an effect
Find Weaknesses based on your Soul (half damage and no effect on a success).
both extra attacks hit, the target suffers an additional 3d12 Type: Scale (Blue dragon only)
damage of the weapon’s type. Power: You charge the ground with electricity. You affect
Activation: 1 bonus action Red Dragon. The attacker takes 5d6 fire damage and ig- a 20-foot square area within 60 feet of you until the end of
Type: Claw nites, taking 1d6 fire damage at the start of each of its turns your next turn. Creatures entering or starting their turn in
Power: Your dragonlike perception allows you to exploit for a minute, or until the flames are doused. the area take 3d12 lightning damage and must succeed on
your enemies’ weaknesses. Up to three creatures within White Dragon. The attacker takes 4d8 cold damage and a Constitution saving throw or be restrained until the end
60 feet of you that you can see must make a Constitution is restrained until the end of your next turn. of your next turn.
saving throw. Creatures that fail will have their weaknesses Blue Dragon. The attacker takes 3d10 lightning dam-
revealed to you until the end of their next turn, suffering
double damage from your attacks. Also, on a failed save, you
age and has disadvantage on attack rolls until the end of 7th Level
your next turn.

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.

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Frozen Shield Final Destruction
Activation: 1 bonus action Activation: 1 action
Type: Scale Type: Wing (Red dragon only)
Power: Shield yourself with a frosty barrier of scales, gaining Power: Destructive flames fall from the sky, dealing massive
+3 AC until the end of your next turn. Any creature missing destruction to the area. All creatures on a 50-foot-radius
a melee attack against you while this effect is active takes sphere centered in a point up to 120 feet of you take 11d6
6d8 cold damage. fire damage. They can halve the damage with a successful
Dexterity saving throw.
Dimensional Strike
Activation: 1 bonus action Ice Fortress
Type: Wing Activation: 1 bonus action
Power: By manipulating reality with your dragon power, Type: Claw (White dragon only)
you teleport up to 30 feet and make a weapon attack. This Power: Project a frigid mist that shields you and your allies.
attack deals an extra 3d8 force damage on a hit. You may also Until the start of your next turn, chosen creatures within 20
teleport up to two allies within 60 feet of you to unoccupied feet of you gain resistance to all damage. Enemy creatures en-
spaces adjacent to your target. Then, each of these allies can tering or starting their turn in the area take 2d8 cold damage.
make a weapon attack against the target. You must see the
place to teleport you and your allies. Spatial Storm
Activation: 1 action
Wing Attack Type: Scale (Blue dragon only)
Activation: 1 bonus action Power: Your power disrupts space itself, opening rifts for
Type: Wing your allies to use. Until the end of your next turn, you and
Power: You emulate a dragon’s flight, creating wings that any willing creatures of your choice within 60 feet of you can
allow you to ascend without provoking attacks of opportu- teleport up to 30 feet at the start of their turn. Teleporting
nity. All creatures within 15 feet of you must succeed on a in this way charges the creature with energy, adding 4d10
Dexterity saving throw or take 4d6 bludgeoning damage and lightning damage to its next attack’s damage roll until the
be knocked prone. The wings dissipate at the end of your duration expires.
next turn, and if it ends while you are still in the air, you
descend gently, avoiding damage from falling.

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T he E lementalist Element Spell Known
P roficiency
L evel F eatures P rimary S econdary S pell S lots per L evel
B onus

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 - - -

Elementalists are versatile and wise spellcasters who serve 13th +5 - 14 14 4 3 3 3 2 1 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

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Fabien Laurens (Order #42156009)


remnants of the elves sought sanctuary in Tanares, guided With the ancient prophecy of Bás’s return now unfold- new generations to battle the forces of the Ungods and
by the wisdom of their remaining divine trinity. ing, the elementalists must confront the trials posed by Bás avert the apocalyptic doom that befell their world. They
In their newfound haven, the divine triad endowed the and Gullog. The scarcity of water elementalists has led their instill a sense of duty, honor, and respect, nurturing life-
elven people with the mystical knowledge of Elementalism, enclaves to prioritize training new adepts, for it is believed long bonds between master and disciple. Thus, the
an art that would serve as their salvation and guide their that masters of all four elements are essential in facing Bás. lineage of elemental wisdom endures, perpetually
path in the new world. Entwined within this sacred gift, a As they ready themselves for the impending darkness, the growing stronger.
prophecy unfurled, foretelling the inexorable return of the timeless wisdom and deep connections of these exceptional Elementalists draw upon the wisdom of their
vengeful Bás and the darkness she would bring upon Tanares. spellweavers will forge the fate of Tanares. ancestral masters, forging a connection to ancient
As the elves’ prowess in Elementalism blossomed, they traditions and spiritual disciplines. Through
clung steadfastly to the hallowed teachings, safeguarding Elementalism and the Ungods long seclusions, rigorous study, and intense
the ancestral secrets within their sanctified enclaves and training, they become dignified forebears,
Elementalists, ever vigilant against the malevolent forces
revered schools. Their vigilance endured, ever-alert for the their practices evoking a sense of time-hon-
of the Ungods, always aware of the fate of the worlds taken
encroaching shadow of Bás’s dreaded return. ored tradition and spiritual commitment. They
by their corruption, dedicate themselves to thwarting these
As the Evolutionist Church’s hold on arcane magic intensi- are ever vigilant against the encroachment of
ancient beings and their wicked schemes. Knowing what
fied, their ranks infiltrated by Ungod cultists, Elementalism the Ungods’ influence, striving to preserve the
happened to the elven world, elementalists recognize the
arose as a free and unshackled alternative. The Ungods took delicate balance of the world.
price of failure and commit to safeguarding Tanares from
little notice of the elementalists, leaving them to hone their
craft in peace while manipulating the persecution of wizards
a similar fate.
Guided by the teachings of venerable masters, elementalists
The Return of Bás
and sorcerers. Thus, the elves disseminated their knowledge
wield the elements to counter the myriad threats posed by The elementalists hold the Cuibhle pantheon in
among diverse species, nurturing a thriving community of
the Ungods. They relentlessly confront the hidden servants the highest regard, venerating the elven gods as
elementalists across Tanares.
who sow discord among mortals and battle the penumbral the wisest ancestors and elemental masters. Breith,
Over the ages, water elementalism, once an esteemed elven
creatures that lurk in the shadows, seeking to breach into god of spring and earth; Òigridh, goddess of summer
tradition, dwindled as the winter elves forsook it in pursuit
the Material Plane. Elementalists tirelessly work to prevent and fire; Aibidh, god of autumn and air; and Bás, once
of dark prophecies that transformed them into the kemet
wars and unrest among factions, as they know that such the gentle goddess of winter and death, are believed to spin
people. The remaining elemental arts thrived, providing a
conflicts only serve to empower the Ungods and hasten their the wheel of life in an eternal dance.
substitute for arcane magic. New institutions were founded,
nefarious plans. Bás, though lost to wrath and vengeance, remains an an-
as practitioners plumbed the depths of ancient texts, med-
Air elementalists, cunning and acrobatic, infiltrate the cient master of elementalists. Her heart turned cold, and her
itated, and performed rites to fortify their bonds with the
hidden networks of the Ungods’ servants. They disrupt the vision clouded by hatred for the Ungods, so the elemental- reflecting the unique characteristics, tendencies, and worl-
elements. Their wisdom, echoing the ancient philosophies,
corrupt machinations from within, shielding the innocent ists do not seek her destruction, but rather her redemption. dviews of the elements themselves.
became a coveted treasure for rulers, strategists, nobles, and
from the clutches of the Cult of Shadow Wing. Earth ele- They liken her to the calm and raging oceans, her actions Air Elementalists, known for their free-spirited and per-
merchants alike. In time, their enclaves, schools, and sects
mentalists, resolute and steadfast, stand guard over sacred reflecting the duality of the elemental forces. ceptive nature, embody the ephemeral essence of the wind.
evolved into bastions of enlightenment and erudition.
places of power, preventing the Ungods from seizing these Her alliance with Gullog and Golgöggoth, the Augur, un- Their training emphasizes cunning, agility, and the art of
During the Kemet Invasion, the Tanares Empire’s strength
elemental energy sources. Fire elementalists, with their mar- veiled chilling plans for an icy wasteland free of life, making deception. Through meditation and practice, these elemen-
waned considerably. The kemets, under Gullog’s command,
tial prowess, ignite the hearts of those who would defy the the world immune to the Ungods’ corruption. Bás’s goal is a talists gain the ability to move with the swiftness of the breeze
invaded Tanares to fulfill Golgöggoth’s scheme to strip mor-
Ungods, inspiring them to resist the encroaching darkness. twisted version of her once noble purpose, and the elemen- and even defy gravity. They find solace in tea-making, mu-
tals of their emotions, rendering them impervious to Ungod
Water elementalists, rare and sagacious, offer healing and talists are integral in halting her descent. Air elementalists sic, and exploration. When not in their schools, they often
corruption. Though the combined forces of Tanares van-
wisdom to those tainted by the Ungods’ influence, cleansing disrupt the freezing winds, earth elementalists stand against join merchant or adventuring groups as wandering masters,
quished Gullog and the kemets, Bás resurfaced, reviving
them of corruption. the encroaching frost, fire elementalists combat the cold with preferring to avoid conflict, but navigating challenges with
Gullog and forging an alliance with Golgöggoth to trans-
To strengthen their ranks, elementalists endeavor to edu- their passion, and water elementalists, critical to restoring cunning and quick thinking when necessary.
form Tanares into a frozen, undead wasteland akin to the
cate and inspire others in the ways of elementalism. Through balance, strive to heal and rejuvenate the land, countering Earth Elementalists, the bastions of stability and tradition,
lost elven realm.
rigorous training and the sharing of wisdom, they prepare Bás’s icy grasp. resonate with the unyielding resilience of stone. Their con-
Rumors suggest that the most ancient elves, direct disci- nection to the earth grants them an unparalleled awareness
ples of the gods themselves, have returned from seclusion of its vibrations and mysteries. Often dedicating themselves
following Bás’s reemergence. They purportedly carry knowl- to matters such as law, architecture, and history, they record
edge of three divine artifacts, imbued with the essence of the past and present through intricate calligraphy and poetic
the gods of Summer, Autumn, and Spring, holding the key prose. They may find purpose in bureaucratic positions, state
to swaying Bás and guiding her back to her pacifist ways. administration, or roles that maintain order, and while they
These enigmatic masters are believed to be seeking new ap- will rarely start conflicts, they are the last to back down.
prentices to aid in the journey to stop Bás once and for all. Fire Elementalists, fueled by passion and prowess, wield
both martial arts and elemental fire in a harmonious dance
The four paths of of destruction and creation. Their training encompasses the
Elementalism mastery of weapons, shields, and close combat. Many who
leave their conclaves embark on the path of the soldier, mer-
The sacred art of Elementalism, passed down through gen- cenary, or adventurer, seeking wisdom and growth through
erations of masters, manifests in four distinct paths, each the heat of battle. They inspire greatness in allies and are the
most charismatic of all the elementalists.

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Water Elementalists, rare and nearly lost, have experienced Creating an Elementalist Primordial Element Spells Known of 1st
a resurgence as the ancient art of healing and restoration is Level and Higher
rediscovered. These wise scholars and empathetic healers When creating an elementalist, you must define how do you Every elementalist has a primary element they are connected
You know two 1st-level spells of your primary element and
possess an unparalleled understanding of life energy, al- belong in Elementalism. What is your role? Which element to. At 1st level, you must choose your Primordial Element
two 1st-level spells of your secondary elements of your choice
lowing them to mend wounds and protect themselves from represents you? Do you agree with its precepts? Are you from the following options: Air, Earth, Fire, and Water. Your
from the elemental spell list.
harm. They often serve as healers, physicians, counselors, an ally of a group or hermit elementalist? Why are you an Primordial Element determines which spells you have access
You learn two spells of your primary element and two of
and sages, sharing their wisdom and serenity with those in adventurer? What do you seek in the world? to, your Primary Element, your Secondary Elements, your
your secondary elements every time you gain access to a new
need. Their patience is formidable, but when pushed to the After that, you must also define which characteristics (if Opposing Element, and a variety of features at 6th level,
spell level. Each of these spells must be of a level for which
limit, their wrath is as powerful as a raging ocean. any) from your element you carry in your behavior and 10th level, and 14th level. You have access to spells from
you have spell slots. For instance, when you reach 3rd level
Each elementalist path reflects the unique teachings and personality. Are you a passional, fiery person, or are you your Primary Element, your Secondary Elements, and the
in this class, you can learn two new spells of 1st or 2nd level.
focus of their respective masters, who guide their apprentices stubborn like a rock? Or, even if you are connected to a cer- fusion of the two, choosing spells from their respective lists,
You can never learn to cast spells of your opposite element.
in the ways of their chosen element. Despite their elemental tain element, is your personality more aligned to a different as explained below, but never from your Opposing Element
Additionally, when you gain a level in this class, you can
differences, all elementalists share a profound sense of uni- one? These questions define your character’s goals, and how or its fusions. To find out what your Secondary Elements and
choose one of the elemental spells you know and replace it
ty and respect for one another. As the world faces the dark it will work to achieve them. Opposing Element are, refer to the Primordial Element table.
with another spell from the elemental spell list, which also
threat of Bás and the Forces of Darkall, the elementalists of
Class Features
P rimordial E lement must be of a level for which you have spell slots.
Tanares stands united.
P rimary S econdary O pposite
As an elementalist, you gain the following class features. E lement E lement E lement Spellcasting Ability
Air Fire and Water Earth Wisdom is your spellcasting ability for your elementalist
Hit Points Earth Fire and Water Air spells, since the power of your magic depends on your will-
Hit Dice: 1d6 per elementalist level power over the elements. You use your Wisdom whenever
Fire Air and Earth Water
Hit Points at 1st Level: 6 + your Constitution a spell refers to your spellcasting ability. In addition, you
Water Air and Earth Fire
modifier use your Wisdom modifier when setting the saving throw
Hit Points at Higher Levels: 1d6 (or 4) + your DC for an elementalist spell you cast and when making an
Constitution modifier per elementalist level For example: An elementalist who chooses Air can choose attack roll with one.
after 1st. their spells from the Air, Fire, and Water spell lists, but can
never choose spells from the Earth element, or use any Fusion Spell save DC = 8 + your proficiency bonus + your
Proficiencies Spells that include Earth. Wisdom modifier
Armor: None Spell attack modifier = your proficiency bonus + your
Weapons: Clubs, daggers, quarterstaffs, shortbows, Spellcasting Wisdom modifier
longbows
Your studies and practices of the elementalism teachings
Tools: None
have granted you the ability to cast spells by channeling Spellcasting Focus
Saving Throws: Intelligence, Wisdom You can use an elemental focus as a spellcasting focus for
the power of the elemental planes through the force of will
Skills: Choose two from Arcana, History, Insight, your elemental spells.
over the elements.
Nature, Perception, Persuasion, and Religion

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.

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spell slot to cast a fusion spell that combines those two el- Air Body
F used elements F usion element ements. When you do this, erase any previous spell notes. E lements D amage I mmunity
Starting at 14th level, you can use your bonus action to
Air and Fire Lightning If you cast a spell that’s not a fusion spell when you already Air or Lightning Lightning channel the energy of air and become ethereal for 1 minute.
Air and Water Spirit have two spell notes, write down the new spell’s element and Earth or Plant Acid This enables you to move through spaces occupied by ob-
keep only the last two spell notes, erasing the oldest one. Your structions and creatures without penalty, and move without
Earth and Fire Lava Fire or Lava Fire
spell notes disappear when you finish a short or long rest. provoking attacks of opportunity. For the duration, you also
Earth and Water Plant Water or Spirit Cold
For example, an elementalist casts accelerate and takes gain resistance to all non-magical bludgeoning, piercing,
note that he has cast an air spell, then he casts burning eyes
Casting Fusion Spells
Primordial Elements
or slashing damage, and immunity to the grappled condi-
and takes note that he has cast a fire spell. When casting his tion. You cannot use this feature again until you complete
When you cast an elementalist spell of 1st lev- next spell, he may choose to use any of his spell slots to cast a
el or higher, write down the spell’s Each elementalist has a primary element that they study and a long rest.
lightning fusion spell of whatever level he has access to, such control. This element determines their primary and second-
element. If the last two spells as energize nerves. If he casts a lightning spell, he must erase
you cast have different el- ary elements and grants them a series of special abilities. The
all his notes, but if he casts earth armor, an earth elemental four primary elements dictate the primordial elements that
ements, you can spell, he must take note of the earth element and can
use a can be chosen: Air, Earth, Fire, and Water.
no longer cast a lightning spell, but now he can
cast a lava spell. Air Primordial Element
Primordial Bond Elementalists connected to this Primordial Element are
usually strongly linked to freedom, deception,
At 2nd level, you gain the ability to cast an mobility, and dexterity. By choosing
elemental spell from your primary element, Air as your Primordial Element
regardless of whether it’s part of your known you can learn Air, Water, and
spells or not, as an action and without using Fire spells, the latter two
a spell slot. The level of the spell cast with being your secondary ele-
this feature cannot exceed one-third of ments, and you will know
your elementalist level (rounded up). the fusion element spells
After using this feature, you must of Lightning and Spirit.
complete a long rest before you can
use it again. Wind Wisdom
Starting at 1st level, the lib-
Ability Score erty and adaptability of the
Improvement air bestow you with new
skills. You gain proficien-
When you reach 4th level, and again cy with two skills of your
at 8th, 12th, 16th, and 19th level, you choice from Acrobatics,
can increase one ability score of your Deception, Persuasion, and
choice by 2, or you can increase two abil- Stealth. Additionally, you gain
ity scores of your choice by 1. As normal, the ability to use the Disengage and
you can’t increase an ability score above 20 Hide actions as a bonus action, and re-
using this feature. duce the height of any fall by 30 feet when calcu-
lating falling damage.
Fusion Master
Starting at 18th level, you no longer need to have
Swift and Graceful
cast an elemental spell before casting a fusion At 6th level, you gain proficiency in Dexterity saving
spell, and you don’t need to keep track of the throws, have advantage on initiative rolls, and your ranged
elements of the spells you cast. spell attacks ignore half cover and three-quarter cover.

Soul of the Wind


Elemental Pinnacle
At 10th level, your bond with air allows you to fly. You
At 20th level, for the next minute after cast- gain a flying speed that equals your walking speed
ing a spell, you become immune to a type Additionally, as a bonus action, you can become in-
of damage based on the last spell you cast visible for a minute or until you make an attack or cast
according to the next table. a spell. You can use this ability once, regaining its use
after a short or long rest.

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Earth Primordial Element Earth Sense Fire Primordial Element provided it was not healed by the original spell. The creature
At 6th level, your bond with the earth allows you to sense its healed through this trait regains 1d6 hit points per level of
Elementalists who choose this Primordial Element are Elementalists who choose this Primordial Element are strong- the spell used.
shapes and forms. You gain a tremorsense with a range of 30
strongly linked to law, resolution, stability, and strength. ly linked to battles, creativity, destruction, and intelligence.
feet. Aditionally, as a bonus action, you can emit a harmless
By choosing Earth as your Primordial Element, you can learn By choosing Fire as your Primordial Element, you can learn Flowing Water
shockwave, identifying all terrains, walls, doors, passages,
Earth, Water, and Fire spells, with the latter two being your Fire, Air, and Earth spells, the latter two being your second- Starting at 6th level, your understanding of the life-sustain-
objects, and creatures within a 90-foot radius and pinpoint-
secondary elements, and you will know the fusion element ary elements, and you will know the fusion element spells ing flow of water allows you to adapt to adversity. While
ing their exact locations. This ability can be used a number
spells of Lava and Plant. of Lava and Lightning. conscious and not wearing armor or wielding a shield, your
of times equal to your proficiency bonus plus your Wisdom
Wisdom modifier is added to all saving throws you make,
Grounded Learnings modifier, regaining all when you finish after a long rest. Flame Brilliance in addition to any other applicable modifiers.
At 1st level, the endurance and stability of Earth grant you Earth Shield At 1st level, the creativity and cunning of fire afford you
new abilities. You gain proficiency with two skills of your new abilities. You gain proficiency with two skills of your Purifying Rain
Starting at 10th level, if you are not surprised, you can take
choice from Athletics, History, and Survival. Your hit point choice from Intimidation, Investigation, and Performance. Starting at 10th level, as a bonus action, you can call forth a
a reaction to form a rock shield in response to an attack or a
maximum increases by 1 at the first level, and by an addi- You also gain proficiency with light armor, shields, and simple 30-foot radius rainstorm at a point up to 240 feet away, last-
Strength, Dexterity, or Constitution saving throw. This stone
tional 1 each time you gain an elementalist level. When not weapons. You can cast your elementalist spells even when ing for 1 minute. Upon activating this ability, you and your
shield provides a bonus to your AC and saves equal to your
wearing any armor or shield, your Armor Class is determined your hands are holding weapons or shields, performing the allies within the area recover 2d8 hit points each, and any
Wisdom modifier, lasting until the start of your next turn.
as 10 + your Constitution modifier + your Wisdom modifier, necessary gestures to cast them. conditions, diseases, or curses affecting them are removed.
This ability can be used twice, regaining all uses when you
replacing the usual Dexterity modifier. When wielding a weapon, your melee weapon attack For the duration, you and your allies in the area have ad-
finish a short or long rest.
rolls can use your Wisdom modifier instead of Strength vantage on all saving throws. This ability has no effect on
Tomb of Invulnerability or Dexterity. This modifier also applies to damage rolls undead and constructs. After using this trait, you can’t use
At 14th level, when targeted or affected by an attack, spell, from the 6th level. it again until you finish a long rest.
or any effect except divine intervention, you can use your Fiery Reprisal Healing Tide
reaction to manifest an invincible stone tomb for protection.
Starting at 6th level, when you are the target of an attack, you At 14th level, you can unleash the healing powers of water
Weighing 12,000 pounds, this tomb is impervious to
can take a reaction to make a melee weapon attack against in a surge of vitality. As a bonus action, you create a 60-foot
all but divine intervention. Inside the tomb, you
an enemy within range. emanation around you that lasts for 1 minute. During this
are immune to all damage and any physical,
time, you and all creatures who finish their turn within
mental, or magical effects. However, you Burning Inspiration the area recover hit points equal to your elementalist level.
also become incapacitated, unable to per-
Starting at 10th level, you can use your connection with Additionally, any healing spells cast on a creature within
form actions, reactions, bonus actions,
Fire to inspire your allies. As a bonus action, you can imbue the area recover extra hit points equal to your elementalist
speak, or issue mental commands. No
yourself and all allies within 30 feet of you with the power level. This ability has no effect on undead and constructs.
communication can penetrate the tomb,
of flames, granting them an extra 1d6 fire damage to all After using this trait, you can’t use it again until you finish
but you retain your tremorsense, with its
unarmed, weapon, or spell attacks. This effect lasts for 1 a long rest.
range extended to 120 feet within the tomb.
minute. After using this ability, you can’t use it again until
You can choose to end this effect at the
you complete a long rest.
start of each turn, causing the tomb to
dematerialize instantly. Any effects or Second Surge
conditions affecting you prior to enter-
At 14th level, when using a spell slot to augment your ele-
ing the tomb are suspended while inside,
mental surge cantrip, you can use this cantrip again on the
nullifying their effects but also halting
next turn, as an action, as if you had spent a spell slot one
their duration. Inside the tomb, you are
level lower.
unaffected by hunger, thirst, and don’t need
to breathe, but you continue aging normally.
It is not possible to take rests within the tomb.
Water Primordial Element
This feature can’t be used again until you com- Elementalists who choose this Primordial Element are strong-
plete a long rest. ly attached to peace, tradition, restoration, and wisdom. By
choosing water as your Primordial Element you can learn
Water, Air and Earth spells, the latter two being your second-
ary elements, and you will know the fusion element spells
of Plant and Spirit.

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,

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Elementalist Spell List Water
L evel N ame D escription
Cantrips 1 Adaptive Ear Grant the ability to understand any spoken language by creatures with Intelligence of 5 or more.
1 Healing Drops Heal 1d6 + Wisdom modifier of a creature within 60 feet.
L evel N ame D escription
1 Move Like Water Shield a willing creature, granting a +1 bonus to AC and the ability to not provoke opportunity attacks.
Cantrip Air Essence Manipulate air, creating sounds, moving a light object and hiding tracks by moving dirt around.
1 Tidal Investigation Amplify your senses to discover information from spilled blood.
Cantrip Earth Essence Generate a small tremor, move light objects, or create a small earth construct for simple tasks.
1 Unflinching Stream Grant 2d6 temporary hit points and advantage on Intelligence, Wisdom, and Charisma saving throws to a willing
Cantrip Elemental Surge Create a cone of your primary element to damage creatures. creature.
Cantrip Fire Essence Create magical flame, absorb non-magical flames and ignite objects or space; flames emit light and can take any form. 2 Mirror Object Turn an object into a recorder to capture images and sounds around it.
Cantrip Water Essence Change water into all its states, altering its color and smell, creating sensory effects and draining moisture from small objects. 2 Mystical Flux Recover a spell slot for an ally.
2 Natural Stream Remove one of the conditions: blinded, charmed, deafened, or poisoned.

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.

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Air Earth
L evel N ame D escription L evel N ame D escription
1 Air Beneath Your Allow a creature to jump twice the normal distance and fall from heights of up to 30 feet without taking damage. 1 Disarray Terrain Alter the terrain, forcing all creatures within the area to succeed on Dexterity saving throws or fall prone.
Feet
1 Disk of Dust Create a 1d10+10 hit points disk of dust to cover a spot of your choice.
1 Leaf in the Wind Move faster with the wind, able to use Dash or Disengage actions as a bonus action.
1 Earth Absorption Transfer some of the damage received to the earth, gaining resistance to the type of damage that triggered the spell.
1 Mirage Mirror Conjure a duplicate of the caster.
1 Earth Armor Create a thin layer of earth that grants temporary hit points or increases the target's AC.
1 Veil of Invisibility Make a creature invisible to another creature, as long as the first does not attack or cast a spell.
1 Stone Shield Create a stone shield that provides a +4 bonus to AC and Dexterity saving throws for a round.
1 Whiff Create a swirling wind, pushing creatures of Large size or smaller and dispersing gasses or vapors.
2 Prodigium Multiply small objects by creating copies of the original.
2 Speed Waltz Allow three creatures to be moved by the wind for 30 feet in any direction. Duplication
2 Accelerate Double the speed of a creature, grants a +2 bonus to AC, and advantage on Dexterity saving throws. 2 Stone Imprisonment Create stone hands that restrain creatures in an area.
2 Focused Image Create the image of a visible object, creature, or other phenomenon that can move and make sounds, but cannot 2 Stone Hand Create a stone arm on a willing creature to aid it.
cause harm or be touched.
2 Tread Tremor Create a seismic wave in a cone that pushes creatures, damages buildings, and makes the terrain difficult.
2 Wind Cover Make a creature invisible until the beginning of the next turn.
3 Earth Embrace Alter gravity in an area, restricting the actions and movement of affected creatures.
3 Fairy Dance Perform a dance that enchants creatures in a radius around the caster, causing them to dance along.
3 Earth Shelter Create an invisible shelter in stone or earth.
3 Gale Gate Create a protective barrier of wind at a point within range, granting bonuses to allies and disadvantages to enemies.
3 Rock Stubborn Grant resistance to lightning and psychic damage and advantage on Intelligence, Wisdom, and Charisma saving
3 Gust Fantasy Alter the appearance of a number of willing creatures and grants them a racial trait. throws.
3 Sky Walker Grant the ability to walk on the wind to a touched creature, giving it a flying speed equal to its walking speed. 3 Tunneling Arms Grant powerful claws for burrowing and attacking.
4 Force of Wind Create a blast of wind in a line that pushes and knocks down creatures in its path. 4 Earth Scales Transform a target's skin into stone-like scales, granting resistance to two types of damage.
4 Thunderburst Generate a cone of sonic shock, causing deafness and incapacitation to creatures in the area. 4 Mineral Sculpt Create objects of earth and rock within range, with varying quality depending on the material used.
4 Visions from the Create an illusion of an object or person, providing vision and hearing through the created image. 4 Stone Heart Protect a target against death effects, with the option to use more gems to offer additional protection.
Image
4 Stone Sphere Create a stone sphere that envelops a target, giving total cover against outside attacks and effects.
4 Windstorm Point Create a stationary point of wind that hurls creatures that pass through it.
5 Beryl Slabs Create beryl plates to form structures, with limited resistance and duration.
5 Deflection Air Protect the caster from ranged attacks and can deflect the attack to another target.
5 Conjure Earth Conjure an earth guardian with an appearance based on a stone figure.
5 Sky Blessing Grant flight to a touched creature, along with other special abilities. Guardian
5 Sphere of M’Cel Empty the air from an area, causing creatures within it to have breathing difficulties. 5 Petrify Nerves Temporarily paralyze living creatures, potentially affecting multiple creatures with a higher spell slot.
5 Winds of Time You speed up the passage of time for a creature or object. 5 Scrape the Sky Create pillars of earth that can knock down creatures within range.
6 Air Body Turn your body into a cloud of air, gaining flight, resistance, and the ability to pass through objects. Can attack with a 6 Circle of Protection Create a magical barrier that blocks low-level spells and can deflect one spell to another target.
magical slashing attack.
6 Granite Body Transform a target into a granite statue, granting various stone abilities and improving statistics.
6 Primordial Pass Create an air bridge connecting two points, allowing creatures to be transported safely.
6 Marble Skin Transform a target's skin into marble, potentially petrifying the creature after multiple failed saving throws.
6 Rally of Agility Grant +6 Dexterity, advantage on attack and Dexterity checks, and immunity to grappled, restrained, and paralyzed
6 Metal Barrier Create a protective barrier around a target, granting resistance to certain types of damage.
conditions.
7 Diamond Sword Create a magical diamond sword that lasts for 1 hour, granting a +3 bonus to attack and damage, and critical hits are
6 Spiritual Air Beasts Invoke up to five friendly air spirits that take the form of beasts.
rolled on 19 or 20.
7 Call Allies Teleport up to four allied creatures close to the caster.
7 Earth Imprison Trap a creature in the ground, with the possibility of it freeing itself with Constitution ability checks.
7 Compressed Air Create an illusion that explodes in a burst of air when attacked, causing damage and pushing creatures in the area.
7 Fissure Create a large fissure; creatures inside the area must make a Dexterity saving throw or fall in.
Image
7 Blessing of the Earth Create a blessed area immune to dispel magic, granting advantages to allies and disadvantages to enemies.
7 Hurricane Create a tornado that sucks creatures and objects, lift them in the air, and damages structures.
8 Earth Maze Tremble the ground in a 60-foot radius and traps a number of creatures in the earth, each in a different labyrinth.
7 Move Like Air Double the speed of allied creatures, grants +2 AC bonus, advantage on Dexterity saving throws, and an additional
action. 8 Ground Wave Stomp the ground, throwing your foes and dealing 1d8 bludgeoning damage for every 10 feet they are moved.
8 Air Double Create a gaseous copy of the caster with the same statistics, allowing the caster to switch places with the copy to 8 Mountain Crush Deal a powerful blow to the primary target, leaving it stunned and potentially stunning a secondary target.
avoid damage. 8 Terracotta Army Conjure up to 16 terracotta soldiers that obey your commands.
8 Crown of the Whirlwinds grant AC bonus and disadvantage on ranged attacks and allow magical attacks and reactions to impose 9 Adamantine Skin Cover the caster's body with adamantine, making them immune to damage and their unarmed and armed attacks
Sirocco disadvantage. become magical.
8 Ether Confluence Accelerate or stops the wind in a radius of up to 5 miles and can create a strong gust to push creatures. 9 Gravity Seal Increase the gravity effect on a creature, causing damage and exhaustion when trying to move or perform actions,
8 Fields of Wind Lift creatures within a 100-foot radius, giving them the ability to fly while concentration lasts. and physical attacks deal double damage.
9 Evanescence of Grant accelerated movement, advantage on Dexterity checks, and immunity to damage while dissipating into the air, 9 Quicksand Transform a circular area into quicksand, sinking creatures, causing damage and preventing breathing, and damag-
Sue’en and can rematerialize in another location. ing structures.
9 Material Illusion Create an illusory replica of a non-spellcaster creature that deals psychic damage to those who fail the saving 9 Seismic Quake Create an earthquake with a 120-foot radius, hindering terrain, knocking down and causing damage to creatures and
throw. structures.
9 Steal Oxygen Remove the air from a creature's lungs, causing exhaustion and paralysis.
9 True Levitation Lift a block of terrain and everything above it and move this block in any direction.

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Fusion Spells Air Earth Fire Water Spell Descriptions You make the winds aid the movements of a willing creature
you can see, doubling its speed, and granting a +2 bonus to
L evel N ame D escription The spells are presented in alphabetical order. AC and advantage on Dexterity saving throws.
Elemental Flux. Your next elemental surge affects a 20-foot
1 Magma Glow Touch an object and you always know its exact location as long as it is within 240 feet of you.
Ability boost line that is 5 feet wide and deals 2d6 thunder damage.
2 Magma Armor Enchant a creature's armor with magma, causing fire damage to those who attack it in melee combat. 2nd-level fire
3 Magma Servant Summon a magma servant that acts as an ally to the caster in combat.
Casting Time: 1 action Adamantine Skin
4 Lava Floor Cover an area with lava that causes fire damage and reduces the speed of creatures that fail a Constitution saving Range: 30 feet 9th-level earth
throw.
Components: V, S Casting Time: 1 action
5 Melt Rock Melt a certain volume of rocks, creating lava that causes damage upon touch and can cover creatures, causing extra
damage and reducing their speed. Duration: Concentration, up to 1 hour Range: Self
6 Wall of Lava Create a magma barrier that causes damage and can cover creatures with lava, causing extra damage. You grant an elemental enhancement to a willing creature Components: V, S, M (an adamantine piece or item with a
7 Made of Lava Create a lava barrier around a creature that makes it resistant to fire and cold damage and causes lava damage to within range of the spell, giving it advantage on all ability minimum value of 1,000 gp)
those who attack it. checks of a single ability of your choice. As a bonus action, Duration: Concentration, up to 1 minute
8 Magma Chamber Create a 100-foot radius area that deals fire damage and may cause exhaustion. if the target is within range of the spell, you can switch the
Heat The entire surface of your body, including your armor, is
chosen ability or switch the target of the spell to another covered in adamantine, becoming immune to all damage,
9 Volcano Create a volcano that goes through four stages and deals fire and poison damage to enemies in a growing area.
willing creature, if both are within range of the spell and except lightining and psychic, for the duration. Additionally,
1 Lightning Arrester Target must make a Constitution saving throw or be restrained and vulnerable to lightning damage.
within 30 feet of each other. your unarmed and armed melee attacks are considered mag-
2 Static Field Create an area charged with electricity that causes lightning damage to creatures that move through it. At Higher Levels. When you cast this spell using a 3rd-lev- ical and made of adamantite for the purpose of overcoming
3 Lightning Tunnel Create a tunnel of energy that transports creatures and causes an electrical pulse that deals 2d6 lightning damage. el spell slot or higher, you can choose an additional target resistances or immunities of your enemies.
4 Tracing Thunder Grant increased movement and leaves a trail of electricity that restrains creatures and causes lightning damage. for each level above 2nd. When using the bonus action to Elemental Flux. Your next elemental surge affects a 45-foot
5 Lightning Teleport the caster to a visible position within range, causing lightning damage to creatures in its path. change the chosen ability, you change the ability bonus for cone and deals 14d6 acid damage.
Displacement all creatures and you can only use the bonus action to switch
6 Lightning Wall Create a barrier that deals lightning damage to creatures in its area and has magnetic effects on metal weapons. a single target at a time.
7 Lightning Burst Double speed, increases AC, grants advantage on saves, and adds an attack action to six creatures. Elemental Flux. Your next elemental surge affects a 20-foot
8 Overcharge Lightning Paralyze creatures in an area and limits their actions on the next round. line that is 5 feet wide and deals 2d6 fire damage plus 1d6
9 Homing Spark Shoot lightning bolts, dealing lightning damage and potentially causing stun.
fire damage for each slot level above 2nd.
1 Intertwining Roots Roots burst from the ground, grasping creatures in an area, making it difficult terrain and restraining creatures that fail
a Strength saving throw.
Absorb Spell
8th-level water
2 Blossom Create flowers that release pollen, ending effects of fear and charm and making hostile creatures indifferent unless
attacked. Casting Time: 1 reaction
3 Symbiosis Create a symbiotic plant that heals the touched creature during rest and immunizes it against the poisoned condition Range: 60 feet
and poison damage.
Components: S
4 Overgrow Energize nearby allies with temporary hit points, bonus AC, and advantage on Strength and Constitution rolls.
Duration: Instantaneous
5 Summon Plant Conjure a plant servant to follow simple commands.
Servant You attempt to disrupt a creature in the process of
6 Sacred Fruits Create a small plant. It produces fruits that heal and grant temporary immunities. casting a spell, converting its magical power into
7 Regenerating Cocoon Envelop a creature in a flower, healing it, removing exhaustion levels, and potentially healing lost limbs.
healing droplets. If the spell being cast is 5th level
or lower, it fails and has no effect. If it is 6th lev-
8 Saving Seed Create a fruit that completely heals a creature and removes diseases, blindness, deafness, poisoning, and exhaustion.
el or higher, you must make a spellcasting ability
9 Regrowth Revive a creature that has been dead for many years, healing all its wounds, diseases, and curses.
check. The DC equals 10 plus the level of the spell
1 Lesser Link Create a spiritual connection between up to 3 creatures, allowing telepathic communication and granting advantage being cast. On a successful check, the spell fails.
on an attack or saving throw.
If the target’s spell fails, you can choose to absorb
2 Spectral Vision You can see the spiritual aura of invisible creatures and the Ethereal Plane.
the energy from the interrupted spell, gaining tem-
3 Spiritual Fading Allow voluntary entry and exit from the Ethereal Plane, granting invisibility and invulnerability against creatures out-
side the plane.
porary hit points equal to the spell’s level that lasts
4 Spiritual Hex Curse a creature, dealing 3d8 necrotic damage when it fails its roll checks.
for 1 minute, or copy it, casting the spell immedi-
ately as if you were the original caster, and without
5 Wall of Spirits Create an indestructible barrier that blocks creatures of a chosen type or alignment, and attacks or spells of those
creatures are neutralized. requiring any material components.
6 Spiritual Vision Grant truesight, allowing the creature to see the Ethereal Plane and secret doors. Elemental Flux. Your next elemental surge affects
a 45-foot cone and deals 12d6 cold damage.
7 Spiritual Travel Teleport the caster and up to six creatures to another plane. If requirements are not met, all creatures become
stunned for one turn.
8 Spiritual Immunity Grant a creature immunity to acid, cold, fire, lightning, necrotic, poison, psychic, and thunder damage.
Accelerate
2nd-level air
9 Spirit Form You and up to five other creatures enter the border of the Ethereal Plane and can move freely between it and the
original plane. Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

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Adaptive Ear Air Body When you are targeted by an attack, spell, or ability that Elemental Flux. Your next elemental surge can create a thin
1st-level water (ritual) 6th-level air would damage you, you can instantly switch positions with layer of water around the creature, granting it 9d6 temporary
the copy, which must be within 120 feet of you, so it takes hit points for 10 minutes.
Casting Time: 1 action Casting Time: 1 action
the damage and other effects in your place, causing this
Range: Self Range: Self
spell to end automatically. If the damage dealt to the co- Aquatic Form
Components: V, S Components: V, S, M (a drop of myrrh essence) 3rd-level water (ritual)
py comes from a melee attack, the attacker must make a
Duration: 1 hour Duration: Concentration, up to 1 hour
Wisdom saving throw, becoming stunned for 1 minute on Casting Time: 1 action
You magically enhance your hearing by altering the properties Your body changes its composition to become a cloud of a failure. A creature stunned in this way can make the save Range: 60 feet
of water. For the next hour, you can understand any spoken whirling air, gaining the following features: again at the end of each of its turns, ending the condition Components: V, S
language or sound-based communication from creatures • You can move through enemy spaces and 1-inch spaces on a success. You and your copy cannot be more than 120 Duration: 10 minutes
with an Intelligence of 5 or higher, and you have advantage or larger without squeezing; feet apart, if that happens the spell ends automatically and
You modify the bodies of up to six creatures, allowing them
on any Wisdom (Perception) checks related to listening. • You become immune to poison and lightning damage, as the copy disappears.
to survive underwater. They can breathe underwater and gain
Elemental Flux. Your next elemental surge deals cold dam- well as non-magical bludgeoning, piercing, and slashing Elemental Flux. Your next elemental surge affects a 60-foot
a swimming speed equal to their walking speed.
age, and on the damage roll, any result of 1 or 2 counts as 3. damage. You become resistant to thunder damage and line that is 5 feet wide and deals 12d6 thunder damage.
At Higher Levels. When cast as a spell of 4th level or higher,
magical bludgeoning, piercing, and slashing damage, and
Air Beneath Your Feet immune to the grappled, poisoned, paralyzed, petrified, Air Essence you affect an additional 3 creatures for each level above 3rd.
1st-level air Air cantrip Elemental Flux. Your next elemental surge affects a 20-foot
restrained, and prone conditions; line that is 5 feet wide and deals 5d6 cold damage.
Casting Time: 1 action • You gain a flying speed of 60 feet and the ability to hover; Casting Time: 1 action
Range: Touch • With an action, you can calm the winds within you, be- Range: 120 feet Beryl Slabs
Components: V, S, M (a feather) coming invisible. If you attack or cast a spell, you reappear; Components: S 5th-level earth
Duration: 1 minute Duration: Instantaneous
• You can perform a melee or ranged (60 feet) slashing wind Casting Time: 1 action
You envelop the legs of a willing creature you touch in wind, attack by making a spell attack roll. On a hit, you deal You can modify the air near you to create one the following Range: 90 feet
and for the duration, the target can jump twice as far as its magical slashing damage equal to 2d10 plus your Wisdom effects: Components: V, S, M (an emerald shard)
normal maximum distance and can fall from heights of up modifier; • Emulate sounds, from a whisper to a scream, including your Duration: Concentration, up to 10 minutes
to 30 feet without taking any damage from the fall. If falling • Creatures that you pass through or that enter your space voice, someone else’s voice, or any other sound. The sound You create eight plates of pure beryl at points within range
from greater heights, the target takes damage only for the must make a Strength saving throw. On a failure, they are continues throughout the duration, or you can make discrete of the spell. Each beryl plate is 6 inches thick and 10 feet
distance beyond the initial 30 feet. thrown 20 feet in a random direction, take bludgeoning sounds at different times before the spell ends. A creature can tall by 10 feet wide. You can distribute the plates in any way
Elemental Flux. Your next elemental surge deals thunder damage equal to 2d10 plus your Wisdom modifier, and discern the illusion with a successful Intelligence (Investiga- you choose within range.
damage, and on the damage roll, consider every 1 or 2 as a 3. are knocked prone; tion) check against your spell save DC. The plates are perfect squares and can be placed in any
• You have advantage on Dexterity and Charisma saving • Move an object (up to 20 pounds) up to 30 feet through position (horizontal or vertical). Any adjacent slabs merge
throws and ability checks. the air. with each other, and each plate can act as a foundation for
Elemental Flux. Your next elemental surge affects a 30-foot • Conceal shallow tracks or footprints by moving dirt around. another, allowing for continuous constructions in any di-
cone and deals 10d6 thunder damage. rection, such as bridges or ramps, as long as at least one of
Ancestral Retraining the plates is anchored to the earth to be stable.
Air Double 6th-level water (ritual) A plate cannot occupy the space of a creature or object.
8th-level air Casting Time: 1 hour If a plate appears in a location occupied by a creature, it is
Range: Touch pushed to any side of your choice. If you try to trap a creature
Casting Time: 1 action
between the plates, the creature can make a Dexterity saving
Range: 120 feet Components: V, S, M (a gem worth 1,000 gp, which the
throw and position itself outside on a success.
Components: V, S spell consumes)
Each plate has an AC of 16 and 180 hit points, disappear-
Duration: Concentration, up to 10 minutes Duration: Instantaneous
ing magically if reduced to 0, possibly causing the collapse
You create a gaseous copy of yourself in an empty space beside As you cast the spell, the gem used as a material component is of adjacent plates at the GM’s discretion.
you. This copy is indistinguishable from you, even by magical consumed to bring visions of the target’s ancestors, blending As a bonus action, you can dispense the plates at any time
means or abilities such as true sight. The copy has the same them with the target’s memories and unlocking new potential during the spell. If you maintain concentration for the en-
stats as you, except for its hit points, as the copy disappears within the individual. However, some of the target’s memories tire duration of the spell, you can choose to keep the plates
and the spell immediately ends if it takes any damage. The are lost in the process. The target may choose to change any permanently, but they will turn into plates of slightly green-
copy has its own turn, which can be immediately before or or all of their subclass, feats, or features, provided they meet ish rock, without any value other than stone. If you choose
after your turn. You command what it does (actions, bonus the prerequisites for the chosen options. Certain abilities that not to keep the plates permanently or lose concentration
actions, reactions, movement, etc.). It has no resources of require additional resources, such as gold, experience points, before the end of the spell, the plates disappear magically
its own, such as ammunition, ability uses, or spell slots, so or training, cannot be chosen unless the target possesses the without a trace.
every time it uses something that costs a resource, it uses necessary resources at the time of casting. At Higher Levels. When you cast this spell using a spell
the resources that you have. For example, if the copy casts a Once the spell is complete, the chosen options are per- slot of 6th level or higher, you can create two more slabs
spell, it consumes one of your spell slots as though you had manent, and they cannot be altered by this spell or similar for each slot level above 5th
cast the spell yourself. The same principle applies to the use effects again. The GM may impose restrictions or penalties Elemental Flux. Your next elemental surge affects a 40-foot
of potions, scrolls, and similar items. to reflect the significant impact of the decision. line that is 5 feet wide and deals 8d6 acid damage plus 1d6
acid damage for each slot level above 5th.

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Fabien Laurens (Order #42156009)


Blaze Light You create a square area immune to dispel magic, with a creature must succeed on a Dexterity saving throw, suffering Objects carried by the creatures are teleported along with
4th-level fire side of 60 feet, having one of the vertices at a point within the same damage and falling prone on a failure. them, but other creatures that were being carried are not.
the range of the spell. Elemental Flux. Your next elemental surge affects a 20-foot Elemental Flux. Your next elemental surge affects a 30-foot
Casting Time: 1 action
While within the area of the spell, all allied creatures, radius sphere centered on you and deals 10d6 fire damage. cone and deals 11d6 thunder damage.
Range: 90 feet
when making attack rolls and saving throws, can roll 1d4
Components: V, S, M (an obsidian worth at least 50 gp)
and add the result to their roll, have advantage on saving Burning Eyes Calm Mind
Duration: Concentration, up to 1 minute 1st-level fire 8th-level water
throws against being charmed or frightened, and any heal-
You cast a small spark at a point within range and then it ing they receive within the area will consider results of 1 Casting Time: 1 bonus action Casting Time: 1 action
explodes into a wave of confusion in a 10-foot-radius sphere. or 2 on the dice as 3. Hostile creatures within the area that Range: 60 feet Range: Self (or a 20-foot radius aura)
All creatures in the area must make a Wisdom saving throw make an attack or saving throw must roll 1d4 and subtract Components: V, S Components: V, S
or become extremely disoriented on a failure. the value from the roll. Duration: Concentration, up to 10 minutes Duration: 24 hours
An affected target can’t take reactions and must roll a Creatures within the area cannot be targeted by divina-
You cause the eyes of a creature within range to glow like You fill your mind with the calm that only water can achieve.
d10 at the start of each of its turns to determine its behav- tion spells. The blessing also crosses planes, preventing any
blazing embers. During the spell’s duration, the target gains For the duration, you become immune to psychic damage,
ior for that turn. ethereal travel within the area and preventing extraplanar
proficiency with Charisma (Intimidation). If it already has any effect that may sense emotions or read thoughts, divi-
At the end of each of its turns, an affected target can creatures from being summoned or conjured within the area.
this proficiency, the target doubles its proficiency bonus on nation spells and the charmed and frightened conditions.
make a Wisdom saving throw. If it succeeds, this effect ends Elemental Flux. Your next elemental surge affects a 30-foot
Charisma (Intimidation) checks, and those checks are made Optionally, you can transform the effect into an aura, affect-
for that target. cone and deals 11d6 acid damage.
with advantage. Additionally, any creature that the target ing willing creatures of your choice within 20 feet of you,
Blossom damages has disadvantage on its next attack roll against the but you must concentrate to maintain the spell in this way.
C onfusion B ehavior
2nd-level plant target until the start of the target’s next turn. In this option, the spell will last only until the start of your
d 10 B ehavior Elemental Flux. Your next elemental surge deals fire dam- next turn, ending sooner if you lose concentration.
1 The creature uses all its movement to move in a random
Casting Time: 1 action age, and on the damage roll, consider any result of 1 or 2 as a 3. Elemental Flux. Your next elemental surge affects a 30-foot
direction. To determine the direction, roll a d8 and assign Range: Self radius sphere centered on you and deals 12d6 cold damage.
a direction to each die face. The creature doesn't take an
action this turn.
Components: V, S Burst of Embers
Duration: 1 minute 1st-level fire Circle of Protection
2-6 The creature doesn't move or take actions this turn.
You manifest a series of flowers in the space you occupy, Casting Time: 1 action 6th-level earth
7-8 The creature uses its action to make a melee attack against a
randomly determined creature within its reach. If there is no which immediately grow and bloom, releasing their pollen Range: Self (30-foot cone) Casting Time: 1 action
creature within its reach, the creature does nothing this turn. in a circular area with a 20-foot radius centered on you. Any Components: S, M (a special coal worth at least 5 gp) Range: 60 feet
9-10 The creature can act and move normally. charm or frightening effect affecting a creature in the area Duration: Concentration, up to 1 minute Components: V, S, M (a hand sized glass or crystal, that
ends immediately. Additionally, any creature hostile towards shatters when the spell ends)
You magically create a glowing dust and blow it into a Burst
you or your allies within the area must make a Charisma Duration: Concentration, up to 1 minute
of Embers that illuminates everything it covers. Any creature
At Higher Levels. When you cast this spell using a spell saving throw, and on a failure, they become indifferent to
in the area that fails a Dexterity saving throw will be covered You choose a point on the ground within range and then
slot of 5th level or higher, the radius of the confusion wave you and your allies until the end of the spell or until you or
by this glowing dust for the duration of the spell. For the a large rune appears there, emitting a cylindrical mystical
increases by 5 feet for each slot level above 4th. your companions do anything harmful to it.
duration, covered creatures and objects shed dim light in barrier with a 10-foot radius and 30 feet in height. No spell
Elemental Flux. Your next elemental surge deals 7d6 fire Elemental Flux. Your next elemental surge deals 2d6 poison
a 10-foot radius. Any attack roll against a covered creature of 5th level or lower cast outside the barrier affects creatures
damage plus 1d6 fire damage for for each slot level above 4th. damage and requires a Constitution saving throw instead
or object has advantage if the attacker can see it, and the or objects within it, even if cast at higher levels. Creatures
of Dexterity.
affected creature or object can’t benefit from being invisible. within the area can be targeted by spells, but do not suffer
Blazing Army
Burning Dash Elemental Flux. Your next elemental surge deals fire dam- their effects, and area spells have their effects suppressed
7th-level fire
6th-level fire age and on damage roll, consider any result of 1 or 2 as a 3. within the cylinder.
Casting Time: 1 action You can also, as a reaction, deflect a spell of 3rd level or
Range: 120 feet Casting Time: 1 bonus action Call Allies lower cast against a target within the barrier. Then you choose
Components: V, S, M (a ruby worth at least 500 gp) Range: Self 7th-level air another creature within range but outside the area to be the
Duration: Concentration, up to 1 hour Components: V, S target. If you do so, the spell ends.
Casting Time: 1 action
Duration: Instantaneous At Higher Levels. When you cast this spell using a slot of
You ignite all weapons of all allied creatures within a 30-foot Range: Self
radius sphere within range. For the duration of the spell, all When you cast this spell, a flame that rises from your feet Components: V, S 7th level or higher, you block spells of up to 6th level and
natural and wielded weapons are considered magical and covers your entire body, increasing your speed and strength Duration: Instantaneous can deflect a spell of up to 4th level.
deal an extra 2d6 fire damage. momentarily. As part of this spell, you can immediately move Elemental Flux. Your next elemental surge affects a 30-foot
You can bring your allies to assist you. When casting the
Elemental Flux. Your next elemental surge affects a 20-foot 40 feet in any direction you choose. During this movement, cone and deals 10d6 acid damage plus 1d6 acid damage for
spell, choose up to four willing creatures. As long as they
radius sphere centered on you and deals 11d6 fire damage. you can push objects up to five times your normal capacity each slot level above 6th.
are within 1 mile of you, each of these creatures can be tele-
(or 150 times your Strength score in pounds). If you collide
ported from their locations to an unoccupied space closest
Blessing of the Earth with a creature, the movement ends, and the creature must
to you. If there isn’t enough free space for the creature to be
7th-level earth succeed on a Strength saving throw or be pushed 40 feet back
within 10 feet of you, or if you are somehow unreachable,
Casting Time: 1 action and fall prone. If the creature’s movement is interrupted by
the creatures will know they were called but won’t be able
Range: 90 feet obstacles, it will fall prone and suffer 4d6 bludgeoning damage
to teleport.
Components: V, S, M (a handful of sacred soil) in addition. If the path is blocked by another creature, that
Duration: 1 hour

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Fabien Laurens (Order #42156009)


Commandment of Fire Elemental Flux. Your next elemental surge affects a 30-foot that creature must make a Dexterity saving throw, taking the Crown of the Sirocco
5th-level fire cone and deals 8d6 fire damage plus 1d6 fire damage for each same damage on a failed save or no damage on a success. 8th-level air
slot level above 5th. Elemental Flux. Your next elemental surge affects a 40-foot
Casting Time: 1 minute Casting Time: 1 action
line that is 5 feet wide and deals 11d6 thunder damage.
Range: 60 feet Compressed Air Image Range: Touch
Components: V 7th-level air Conjure Earth Guardian Components: V, S
Duration: 30 days 5th-level earth Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You point to a creature within range and place a magical Range: 120 feet Casting Time: 1 minute Circles of hot and dry winds surround the targeted creature
command in its mind. The command forces the creature Components: V, S Range: 90 feet of this spell, creating a strong wind area with a 10-foot radius
to perform some task or abstain from some action or to Duration: Concentration, up to 10 minutes Components: V, S, M (a small figurine encrusted with gems around it, granting a +2 bonus to AC and imposing disadvan-
take a course of activity as you decide. The creature must worth at least 100 gp) tage on ranged attack rolls made against it. Hostile creatures
You create an illusion of an object, creature, or other visible
understand you to be affected, and if it does, it must suc- Duration: Concentration, up to 1 hour that start their turn or enter the area must make a Strength
phenomenon as if you had cast the major image spell. But
ceed on a Wisdom saving throw or be charmed by you for saving throw or be pushed out of the area on a failed save.
when the image is attacked or comes into contact with a crea- You conjure an earth guardian, with the same appearance as
the duration. Whenever the charmed creature takes actions During the target’s turn, it can use a bonus action to make
ture, it explodes into a burst of air affecting a 20-foot radius the figurine used, that emerges from the ground in an emp-
against its will, it takes 1 level of exhaustion, but no more a ranged spell attack against a creature within 30 feet. If
sphere. Creatures in the area must make a Constitution saving ty 10-foot cube. Use the stat block of an earth elemental to
than 1 level per day. A creature that doesn’t understand you the attack hits, it deals 1d12 bludgeoning damage, and the
throw. On a failed save, they take 3d8 thunder damage, are characterize the guardian, which will remain for the duration
is immune to this spell. attacked target must make a Dexterity saving throw. On a
deafened, and are thrown 80 feet in the opposite direction of of the spell or until reduced to 0 hit points, disappearing
You can issue any command you choose, short of an activ- failure, it is pushed back 20 feet and fall prone; on a success,
the explosion. A creature that succeeds on the saving throw magically when the spell ends.
ity that would result in certain death. If you issue a suicidal it is pushed back 10 feet and remain standing. If there is
takes half damage, is not deafened, and is thrown 20 feet. The guardian obeys you to the best of its ability and acts
command, the spell ends. an obstacle in the way of the pushed creature, it takes 2d6
A deafened creature must make a Constitution saving throw after you in the initiative order. You can give simple course-
You can end the spell early by using an action to dismiss it. bludgeoning damage for every 10 feet it was pushed, and if
at the start of their turn, ending the deafened condition on a of-action commands, such as attacking a target or running in
A remove curse, greater restoration, or wish spell also ends it. the obstacle is another creature, that creature must make a
success. A thrown creature that has their movement imped- a direction, as a free action. If you want to give a command
At Higher Levels. When you cast this spell using a 7th-level Dexterity saving throw. On a failure, it takes the same dam-
ed takes 1d6 bludgeoning damage for every 10 feet they are the size of a phrase, you must spend a bonus action. If you
or 8th-level spell slot, the duration is 1 year. When you cast age and also fall prone.
unable to move. If they are obstructed by another creature, lose concentration, the guardian will continue to follow the
this spell using a 9th-level spell slot, the spell lasts until it is In addition, if a creature is targeted by an attack and the
last command until completed. If the guardian completes
ended by one of the spells mentioned above. attacker or the target is within 30 feet of the area of this spell,
the action and cannot hear or obtain new commands, it will
the target can take a reaction to impose disadvantage on the
use the Dodge action and preserve itself as best as possible.
attack by sending a gust of wind towards it.
You can use an action to regain concentration on this spell
Elemental Flux. Your next elemental surge affects a 45-foot
a number of times equal to your proficiency bonus.
cone and deals 12d6 thunder damage.
Elemental Flux. Your next elemental surge infuses your
guardian with energy, allowing it to use an action to cast the Curse of Flames
elemental surge cantrip as if it were you, only once during 4th-level fire
the spell’s duration, dealing 5d6 acid damage.
Casting Time: 1 action
Counter Flood Range: Touch
7th-level water Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 reaction
Range: 60 feet You touch a creature, and it must succeed on a Wisdom saving
Components: S throw or become cursed for the duration of the spell. The
Duration: Instantaneous cursed creature feels terrible pain as if it were being burned.
Every time you deal damage to the cursed creature, it takes
You attempt to interrupt a creature in the process of casting
an extra 1d6 fire damage. Additionally, at the start of its
a spell, turning the magic power into healing droplets. If the
turns, the cursed creature must make a Constitution saving
creature is casting a spell of 4th level or lower, its spell fails
throw, and on a failure, the creature feels intense pain and
and has no effect. If it is casting a spell of 5th level or higher,
wastes its action of that turn doing nothing.
make an ability check using your spellcasting ability. The
At Higher Levels. If you cast this spell using a spell slot of
DC equals 10 + the spell’s level. On a success, the creature’s
4th level or higher, the duration is concentration, up to 10
spell fails and has no effect.
minutes. If you use a spell slot of 5th level or higher, the du-
If this effect causes a spell to fail, a creature within range
ration is 8 hours. If you use a spell slot of 7th level or higher,
regains a number of hit points equal to 2d8 per spell’s level.
the duration is 24 hours. If you use a 9th level spell slot, the
At Higher Levels. When you cast this spell with a spell
spell lasts until it is dispelled. Using a spell slot of 5th level or
slot of 8th level or higher, you can automatically cancel a
higher grants a duration that doesn’t require concentration.
5th-level spell slot per level above 7th.
Elemental Flux. Your next elemental surge deals 7d6 fire
Elemental Flux. Your next elemental surge affects a 30-foot
damage plus 1d6 fire damage for each slot level above 4th.
cone and deals 11d6 cold damage plus 1d6 cold damage for
each slot level above 7th.

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Deflection Air Elemental Flux. Your next elemental surge deals acid dam- Earth Absorption what this spell allows and suffers one level of exhaustion
5th-level air age, and on the damage roll treat every 1 or 2 as a 3. 1st-level earth from the effort.
Elemental Flux. Your next elemental surge deals 3d6 acid
Casting Time: 1 action Disk of Dust Casting Time: 1 reaction
damage, and if it hits a creature under the effect of earth
Range: Self 1st-level earth Range: Self
embrace, it takes double damage.
Components: V, S Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: 30 feet
Duration: 1 round Earth Essence
You summon the power of wind to protect yourself, pre- Components: V, S You transfer some of the damage that would be caused to Earth cantrip
venting damage and even deflecting attacks. For the dura- Duration: Concentration, up to 1 minute you to the earth. When you take damage from any source, Casting Time: 1 action
tion, damage from ranged attacks against you is reduced you gain resistance to the type of damage that triggered the Range: Varies (see text)
You create a protective barrier in a point of your choice
by an amount equal to 5 + your proficiency bonus + your spell until the end of your next turn. Components: S
within range, forming a 5-foot-radius circular shield with
Wisdom modifier. If the damage is reduced to 0, you can Elemental Flux. You channel your next elemental surge Duration: Instantaneous
2 inches of thickness, made of dust and shimmering energy.
take a reaction to deflect the attack toward another target down your body to your feet and stomp the ground. All
The shield has 1d10+10 hit points and provides cover to you You tap into the energy of the earth and are able to perform
within the original range of the attack. When deflecting, you creatures in a 10-foot radius circle centered on you must
and any creatures directly behind it. If the shield hit points the following tricks. For this spell, the term earth includes
make a ranged spell attack against the new target, applying succeed on a Dexterity saving throw or be knocked prone.
reaches 0 it is destroyed, ending the spell. sand, soil, stone, and similar terrains.
the original damage to it on a hit.
Elemental Flux. Your next elemental surge affects a 30-foot
While the spell is active, as a bonus action, you can move Earth Armor • You can create a small, harmless tremor that extends up to
the shield up to 20 feet in any direction, and even shift it’s 1st-level earth 15 feet in radius and lasts for 1 minute. This can be useful
cone and deals 8d6 thunder damage plus 1d6 thunder dam-
orientation between vertical and horizontal, but you must for creating distractions or triggering traps.
age for each slot level above 5th. Casting Time: 1 action
remain within 30 feet of it or the spell will end. The shield • You can move the earth underneath an object that weighs
Range: Touch
Diamond Sword will block any physical attacks or spells that would pass
Components: V, S, M (a small amount of gravel) up to 15 pounds, causing it to move up to 5 feet in any
7th-level earth through it, as any solid barrier, but will not protect against unoccupied direction. This can be helpful for moving small
Duration: 4 hours
area-of-effect spells or attacks that bypass physical objects. objects or creating obstacles.
Casting Time: 1 action You create a thin layer of earth around the target and can
In addition, the shield may be used to carry objects up to • You can create a small earth construct with an AC of 11,
Range: Self choose to have one of the two effects below:
50 pounds or activate traps. 10 hit points, and 15 feet of movement, up to 25 feet away
Components: V, S, M (a diamond worth at least 100 gp,
At Higher Levels. When you cast this spell using a spell • Grant 1d6 + your Wisdom modifier temporary hit points. from you. You can telepathically command the construct to
which the spell consumes)
slot of 2nd level or higher, the shield’s hit points increase by • The target’s base AC becomes 10 + its Dexterity or Con- perform simple tasks, such as carrying an object weighing
Duration: 1 hour
1d10 for each slot level above 1st. stitution modifier (the target chooses the ability to use). up to 20 pounds. Note that the construct cannot make
You create a magical sword made of pure diamond that ris- Elemental Flux. Your next elemental surge deals acid dam- If the target is yourself, also add your Wisdom modifier. attacks and will dissolve after 10 minutes or when its hit
es from the ground. You and any creature who wields the age, affects a 20-foot line that is 5 feet wide, on the damage Elemental Flux. Your next elemental surge deals acid damage, points are reduced to 0.
sword are considered proficient with it. The sword’s blade is roll treat every 1 or 2 as a 3, and deals an extra 1d6 acid and on the damage roll treat every 1 or 2 as a 3.
incredibly sharp and is considered to be made of adamantine damage for every 2 spell levels used above 1st.
for damage reduction. In addition, it grants the creature who Earth Embrace
wields it a +3 bonus to attack and damage rolls, and any nat- Dragon Breath 3rd-level earth
ural roll of 19 or 20 is considered a critical hit. The sword is 8th-level fire
Casting Time: 1 action
versatile, able to be used with one hand dealing 2d8 slashing Casting Time: 1 action Range: 120 feet
damage or with two hands dealing 2d10 slashing damage, Range: Self Components: V, S, M (a diamond worth at least 50 gp)
and its damage cannot be healed by any means other than Components: V, S Duration: Concentration, up to 1 minute
a rest. After the duration, the sword magically disappears. Duration: Instantaneous
Elemental Flux. Your next elemental surge affects a 40-foot You alter the gravity around up to six creatures of your choice
line that is 5 feet wide and deals 11d6 acid damage. You are imbued with the breath of a brass dragon, releas- within a 40-foot square within range. Each creature must
ing this breath upon casting and choosing one of the two succeed on a Constitution saving throw or be affected by
Disarray Terrain breaths below: the spell for the duration.
1st-level earth Fire Breath. You spit out a 60-foot line of fire with a width An affected creature has difficulty moving and suffers a
of 5 feet. Creatures in the area must make a Dexterity saving penalty of -2 to its AC and to its Dexterity and Strength
Casting Time: 1 action
throw, taking 13d6 fire damage on a failure or half as much saving throws. Its movement and actions are limited (see
Range: 60 feet
damage on a success. below), allowing it to use only half of its movement and only
Components: V, S
Sleep Breath. You exhale a sleep-inducing gas in a 60-foot an action or a bonus action on the same turn. The creature
Duration: 1 minute
cone. Creatures in the area must make a Constitution saving cannot maintain concentration on spells and if it attempts
You disarrange the terrain in a 20-foot-radius area centered throw or fall unconscious for 10 minutes. This effect ends to cast a spell, it must succeed on a Strength saving throw;
on a point within range. All creatures within the area at the if the creature takes damage or another creature uses an otherwise, the spell fails
time of its creation must succeed on a Dexterity saving throw action to wake it. Limited Actions. The targets of the spell have limited but
or fall prone. After that, the area becomes difficult terrain Elemental Flux. Your next elemental surge affects a 45-foot not prevented actions. If a creature wants to take a reaction,
for the spell’s duration. During the spell’s duration, you can cone area, and if you have used the fire breath, you use the or use both its action and bonus action, or use its entire
use your bonus action to shake the disarranged area again, sleep breath, but creatures in the area will sleep for 5 min- movement, it must make a Strength saving throw. On a suc-
forcing all creatures within it to make a Dexterity saving utes. If you have used the sleep breath, you can do a 8d6 fire cess, it can use the chosen option as usual but suffers one
throw or fall prone. damage breath, which does not awaken affected creatures. level of exhaustion. On a failure, the creature only performs

100 101

Fabien Laurens (Order #42156009)


Earth Imprison Earth Scales The affected creature can make a new saving throw at the Ether Confluence
7th-level earth 4th-level earth beginning of its turns to break free of the effect on a success. 8th-level air
If it has taken any damage since the end of its last turn, it
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
will make the save with disadvantage.
Range: 30 feet Range: Touch Range: Self (5 miles)
Elemental Flux. Your next elemental surge creates a burst,
Components: V, S, M (a powder composed of diamond, Components: V, S, M (a dragon scale) Components: V, S
which affects a 10-foot radius circle centered on you and
emerald, ruby, and sapphire dust worth at least 1,000 gp, Duration: Concentration, up to 1 hour Duration: Concentration, 1 hour
deals 5d6 fire damage.
which the spell consumes) This spell transforms the skin of a creature into stone-like You commune with the element of air, and it answers your
Duration: Until dispelled scales. Upon casting, you can choose to grant the target Elemental Surge call. You can determine how the winds of up to 5 miles will
You choose a creature that you can see and that is not na- resistance to two of the following damage types: acid, cold, Cantrip behave, accelerating or stopping them. Each round that you
tive to the Material Plane and trap it within the earth. The fire, lightning, thunder, or nonmagical bludgeoning, pierc- accelerate or stop the winds, the winds in the area increase
Casting Time: 1 action
chosen creature must make a Charisma saving throw or be ing, and slashing damage. or decrease one stage on the Wind table:
Range: Self (varies)
swallowed by the earth, becoming trapped in a state of sus- Elemental Flux. Your next elemental surge deals
Components: S W ind S tage C ondition
pended animation underground until released. 7d6 acid damage.
Duration: Instantaneous 1 Calm
A trapped creature can make a Constitution saving throw
at the end of each of its turns. If the creature accumulates
Earth Shelter With an action, you release pure elemental energy from your 2 Moderate wind
3 Strong wind
3rd-level earth (ritual) hands in a 15-foot cone. You deal 1d6 damage of your primary
3 successes, it is freed, but is banished back to its original 4 Gale
Casting Time: 1 minute elemental type, as shown on the table below. All creatures
plane of existence. If it fails 3 times (including the initial 5 Storm
Range: Touch within the area must make a Dexterity saving throw, taking
one), the creature will remain trapped until it is released by
Components: V, S, M (a silk scarf) only half damage on a successful save.
another creature.
Duration: 24 hours You can also focus all energy on a ray. In this case, you In addition, as a bonus action, you can cause a strong gust of
A creature trapped for less than 1001 days that is un-
make a ranged spell attack with a range of 60 feet and deal the wind to blow in a direction of your choosing, affecting a 120
earthed exits the state of suspended animation and returns When you touch a silk scarf to a surface of rock or earth,
same damage that it would deal in a cone (or other shapes), square feet area. Any creatures that start their turn or enter
to its plane. A creature that has been trapped for more than you create a shelter for up to eight people. The entrance
even if empowered by Elemental Flux. the area must make a Strength saving throw or be pushed 40
1001 days, when unearthed, is freed from the effects of the marked by the scarf can only be seen by those you designate
This spell’s damage increases by 1d6 when you reach 5th feet in the direction of the wind and be knocked prone. A
spell, but if it dies on the Material Plane within the next 1001 and is invisible to others. Inside the 20-foot cube shelter is
level (2d6), 11th level (3d6), and 17th level (4d6). creature whose movement is impeded by obstructed spaces,
years, it will die permanently and not return to its plane of dry, has a comfortable climate, and a small crystal provides
origin. After these subsequent 1001 days, the creature is free illumination that can be turned on or off with a word from P rimary E lement D amage T ype such as walls or objects two size categories larger, takes 1d6
of any effects of this spell. You can release a trapped creature anyone chosen. At the end of the spell, you can cast it again damage for every 10 feet it moved before having its move-
Air Thunder
at any time with an action, as long as you are on the same to maintain the same shelter, otherwise the spell ends. You ment impeded. If you choose to have the wind blow against
Earth Acid
plane of existence. can use an action to end the spell at any time, and when the the ground or a creature that cannot move due to a wall or
Fire Fire other obstructed space caused by large or larger objects, a
Elemental Flux. Your next elemental surge affects a 30-foot spell ends, the void created fills and expels anything inside
cone and deals 11d6 acid damage. it out of it. The volume of available rock or earth must be Water Cold creature that fails the saving throw is knocked prone and
compatible with the size of the shelter created, otherwise restrained until the beginning of its next turn.
Earth Maze the spell fails. At Higher Levels. With this special cantrip, you can expend Elemental Flux. Your next elemental surge creates a burst,
8th-level earth Elemental Flux. Your next elemental surge imbue the en- one of your spell slots to increase the damage it deals. The which affects a 30-foot radius circle centered on you and
trance with elemental energy, so that once during the spell’s extra damage added depends on the level of the spell slot deals 12d6 thunder damage.
Casting Time: 1 action used, as shown on the table below. If you use a spell slot
Range: 120 feet duration, when an undesired person enters the earth shelter,
Components: V, S, M (a miniature maze made of stone) they must make a Dexterity saving throw or take 5d6 acid of 4th-level or higher, the range of the spell’s area of effect Evanescence of Sue’en
damage on a failed save or half as much on a successful one. doubles (30-foot cone) and if you use a 7th-level or higher 9th-level air
Duration: Concentration, up to 1 hour. spell slot, the range triples (45-foot cone).
Casting Time: 1 action
You make the entire ground tremble in a 60-foot radius cen- Elemental Frenzy Range: Self
S pell L evel E xtra D amage
tered on you. A number of creatures of your choice, equal to 3rd-level fire
1st 1d6 Components: V, S
your Wisdom modifier, that you can see within range, are
Casting Time: 1 action Duration: 10 minutes
swallowed by the ground, falling into a huge earth maze. Each 2nd 2d6
Range: 60 feet
of the creatures is sent to a different maze, so they can’t find 3rd 3d6 You connect your essence with that of the air. For the du-
Components: V, S
each other. To escape the maze, the creature must accumu- 4th 5d6
ration, your speed is doubled, you have advantage on any
Duration: Concentration, up to 1 minute
late 3 successes in Wisdom checks, each of which must be Dexterity ability checks and saving throws, and you don’t
5th 6d6
made with their action at the beginning of their next turns. You ignite the flames of rage in a creature you can see within provoke opportunity attacks for moving.
range, forcing the creature to make a Wisdom saving throw. 6th 7d6
The DC of the Wisdom checks is equal to your spell save In addition, when a creature makes an attack against you,
DC. For each failure, the creature takes 5d6 bludgeoning On a failure, for the duration of the spell, the creature be- 7th 9d6 you can take a reaction to dissipate into the air and avoid the
damage from small cave-ins in the tunnels. A minotaur or comes frenzied and will always attack its nearest creature. If 8th 10d6 attack. While dissipated, you are immune to all damage. At the
other creature with the Labyrinthine Recall special trait (or there are no creatures within reach, the affected creature will 9th 11d6 start of your next turn, you rematerialize in any unoccupied
a similar one) automatically succeeds on this check. spend its entire turn moving to the nearest creature. The af- space within 120 feet of the initial point. Creatures of your
Elemental Flux. Your next elemental surge affects a 60-foot fected creature is also immune to the frightened and charmed choice within 5 feet must make a Constitution saving throw,
line that is 5 feet wide and deals 12d6 acid damage. conditions and cannot use spells or any spellcasting abilities, being moved 5 feet and incapacitated for 1 minute on a failure.
only making armed and unarmed attacks. Additionally, all of Elemental Flux. Your next elemental surge affects a 30-foot
its attack rolls will have advantage, but all attack rolls against radius circle centered on you and deals 14d6 thunder damage.
the affected creature will also have advantage.
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Fabien Laurens (Order #42156009)


Fairy Dance Fields of Wind Fire Crown Fire Essence
3rd-level air 8th-level air 5th-level fire Fire cantrip
Casting Time: 1 action Casting Time: 1 minute Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Self (100-foot radius) Range: 60 feet Range: 60 feet
Components: V, S, M (a dandelion flower) Components: V, S Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up 1 hour Duration: Concentration, up to 1 minute Duration: 1 hour
You cast this spell and begin to dance, affecting a 30-foot You force the wind to obey your command, lifting any num- You attempt to create a magical, non-burning crown of flames You can create or manipulate fire to produce one of the
radius sphere centered on you. You can choose a number ber of willing creatures within 100 feet of you. on the head of a humanoid creature you can see within range. following effects:
of creatures equal to your Wisdom modifier to be immune Each affected creature gains a flying speed of 60 feet as long It must make a Wisdom saving throw, and if it fails, the crown
• You create a magic flame in your hand, which can take
to the effects of this spell, while all other creatures that start as it doesn’t move more than 100 feet away from the spell- forms on its head and it is charmed for the duration. If any
any form but can’t be larger than 1 cubic foot. You can
their turn or enter the area and can see you must make a caster. If it does, the creature loses the flying speed and falls ally or friendly creature is fighting against the target, it has
absorb non-magical flames within a range of 60 feet, ex-
Wisdom saving throw. On a failed save, they are charmed. A if it is still aloft, but it regains the flying speed if it enters advantage on the saving throw.
tinguishing 5 feet of them, and transforming the flame in
creature charmed by this spell begins to replicate your dance. within the spell’s range again. While the crown remains on the target, as long as it can
your hand into a magical and harmless source of light that
While you use your action to dance, all charmed creatures Elemental Flux. Your next elemental surge affects a clearly hear you, it will obey your commands to the best of
sheds bright light in a 10-foot radius and dim light for an
dance along with you, losing their actions. If you move, the 30-foot-radius circle centered on you and deals 12d6 its ability. You can give commands for simple actions, such as
additional 10 feet.
creatures move with you in the best way they can, expending thunder damage. attacking a target or running in a direction, as a free action.
• You can ignite an object or space up to 5 cubic feet in size,
their movement on their next turn. A creature that is more If you want to give an order of the length of a sentence, you
than 60 feet away from you, or who fails to see you for two Fire Collar must spend a bonus action. If the creature completes the ac-
illuminating your surroundings. The flames can only be
4th-level fire extinguished if you command them to do so or if they are
turns or takes damage, is freed from the spell’s effects. tion and can no longer hear or receive new commands, it will
covered by at least 1 liter of water from a magical source.
Elemental Flux. Your next elemental surge deals 5d6 Casting Time: 1 action use its action to defend and preserve itself as best as it can.
You can create as many magic flames as you wish.
thunder damage. Range: 60 feet If you or an ally of yours deals damage to the creature, it
may repeat the saving throw, ending the spell on a success. • You can make the flames take on simple shapes, such as the
Components: V, S
At Higher Levels. When you cast this spell using a 6th-level vague form of a creature or object, and animate them as
Duration: Concentration, up to 1 minute
spell slot, the duration is concentration, up to 10 minutes. desired, providing a fun and useful way to create illusions
You attempt to create a magical, non-burning collar of flames or entertain others.
When you use a 7th-level spell slot, the duration is concen-
around the neck of a beast you can see within range. It must
tration, up to 1 hour. When you use a spell slot of 8th level
succeed on a Wisdom saving throw, or the collar forms around
or higher, the duration is concentration, up to 8 hours.
Fire Lobotomization
its neck and it is charmed for the duration. If you or crea- 8th-level fire
Elemental Flux. Your next elemental surge affects a 30-foot
tures friendly to you are fighting it, it has advantage on the
cone and deals 8d6 fire damage plus 1d6 fire damage for each Casting Time: 1 action
saving throw.
slot level above 5th. Range: 150 feet
While the creature is charmed, it understands your com-
Components: V, S, M (any translucent gem worth at least
mands and will try to fulfill them to the best of its ability. Fire Dragon Transformation 500 gp)
You can give a simple command, such as attacking a crea- 7th-level fire Duration: Instantaneous
ture or running in a direction, as a free action. Whether
or not it carries out a more complex command depends Casting Time: 1 action You point the gem at a creature you can see within range and
on the creature’s Intelligence and the judgment of the Range: Self cast a fiery-looking ray from your forehead, which pierces
GM. If the creature completes the order and doesn’t Components: V, S, M (a red, gold, or brass dragon scale, through obstacles and reaches the creature’s mind. The crea-
receive further instructions from you, it defends and which the spell consumes) ture must make an Intelligence saving throw. On a success,
preserves itself to the best of its ability. Duration: Concentration, up to 10 minutes the creature falls unconscious and wakes up if it takes damage
If you or an ally of yours deals damage to the You infuse flames into your body, transforming into a hu- or if another creature uses an action to wake it. On a failure,
creature, it can repeat the saving throw, ending the manoid creature with draconic features. For the duration the creature’s Intelligence and Wisdom are reduced to 1. The
spell on a success. of the spell, your scales grant you an AC that cannot be less affected creature can’t cast spells, activate magic items, un-
At Higher Levels. When you cast this spell with a than 14 + your Constitution modifier, your senses grant you derstand language, or communicate in any intelligible way,
5th-level spell slot, the duration is concentration, blindsight of 30 feet, your wings grant you a flying speed of but it can still identify its friends, follow them, and protect
up to 10 minutes. When you use a 6th-level spell 60 feet, and you become immune to fire damage but vul- them. The creature can repeat the saving throw at the end of
slot, the duration is concentration, up to 1 hour. nerable to cold damage. its turns, and if it succeeds three times, it will overcome the
When you use a spell slot of 7th level or higher, Elemental Flux. Your next elemental surge affects a effects of the spell. However, if it fails three times, including
the duration is concentration, up to 8 hours. 45-foot cone, deals 11d6 fire damage and can be used as the first, it will be permanently affected by the spell.
Elemental Flux. Your next elemental surge a bonus action. The effects of this spell can be ended by a heal, greater
deals 7d6 fire damage plus 1d6 fire damage restoration, wish, or any similar spell or ability.
for each slot level above 4th. Elemental Flux. Your next elemental surge affects a 45-foot
cone and deals 12d6 fire damage.

104 105

Fabien Laurens (Order #42156009)


Fire Shackles Components: V, S • Your unarmed and weapon attacks deal an extra 2d10 fire Frightful Aura. This aura causes the chosen creatures with-
8th-level fire Duration: Concentration, up to 1 minute damage. in range to feel fear. Each creature of the chosen type that
You manipulate the earth, opening a fissure within range, • You have advantage on Intelligence and Wisdom saving starts its turn or enters the aura must succeed on a Wisdom
Casting Time: 1 action
starting at a point you can see. The fissure occupies a line 50 throws and ability checks. saving throw or become frightened of you for the duration
Range: 60 feet
feet long and 10 feet wide. Within the line, a chasm opens At any time, as a bonus action, you can end the spell, re- of the spell. A creature that succeeds the saving throw is
Components: V, S
up to a depth of 20 feet, and creatures within the area must turning your body and everything you are carrying to its immune to the effect for 1 minute. While frightened, the
Duration: Concentration, up to 1 hour
make a Dexterity saving throw. On a failure, they fall into normal state. creature uses its movement to reach the safest place possi-
You attempt to create magical, non-burning chains around ble where it cannot see you and is out of range. When it is
the chasm. The terrain inside the fissure is considered diffi- Elemental Flux. Your next elemental surge affects a 30-foot
the limbs of a creature of your choice that you can see within out of range and can no longer see you, the creature is no
cult, and its walls are sandy, making any Strength (Athletics) cone and deals 10d6 fire damage.
range. It must make a Wisdom saving throw, and if it fails, longer frightened. If the creature re-enters the range or can
check to climb it to be rolled against your Spell Save DC.
the shackles form and it will be charmed for the duration.
Starting at your next turn, you can close the fissure as an Flame Hammer see you again, it becomes frightened once more. Whenever a
If an ally or friendly creature is fighting against the target, 7th-level fire creature takes damage, it can repeat the saving throw, ending
action. Creatures still inside it must make a Constitution
it has advantage on the saving throw. the effect on itself on a success.
saving throw, taking 6d12 force damage on a failure, or half Casting Time: 1 action
While the chains remain on the target, you have telepathic Adoration Aura. This aura causes all chosen creatures
as much on a success. Until the start of your next turn after Range: Touch
communication with it and always know where it is, even on within range to adore you as a revered entity. Each creature
closing the fissure, it is not fully sealed, and a creature trapped Components: V, S, M (a ruby worth at least 400 gp)
another plane, and it will obey your commands to the best of the chosen type that starts its turn or enters the aura must
inside the fissure has total cover but is restrained and can use Duration: Concentration, up to 10 minutes
of its ability. You can give commands of simple courses of succeed on a Wisdom saving throw or become charmed by
their action to make a Strength saving throw. On a success,
action, such as attacking a target or running in a direction, You infuse your hands, or the hands of a willing creature you for the spell’s duration. A creature that succeeds the sav-
they can use their full movement to try to climb out, ending
as a free action. If you want to give an order of a sentence you touch, with a mystical blue flame, creating a magical ing throw is immune to the effect for 1 minute. A charmed
the condition when they leave the fissure, but for every 1
length, you must use a bonus action. If the creature completes hammer that deals 3d10 fire damage per attack. The crea- creature approaches you as closely as possible and will adore
foot of movement required, they must spend an additional
the action and receives no new commands, it will use the ture wielding the hammer is considered proficient with it you in the best way its culture or customs would venerate
1 foot, emerging in an adjacent space to the fissure if the
action to defend and preserve itself as best as it can. and can use their Strength, Dexterity, or Wisdom modifier a figure of respect, as determined by the GM. Whenever a
movement is sufficient. On a failure, they cannot move. At
If you or one of your allies deals damage to the creature, it for attack and damage rolls. As a bonus action, the creature creature can no longer see you and is more than 60 feet away
the start of the next turn after the fissure is closed, it is fully
may repeat the saving throw, ending the spell on a success. can suppress or release the weapon at any time for the du- from you, it is free from the effect, but will become affected
sealed, and all creatures still inside it are incapacitated and
At Higher Levels. When you cast this spell with a 9th-level ration of the spell. again if it sees you or is within 60 feet of you once more.
have their movement reduced to 0. Creatures with burrowing
spell slot, the duration is concentration, up to 8 hours. Elemental Flux. Your next elemental surge affects a 30-foot If a creature takes damage, it can repeat the saving throw,
movement are immune to the effects of closing the fissure.
Elemental Flux. Your next elemental surge affects a 60-foot cone and deals 11d6 fire damage. ending the effect on itself on a success.
The fissure closes automatically at the end of the spell or if
line that is 5 feet wide and deals 12d6 fire damage plus 1d6 Elemental Flux. Your next elemental surge affects a 45-foot
fire damage for each slot level above 8th.
you lose concentration. Flame Weapon cone and deals 12d6 fire damage.
Elemental Flux. With your next elemental surge, you stomp 3rd-level fire
Fireheart Bond the ground. All creatures in a 20-foot radius circle centered
Casting Time: 1 action Flames of Fear
1st-level fire on you must succeed on a Dexterity saving throw or take
Range: Touch 4th-level fire
10d6 bludgeoning damage and be knocked prone.
Casting Time: 1 action Components: V, S Casting Time: 1 action
Range: 30 feet Flame Body Duration: Concentration, up to 1 hour Range: 30 feet
Components: V, S 6th-level fire Components: V, S
You touch a willing creature and for the duration of the
Duration: 1 hour Duration: Concentration, up to 1 minute
Casting Time: 1 action spell, all of the creature’s natural and wielded weapons are
You try to awaken the warmth of friendship within another Range: Self considered magical and deal an extra 1d6 fire damage. All creatures you choose within the spell’s range and that
person. Choose a humanoid that you can see within range Components: V, S, M (a torch) At Higher Levels. When you use a 5th or 6th level spell can see you must make a Charisma saving throw. A target
and that can clearly see and hear you. It must make a Wisdom Duration: Concentration, up to 1 hour slot, the extra damage increases to 2d6, and if you use a 7th automatically succeeds the saving throw if it is immune to
saving throw, and does so with advantage if you or your level or higher spell slot, the extra damage becomes 3d6. the frightened condition. On a failure, the target is affected
You cause your body to alter its composition, becoming a
companions are fighting it. If it fails the saving throw, it is Elemental Flux. Your next elemental surge affects a 20-foot by the spell. Until the end of the spell’s duration, you can,
flaming form, but without changing your AC. Anything you
charmed by you until the spell ends or until you or your line that is 5 feet wide and deals 5d6 fire damage plus 1d6 as a bonus action, specify a location that is not occupied
are carrying, of your choice, shifts along with your body and
companions do anything harmful to it. The charmed crea- fire damage for each slot level above 3rd. by a creature where the creatures will believe that blazing
you gain the following characteristics:
ture regards you as a friendly acquaintance. When the spell flames are erupting, emitting extreme heat. At the start of
ends, the creature knows it was charmed by you. • You can pass through spaces as small as an inch, but moving Flames of Adoration and Fear their turns, each affected target within 30 feet of the chosen
At Higher Levels. When you cast this spell using a spell 1 foot costs 2 feet of speed; 8th-level fire point must move away from the heat source at all its speed
slot of 2nd level or higher, you can target one additional • You shed bright light in a 30-foot radius and dim light for before taking any other actions. A creature that is forced to
an additional 30 feet; Casting Time: 1 action
creature for each slot level above 1st. The creatures must be Range: 60 feet move by this effect may repeat the saving throw at the end of
within 30 feet of each other when you target them. • Creatures that touch you, make a melee attack against its turn, freeing itself from the effect on a success. A creature
Components: V, S, M (a dragon scale, chromatic for fear or
Elemental Flux. Your next elemental surge deals fire dam- you, start or enter a space within 5 feet of you, take 1d10 that does not move for any reason remains frightened until
metallic for adoration)
age, affects a 20-foot line that is 5 feet wide, and deals an fire damage; it moves away. A creature will not walk to a location that is
Duration: 1 day
extra 1d6 fire damage for each 2 slot levels above 1st. • You become immune to fire and poison damage, resistant obviously a mortal danger, such as a cliff, but it may provoke
to bludgeoning, slashing, and piercing damage from non You ignite your spirit with flames, emitting an aura that
opportunity attacks during its movements.
Fissure magical attacks, and immune to the grappled, paralyzed, generates adoration or fear in a specific type of creature
Elemental Flux. Your next elemental surge deals
7th level earth petrified, poisoned, and restrained conditions; around you. You choose a type of intelligent creature as the
7d6 fire damage.
target of this spell, and all of those within range are affected
Casting Time: 1 action
according to the chosen aura as follows:
Range: 90 feet

106 107

Fabien Laurens (Order #42156009)


Flames of Heart the target behaves. If the target can’t follow your command, Focused Blast to be walking. Similarly, you can cause the illusion to make
9th-level fire the spell ends. 3rd-level fire different sounds at different times, even making it carry on
Approach. The target moves toward you by the short- a conversation, for example.
Casting Time: 1 action Casting Time: 1 reaction, which you take when you or a
est and most direct route, ending its turn if it moves with- Physical interaction with the image reveals it to be an il-
Range: 180 feet creature you can see within 60 feet of you becomes a target
in 5 feet of you. lusion, because things can pass through it. A creature that
Components: V, S of a spell or effect that deals damage in an area
Drop.The target drops whatever it is holding and uses its action to examine the image can determine that it
Duration: Concentration, up to 10 minutes Range: 60 feet (from the targeted creature)
then ends its turn. is an illusion with a successful Intelligence (Investigation)
You kindle the flames of courage in the hearts of all willing Components: V, S
Flee.The target spends its turn moving away from you by check against your spell save DC. If a creature discerns the
creatures that you can see and that can see you within the Duration: Instantaneous
the fastest available means. illusion for what it is, the creature can see through the image,
spell’s range. For the duration, affected creatures have resis- Grovel. The target falls prone and then ends its turn. You focus the energy of an area spell or effect that deals and its other sensory qualities become faint to the creature.
tance to psychic damage, are immune to being charmed or Halt. The target doesn’t move and takes no actions. A damage onto a single creature of your choice that was orig- At Higher Levels. When you cast this spell using a spell
frightened, and have advantage on Intelligence, Wisdom, flying creature stays aloft, provided that it is able to do so. inally targeted by that spell or effect. The chosen creature slot of 5th level or higher, the spell lasts until dispelled,
and Charisma saving throws. It also dispels any ongoing If it must move to stay aloft, it flies the minimum distance must be within range of the spell or effect, and you must without requiring your concentration.
effects of being charmed or frightened. needed to remain in the air. have a clear line of sight to it. Elemental Flux. Your next elemental surge deals 2d6
Elemental Flux. Your next elemental surge affects a 45-foot At Higher Levels. When you cast this spell using a 4th-level The chosen creature takes an additional 1d6 damage of thunder damage plus 1d6 thunder damage for each slot
cone and deals 14d6 fire damage. spell slot or higher, for the duration of the spell, you gain the same type as the original spell or effect, and the DC level above 2nd.
an extra use of the command for every 2 slot levels above of any saving throws it makes against the spell or effect
Flames of Heroism 2nd that you use. The bonus to ability checks granted by this increases by 2. Force of Wind
5th-level fire spell only ends when the last use of the command is used. For example, if a fireball is about to detonate in a 20-foot 4th-level air
Casting Time: 1 action Elemental Flux. Your next elemental surge deals 2d6 fire radius around you and other creatures, you can use focused Casting Time: 1 bonus action
Range: 30 feet damage plus 1d6 fire damage for each slot level above 2nd. blast to redirect the full force of the fireball only to that Range: 120 feet
Components: V, S creature. The target makes its saving throw as usual, but the Components: V, S
Duration: Concentration, up to 1 minute Flash original DC is increased by 2. If it fails, it takes an additional Duration: Concentration, up to 1 minute
1st-level fire 1d6 of fire damage.
You ignite the fighting spirit of up to five willing creatures You create a strong
Casting Time: 1 bonus action You must have a clear line of sight to both the caster and
within the spell’s range. An affected creature becomes im- wind from a point
Range: 15 feet the chosen creature. If you do not have a clear line of sight
mune to be frightened, gains a bonus of 1d4 on its attack of your choice
Components: V, S to either of these, the spell fails. This spell does not allow you
rolls, and its armed and unarmed attacks become magical within range,
Duration: 1 round to target a creature that was not in the original affected area.
and cause an extra 1d6 fire damage.
Elemental Flux. Your next elemental surge af-
At Higher Levels. When you cast this spell using a 6th-level You swiftly clap your hands together, producing a strong flash fects a 20-foot line that is 5 feet wide and deals
or 7th-level spell slot, the range of the spell increases to 60 of light with a 15-foot radius. All creatures within the spell’s 5d6 fire damage.
feet and the extra damage increases to 1d8. If you use an range and that can see the light must make a Constitution
8th-level or higher spell slot, the range of the spell increases saving throw. On a failure, the creature will be blinded until Focused Image
to 90 feet and the extra damage increases to 1d10. the end of its next turn. 2nd-level air
Elemental Flux. Your next elemental surge affects a 20-foot Elemental Flux. Your next elemental surge affects a 10-foot
radius circle centered on you and deals 8d6 fire damage plus Casting Time: 1 action
radius circle centered on you, deals fire damage, and on the
1d6 fire damage for each slot level above 5th. Range: 30 feet
damage roll, consider any result of 1 or 2 as a 3.
Components: V, S
Flames of Leadership Fluid Sense Duration: Concentration, up to 1 minute
2nd-level fire 5th-level water You create the image of an object, a creature, or some
Casting Time: 1 action Casting Time: 1 action other visible phenomenon that is no larger than a
Range: Self Range: Self (240 feet) 5-foot cube. This image appears at a spot that you
Components: V, S Components: V, S can see within range and lasts for the duration. Only
Duration: 4 hours Duration: Concentration, up to 1 minute one chosen creature can sense this image and it seems
completely real, including sounds, smells, and temperature
You amplify the flames of leadership within you. For the By invoking the power of water, you are able to sense all
appropriate to the thing depicted. You can’t create sufficient
duration of the spell, you have advantage on Charisma living creatures and water elementals. You know the exact
heat or cold to cause damage, a sound loud enough to
(Persuasion, Deception, and Intimidation) checks. Once location of these creatures within range, and you can deter-
deal thunder damage or deafen a creature, or a smell
during the spell’s duration, you can give a one-word simple mine its species and if the creature is losing liquid (such as
that might sicken a creature.
command to a creature within 60 feet, which must make a from bleeding, for example).
As long as you are within range of the illusion,
Wisdom saving throw, following the command on a fail- Elemental Flux. Your next elemental surge affects a 40-foot
you can use your action to cause the image
ure. The command has no effect if the target is undead, if line that is 5 feet wide and deals 8d6 cold damage.
to move to any other spot within range. As
it doesn’t understand your language, or if your command
the image changes location, you can alter its
is directly harmful to it. After following the command, all
appearance so that its movements appear
other effects of the spell end. Some typical commands and
natural for the image. For example, if you
their effects follow. You might issue a command other than
create an image of a creature and move it,
one described here. If you do so, the GM determines how
you can alter the image so that it appears

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Fabien Laurens (Order #42156009)


forming a 60-foot long, 10-foot wide, and 20-foot tall line • It gains tremorsense of 60 feet; Elemental Flux. With your next elemental surge, you You unleash a burst of pure water at an allied creature, re-
that blows in the direction of your choice for the duration. • It gains claws capable of digging through non-magical and stomp the ground. All creatures in a 30-foot radius circle storing 9d8 hit points and removing the charmed, blinded,
Each creature that starts its turn in the line must make a unworked stone and earth, with a burrowing speed equal centered on you must succeed on a Dexterity saving throw or deafened conditions.
Strength saving throw or be pushed 15 feet in the direction to its walking speed; taking 11d6 bludgeoning damage and being knocked prone At Higher Levels. When you cast using a spell slot of 5th
of the wind and be knocked prone. Any creature standing in • Its unarmed strikes now deal 2d10 + Strength modifier on a failed save. level or higher, you increase the healing value by 1d8 for
the line must spend an extra 2 feet of movement for every 1 bludgeoning damage and are considered magical; each level above 4th.
foot it moves in the direction against the wind. Gust Fantasy Elemental Flux. Your next elemental surge deals 7d6 cold
• It has advantage on Strength and Constitution ability checks
The gust also disperses gas or vapor and extinguishes un- 3rd-level air damage plus 1d6 cold damage for each slot level above 4th.
and saving throws.
protected flames such as candles or torches in the area, while Casting Time: 1 minute
protected flames like lanterns dance wildly and have a 50%
While it remains motionless, the target is indistinguishable
Range: 120 feet Healing Drops
from an ordinary statue. 1st-level water
chance of being extinguished. Components: V, S, M (a pinch of rice powder)
Elemental Flux. Your next elemental surge affects a 30-foot
As a bonus action, you can change the direction of the Duration: 8 hours Casting Time: 1 action
cone and deals 10d6 acid damage.
wind or move the starting point of the wind. Range: 60 feet
You alter the appearance of a number of willing creatures
Elemental Flux. Your next elemental surge affects a 20-foot Gravity Seal equal to your Wisdom modifier, all of which must be within Components: V, S
line that is 5 feet wide and deals 7d6 thunder damage. 9th-level earth Duration: Instantaneous
a 30-foot-radius sphere centered on a point of your choice
Gale Gate Casting Time: 1 action within range. You decide how they look, including height, You harness the regenerative properties of the water element
3rd-level air Range: 60 feet weight, facial features, tone of voice, hair length, coloring, to restore 1d6 + Wisdom modifier hit points to a creature
Components: V, S, M (a diamond worth at least 1,000 gp, and distinctive features, if any. They can resemble a member that you can see within range. If the amount healed exceeds
Casting Time: 1 action of another species, although none of their statistics change, the creature’s maximum hit points, the excess value can be
which the spell consumes)
Range: 60 feet but you can choose one racial trait to grant to the transformed converted into temporary hit points for the next minute.
Duration: Concentration, up to 1 minute
Components: V, S creatures. They also cannot resemble a creature of a differ- Elemental Flux. Your next elemental surge deals cold dam-
Duration: Concentration, up to 1 minute You greatly increase the effect of gravity on a creature that
ent size, and their basic shape remains the same; if you are age, and on the damage roll, consider any result of 1 or 2 as 3.
you can see within range. The target creature is not prevent-
You control the winds to create a protective barrier of up to bipedal, you cannot use this spell to become quadrupedal,
20-foot radius at a point within the spell’s range. Creatures
ed from taking actions, but using its movement, an action,
for example. At any time during the spell’s duration, the Healing Rain
or a bonus action requires a herculean effort, causing the 3rd-level water
inside the barrier receive the following benefits: affected creature can use its action to revert its appearance
creature to take 2d12 force damage and suffer one level of
• Ranged weapon attacks made against these creatures by to normal, ending the effect on it. Casting Time: 1 action
exhaustion for each action taken. In addition, attacks that
creatures outside the barrier are made with disadvantage; At Higher Levels. When you cast this spell using a spell Range: 60 feet
deal bludgeoning, piercing, and slashing damage deal double
• Ranged weapon attacks made by these creatures within slot of 4th level or higher, you can target one additional Components: V, S
damage to the creature.
the barrier against creatures outside the barrier are made creature for each slot level above 3rd. Duration: Instantaneous
For the duration of the spell, at the start of each turn,
with advantage; Elemental Flux. Your next elemental surge deals 5d6
the target creature may make a Strength saving throw, and You create a magical rain at a point of your choice within
• Allied creatures inside the barrier receive a bonus of 5 feet thunder damage plus 1d6 thunder damage for each slot
if successful, it is free from the effects of the spell for that range, healing all creatures of your choice in a 20-foot cube
to their movement and do not provoke opportunity attacks level above 3rd.
turn, but it still retains all exhaustion levels gained from centered on that point. You heal 4d8 hit points, which you
when moving within it; can distribute as you see fit among the creatures in the area
previous failures. If the target’s Strength score is 10 or less, Harm Liberation
• A hostile creature attempting to enter the barrier must it automatically fails the saving throw. 9th-level water (minimum of 0 hit points per creature). This spell has no
succeed on a Strength saving throw or have its movement Elemental Flux. Your next elemental surge affects a 45-foot effect on undead or constructs.
interrupted and remain outside the barrier. cone and deals 14d6 acid damage. Casting Time: 1 action All creatures within the area of the spell become wet as if
Range: Touch they have been bathed with 3 gallons of water.
Elemental Flux. Your next elemental surge affects a 10-foot
radius circle centered on you and deals 5d6 thunder damage. Ground Wave Components: V, S, M (a cup of water) At Higher Levels. When you cast this spell using a spell
8th-level earth Duration: Instantaneous slot of 4th level or higher, the healing increases by 1d8 for
Granite Body Casting Time: 1 action You purify a creature you touch, removing all afflictions each slot level above 3rd.
6th-level earth Range: Self (90-foot cone) upon it. If the creature is asleep, it awakens, and all wounds Elemental Flux. Your next elemental surge deals 5d6 cold
Casting Time: 1 action Components: V, S are removed, restoring the target to full hit points. The water damage plus 1d6 cold damage for each slot level above 3rd.
Range: Touch Duration: Instantaneous also removes any diseases, curses, or conditions of charmed,
Components: V, S, M (a one-inch cube of granite) frightened, paralyzed, or stunned. In addition, if the target Healing Storm
You stomp the ground with incredible force, creating a mas- 5th-level water
Duration: Concentration, up to 1 hour is in the prone condition, it may use its reaction to stand up.
sive shockwave that travels through the earth. Each creature
Also, the creature gains 70 temporary hit points for 1 minute. Casting Time: 1 action
You alter the target’s body composition, turning it into a in contact with the ground and within a 90-foot cone from
Elemental Flux. Your next elemental surge affects a 60-foot Range: 120 feet
living granite statue. The shape of the granite body is similar you is pushed back in the opposite direction from you. They
line that is 5 feet wide and deals 14d6 cold damage. Components: V, S
to the original form, being composed purely of granite and are pushed away until they leave the area of the spell.
Duration: Concentration, up to 10 minutes
gaining the following characteristics: Each creature that is moved in this way must make a Healing Blast
• Its AC becomes 17 + Constitution modifier and cannot be Dexterity saving throw. On a failed save, they fall prone 4th-level water You manifest a large storm infused with the healing energy of
lowered to less than 17; and take 1d8 bludgeoning damage for every 10 feet they were water essence, covering an area of 20-foot cube. This storm
pushed away. Creatures that succeed on the saving throw Casting Time: 1 action heals up to 50 hit points, distributed as you wish among
• It becomes immune to poison damage, and resistant to Range: 40 feet
non-magical bludgeoning, piercing, and slashing damage take half damage and are not knocked prone, but still are creatures within the area. Creatures healed by this spell are
pushed away from you. Components: V, S also cured of non-magical diseases and the blinded, deafened,
and immune to the poisoned, paralyzed, and petrified Duration: Instantaneous
conditions;

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Fabien Laurens (Order #42156009)


and poisoned conditions at the cost of 5 hit points per effect Heat Vision Elemental Flux. Your next elemental surge deals being sucked into it. Unattended objects and items are also
from the storm’s healing limit. 2nd-level fire 5d6 fire damage. sucked into the tornado. Flying creatures can make another
Elemental Flux. Your next elemental surge affects a 30-foot Strength saving throw, with disadvantage, at the beginning
cone and deals 8d6 cold damage.
Casting Time: 1 action Holy Stream of their turn, freeing themselves from the effects until the
Range: Touch 6th-level water start of their next turn.
Healing Tempest Components: V, S, M (a ruby worth at least 10 gp)
Casting Time: 1 action Creatures that are sucked into the tornado are pulled to-
9th-level water Duration: 4 hours
Range: 60 feet wards the center of the cylinder and lifted 40 feet in the air
Casting Time: 1 action You touch a willing creature to grant it the ability to see Components: V, S, M (a cup of holy water) each turn. They are trapped in the tornado for the duration,
Range: 120 feet heat and discern objects and creatures through this vision. Duration: Instantaneous considered incapacitated with a speed of 0.
Components: V, S For the duration, that creature has darkvision out to a range Buildings in the area take 20 points of bludgeoning damage
You choose a creature within range and create a blessed water
Duration: Concentration, up to 10 minutes of 90 feet. at the start of of your turns. If their hit points are reduced to 0,
current from your hands that purifies it. You can remove up
Elemental Flux. Your next elemental surge deals they are turned into debris and also sucked into the tornado.
You conjure a great storm imbued with the healing power to four of the following afflictions that may be affecting the
2d6 fire damage. When the spell ends, each creature and object that was
of water essence, covering a 20-foot cube area. When you target: one level of exhaustion, blinded, charmed, deafened,
caught in the tornado is thrown 100 feet away in a random
cast the spell and at the beginning of each turn for the dura- Hell Dragon Eye paralyzed, petrified, poisoned, one curse (including the tar-
direction. To determine the direction, roll a d8 and assign
tion, the storm heals up to 100 hit points, distributed as you 6th-level fire get’s attunement to a cursed magic item), any reduction in
a direction to each die face.
choose among creatures within the area. Creatures healed one of the target’s ability scores, and an effect that reduces
Casting Time: 1 action If a creature is thrown in the same direction as debris from
by this spell can also be cured of non-magical diseases and the target’s maximum hit points.
Range: Self a building, it must make a Dexterity saving throw to avoid
the blinded, deafened, and poisoned conditions at the cost Elemental Flux. Your next elemental surge affects a 30-foot
Components: V, S being crushed under the rubble. A creature hit by debris
of 10 hit points from the healing limit of the storm per ef- cone and deals 10d6 cold damage.
Duration: Concentration, up to 1 minute takes 5d6 bludgeoning damage.
fect. This magic does not affect undead or constructs. Each
of your turns, the amount of healing power of the tempest Upon casting this spell, your eyes glow with an eerie light. Homing Spark Elemental Flux. Your next elemental surge affects a 30-foot
At the start of each of your turns, you may choose any num- 9th-level lightning cone and deals 11d6 thunder damage.
returns to 100 during the spell’s duration.
Elemental Flux. Your next elemental surge affects a 45-foot ber of creatures you can see. Each one must succeed on a Casting Time: 1 action Ignite Seal
cone and deals 14d6 cold damage. Wisdom saving throw or become frightened of you. A crea- Range: Self (180 feet) 9th-level fire
ture frightened in this way must use its actions to move as Components: V, S
far away from you as possible via the safest available route, Casting Time: 10 minutes
Duration: Concentration, up to 1 minute
unless it can’t move. If it moves to a spot that is at least Range: Touch
You condense the energy of lightning in your hand and gain Components: V, S, M (gold, copper and ruby dust of a total
60 feet away from you, it is no longer frightened. If the
the ability to shoot lightning bolts at your enemies. With a value of at least 1,000 gp, which the spell consumes)
creature can’t move, it must make another Wisdom
bonus action, you can make a ranged spell attack and shoot Duration: Until dispelled or triggered
saving throw at the end of its turn. On a failed save,
a bolt of lightning at a creature within range. On a hit, the
it falls unconscious until it takes damage or until You carefully create a powerful glyph on a surface, which
creature takes 10d8 lightning damage and must make a
someone uses an action to awake it. A creature that can be a wall, table, throne, book cover, shield, etc., as long
Constitution saving throw, becoming stunned for the next
was already frightened by this spell and is targeted as it has a surface area of 1 foot in diameter. If you choose a
minute on a failed save. A stunned creature can repeat the
again, it makes the saving throw with advantage. surface that conceals the glyph, the spell will not take effect.
Constitution saving throw at the end of each of its turns to
Elemental Flux. Your next elemental surge af- The glyph is apparent and bright and clearly magical. While
end the condition. Attacks against a creature wearing met-
fects a 30-foot cone and deals 10d6 fire damage. you cast the spell, you must set a trigger that you desire for
al armor, wielding metal weapons, or carrying large metal
the glyph’s effect, such as touching or stepping on the glyph or
Hellfire Gaze objects are made with advantage.
the approach of a certain type of creature within 5 feet of it.
3rd-level fire Elemental Flux. Your next elemental surge affects a 80-foot
When the glyph is activated, choose one of the
line that is 5 feet wide and deals 14d6 lightning damage.
Casting Time: 1 action following effects:
Range: Self (30-foot cone) Hurricane Disintegration. The glyph destroys the object or location
Components: V, S, M (a lump of coal) 7th-level air where it was placed, heating it to the point of disintegrating
Duration: Concentration, up to 1 minute everything within a 10-foot radius around it. A creature that
Casting Time: 1 action
Your eyes convey the horrors of the the creatures’ touches the object or is in the area being disintegrated must
Range: 150 feet
worst nightmares. Each creature in a 30-foot cone make a Constitution saving throw, reducing its hit points
Components: V, S
must succeed on a Wisdom saving throw or drop to 0 and turning to dust on a failure or taking 6d8 radiant
Duration: Concentration, up to 1 minute
whatever it is holding and become frightened damage and 6d8 fire damage on a success.
You can accelerate the wind to create a tornado that affects a Self-Destruction. The glyph self-destructs in a powerful
for the duration.
cylinder with a 60-foot radius and 200-foot height centered explosion. All creatures within a 60-foot radius must make a
While frightened by this spell, a creature
on a point of your choice within range. Creatures that start Dexterity saving throw, taking 40d6 fire damage on a failed
must take the Dash action and move away
their turn or enter the area, except for the caster and three save, or half as much damage on a successful one.
from you by the safest available route on each
creatures of their choice, must make a Strength saving throw Eternal Heat. The glyph emits a lot of heat. For the next
of its turns, unless there is nowhere to move. If the
or be sucked into the tornado. 1001 days, any creature that starts its turn or enters a space
creature ends its turn in a location where it doesn’t
Flying creatures in the area must make the Strength saving within 30 feet of the glyph takes 4d8 fire damage, and crea-
have line of sight to you, the creature can make
throw with disadvantage, and flying creatures within 30 feet tures that are beyond these 30 feet but within 60 feet of the
a Wisdom saving throw. On a successful save,
of the tornado must make a Strength saving throw to avoid
the spell ends for that creature.

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Fabien Laurens (Order #42156009)


glyph must make a Constitution saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a Duration: 1 hour the duration of the spell. The restrained creature can use an
fire damage on a failure. successful one. You forge a powerful connection between two willing crea- action to make another Constitution saving throw, and if it
Elemental Flux. Your next elemental surge affects a 45-foot tures of your choice within range, causing them to instantly succeeds, it breaks free from the restraint.
cone and deals 14d6 fire damage. Leaf in the Wind Elemental Flux. Your next elemental surge deals lightning
swap their current hit points and maximum hit points. If
1st-level air damage and affects a 30-foot line that is 5 feet wide.
a creature’s hit points drop to 0 as a result of the swap, that
Inner Fire Casting Time: 1 bonus action creature falls unconscious and begins dying.
1st-level fire Range: Self Lightning Burst
In addition to the hit point swap, the two creatures can
Casting Time: 1 action Components: V 7th-level lightning
choose to exchange any of the following effects, provided
Range: 30 feet Duration: Concentration, up to 1 minute both creatures agree: Casting Time: 1 action
Components: V, S With a whisper, you surround yourself with the energy of Condition Swap. Choose one of the following condi- Range: 60 feet
Duration: Concentration, up to 1 minute Air, becoming one with the wind. For the spell’s duration, tions: blinded, deafened, frightened, paralyzed, poisoned, Components: V, S, M (a pair of magnets)
You ignite the inner flames of a number of willing creatures you can move with incredible speed and agility, allowing or stunned. If one of the creatures is currently affected by Duration: Concentration, up to 1 minute
within range, up to your Wisdom modifier. The affected you to use the Dash or Disengage action as a bonus action. the chosen condition, that creature is cured of the condition You empower up to six willing creatures within range, imbu-
creatures, which may include yourself, become immune to Elemental Flux. Your next elemental surge deals thunder and the other creature becomes affected by it. This exchange ing them with the power of lightning. Until the spell ends,
the frightened condition and any unarmed or melee weapon damage, and on the damage roll, consider every 1 or 2 as a 3. lasts until the spell ends, at which point the conditions return the targets gain the following benefits:
attacks they make deal an additional 1d4 fire damage. to the originally affected creature. • Their speed is doubled.
Elemental Flux. Your next elemental surge deals fire dam- Lesser Link Skill Swap. The two creatures choose one skill, tool, or • They gain a +2 bonus to their AC.
age, and on the damage roll, consider any result of 1 or 2 as a 3. 1st-level spirit language proficiency each and exchange the chosen profi-
• They have advantage on Dexterity and Strength saving
Casting Time: 1 action ciency for the duration of the spell.
throws.
Intertwining Roots Range: 15 feet At Higher Levels. When you cast this spell using a spell
1st-level plant • Their melee attacks deal an extra 1d8 lightning damage.
Components: V, S slot of 4th level or higher, the duration of the condition
swap and skill swap increases by 1 extra hour for each slot • They gain an additional action on each of their turns, which
Casting Time: 1 action Duration: Concentration, up to 1 minute
level above 3rd. can only be used to take the Attack action (one weapon at-
Range: 90 feet You create a spiritual connection with up to 3 willing crea-
Elemental Flux. If used for the duration of the spell, but tack only), Dash, Disengage, Hide, or Use an Object action.
Components: V, S tures within range. For the duration of the spell, while a
before any other spell is cast, your next elemental surge deals Elemental Flux. Your next elemental surge affects a 50-foot
Duration: Concentration, up to 1 minute connected creature is within 15 feet of another, they have
5d6 cold damage or grants 5d6 temporary hit points to crea- line that is 5 feet wide and deals 11d6 lightning damage.
Roots sprout from the ground, grabbing onto creatures with- telepathic communication and you can use a reaction to grant
tures of your choice within the area of effect.
in a 20-foot square centered on a point within range. For advantage on an attack roll or saving throw of a connected Lightning Displacement
the duration, these roots turn the area into difficult terrain. creature within range. Life Synchronization 5th-level lightning
A creature that enters or starts its turn in the area and Elemental Flux. Your next elemental surge deals force damage. 5th-level water Casting Time: 1 action
fails a Strength saving throw is restrained until the end of Range: Self
the spell. The creature can use its action to make a Strength Life Back Casting Time: 1 action
Range: 60 feet Components: V
check against your spell save DC. On a success, it frees itself. 4th-level water
Components: V, S Duration: Concentration, up to 1 minute
When the spell ends, the conjured roots vanish. Casting Time: 1 hour
Duration: Instantaneous You gain the ability to teleport up to your speed, but every
Elemental Flux. Your next elemental surge deals poison Range: Touch
damage and requires a Constitution saving throw. You synchronize the energy fluids of 4 willing creatures, which 5 feet of distance teleported spends 5 feet of your speed for
Components: V, S, M (a flask of holy water, which the spell
you can see within range, to heal them. You can transfer any the current turn (you must have at least 10 feet of movement
consumes)
Lava Floor Duration: Instantaneous amount of hit points between them, as long as each one has remaining for the spell to work). You must teleport to a des-
4th-level lava at least 1 hit point and does not exceed their maximum hit tination within your line of sight. For example, you could
You purify the body of a dead creature with sacred waters, teleport to the top of a wall, but not to a point in mid-air
Casting Time: 1 action points. At the end of the synchronization (hit point trans-
resurrecting the creature. The creature cannot have been dead unless you have a means of flight. When you teleport, you
Range: 90 feet fer), you heal an additional 2d8 hit points from each of the
for more than 10 days and revives with 1 hit point, free of leave behind a trail of lightning that damages any creatures
Components: V, S creatures that have transferred hit points (taken damage or
any curses or conditions (except for exhaustion, which only in its path.
Duration: Concentration, up to 1 minute regained hit points). Undead and constructs are not affected
recovers 1 level) that affected it at the time of its death. This All creatures in a line between your starting point and
by this spell.
You unleash a dangerous spell that covers a 30-foot square spell does not restore lost parts and does not affect undead your destination must make a Dexterity saving throw. On a
Elemental Flux. Your next elemental surge affects a 30-foot
area with a thin layer of lava, making it difficult terrain. Any or constructs, or creatures whose soul does not want to res- failed save, they take 5d8 lightning damage. On a successful
cone and deals 8d6 cold damage.
creature that enters or starts its turn in the area must make a urrect, or creatures that have died from old age. save, they take half as much damage.
Constitution saving throw or suffer the consequences. Elemental Flux. You can imbue your next elemental surge Lightning Arrester Elemental Flux. Your next elemental surge affects a 50-foot
On a failed save, the creature takes 3d6 fire damage and has into the revived creature, which gains 5d8 temporary hit 1st-level lightning line that is 5 feet wide and deals 8d6 lightning damage.
its walking speed, or any other speed that relies on contact points lasting for 8 hours.
Casting Time: 1 action
with the ground, halved for a minute or until it takes an ac- Lightning Tunnel
tion to cool its feet outside the area. On a successful save, the Life Swap Range: 60 feet
3rd level lightning
3rd-level water Components: V, S
creature takes half damage and avoids the speed reduction. Casting Time: 1 action
Duration: Concentration, up to 1 minute
Elemental Flux. Your next elemental surge affects a Casting Time: 1 action Range: 30 feet
10-foot-radius circle centered on you. All creatures in the Range: 30 feet You energize a target creature, forcing it to make a
Components: V, S, M (a piece of light fabric)
area must make a Dexterity saving throw. Targets take 7d6 Components: V, S Constitution saving throw. On a failed save, the creature
Duration: Concentration, up to 1 hour
becomes restrained and vulnerable to lightning damage for

114 115

Fabien Laurens (Order #42156009)


You weave together strands of lightning into an invisible Made of Lava spell with a melee attack, it must make a Dexterity saving Magma Servant
tunnel that can be up to 120 feet long and 5 feet in diameter. 7th-level lava throw or take 1d10 fire damage. 3rd-level lava
The tunnel remains stationary once created and lasts for the Elemental Flux. Your next elemental surge deals
Casting Time: 1 action Casting Time: 1 action
duration of the spell. 2d6 fire damage.
Range: Touch Range: 60 feet
Each round, the first creature or object that enters one
end of the tunnel becomes an invisible and silent electrical
Components: V, S Magma Chamber Heat Components: V, S, M (a pinch of obsidian dust)
Duration: Concentration, up to 1 minute 8th-level lava Duration: Concentration, up to 1 hour
charge that instantly travels through the tunnel to the other
end, reforming in its original form. Creatures and objects You encase a touched creature with a barrier of lava, shield- Casting Time: 1 action You summon a lava spirit that appears in an unoccupied
that pass through the sides of the tunnel take no damage ing it from attacks. For the duration, the creature is resistant Range: 500 feet space within range. It takes physical form to serve you, us-
and are unaffected by the spell. to fire and cold damage. If the creature takes bludgeoning, Components: V, S, M (an obsidian worth at least 1000 gp) ing the stat block of an azer, but appearing as a humanoid
However, when a creature is transported through the tun- slashing, or piercing damage from a creature adjacent to it, Duration: Concentration, up to 10 minutes creature made of magma.
nel, any other creatures standing inside the tunnel’s area take the barrier spews lava at the attacking creature, which must The magma servant is an ally and recognizes your allies
You heat up a circular area with a 100-foot radius centered on
2d6 lightning damage as the energy arcs through them. This succeed on a Dexterity saving throw or take 3d8 fire damage. as allies. It shares your initiative, acting immediately after
a point within range. The temperature in this area becomes
damage has no visible source, and creatures that are trans- Optionally, the creature protected by the barrier can take you, but has its own turn. The magma servant will obey your
unbearable. Creatures that enter or start their turn within
ported through the tunnel are immune to it. a reaction upon being hit by a melee attack to make the commands to the best of its ability. You can give simple course
it must make a Constitution saving throw or take 4d8 fire
At Higher Levels. When you cast this spell using a spell barrier explode, causing every creature within 15 feet, ex- of action commands, such as attacking a target or running
damage, or half as much on a success. Flammable materials
slot of 4th level or higher, the length of the tunnel increases cept itself, to make a Dexterity saving throw. On a failure, in a direction, as a free action. If you want to give a com-
not carried or held burn up in an instant.
by 30 feet and the diameter increases by 5 feet for each slot creatures hit by the barrier take 6d8 fire damage. After using mand that requires a longer phrase, you must use a bonus
In addition, creatures that start and end their turn within
level above 3rd. this reaction, the spell ends. action. If the creature completes the action and cannot hear
the area must make another Constitution saving throw or
Elemental Flux. Your next elemental surge affects a 30-foot Elemental Flux. Your next elemental surge affects a 30-foot or receive new commands, it will take the Dodge action to
suffer a level of exhaustion. Creatures wearing heavy armor
line that is 5 feet wide and deals 5d6 acid damage plus 1d6 cone and deals 11d6 fire damage. preserve itself to the best of its ability.
make this saving throw with disadvantage.
acid damage for each slot level above 3rd. Elemental Flux. Your next elemental surge deals
Magic Precipitation Creatures immune to fire are immune to the effects of
5d6 fire damage.
Lightning Wall 9th-level water this spell, and creatures resistant to fire automatically pass
6th-level lightning the saving throws.
Casting Time: 1 action
Elemental Flux. Your next elemental surge affects a 45-foot
Casting Time: 1 action Range: 180 feet
cone and deals 12d6 fire damage.
Range: 120 feet Components: V, S
Components: V, S, M (a copper wand worth at least 30 gp) Duration: Concentration, up to 10 minutes Magma Glow
Duration: Concentration, up to 10 minutes You create a magical precipitation area in a 20-foot-radius, 1st-level lava
You create a barrier that looks like a net of pure energy. The 30-foot-high cylinder centered on a point within range that Casting Time: 1 action
barrier does not need to be sustained and can float in the air. you can see. Creatures within the rain area gain advantage Range: Touch
It occupies an area of 60 feet in length, 20 feet in height, and on saving throws against spells and resistance to magical Components: V, S, M (a piece of charcoal)
one inch in thickness. Any creature within the area where damage. Additionally, any spells that are in effect on the Duration: 1 hour
the barrier was created must make a Strength saving throw, area or on creatures of your choice that are in or enter the
You touch an object, causing it to emit a faint glow that is
suffering 3d8 lightning damage on a failure and being thrown area are dispelled.
imperceptible in bright light and difficult to notice in dim
10 feet in a direction of your choice. On a successful save, Furthermore, when a spell is cast within the area or affects
light conditions. The object can be any item (magical or
the target takes only half the damage and is expelled into any space within it, you can choose to absorb the magic to fuel
not) of your choosing, weighing no more than 10 pounds.
the nearest free space, as chosen by the affected creature. the precipitation. The absorbed magic has no effect, and the
While the spell is active, you can sense the location of the
The barrier magnetically affects an area of 15 feet around precipitation then heals your chosen allied creatures within
object as long as it is within 240 feet of you, even if it is behind
it. Inside this area, attacks made with metal weapons have the rain for an amount of hit points equal to twice the level
walls, doors, or other barriers. The location is communicated
disadvantage, and creatures made of metal or wearing metal of the spell slot used to cast the absorbed spell. The healing
to you as a general sense of direction (e.g., “northwest”) and
armor move at half speed (moving 1 foot costs 2 feet of speed). effect of this magic does not affect undead or constructs.
distance (e.g., “close”, “very far”).
A creature can attempt to pass through the barrier but Elemental Flux. Your next elemental surge affects a 45-foot
You can dismiss the spell at any time as a bonus action,
must succeed on a Strength saving throw. On a failure, it cone and deals 14d6 cold damage.
causing the glow to fade immediately.
takes 3d8 lightning damage and is thrown back 10 feet in
a prone condition. On a success, it takes half damage and Magma armor The DC to notice the glow is equal to your spell save DC.
2nd-level lava Only a creature specifically looking for the glow can use its
passes through the barrier.
action to make a Wisdom (Perception) check against this DC
Elemental Flux. Your next elemental surge affects a 50-foot Casting Time: 1 action
to notice the glow. The object can be hidden inside fabrics
line that is 5 feet wide and deals 10d6 lightning damage. Range: Touch
or other objects, making it impossible to directly see the
Components: V, S
glow, without hindering your ability to sense its location.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell
You touch a willing creature wearing medium or heavy armor slot of 2nd level or higher, the weight limit of the object in-
and enchant their armor with the heat of magma. For the creases by 10 pounds for each slot level above 1st.
duration, every time another creature hits the target of the Elemental Flux. Your next elemental surge deals fire dam-
age and gains an extra 1d6 fire for each slot level above 1st.

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Mantle of Water ll creatures that you can see within range must make a Elemental Flux. Your next elemental surge affects a 45-foot Components: V, S
4th-level water Wisdom saving throw or be affected as if they were targets cone and deals 14d6 thunder damage. Duration: Concentration, up to 1 minute
of the curse of flames spell cast with a 9th-level slot. You conjure a duplicate of yourself from the energy of the
Casting Time: 1 action
Elemental Flux. Your next elemental surge affects a 30-foot Melt Rock
Range: 30 feet wind, which appears in an unoccupied space within the spell’s
radius circle centered on you and deals 14d6 fire damage. 5th-level lava
Components: V, S, M (a drop of water) range. The duplicate has an AC equal to yours and one hit
Casting Time: 1 action point, and it performs saving throws and ability checks as it
Duration: 1 hour Massive Inflammation Range: 120 feet were you. The duplicate does not move, but any action you
You surround a target creature within range with a thin layer 6th-level fire Components: V, S, M (a drop of mercury) take can also be simulated by the duplicate at your choice.
of clean water, granting it the ability to breathe underwater Casting Time: 1 action Duration: Until dispelled A creature can make a Wisdom (Perception) check against
and a swimming speed of 40 feet. While the spell lasts, the Range: 60 feet You choose an area of rock and change its internal heat, your spell save DC to realize that the duplicate is not real.
creature gains the following benefits: Components: V, M (bee’s wings or a drop of honey) melting it into lava. You affect a 40-foot cube of rock within The duplicate disappears if you use a bonus action to dismiss
• Immunity to the effects of non-magical fire, gasses and Duration: 24 hours it, if you move more than 60 feet away from it, or when its
range. The lava flows and ignites any flammable materials
liquids, including harmful acids, poisons and smokes. hit points are reduced to 0.
You ignite the spirit of a group of people by suggesting a it touches. A creature that touches the lava takes 2d8 fire
• You have advantage on saving throws made against harmful course of action (limited to up to two sentences). You mag- damage. Elemental Flux. Your next elemental surge deals thunder
magic gasses (such as cloudkill and stinking cloud effects, ically influence, at your discretion, a number of people equal If a creature has a limb or body part covered by lava, it damage, and on the damage roll, consider every 1 or 2 as a 3.
and the breath weapons of some dragons). to up to three times your proficiency bonus. The creatures takes this damage at the end of its turns for the next minute
• Resistance to fire and acid damage. must be able to see and hear you clearly and the suggestion or until it takes an action to remove the lava. A creature that Mineral Sculpt
• Immunity to being grappled and restrained. must be phrased in a way that makes the course of action rea- is partially covered by lava has its speed halved and takes 4d8 4th-level earth
The water mantle continuously replenishes the water the sonable. Igniting them to do something against themselves, fire damage for the next minute or until it takes an action Casting Time: 1 action
creature breathes and is covered in, filtering out harmful such as self-flagellation, negates the effects of the magic. to remove the lava. A creature that is completely covered by Range: 120 feet
substances. Creatures that can’t be charmed are immune to this effect. the lava is restrained, takes 8d8 fire damage, and requires 2 Components: V, S
In addition, the creature can use a bonus action to end Each target must make a Wisdom saving throw. On a failed actions to completely remove the lava, but if it spends only Duration: Instantaneous
the spell and unleash a water gust attack against a creature save, they pursue the course of action you described to the 1 action, it is still considered to be partially covered by lava. You manipulate earth and rocks to create objects within
within 60 feet. The water gust requires a ranged spell attack best of their ability. At Higher Levels. When you use a spell slot of 6th lev- range. If using fresh earth (sand, clay, and general soils),
roll and deals 3d10 bludgeoning damage on a hit. For the duration of the spell, the inflamed creatures are el or higher, you melt an extra 20-foot cube of rock per you can create a large or smaller object (contained within a
Elemental Flux. Your next elemental surge deals immune to the frightened condition and will continue to level above 5th. 10-foot cube, or eight connected 5-foot cubes), such as stat-
7d6 cold damage. carry out the proposed course of action. If the activity can be Elemental Flux. Your next elemental surge affects a 30-foot ues, bridges, passages, pillars, doors, etc., as long as there is
completed in a shorter time, the spell ends when the target cone and deals 8d6 fire damage plus 1d6 fire damage for each enough earth to do so. If using metal or solid rock, .you can
Marble Skin finishes what was requested. slot level above 5th. create only a medium or smaller object (contained within a
6th-level earth At Higher Levels. When you cast this spell using a 7th-level single 5-foot cube), such as a weapon, idol, crown, etc. The
spell slot, the duration is 10 days. When you use an 8th-level Metal Barrier
Casting Time: 1 action objects are usually solid, without gears or hinges, and gen-
spell slot, the duration is 30 days. When you use a 9th-level 6th-level earth
Range: Touch erally of good quality. However, the quality of objects, such
Components: V, S spell slot, the duration is a year and a day. Casting Time: 1 bonus action as jewelry, statues, or any that require artistic or professional
Duration: Instantaneous Elemental Flux. Your next elemental surge creates a burst Range: 60 feet knowledge, may vary depending on your proficiency or the
around you, which affects a 20-foot radius circle centered Components: V, S, M (a pure metal ingot worth at least availability of the right tools.
You touch a creature and a seismic wave emanates from your on you and deals 10d6 fire damage plus 1d6 fire damage for 100 gp) At Higher Levels. When you use a spell slot of 5th or 6th
fingers, enveloping it and imposing a Constitution saving each slot level above 6th. Duration: Concentration, up to 1 minute level, you can make a huge object of fresh earth (contained
throw. On a failure, the creature is restrained and its skin
You hold the piece of metal used in this spell and it disin- within a 15-foot cube, or twenty seven connected 5-foot
begins to turn to marble. On a success, the creature is unaf- Material Illusion
fected. A creature with its skin turned to marble must make tegrates into metallic sand, swirling around a willing crea- cubes) or a large object of solid material (contained within
9th-level air
a Constitution saving throw at the end of each of its turns. If ture within range of the spell, granting them protection. a 10-foot cube, or eight connected 5-foot cubes). When you
Casting Time: 1 action A creature enveloped in this protection gains resistance to use a spell slot of 7th level or higher, you can mold a gar-
the creature accumulates three successes, it is free from the
Range: 120 feet bludgeoning, piercing, and slashing damage, is considered gantuan object of fresh earth (contained within a 20-foot
condition and the spell ends. If it accumulates three failures
Components: V, S to have half cover, and when subjected to a Dexterity sav- cube, or four connected 10-foot cubes, or sixty-four con-
(including the initial one), the creature becomes petrified.
Duration: 10 minutes ing throw to take half damage from an effect, they take no nected 5-foot cubes).
Elemental Flux. Your next elemental surge affects a 30-foot
cone and deals 10d6 acid damage. You choose the stat block of a non-spellcaster creature with damage on a success. Elemental Flux. Your next elemental surge affects a 20-foot
a CR of up to 12, then you create a dense air replica of that Once during the duration, as a bonus action, you can line that is 5 feet wide and deals 7d6 acid damage plus 1d6
Mass Curse of Flames creature, within an unoccupied space that you can see within change the target of the spell to another willing creature acid damage for each slot level above 4th.
9th-level fire the spell’s range. The replica uses all the statistics of the crea- within range and at least 30 feet from the original target.
ture it duplicates, except that any damage dealt by the replica Elemental Flux. Your next elemental surge affects a 40-foot Mirror Object
Casting Time: 1 action 2nd-level water
Range: 60 feet is psychic damage. However, the replica can only damage or line that is 5 feet wide and deals 10d6 acid damage.
Components: V, S affect in other ways creatures that failed the saving throw. Casting Time: 1 action
It acts on its own turn and on its own initiative, but you Mirage Mirror Range: Touch
Duration: Concentration, up to 10 minutes
can control its course of action. If the replica’s hit points are 1st-level air Components: V, S, M (a small polished gemstone)
reduced to 0, the spell ends, and it immediately dissipates. Casting Time: 1 bonus action Duration: 1 hour
Range: 20 feet

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You touch a non-magical object weighing no more than At Higher Levels. When you cast this spell using a spell Elemental Flux. Your next elemental surge deals cold dam- Overgrow
5 pounds, causing its surface to become reflective like a slot of 3rd level or higher, the weight limit of the object in- age, and on the damage roll, consider any result of 1 or 2 as 3. 4th-level plant
mirror. During the spell’s duration, the object captures all creases by 5 pounds for each slot level above 2nd.
images and sounds within a 30-foot radius, as long as they Elemental Flux. Your next elemental surge affects a 20-foot Mystical Flux Casting Time: 1 action
2nd-level water Range: 60 feet
are reflected on its mirrored surface. line that is 5 feet wide and deals 2d6 cold damage plus 1d6
Components: V, S
When the spell ends, the object reverts to its original state, cold damage for each slot level above 2nd. Casting Time: 1 bonus action
Duration: Instantaneous
and the captured images and sounds are retained, hidden Range: Touch
within it. To access the captured images and sounds, the ob- Mountain Crush Components: V, S, M (a drop of water) You energize all your allies within a 30-foot-radius circle
ject must be submerged in any body of water large enough 8th-level earth Duration: Instantaneous from a point of your choice within range with an aura of
to completely cover it. Once the object is submerged, the Casting Time: 1 action vitality. The aura grants each ally 4d8 temporary hit points,
You touch another creature and send a wave of mystical
captured images and sounds are displayed on the surface of Range: Touch a bonus of +1 to their AC, and advantage on Strength and
energy to it, causing it to instantly recover a spell slot of
the water and can be viewed as if you were on the location. Components: V Constitution checks and saving throws for the next minute.
the same level as this spell or lower. You can’t use this spell
The size of the water surface determines the size of the image, Duration: Instantaneous If creatures are grappled, restrained, or poisoned and need
on yourself.
with a larger surface allowing for more details to be seen. to make a roll to escape the condition, they can use their
You deliver a powerful shoulder strike to your target. Make At Higher Levels. When casting this spell using a spell
The object can store the captured images and sounds for reaction to make the check or saving throw at the moment
a melee spell attack against it. On a hit, the creature becomes slot of 3rd level or higher, it equally increases the spell slot
up to 1 year. However, once the object is submerged and the you cast this spell.
stunned for 1 minute. On a critical hit, the primary target level that can be recovered by the target.
images and sounds are accessed, or if it is removed from Elemental Flux. Your next elemental surge deals 7d6 poison
is violently pushed back 15 feet and can hit a creature of Elemental Flux. Your next elemental surge affects a 20-foot
the water before the end of it, the information is lost and damage and requires a Constitution saving throw.
your choice as a secondary target, provided it’s in the same line that is 5 feet wide and deals 2d6 cold damage plus 1d6
cannot be recovered.
The quality of the captured images and sounds depends
direction and range as the primary target was pushed. In cold damage for each slot level above 2nd. Petrify Nerves
this case, the secondary target is also stunned. Oozes are 5th-level earth
on the quality of the object used as a mirror. Polished and
immune to this spell. Natural Stream
well-maintained objects capture clearer and sharper imag- 2nd-level water Casting Time: 1 action
Each stunned target must make a Constitution saving
es and sounds, while dirty and worn objects can produce Range: 90 feet
throw at the end of its turns. If they succeed, the stunned Casting Time: 1 action
blurred and distorted images and sounds. Components: V, S, M (a small, straight piece of iron)
condition ends. Range: 30 feet
Duration: Concentration, up to 1 minute
Elemental Flux. Your next elemental surge affects a 45-foot Components: V, S, M (a drop of holly water)
cone and deals 12d6 acid damage. Duration: Instantaneous You freeze the nerves of a creature of your choice within range
of the spell. The creature must succeed on a Constitution
Move like Air A stream of water purifies the creature touched by it. You can
saving throw or be paralyzed for the duration. This spell does
7th-level air remove one condition afflicting the target between blinded,
not affect undead or constructs. An affected creature can
charmed, deafened, paralyzed and poisoned.
Casting Time: 1 action make a saving throw at the end of each of its turns, ending
Elemental Flux. Your next elemental surge deals
Range: 30 feet the effect on a success.
2d6 cold damage.
Components: V, S At Higher Levels. When you cast this spell using a spell slot
Duration: 10 minutes Overcharge Lightning of 6th level or higher, you can target one additional creature
8th-level lightning for each slot level above 5th. The creatures must be within
You and a number of willing creatures equal to your Wisdom 30 feet of each other when you target them.
modifier that you can see within the spell’s range have their Casting Time: 1 action Elemental Flux. Your next elemental surge affects a 30-foot
speed doubled, gain a +2 bonus to their AC, have advantage Range: 90 feet cone and deals 8d6 acid damage plus 1d6 acid damage for
on Dexterity saving throws, and gain an additional action Components: V, S, M (a pair of magnets) each slot level above 5th.
on each of their turns. The action can only be used to take Duration: Concentration, up to 1 minute
the Attack (one weapon attack only), Dash, Disengage, Hide,
You discharge energy that affects the nervous system of all Pour the Past
or Use an Object action. 5th-level water
creatures of your choice in a 20-foot square within range. A
Elemental Flux. Your next elemental surge affects a 40-foot
creature in the area must make a Constitution saving throw, Casting Time: 1 minute
line that is 5 feet wide and deals 11d6 thunder damage.
becoming paralyzed on a failure. On a successful save, the Range: Self (30-foot radius)
Move Like Water creature’s nervous system is fatigued and on its next turn, it Components: V, S
1st-level water cannot use one of its actions, be it an action, bonus action, Duration: Concentration, up to 10 minutes
or movement. A paralyzed creature can make another saving
Casting Time: 1 bonus action You use the energy of the water to make it swirl counter-
throw at the end of its turns, ending the condition on a success
Range: 30 feet clockwise and see the events that occurred in the location
but still being affected by the action restriction on its next
Components: V, S where you cast the spell. The manifested image shows the
turn. If your concentration is broken, paralyzed creatures
Duration: Concentration, up to 10 minutes events that occurred within a 30-foot radius of the location
are released but still suffer from the action restriction. A
where you cast the spell. You see all the events as if you
You shield a willing creature of your choice that you can creature that has passed the action restriction is freed from
were above the location observing them. You can quickly
see within range, with the energy of the water element. For the effects of the spell.
observe all events that occurred up to 1 year ago or choose
the duration, the creature does not provoke opportunity Elemental Flux. Your next elemental surge affects a 80-foot
a specific moment to observe and follow it for the duration
attacks, regardless of the action or movement they perform. line that is 5 feet wide and deals 12d6 lightning damage.
Additionally, it gains a +1 bonus to AC.

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of the spell. Talk to your GM to define what details are per- Elemental Flux. Your next elemental surge affects a 20-foot the area of effect that tries to help another does so with dis- remains inside the flower for the full duration of the spell,
ceptible from your point of view and the way you witnessed line that is 5 feet wide and deals 2d6 acid damage plus 1d6 advantage on the Strength check. it regains any lost limbs.
the events unfold. acid damage for each slot level above 2nd. When the spell ends, all creatures that are restrained suffer The flower automatically dissipates, ending the spell’s ef-
Elemental Flux. After the spell’s duration, you can create 3d10 bludgeoning damage, all creatures that are incapacitated fects if the creature exits it, you lose concentration, or the
an ice statue of a creature or object of up to medium size Purging Flames suffer 6d10 bludgeoning damage, and all creatures that are flower’s hit points are reduced to 0. The flower has an AC
that you saw with your next elemental surge. The statue lasts 9th-level fire stunned suffer 10d10 bludgeoning damage. Objects and crea- of 15, 80 hit points, is resistant to non-magical damage, and
1 minute and then melts into snowflakes that disappear. Casting Time: 1 action tures that are dead or die from the final damage remain bur- immune to poison damage.
Range: 200 feet ied, while surviving creatures are expelled from the ground. Elemental Flux. Your next elemental surge affects a
Primordial Pass Components: V, S, M (a drop of oil) Objects that are not being held are automatically buried, 30-foot cone and deals 11d6 poison damage and requires a
6th-level air (ritual) Duration: Instantaneous and structures within the area suffer 30 bludgeoning damage Constitution saving throw.
Casting Time: 1 minute when the spell is cast, and at the beginning of each turn that
You immolate a hostile undead or extraplanar creature (devil, Regrowth
Range: 2 miles you maintain the spell.
demon, penumbral, etc.) that you can see within the range of 9th-level plant
Components: V, S, M (a feather) Elemental Flux. With your next elemental surge, you stomp
the spell. The target creature must make a Charisma saving
Duration: 24 hours the ground. All creatures in a 30-foot-radius circle centered Casting Time: 8 hours
throw. On a success, nothing happens, but on a failure, it is
on you must succeed on a Dexterity saving throw, taking 14d6 Range: Touch
You create a bridge made of air that connects one point to consumed by flames and it is destroyed, leaving only ashes
bludgeoning damage and being knocked prone on a failed Components: V, S, M (fruits, flowers, seeds, rare herbs,
another, provided there is no object obstructing the path behind. If the target is an undead whose soul is trapped
save. Each creature within the quicksand area that is hit by dragon parts and jewelry that weigh more than the target
between these points. When a creature enters this point, elsewhere (such as a lich and its phylactery or an undead
this elemental surge fails in the saving throw automatically, and are worth at least 25,000 gp, which the spell consumes)
the winds carry them from one point to the other on gentle created from a body whose soul was trapped), it must make a
counting as a failure for the spell too. Duration: Instantaneous
breezes. The crossing lasts only 1 minute and is completely second Charisma saving throw. On a failure, it is immolated
safe, with air currents protecting creatures during the journey. and destroyed. If the target is extraplanar, it returns to its Rally of Agility You touch a body or a body part that still exists of a creature
The path can be used by both sides, but the path is only open home plane and must make another Charisma saving throw. 6th-level air that has been dead for no more than 500 years. The part of the
in one direction at a time while the crossing is taking place. On a failure, it is immolated and destroyed. creature and any material components turn into a seed that
Elemental Flux. Your next elemental surge affects a 45-foot Elemental Flux. Your next elemental surge affects a 60-foot Casting Time: 1 bonus action automatically sprouts into a plant, generating a bulb where
cone and deals 10d6 thunder damage. line that is 5 feet wide and deals 14d6 fire damage. Range: 60 feet the body of the creature is recreated and restored. After 8
Components: V, S hours, the bulb opens, and the creature is revived, healed
Prodigium Duplication Quicksand Duration: 1 round of all wounds, any poisons removed, all diseases cured, and
2nd-level earth 9th-level earth Up to four willing creatures are surrounded by strong winds freed from any curses that afflicted it when it died. The spell
Casting Time: 1 action Casting Time: 1 action that assist their movements. While under this effect, the af- fully restores the body, replacing missing parts.
Range: Touch Range: 120 feet fected creatures have their Dexterity scores increased by 6 If the body of the creature no longer exists, the casting
Components: V, S, M (a small piece of clay) Components: V, S (up to a maximum of 26), and they have advantage on any time doubles, and you must speak the creature’s name, take
Duration: 1 hour Duration: Concentration, up to 10 minutes attacks or ability checks that involve Dexterity. an object that belonged to it, and, as part of this spell, bring
A creature under the effect of the spell is immune to its spirit, which will be mixed with the material components
You touch a non-magical object weighing up to 10 pounds, You transform a 30-foot-radius circular area, centered on a
the grappled, restrained, prone and paralyzed condi- when forming the seed. If the spirit is not available, the spell
causing it to briefly glow with an earthy light before split- point within range, into quicksand. The area becomes difficult
tions. Additionally, attacks against the target are made fails, and no components are expended.
ting into a number of identical copies equal to twice your terrain and every creature within it at the time of casting, or
with disadvantage. The spell can even provide a new body if the original no
proficiency bonus (minimum of 4). Each copy has the same that starts its turn or enters the area, must make a Strength
Elemental Flux. Your next elemental surge affects a 45-foot longer exists. The creature then appears in an unoccupied
appearance, weight, and physical properties as the original saving throw. On the first failure, the creature begins to sink
cone and deals 10d6 thunder damage. space you choose within 5 feet of the plant.
object, including any markings or inscriptions. in the sand and becomes restrained. On the second failure,
Elemental Flux. Your next elemental surge, instead of deal-
However, the copies created by this spell bear an unnatural the restrained creature sinks even further, becoming inca- Regenerating Cocoon ing damage, imbues the creature’s body with an elemental
aura that makes them immediately identifiable as magical pacitated. On a third failure, the incapacitated creature sinks 7th-level plant soul, leaving it immune to diseases and curses for a number
constructs to anyone who inspects them closely. As a result, completely into the sand and becomes stunned. Each time
Casting Time: 1 action of days equal to 10d6 days.
it is very difficult to use these copies to deceive others or a creature succeeds on a Strength saving throw, it regresses
pass them off as genuine items. one step in the number of failures, becoming unburied if it Range: 30 feet
Components: V, S Revert Life Flux
The copies created by this spell last for 1 hour or until reaches 0 failures. 8th-level water
they are destroyed, at which point they crumble into a pile A creature that is completely buried by this spell cannot Duration: Concentration, 1 hour
of dust. You can end the spell prematurely by using a bonus breathe, is under total cover, has disadvantage on Strength You create a large flower at a location of your choice within Casting Time: 1 hour
action to cause one or more copies to disappear. saving throws, and suffers 3d10 bludgeoning damage for each range that can envelop a willing creature, up to Huge size, Range: Touch
The copies created by this spell are mundane objects and failure it has on Strength saving throws. Failures beyond the that is within 15 feet of it. The creature is immune to damage, Components: V, S , M (a large bowl of holly water)
do not possess any magical properties. Additionally, they third are added to the number of failures. has its movement reduced to 0, and is incapacitated while Duration: Instantaneous
cannot be used to create copies of items made of precious Another creature that is adjacent to a buried creature and is inside the flower. The creature can leave the flower at any You harness a sacred water flow to reverse a loss of life in
metals or gems, as their unique physical properties cannot not under any effect of the spell can use an action to help dig time. While inside the flower, the creature is healed for 2d8 a body, resurrecting the creature. The creature cannot have
be replicated by this spell. out the buried creature. The creature must make a Strength + its Wisdom modifier at the start of each of its turns. The been dead for more than 100 years, cannot be an undead or
At Higher Levels. When you cast this spell using a spell ability check against your spell save DC. On a success, it creature also removes 1 level of exhaustion every 2 turns construct, must have a soul available for return to the body,
slot of 3rd level or higher, the weight limit of the object in- frees the creature from the spell’s effects, but on a failure, it spent inside the flower and gets rid of one curse, disease, and cannot have died of old age.
creases by 10 pounds for each slot level above 2nd. is pulled into the area of effect and counts as having failed or poison for every 4 turns spent inside it. If the creature At the end of the spell, the target creature returns to life with
a Strength saving throw against the spell. A creature within all wounds healed, regaining any lost limbs and free of any

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conditions, but it receives 4 levels of exhaustion. Additionally, You plant the seeds and grow a small, glowing plant that in an adjacent space to the pillar. If succeeded, the creature Shield of Overlife
the resurrected creature returns free of any non-magical produces four fruits. If not harvested within 1 hour, the does not take damage but must choose an adjacent space 9th-level water
diseases or curses. Magical diseases and curses will resume fruits wither and disappear. Once harvested, the fruits last to position itself.
Casting Time: 1 action
their effects if they are not removed beforehand. for 24 hours before disappearing. With a bonus action, for the next minute, you can topple
Range: Self
The flow of magic is very heavy and until a long rest is fin- A creature that consumes one of the fruits can remove the pillars in a direction of your choice, each occupying a
Components: V, S
ished, you will receive two levels of exhaustion and have a -4 any curses or frightened conditions from itself, and for the 30-foot long and 5-foot wide line. All creatures within the
Duration: Concentration, up to 10 minutes
reduction to all attack rolls, ability checks, and saving throws. next 24 hours, it is sufficiently nourished, it gains 2d10 tempo- line of the pillar’s fall must make a Strength saving throw,
Elemental Flux. With your next elemental surge, you im- rary hit points, becomes immune to the poisoned and fright- taking 1d8 damage and becoming restrained on a failure. You create a thin layer of water over your body, making it
bue the creature targeted by this spell and yourself with ened conditions, and has advantage on Wisdom saving throws. A restrained creature can use its action to make a Strength impossible for a creature to perceive you except through
elemental energy, granting both 6d8 temporary hit points At Higher Levels. When you cast this spell using a spell (Athletics) check against your spell save DC, freeing itself magical means. This magical layer provides you with 60
that last for 10 hours. slot of 7th level or higher, you create one additional fruit for on a success. Huge or larger creatures are immune to this temporary hit points.
each level above 6th. effect. If you do not topple the pillars, they will dissipate Whenever a creature attacks you in melee, your shield
River Protection Elemental Flux. With your next elemental surge, you im- after 10 minutes. drains bodily fluids from the attacker, causing the creature
6th-level water bue the fruits with elemental energy. Before eating a fruit, Elemental Flux. With your next elemental surge, you to suffer 3d8 + your Wisdom modifier necrotic damage,
Casting Time: 1 action a creature must speak a magical word. If a creature eats a stomp the ground. All creatures in a 20-foot radius circle and you add the same amount of temporary hit points to
Range: 60 feet fruit without speaking the word, it must make a Constitution centered on you must succeed on a Dexterity saving throw, the pool generated by this spell.
Components: V, S saving throw. On a failed save, the creature takes 7d6 poi- taking 7d6 bludgeoning damage and being knocked prone As a bonus action, you can make the shield drain a crea-
Duration: Concentration, up to 10 minutes son damage and is poisoned for 24 hours. On a successful on a failed save. ture within 5 feet, causing 3d8 + your Wisdom modifier
save, the creature takes half damage and gains no benefits
You surround a willing creature that you can see within range Seismic Quake
from the spell.
with the healing energy of life, protecting its body from 9th-level earth
harm. The target creature cannot be a construct or undead. Saving Seed
The target regains 4d8 hit points and gains immunity to Casting Time: 1 action
8th-level plant Range: 1 mile
the blinded, charmed, frightened, paralyzed, and poisoned
conditions for the duration of the spell. If the creature was Casting Time: 2 hours Components: V, S, M (a gem worth at least 100 gp, which
already affected by any of these conditions before the spell Range: 30 feet the spell consumes)
was cast, the effects are suppressed (but not ended) until Components: V, S Duration: Concentration, up to 1 minute
the spell ends. Duration: Instantaneous You take a gem in your hand that crumbles when using the
Elemental Flux. Your next elemental surge affects a 30-foot You create a small plant that bears a single fruit the size of spell. When its fragments touch the ground, you generate
cone and deals 10d6 cold damage. a cherry. If eaten, as a bonus action, the fruit serves as a full an earthquake with a radius of 120 feet and an epicenter of
meal, instantly restores all of your hit points, and cures any your choice within range, causing the entire area of effect
Rock Stubborn disease, blindness, deafness, poisoning, and all levels of ex- to become difficult terrain. At the time of casting and at the
3rd-level earth haustion. The magical fruit lasts for 3 days and disintegrates beginning of each turn of a creature within the area, it must
Casting Time: 1 action after this time. make a Dexterity saving throw, becoming prone on a failure.
Range: 30 feet Due to the amount of energy expended in casting this Creatures that are concentrating on other spells must also
Components: V spell, you need a recharge time and can only use this make a Constitution saving throw against your spell save
Duration: Concentration, up to 1 hour spell after 7 days. DC, losing concentration on a failure.
Elemental Flux. With your next elemental surge, you im- Structures within the area suffer 60 bludgeoning damage
For the duration, a willing creature that you can see within
bue the fruit with elemental energy. Before eating the fruit, when you cast the spell, and at the beginning of each of your
range and while in contact with the earth or rock, gains
a creature must speak a magical word. If a creature eats the turns that you maintain concentration. If they reach 0 hit
resistance to lightning and psychic damage, and has advan-
fruit without speaking the word, it must make a Constitution points, they collapse and may cause damage to creatures
tage on Intelligence, Wisdom, and Charisma saving throws.
saving throw. On a failed save, the creature takes 10d6 poi- beneath them, at the GM’s discretion.
At Higher Levels. When you cast this spell using a spell slot
son damage and is poisoned for 10 days. On a successful In addition, at the GM’s choice, other effects may occur,
of 4th level or higher, you can target one additional creature
save, the creature takes half damage and gains no benefits such as fissures or shifting ground. When a fissure is formed,
for each slot level above 3rd. The creatures must be within
from the spell. it can have a depth of 3d4x10 feet and a width of 1d4x5 feet.
30 feet of each other when you target them.
Creatures in the area of the fissure must make a Dexterity
Elemental Flux. Your next elemental surge deals 5d6 acid Scrape The Sky saving throw. On a failure, they fall into the fissure, or choose
damage plus 1d6 acid damage for each slot level above 3rd. 5th-level earth one of the edges to remain on the surface on a success. When
Sacred Fruits Casting Time: 1 action the ground shifts, at the GM’s discretion, a block may rise or
6th-level plant Range: 80 feet sink 1d4x10 feet, taking everything on it along and causing
Components: V, S structures it cuts through to collapse.
Casting Time: 10 minutes
Duration: Instantaneous Elemental Flux. With your next elemental surge, you
Range: 30 feet
stomp the ground. All creatures in a 30-foot-radius circle
Components: V, S, M (seeds from 3 different trees) You create up to 4 pillars of 30 feet in height each occupying
centered on you must succeed on a Dexterity saving throw,
Duration: Instantaneous a 5-foot square space within the spell’s range. A creature in
taking 14d6 bludgeoning damage and being knocked prone
the space where the pillar appears must make a Dexterity
on a failed save.
saving throw or be thrown 30 feet into the air, landing prone

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Fabien Laurens (Order #42156009)


necrotic damage, and you gain the same amount of tempo- Elemental Flux. Your next elemental surge affects a 30-foot Elemental Flux. Your next elemental surge affects a 20-foot same mirrored location it was occupying on the plane it left
rary hit points. cone and deals 8d6 thunder damage plus 1d6 thunder dam- line that is 5 feet wide and deals 2d6 thunder damage plus (if it exits the Ethereal Plane in midair and without a flying
The shield has no limit on temporary hit points and re- age for each slot level above 5th. 1d6 thunder damage for each slot level above 2nd. speed, the creature will fall).
tains its temporary hit points for 1 hour after the spell ends. While on the Ethereal Plane, you can only affect and be
Elemental Flux. Your next elemental surge affects a 30-foot Sky Walker affected by other creatures on that plane. Creatures not on
radius circle centered on you and deals 14d6 cold damage. 3rd-level air Sphere of M’Cel the Ethereal Plane cannot perceive you or interact with you,
Casting Time: 1 action 5th-level air unless a special ability, magic item, or spell has given them
Skin of Embers Range: Touch Casting Time: 1 action the ability to do so.
5th-level fire Components: V, S Range: 150 feet You can move through objects that are not on the Ethereal
Casting Time: 1 action Duration: Concentration, up to 1 hour Components: V, S, M (a pearl worth at least 100 gp) Plane, ignoring any objects and effects from the plane you
Range: 45 feet Duration: Concentration, up to 10 minutes originated from.
By casting this spell, you grant the ability to walk on the
Components: V, S, M (a pinch of charcoal powder) When the spell ends, you and your allies return to the
winds to a creature you touch, giving it a flying speed equal You expel all the air from a 30-foot radius sphere centered
Duration: Concentration, up to 1 minute plane of origin in the same location you occupied at the time.
to its walking speed. At the end of the spell, a creature that on a point within range, and the area remains airless for the
If you occupy the same space as a solid object or creature
You attempt to ignite the skin of a creature you can see within is still in the air descends safely to the ground. duration. All creatures within the area at the time of casting
when this happens, you will immediately be moved to the
range of the spell. The target creature must have some type At Higher Levels. When you cast this spell using a spell who require air to breathe must make a Constitution saving
nearest unoccupied space that you can occupy and take force
of skin or leather covering its body and, if so, must make a slot of 4th level or higher, you can target one additional throw. On a failed save, they suffer one level of exhaustion,
damage equal to twice the number of feet you were moved.
Constitution saving throw. On a failure, its skin or leather creature for each slot level above 3rd. as the air is sucked out of their lungs.
This spell has no effect if you cast it while on the Ethereal
transforms into incandescent material like live coals. On a Elemental Flux. Your next elemental surge deals 5d6 Furthermore, creatures inside the sphere are subject to the
Plane or a plane that does not border it, such as one of
success, nothing happens. thunder damage plus 1d6 thunder damage for each slot normal rules for suffocation. They can hold their breath for a
the Outer Planes.
A creature with fiery skin gains resistance to fire damage level above 2nd. number of minutes equal to 1 + their Constitution modifier
Elemental Flux. Your next elemental surge affects a 60-foot
and vulnerability to all other types of damage. It can move (minimum of 30 seconds), and then survive a number of
in extremely high temperature environments but suffers one Spectral Vision rounds equal to their Constitution modifier (minimum of
line that is 5 feet wide and deals 14d6 force damage.
point of exhaustion each turn it is in extremely cold tem- 2nd-level spirit 1 round) before they drop to 0 hit points and begin dying. Spiritual Air Beasts
peratures (below 32 °F). Touching or coming into contact Casting Time: 1 action In addition, the airless area becomes difficult terrain for 6th-level air
with this creature causes 1d6 fire damage and automatically Range: Self the duration of the spell, and any creature that starts its turn
ignites any flammable materials. within the area or moves into it on its turn must make a Casting Time: 10 minutes
Components: V, S, M (a lit incense)
The creature with ember skin can repeat the Constitution Constitution saving throw, suffering one level of exhaustion Range: 30 feet
Duration: Concentration, up to 1 minute
saving throw at the end of its turns, and if it succeeds three on a failed save. Creatures within the area are considered Components: V, S
For the duration of the spell, you are able to see the spiri- Duration: 12 hours
times, it is free from the effects. If you maintain concentration deafened, and no sound can propagate within it.
tual aura of all creatures within sight, even when they are
for 1 minute while the creature is under the effects of the Additionally, creatures inside the sphere are immune to You summon up to five air spirits that take the form of beasts
invisible. Each type of creature has a specific type of aura
spell, its skin will permanently be transformed into embers, thunder damage, and no thunder damage can be caused with a challenge rating of 1 or lower. They appear in an unoc-
that you can see, but you cannot differentiate between them
making this effect permanent. This effect can be removed inside the sphere. cupied space that you can see within range. A spirit disappears
(e.g., an orc and a human have the same aura because they
only by a wish or similar powerful spell. At Higher Levels. When you cast this spell using a spell when it reaches 0 hit points or when the spell ends. They
are both humanoids). Additionally, as a bonus action, you
Elemental Flux. Your next elemental surge affects a 40-foot slot of 6th level or higher, the radius of the sphere increases are friendly to you and your companions. Roll initiative for
can focus on seeing the Ethereal Plane, gaining vision of it
line that is 5 feet wide and deals 8d6 fire damage. by 5 feet for each slot level above 5th. each of them, which act on their own turns. They obey any
until the end of your next turn.
Elemental Flux. Your next elemental surge affects a 30-foot verbal commands that you issue to them (no action required
Sky Blessing Elemental Flux. Your next elemental surge affects a 20-foot
cone and deals 8d6 thunder damage plus 1d6 thunder dam- by you). If you issue no commands, they defend themselves
5th-level air line that is 5 feet wide and deals 2d6 force damage.
age for each slot level above 5th. against hostile creatures, but they take no other actions. The
Casting Time: 1 action Speed Waltz GM can provide the statistics of the beasts.
Range: Touch 2nd-level air
Spirit Form Elemental Flux. Your next elemental surge affects a
Components: V, S, M (a feather of an eagle) 9th-level spirit 20-foot-radius circle centered on you and deals 10d6
Casting Time: 1 bonus action
Duration: 1 hour Casting Time: 1 action thunder damage.
Range: 60 feet
A touched willing creature receives the blessing of winds, Range: 10 feet
Components: V, S
Components: V, S Spiritual Fading
acquiring exceptional speed. The creature gains a flying speed Duration: Instantaneous 3rd-level spirit
of 180 feet, becomes immune to being prone, has advan- Duration: 8 hours
Three willing creatures you can see within range are pro- Casting Time: 1 action
tage on Dexterity ability checks and saving throws, ranged You and up to five other willing creatures within range take a
pelled by the wind. You can move them up to 30 feet in Range: Self
attacks against it have disadvantage, it does not provoke step on the border of the Ethereal Plane, entering the region
any direction you choose. This movement ignores difficult Components: V, S
opportunity attacks when moving, and is not affected by that overlaps with the current plane. While on the border,
terrain and does not provoke opportunity attacks, but if a Duration: 1 minute
any gas-related effects. you can move in any direction as if you had a flying speed
creature is stopped in mid-air, it falls as normal and takes
In addition, the target can spend 5 feet of its movement equal to your walking speed. You can still see and hear the For the next minute, at the end of your turns, if you are
falling damage.
to automatically escape non-magical restraints. original plane, but everything appears grayed out and muf- not grappled, you can choose to enter the Ethereal Plane,
At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell fled, and you can’t see anything beyond 60 feet. or when already there, return to the Material Plane. When
slot of 3rd level or higher, you can target one additional
slot of 6th level or higher, you can target one additional For the duration, as a bonus action, a creature under the you return to the Material Plane, you choose an unoccupied
creature for each slot level above 2nd.
creature for each slot level above 5th. effect can choose to move from the Ethereal Plane to the space within 20 feet of where you disappeared to reappear.
original plane and vice versa. The creature returns to the

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While on the Ethereal Plane, you can see and hear the creatures within that area for 1 minute unless they succeed Duration: Instantaneous saving throw, receiving 3 levels of exhaustion and becom-
Material Plane, which appears in shades of gray, and you on a Constitution saving throw. You and up to six willing creatures within range of are trans- ing paralyzed on a failed save. For the duration, at the start
can’t see anything there that is more than 60 feet away. You You can choose to cast this spell consuming the ruby ported to another plane of existence. You must have an ob- of each of its turns, the creature must make a Constitution
can only interact with and be affected by other creatures on dust. If you do, spiritual flame is permanent and you can- ject that is linked to the destination plane, have previously saving throw, suffering an additional 3 levels of exhaustion
the Ethereal Plane. Creatures that are not on the Ethereal not end its effect. been to the plane, or have one of the willing creatures have on a failed save or ending the effects on itself on a success.
Plane cannot perceive you or interact with you unless they Elemental Flux. Your next elemental surge affects a 20-foot been to the plane. If you do not meet at least one of these This spell has no effect on creatures that do not need to
have any means to do so. line that is 5 feet wide and deals 2d6 fire damage. requirements, all of you vanish for one round and then re- breathe, such as constructs or undead.
Elemental Flux. Your next elemental surge deals appear in the same location in a stunned condition until the Elemental Flux. Your next elemental surge affects a 45-foot
5d6 force damage. Spiritual Hex cone and deals 14d6 thunder damage.
end of your next turn.
4th-level spirit
You can also use this spell to send a creature from another
Spiritual Flame Casting Time: 1 action Stone Hand
plane back to its home plane. You must make a melee spell
2nd-level fire Range: 60 feet 2nd-level earth
attack against the creature. On a hit, the creature must suc-
Casting Time: 1 action Components: V, S ceed on a Charisma saving throw or be sent back to its home Casting Time: 1 action
Range: Touch Duration: 1 hour plane in a random location. Range: Touch
Components: V, S, M (ruby dust worth at least 50 gp) You curse a creature within range, causing malevolent spir- At Higher Levels. If you cast this spell using an 8th-level Components: V, S, M (a small, flexible wire)
Duration: 24 hours its to jinx its actions and turn its failures into catastrophes. spell slot or higher, you can affect two additional creatures Duration: 1 hour
A black, blue or red translucent flame, equivalent in bright- For the duration of the spell, any time the target misses an for each level above 7th. You touch a creature, causing a collection of stones to gath-
ness to a torch, springs forth from an object that you touch. attack, fails a saving throw, or fails an ability check, it suffers Elemental Flux. Your next elemental surge affects a 40-foot er and form an arm of stone that connects with the target’s
The flame is clearly magic and creates no heat and doesn’t additional harm or negative effects. Whenever the target line that is 5 feet wide and deals 11d6 force damage plus 1d6 torso. The stone hand can hold and manipulate objects just
use oxygen. A spiritual flame can be covered or hidden but misses an attack roll or saving throw, it takes 3d8 necrotic force damage for each slot level above 7th. like a regular hand, but it is not capable of attacking or per-
not smothered or quenched. damage. If the target fails an ability check, it suffers the worst forming somatic components for spells.
With the object in hand, you can end the spell as a bo- possible negative consequence appropriate to the situation, Spiritual Vision The target gains the following benefits while the
nus action to emit a burst of intense light in a 30-foot ra- as determined by the GM. 6th-level spirit spell is in effect:
dius around you, blinding all At Higher Levels. When you cast this spell using a spell Casting Time: 1 action • The target can wield a two-handed weapon or a versatile
slot of 5th level or higher, the damage from the missed at- Range: Touch weapon with two hands, while still using the third hand
tack rolls and saving throws increases by 1d8 for each slot Components: V, S, M (a glass sphere the size of an eye) to hold a shield or perform any other action that would
level above 4th. Duration: 1 hour normally require a free hand.
Elemental Flux. Your next elemental surge deals 7d6 You touch a willing creature that gains truesight for the du- • The target can use the third hand to hold a card or other
necrotic damage plus 1d6 necrotic damage for each slot ration of the spell. In addition, it can see the ethereal plane small object in a way that is hidden from view, granting
level above 4th. and secret doors with a range of 120 feet. advantage on Dexterity (Sleight of Hand) checks made to
Elemental Flux. Your next elemental surge affects a 40-foot cheat at games of chance.
Spiritual Immunity
line that is 5 feet wide and deals 10d6 force damage. • The target can use the third hand to manipulate objects
8th-level spirit
that would normally require the use of both hands, such
Casting Time: 1 action Static Field as picking a lock or disarming a trap. If using three hands,
Range: Touch 2nd-level lightning the target gains advantage on any Dexterity checks made
Components: V, S Casting Time: 1 action to interact with objects in this way.
Duration: Concentration, up to 10 minutes Range: 60 feet • The target can use the third hand to retrieve or stow an
For the duration, a willing creature you touch becomes Components: V, S object that is normally out of reach, such as a potion on
immune to acid, cold, fire, lightning, necrotic, poi- Duration: Concentration, up to 1 minute a high shelf or a weapon on the ground. The hand can
son, psychic, and thunder damage. You create a 20-foot radius sphere centered on a point within reach up to 10 feet away from the target and can manipu-
At Higher Levels. If you cast this spell using range, charged with static electricity. Creatures that move late objects weighing up to 5 pounds. It must still use the
a 9th-level spell slot, you can also affect an within the area take 1d4 lightning damage for every 5 feet appropriate action to do so.
additional willing creature within 5 feet of they move. • The target can use the third hand to perform simple tasks,
the spell’s initial target. Elemental Flux. Your next elemental surge affects a 30-foot such as carrying a torch, holding a door open, or carrying
Elemental Flux. Your next elemental surge line that is 5 feet wide and deals 2d6 lightning damage. a small object while using both of its regular hands for
affects a 60-foot line that is 5 feet wide and deals something else.
12d6 force damage plus 1d6 force damage for Steal Oxygen Elemental Flux. Your next elemental surge deals 2d6 acid
each slot level above 8th. 9th-level air damage.
Spiritual Travel Casting Time: 1 action
Range: 120 feet Stone Heart
7th-level spirit
Components: V, S 4th-level earth
Casting Time: 1 action Duration: 1 minute Casting Time: 1 action
Range: 10 feet
You suppress the air from the lungs of a creature within range Range: Touch
Components: V, S, M (a mithral key encrusted
that you can see. The creature must make a Constitution Components: V, S, M (a gemstone worth at least 50 gp)
with gems worth at least 500 gp)

128 129

Fabien Laurens (Order #42156009)


Duration: 8 hours A sphere of stone envelops a creature or object of Large size Elemental Flux. Your next elemental surge deals 2d6 fire You cause a creature within your line of sight to immedi-
You touch a creature and grant it protection against death or smaller within range of the spell. A non-voluntary crea- damage plus 1d6 fire damage for each slot level above 2nd. ately fall asleep and have wonderful dreams. The creature
effects for the duration of the spell. When casting the spell, ture must make a Dexterity saving throw, becoming trapped can make a Wisdom saving throw to resist. If failed, it falls
within the sphere on a failure. Summon Flame Dragon asleep. If the creature sleeps until the end of the spell’s du-
you can use one to four gems, each worth at least 50 gp, which
The stone sphere is magically reinforced, preventing any 7th-level fire ration, the sleeping creature recovers as if it had taken a
will fuse with the target. For each gem consumed at the time
of casting, the target has one use of the following effects: magical movement from inside to outside or vice versa. No Casting Time: 1 action long rest. A creature affected by the effects of this spell can
sound passes through the stone, and those inside cannot see Range: 90 feet only be targeted again after completing a normal long rest.
• When reduced to 0 hit points, instead it remains at 1 hit
anything outside the sphere, including by magical means. Components: V, S, M (a ruby worth at least 500 gp) If cast before this condition is met, the spell has no effect.
point.
They are under total cover and cannot be harmed by attacks Duration: Concentration, up to 1 hour. You can only benefit from another long rest after 24 hours.
• When subjected to an effect that would kill it instantly
and effects originating from outside. Elemental Flux. Your next elemental surge can create a thin
without dealing damage, the effect is negated. You summon a dragon spirit that manifests in the form of
The sphere has an AC of 17 and 75 hit points, is immune to layer of water around the creature, granting it 7d6 temporary
Elemental Flux. Your next elemental surge deals 7d6 acid a dragon. The spirit’s physical form uses the stat block of a
poison and psychic damage, and has resistance to any other hit points for 10 minutes.
damage. young brass dragon, but its only breath attack available is
type of damage except for damage from the disintegrate spell.
Fire Breath. It has its own turn and place in initiative, and Symbiosis
It can support any amount of weight inside or on top of it
Stone Imprisonment will assist you to the best of its ability for the duration. When 3rd-level plant
and weighs around 1000 pounds, plus the weight of what is
2nd-level earth you cast this spell, choose between red, brass and gold, and
inside. Creatures capable of carrying or pushing the weight Casting Time: 1 action
Casting Time: 1 action the spirit will take on the appearance of that type of dragon.
of the sphere can do so. Range: Touch
Range: 60 feet If the dragon is reduced to 0 hit points or you lose concen-
Elemental Flux. Your next elemental surge deals Components: V, S, M (a parched root)
Components: V, S tration, the spell ends and the dragon disappears.
7d6 acid damage. Duration: 1 hour
Duration: Concentration, up to 1 minute Elemental Flux. Your next elemental surge affects a 30-foot
Subtle Influence cone and deals 11d6 fire damage. You touch a willing creature and create a symbiotic plant that
You create hands of stone on the ground to grasp any crea- intertwines with it. When the plant attaches to the target,
2nd-level fire
tures of your choice inside a 10-foot-radius area within range. Summon Plant Servant it nullifies any poisoned condition it had before the spell.
Each creature must succeed on a Strength saving throw or Casting Time: 1 action 5th-level plant While attached to the plant, the target creature is immune
be restrained by one of the hands. A creature restrained Range: 30 feet to the poisoned condition and poison damage, and if it takes
Casting Time: 1 minute
remains in this condition until the spell ends or the hand Components: V, S a short rest in a location illuminated by sunlight, all hit dice
Range: 90 feet
grasping it is destroyed. Each hand has an AC of 16, 5 HP, Duration: 1 hour it spends during the rest heal the maximum value, and each
Components: V, S, M (a handful of leaves, mud and sticks)
is resistant to slashing and piercing damage, and immune to You manipulate the mind of a creature within range, subtly die also adds the target’s proficiency bonus to it. If the target
Duration: Concentration, up to 1 hour
poison and psychic damage. If a hand reaches 0 hit points, influencing their emotions and behavior. Choose one of the takes any fire damage, the plant dies automatically.
it is destroyed. You conjure a plant servant. You choose an area rich in veg-
following effects to apply to the target. Elemental Flux. Your next elemental surge deals 5d6 poison
Elemental Flux. Your next elemental surge deals etation that fills a 10-foot cube within range. The vegetation
• Aversion. The target develops a strong aversion to a crea- damage and requires a Constitution saving throw.
2d6 acid damage. joins together and forms a plant creature of CR 5 or lower
ture or object of your choice, becoming slightly nauseous in a space up to 10 feet from the point of origin. The plant
by its presence and avoiding it when possible. Terracotta Army
Stone Shield obeys you to the best of its ability and acts after you in the 8th-level earth
1st-level earth • Change Mood. You can influence the person’s mood, initiative order. You can give simple action commands, such
causing them to feel overall happy, angry, sad, or agitated, as attacking a target or running in a direction, as a free ac- Casting Time: 1 minute
Casting Time: 1 reaction Range: 90 feet
affecting their behavior accordingly. This will not force a tion. If you want to give a longer command, you must use
Range: Self Components: V, S
creature to attack or stop a combat, but will influence its a bonus action. If you lose concentration, the plant servant
Components: V, S Duration: Concentration, up to 1 hour
overall mood. will continue to follow the last command until it completes
Duration: 1 round
• Attraction. The target feels a strong attraction to a creature it. If the plant servant completes its action and cannot hear You conjure spirits of the earth that take the physical form
When you are hit by an attack or forced to make a Dexterity or object of your choice, seeking to approach and interact or receive new commands, it will take the Dodge action and of terracotta soldiers. You can conjure up to 16 soldiers and
saving throw, you can take a reaction to raise a shield of with it in a non-threatening manner. This effect does not protect itself as best it can. each one uses the stat block of an animated armor. You have
stone from the ground that protects you from attacks. Until end combat, but may make the target less likely to harm You can use an action to regain concentration on this a telepathic link and all soldiers listen to your orders mentally.
the beginning of your next turn, you gain a +4 bonus to or kill the object of their attraction, not putting itself in spell a number of times equal to your proficiency bonus. They all act after you in the initiative order and will follow
your AC and Dexterity saving throws, including against the danger while doing so. The plant disappears when it drops to 0 hit points or when your orders as best as they can. You can give simple course
triggering attack. • Anger. The target feels anger toward a creature or object the spell ends. of action commands, such as attacking a target or running in
Elemental Flux. Your next elemental surge deals acid dam- of your choice, seeking to harm it or break it. In combat, Elemental Flux. Your next elemental surge infuse your a direction, as a free action. If you want to give a command
age, and on the damage roll treat every 1 or 2 as a 3. if an enemy is chosen, the target may make this enemy a plant servant with energy, allowing it to use an action to the size of a sentence, you must use an action. If you lose
preferred target. The creature will not attack or do anything cast the elemental surge cantrip as if it were you, only once concentration, the soldiers will continue to follow the last
Stone Sphere
that would be against its principles or would endanger itself during the spell’s duration, dealing 5d6 poison damage and command until it is completed. If the soldiers complete the
4th-level earth
The target must make a Wisdom saving throw to resist the requires a Constitution saving throw. designated action and cannot obtain new commands, they
Casting Time: 1 action spell’s effect. If the target fails the saving throw, they are will use the Dodge action to preserve themselves as best as
Range: 30 feet affected by the chosen effect for the spell’s duration. Sweet Dreams possible. At the end of the spell, all the spirits turn to dust.
Components: V, S, M (a glass sphere and a gravel of sim- 4th-level water Elemental Flux. Your next elemental surge deals acid
At Higher Levels. When you cast this spell using a spell
ilar size) Casting Time: 1 action damage and affects a 45-foot cone. Each terracotta soldier
slot of 3rd level or higher, the spell’s duration increases to
Duration: Concentration, up to 10 minutes Range: 60 feet inside the area won’t take this damage, absorbing the acid
2 hours (3rd level), 4 hours (4th level), 8 hours (6th level),
24 hours (8th level), or 7 days (9th level). Components: V, S instead. If a terracotta soldier is reduced to 0 hit points, it
Duration: 2 hours

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Fabien Laurens (Order #42156009)


will explode in acid, forcing all creatures within 5 feet of it In addition, for the duration of the spell, you gain advantage All natural and magical fire sources up to 3rd level are lift entire locations and relocate them to another place. The
to make a Dexterity saving throw or take 2d6 acid damage. on your first attack each turn you make against a creature extinguished and the area becomes lightly obscured for all spell affects a circular area of land within range with a half-
whose blood you analyzed for weaknesses, even if that crea- creatures except you. mile radius and 100 feet in depth, lifting the block of land,
Through the Water ture has none. Elemental Flux. Your next elemental surge affects a 30-foot including everything it carries above it.
7th-level water Elemental Flux. Your next elemental surge deals cold dam- cone and deals 11d6 cold damage. Once in motion, the block moves 30 feet per turn, unin-
Casting Time: 1 action age, and on the damage roll, consider any result of 1 or 2 as 3. terruptedly in the last commanded direction. With a bonus
Range: 5 feet Tracing Thunder action, you can make the block start moving, change the
Components: V, S Tide of Bubbles 4th-level lightning direction of movement, or stop it.
Duration: Instantaneous 7th-level water Casting Time: 1 action The block of land can only move through spaces it can fit
Casting Time: 1 action Range: Self into. If the block has its movement interrupted by an object
You join your hands and focus, enveloping you and up to
Range: 80 feet Components: V, S or volume of land equal to or larger than it for more than
six willing creatures within 5 feet of you in a brilliant purple
Components: V, S Duration: Instantaneous 1 minute, the spell ends. Once the spell ends, the block de-
water. All the targets must be fully submerged in any liquid
Duration: Concentration, up to 10 minutes scends slowly until it lands on the ground.
at the time of the casting, and they are teleported to anoth- When you cast this spell, you channel electricity into your
Once during the spell’s duration, you can grant control
er water source within 1 mile, through which you and the You unleash a burst of bubbles in a 30-foot wide, 80-foot feet. Until the end of your turn, your speed is doubled and
(concentration) to another creature that has spellcasting.
targets emerge. The destination is chosen by you and must long line, affecting all creatures within. Creatures in the ar- you can take the Dash action as a bonus action. When you
You can create a block of land that levitates permanently by
be a known location. ea must make a Dexterity saving throw or be engulfed in a move, you do not provoke opportunity attacks and leave a
casting the spell on the same block for a year and, on the last
Elemental Flux. Your next elemental surge affects a 30-foot bubble. Once trapped, a creature is considered underwater, trail of electrical energy in the spaces you pass through until
day, defining a creature that will receive control over its move-
cone and deals 11d6 cold damage. incapacitated, and vulnerable to lightning damage. Its speed the end of your next turn. A creature that enters one of the
ment without needing to concentrate or have spellcasting
is reduced to 0, except for swimming speed. At the start of spaces through which you left a trail of energy must make a
Thunderburst each of its turns, the trapped creature can make a Strength Constitution saving throw. On a failure, the creature takes 3d6
abilities. If the creature dies or is willing, you can change the
4th-level air control to another creature with a new casting of this spell.
or Dexterity saving throw (its choice). On a successful save, lightning damage and is restrained until the end of its turn.
Elemental Flux. Your next elemental surge affects a 45-foot
Casting Time: 1 action it is no longer incapacitated but remains trapped inside the Elemental Flux. Your next elemental surge affects a 30-foot
cone and deals 10d6 tthunder damage. If cast against the
Range: Self (30-foot cone) bubble. A creature can escape the bubble by destroying it. line that is 5 feet wide and deals 7d6 lightning damage.
levitated block of land, it takes no damage but is pushed 90
Components: V, S Each bubble has an AC of 17 and 30 hit points, is immune
Duration: Instantaneous to acid, bludgeoning, cold, fire, lightning, poison, and psy- Tread Tremor feet in a direction of your choice.
chic damage, and has resistance to non-magical slashing 2nd-level earth
You clap your hands, generating a 30-foot cone of thunderous
and piercing damage. Casting Time: 1 action
shock. All creatures in the area must make a Constitution
Creatures outside the bubble can attack it, but if the at- Range: Self (30-foot cone)
saving throw or become deafened. A creature deafened by
tacker is Huge or smaller and uses a melee attack, it must Components: V, S
this spell is also incapacitated. At the beginning of each turn,
make a Dexterity saving throw. On a failed save, the attacking Duration: Instantaneous
a deafened creature can make a Constitution saving throw
creature becomes trapped in another bubble that emerges
to end the spell’s effect on itself on a success. Undead, con- You stomp the ground, creating a directed seismic wave in
from the first.
structs, and creatures naturally deafened or already under a cone, turning the entire affected area into difficult terrain.
If you lose concentration, the spell ends and all bubbles are
the deafened condition are immune to its effects. Each creature in the cone must make a Strength saving throw
destroyed. Creatures with a swimming speed automatically
Elemental Flux. Your next elemental surge deals 7d6 or be pushed 10 feet back, take 2d4 bludgeoning damage, and
escape the bubble.
thunder damage. fall prone. Walls and structures in the area, depending on
Elemental Flux. Your next elemental surge affects a 30-foot
how well-built they are, may be weakened or destroyed
Tidal Investigation cone and deals 11d6 cold damage.
at the GM’s discretion.
1st-level water Elemental Flux. With your next elemental surge,
Torrential Rain
Casting Time: 1 action 7th-level water (ritual) you stomp the ground. All creatures in a 10-foot
Range: Self radius circle centered on you must succeed on
Casting Time: 10 minutes a Dexterity saving throw, taking 2d6 blud-
Components: V, S
Range: 1 mile geoning damage and being knocked prone
Duration: 30 minutes
Components: V, S on a failed save.
During the spell’s duration, you can use a bonus action to an- Duration: 2 hours
alyze an area within 60 feet of you, detecting any blood drops, True Levitation
You are able to control the water element around you, har-
small objects, and weapons hidden within the area. Whenever 9th-level air
nessing the clouds to create a downpour in an area, affecting
you detect blood drops, make an Intelligence (Investigation)
the entire spell area. Casting Time: 1 hour
check to determine what you have uncovered. You learn the
During the casting and up to two hours after, the rain con- Range: 1 mile
following information based on the results of your check:
tinues to lash the region, increasing about 5 cubic centimeters Components: V, S
• 10 or more: You determine if any creature spilled blood
of water every 10 minutes of rain. The excessive amount of Duration: Concentration, up to
and how many there are and their types.
water will cause rivers to flood regions, entire lands to flood, 24 hours
• 13 or more: You determine the severity of injuries, knowing and other effects from torrential rains.
if each creature is dead or alive. You concentrate all your con-
All creatures in the rain, except you, have their movement
• 16 or more: You determine any weaknesses of the creature, trol over the force of the element,
halved. Each turn a creature remains in the area, it must make
if any. causing the power of the wind to
a Strength (Athletics) check or become prone.

132 133

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Tunneling Arms deals an extra 1d6 thunder damage for every 2 spell levels Creatures in the area must make a Dexterity saving throw or A creature that is covered in lava takes 2d8 fire damage at
3rd-level earth used above 1st. take 10d8 fire damage and become coated in lava on a failed the end of each of its turns until it is either doused in at least
save, or half as much damage and no coating on a successful 3 gallons of water or takes an action to clean itself.
Casting Time: 1 action Visions from the Image save. Buildings within the affected area are destroyed, with A creature can move through the barrier, but it is a painful
Range: Self 4th-level air the extent of the damage determined by the GM. and slow process. For every 1 foot moved, the creature must
Components: V, S, M (a few hairs from a mole)
Casting Time: 1 action If you lose concentration on the spell, the volcano retreats, spend an additional 4 feet of movement. A creature that
Duration: Concentration, up to 1 hour
Range: 120 feet returning one stage per round, and ending after it retreats chooses to cross becomes covered in lava and must make
Your limbs morph into powerful claws. For the duration of Components: V, S from the first stage. a Constitution saving throw, taking 6d8 fire damage on a
the spell, you gain a burrowing speed equal to your walking Duration: Concentration, up to 10 minutes Elemental Flux. Your next elemental surge affects a sphere failure or half as much damage on a success.
speed. If you come across pure rock terrain, you can burrow of a 30-foot radius centered on you. All creatures in the area Elemental Flux. Your next elemental surge deals
You create an illusion of an object or person, similar to the
at half your speed. When you burrow, you leave behind a must make a Dexterity saving throw, taking 14d6 fire damage 10d6 fire damage.
major image spell. Additionally, while within the spell’s range,
tunnel that can only be passed through by creatures of your on a failed save, or half as much damage on a successful one.
you can see and hear as if you also occupies the space of the Wall of Spirits
size or smaller.
created image. Waive Magic 5th-level spirit
The claws can also be used to attack, you are considered
Elemental Flux. Your next elemental surge deals 7d6 3rd-level water
proficient with them and they deal slashing damage equal Casting Time: 1 action
thunder damage.
to 1d8 plus your Strength or Dexterity modifier. Casting Time: 1 action or reaction Range: 120 feet
Elemental Flux. With your next elemental surge, you Volcano Range: 30 feet Components: V, S, M (a translucent crystal or gem)
stomp the ground. All creatures in a 10-foot-radius circle 9th-level lava Components: V, S, M (a cup of water) Duration: Concentration, up to 10 minutes
centered on you must succeed on a Dexterity saving throw, Duration: Instantaneous
taking 4d6 bludgeoning damage and being knocked prone Casting Time: 1 action You create a translucent barrier at a point within range, for
on a failed save. Range: 1 mile You use water to neutralize spells. With an action, you can the duration. The barrier floats in the air and does not re-
Components: V, S. target a creature, an object, or a magical effect within range. quire support, appearing in any position you choose, either
Unflinching Stream Duration: Concentration, up to 10 minutes Any spell of 3rd level or lower on the target ends. Each spell horizontal, vertical, or angled. It has a thickness of 1 inch and
1st-level water of 4th level or higher requires you to make a Wisdom ability you can make it semi-spherical or spherical with a radius of
You create a volcano from a point on the ground within
check (DC 10 + spell level), ending the spell on a success. up to 15 feet, or flat, creating up to ten panels of 10-foot by
Casting Time: 1 bonus action range. From the moment you cast the spell, a volcano begins
When you cast this spell as a reaction, you can interrupt 10-foot, which must be contiguous. If the barrier appears
Range: 30 feet to rise from the ground, growing in four distinct stages. Each
the casting of a spell, but you must still make the Wisdom in a creature’s space that cannot pass through it (see below),
Components: V, S round you maintain concentration on this spell, it produces
ability check regardless of the spell’s level, with disadvantage. the creature is pushed to one side of your choice.
Duration: Concentration, up to 10 minutes additional effects of the next stage.
At Higher Levels. When you cast this spell using a 4th-lev- When creating the barrier, you can set one creature type
First stage. When you cast the spell, a 20-foot-radius sphere
You imbue a willing creature with the essence of water. For el spell slot or higher, you automatically end spells of up to or alignment (good, evil, chaotic, lawful) that cannot pass
around the point you choose becomes extremely hot, and
the duration, the target gains 2d6 temporary hit points and the same level as the slot used. When cast as a reaction, you through the barrier. All other creatures or alignments can
the ground becomes scorching hot. Creatures that enter or
advantage on Intelligence, Wisdom, and Charisma saving gain a +2 bonus to the Wisdom ability check for each slot pass through it normally, but the chosen type cannot pass
start their turn within the area must make a Constitution
throws. If the target loses all these temporary hit points, level above 3rd. through the barrier in any way. Attacks and spells of the
saving throw, taking 6d8 fire damage on a failure or half as
they still retain the advantage on their saving throws for Elemental Flux. Your next elemental surge deals 5d6 cold chosen creature type are neutralized by the barrier, which
much on a success.
the duration. damage plus 1d6 cold damage for each slot level above 3rd. is indestructible for them, even affecting the Ethereal Plane.
Second stage. The ground within the area of the first stage
Elemental Flux. Your next elemental surge deals cold dam- A creature that is not of the chosen type can choose not to
rises, transforming the area into difficult terrain and begin- Wall of Lava
age and affects a 20-foot line that is 5 feet wide. pass through the barrier, so it can walk on the barrier as
ning to release toxic gasses. All creatures within the area and a 6th-level lava if it were solid ground, but once it does, it cannot go back
Veil of Invisibility further 20-foot radius must make a Constitution saving throw
on that decision.
or become poisoned due to the toxic gasses. Additionally, the Casting Time: 1 action
1st-level air Elemental Flux. Your next elemental surge affects a 40-foot
effects of the first stage increase to a 40-foot radius. Range: 120 feet
Casting Time: 1 action Components: V, S, M (a hand-sized flame and ruby powder line that is 5 feet wide and deals 8d6 force damage.
Third stage. The raised area explodes in lava, and all crea-
Range: Touch worth at least 50 gp, which the spell consumes)
tures in the 20-foot-radius sphere must make a Dexterity Water Blessing
Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 10 minutes
saving throw. On a failure, they take 8d8 bludgeoning dam- 2nd-level water
Duration: Concentration, up to 10 minutes
age and 3d8 fire damage, are thrown 20 feet in the opposite You sprinkle ruby dust over the flames, causing a barrier of
You change the air properties around a creature you touch, direction, and become coated in lava. A creature coated in pure magma to rise from the ground. You can choose the Casting Time: 1 bonus action
making it invisible to one other creature within 60 feet. lava takes 8d8 fire damage at the start of each of its turns shape of the barrier to be either a straight line with a length Range: 30 feet
Anything the target is wearing or carrying is also invisible for the next minute, or until it is doused with 3 gallons of of 60 feet, a height of 15 feet, and a width of 5 feet, or a circle Components: V, S
as long as it remains on their person. If the target attacks or water or uses an action to clean itself. In addition, the area with a diameter of 20 feet, a height of 15 feet, and a width Duration: Concentration, up to 10 minutes
casts a spell, the spell ends. affected by the second stage increases to a further 20-foot of 5 feet. The barrier blocks the line of sight. You aid a willing creature. Whenever the target makes an
At Higher Levels. When you cast this spell using a spell radius, and the area affected by the first stage increases to a When the barrier appears, every creature within its area attack roll or a saving throw before the spell ends, the target
slot of 3rd level or higher, you can choose one addition- total of a 60-foot radius. is pushed to one side of it, as chosen by you, and must make can roll a d4 and add the number rolled to the attack roll or
al target to be invisible to the same creature for each slot Fourth stage. A 20-foot-radius pool of lava forms at the a Dexterity saving throw, taking 5d8 fire damage and being saving throw. Additionally, once during the spell’s duration,
level above 2nd. center of the volcano, rising to a height of 40 feet and begin- covered in lava on a failure, or taking half damage and not the target can choose to roll another d20 for an attack or
Elemental Flux. Your next elemental surge deals thun- ning to launch magma spheres into the surrounding area. being covered in lava on a success. saving throw and use the new result, ending the spell.
der damage, affects a 20-foot line that is 5 feet wide, and The magma spheres strike three locations of your choice Elemental Flux. Your next elemental surge deals
within 100 feet of the center and affect a 10-foot-radius circle. 2d6 cold damage.

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Water Body damage equal to 2d8 + your Wisdom modifier, and are any lost limbs and other body parts are fully restored if the invisible as long as it is on the target’s person and the target
6th-level water considered magical for the purpose of damage resistance; target remains in contact for at least 1 minute. can act normally.
• As an action, you can attempt to engulf a creature of your Elemental Flux. Your next elemental surge affects a 45-foot At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action
size or smaller within 10 feet of you. The target must make cone and deals 12d6 cold damage. slot of 3rd level or higher, you can target one additional
Range: Self
a Dexterity saving throw. On a failed save, it becomes re- creature for each slot level above 2nd.
Components: V, S, M (a cup of clean water)
strained and takes 3d10 bludgeoning damage at the start of Water Tentacle Elemental Flux. Your next elemental surge creates a burst,
Duration: Concentration, up to 1 hour 2nd-level water
each of its turns. Additionally, any bludgeoning, slashing, which affects a 10-foot radius circle centered on you and
You alter your body’s composition and form to take on the or piercing damage dealt to you before resistance is applied Casting Time: 1 action deals 2d6 thunder damage plus 1d6 thunder damage for
appearance of a water elemental, gaining the following char- is split evenly between you and the engulfed creature.The Range: Self each slot level above 2nd.
acteristics: engulfed creature can attempt to escape by taking an action Components: V, S
• You can move through spaces occupied by enemies and and making a Strength saving throw. If it succeeds, it is Duration: 10 minutes Winds of Time
spaces of at least 1 inch wide without squeezing; freed and positioned in a space adjacent to you. You can 5th-level air
Your arms are enveloped in water, forming semi-solid tenta-
• You become immune to poison and cold damage, resistant only engulf one creature at a time, and when you move, cles. While the spell remains in effect, you can freely control Casting Time: 1 action
to fire, acid, bludgeoning, slashing, and piercing damage, any engulfed creature moves with you. the tentacles, increasing your reach by 15 feet, including for Range: 30 feet
and immune to the grappled, poisoned, paralyzed, petrified, Elemental Flux. Your next elemental surge affects a 20-foot touch spells, and you are able to manipulate and drag objects Components: V, S
restrained, and prone conditions; radius circle centered on you and deals 10d6 cold damage. as if they were your own hands. Duration: 24 hours
• You gain a swimming speed of 60 feet and the ability to The tentacles can be used to attack, requiring a melee spell You breathe the winds of time over a creature or object, al-
breathe underwater; Water Essence attack to hit and dealing bludgeoning damage equal to 1d10 tering the temporal flow by accelerating its natural processes.
• You have advantage on Wisdom and Charisma ability Water cantrip + your Wisdom modifier. Additionally, as a bonus action, When you cast the spell, you can choose to accelerate the
checks and saving throws; Casting Time: 1 action you can grapple a creature hit, which will also be restrained aging process of the targeted creature or object by a factor
• Whenever you take an Attack action, you can replace any Range: 30 feet until the grapple ends (the difficulty to escape equals your of twenty, causing it to experience twenty times the normal
number of your attacks with slam attacks, which are melee Components: S spell save DC). While holding a creature, you cannot use the effects of the passage of time. For example, you could cause
spell attacks with a reach of 10 feet that deal bludgeoning Duration: Instantaneous tentacles to obtain the other benefits of this spell. a plant to grow to maturity in a matter of hours, accelerate
Elemental Flux. Your next elemental surge affects a 10-foot the onset of a poison to take effect within seconds instead of
You have the power to control water in all its forms within
radius circle centered on you and deals 2d6 cold damage. minutes, or end a magical effect with a minimum duration
range, creating a variety of magical effects.
of one minute instantly. This spell can age a touched crea-
• You can alter the color and scent of up to 1 cubic foot of Whiff ture or object by 20 days in one. If the target is a creature, it
water, making it seem clean or dirty. 1st-level air can make a Constitution saving throw to avoid this spell’s
• You can instantly chill, heat, evaporate, or freeze any liquid effect on a success.
Casting Time: 1 action
with a volume of up to 1 cubic foot, as long as no creatures Note that the spell only affects natural and mystical process-
Range: Self (30-foot line)
are inside it. es related to time, and does not affect the actions or abilities
Components: V, S
• You can create an instant and harmless sensory effect, such Duration: Instantaneous of the target. The spell can be used to affect a wide range
as the sound of rushing water, crashing waves, falling rain, of effects related to time, but the GM should determine the
a light mist, or even dampening or drying a surface. The You blow air and create a whirlwind that travels in a 30-foot
limits of the spell’s effects and the potential consequences
effect must fit within a cube with a side length of 1 foot. long, 5-foot wide, and 15-foot high line, stopping at walls or
of using it in creative ways.
solid structures. All creatures in the area, Large or smaller,
• You can drain moisture from a small object or plants, such Elemental Flux. Your next elemental surge affects a 30-foot
must make a Strength saving throw. On a failure, the crea-
as a flower or fruit, extracting clear, potable water. cone and deals 8d6 thunder damage.
tures are pushed 20 feet in a direction of your choice. If
You can dismiss these effects with an action. their movement is obstructed by an obstacle, they suffer 1d6 Windstorm Point
bludgeoning damage for every 10 feet moved.
Water Restoration The gust also disperses gas or vapor, extinguishes unpro-
4th-level air
8th-level water Casting Time: 1 action
tected flames, and causes protected flames, such as lanterns,
Casting Time: 1 action to dance wildly, with a 50 percent chance to be extinguished. Range: 30 feet
Range: 60 feet Elemental Flux. Your next elemental surge deals thunder Components: V, S
Components: V, S damage, and on the damage roll, consider every 1 or 2 as a 3. Duration: 1 hour
Duration: Concentration, up to 1 hour You create a whirlwind at a location of your choice. The point
Wind Cover remains stationary for the duration. Whenever a creature
A creature absorbs the ambient water to restore itself. The
2nd-level air other than you comes within 5 feet of it, that creature must
creature regains 50 hit points at the moment of casting and
an additional 50 hit points at the start of its turns until the Casting Time: 1 bonus action make a Strength saving throw or be flung away in the direc-
spell ends. Additionally, if the target remains under the effect Range: Touch tion established by you when the spell was cast. The creature
of the spell for an entire hour, the water can permanently Components: V, S is thrown 40 feet high and 20 feet away in that direction.
regrow lost limbs and body parts, exactly as the original. Duration: 1 round Elemental Flux. Your next elemental surge deals 7d6
If the target is in contact with a large body of water, such thunder damage.
A creature you touch becomes invisible until the start of
as lakes, rivers, and seas, the effects above are accelerated. the next turn. Anything the target is wearing or carrying is
If the target remains in contact since the end of its last turn,
it regains all its hit points at the start of its next turn, and

136 137

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T he M adwalker
P roficiency M utation M utations
L evel F eatures
B onus L evel K nown

Madwalker 1st +2 Aberrant Mutation, Penumbral Shape 1st 2

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.

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These factions harbored disdain for one another, each Fighting Madness sanctuary. Once sacred, it now echoes with the whispers of the different levels, a handful of rare gloomfolk tribes that
unwavering in their conviction of their chosen path’s dom- the damned. Filled with crumbling altars, toppled statues, maintain small territories for themselves, and a few sur-
inance. Arachnid madwalkers derided the Augury faction with Madness and rotting libraries, this formerly holy realm is ruled by viving collectors that have resisted corruption. These small
as feeble, incapable of withstanding corruption. Conversely, The madwalkers hold the ability to harness the chaotic essence Gideoni, the fallen High Cardinal of the Evolutionist Church, and elusive individuals are difficult to communicate with, as
Augury madwalkers loathed utilizing their enemies’ power, of their fragmented psyche, channeling the eldritch terrors now leader of the Cult of Shadow Wing and the chosen of they are more likely to flee than to engage in conversation
contending that the Watchers’ essence is more closely aligned of the Penumbra as potent weapons. These tainted warriors The Mystical One. Commanding legions of devout cultists or combat. However, they may offer refuge to those who are
with their righteous, vengeful crusade. stand unbowed in the relentless battle against the festering and emoguns driven by fear and pain, Gideoni’s power casts gravely weakened or visibly wounded.
Throughout the history, madwalkers were cast out as malignancy that lurks deep within the world’s core. Bound a dark pall over the cathedral.
tainted pariahs, yet they persisted on the fringes of soci- to the Penumbra by the torment of their shattered minds, Delving deeper, the Caverns of the Magma Giants sprawl The Madwalkers
ety, lurking in Tanares’ penumbral recesses to hunt the madwalkers possess an innate sense for detecting penum- as a labyrinthine network of colossal tunnels and chambers, and the World
abominations they swore to annihilate. For centuries, the bral beings, portals, and rifts, allowing them to relentlessly riddled with rivers and lakes of molten lava. Amidst the ruins
Evolutionist Church, ensnared in the Ungods’ duplicitous pursue their prey through the darkest recesses of existence. of forgotten cities and fortresses, constructed by powerful The enigmatic madwalkers tread a path shrouded in mystery
web, pursued the madwalkers as heretics. This persecution Masterful madwalkers wield the power to conjure tempo- and thriftless giants, now reside emoguns empowered by and fear, their existence once maligned by the zealous crusade
persisted through the dark and grim Fallen Age until the rary penumbral rifts—interdimensional gateways that forge wrath and gluttony, alongside other twisted beasts spawned of the dominant Evolutionist Church. In the wake of scan-
dawning of the Imperial Age. a tenuous connection between the nightmarish realm and by the Fleshspawner himself. Ardillog, the Everspawning dals unveiling the Ungods’ corruption within the Church’s
A recent turning tide came when several resurgent angels the Material Plane. This unparalleled mastery makes them Chimera, watches over this fiery domain with a vigilant eye, core, the reformed Celestianist Church has adopted a more
unveiled the gods’ true intentions, unmasking the Ungods’ invaluable allies in the age-old struggle against the dreaded ever prepared to be summoned to the material plane at its subtle stance, tolerating the madwalkers while withholding
deceit inside the Evolutionist Church. This revelation sparked Ungods, as they can skillfully enter or exit the Penumbral bestial master’s behest. public support as it labors to restore its tarnished reputation.
the transformation of the Church into the Celestianist Plane to confront the eldritch horrors that lie hidden within. Descending further, the Crystal Forest emerges. Within The madwalkers’ minds, frayed by their connection to
Church, which began to perceive madwalkers as potential However, the Penumbra’s power demands a dire sacrifice. its gleaming, narrow tunnels and cavernous expanses, one the ominous penumbral beings, inspire disquiet among the
allies. The Awakened, an elite monster-hunting order within Madwalkers teeter precariously on the brink between the encounters crystalline flora that shimmer and resonate with populace who tremble before their unnerving abilities and
the Church, incorporated numerous madwalkers, bolstering fragile bounds of sanity and the unfathomable abyss of mad- eerie vibrations, all filled with spider webs. Bellara, mistress unsettling visage. Yet, it is this very instability that grants
their ranks and elevating their status in the ongoing struggle ness. In moments of utmost desperation, a madwalker may of this crystalline expanse, leads an army of arachnes and them the power to empathize with those whose sanity has
against the Ungods. choose to embrace their darkest nightmares, undergoing a emoguns that feed on grudge and pride; they hide in the been ravaged by the abominations of the Penumbral Plane,
horrifying transfiguration into a fearsome penumbral mon- webs, ready to hunt the unwary. extracting invaluable knowledge where others flounder.
strosity. This metamorphosis allows them to assume the form The Endless City, the fourth layer, sprawls across a desolate Possessing a singular, twisted perspective, they devise tac-
of one of the many penumbral creatures, such as emoguns, expanse the size of a continent. This once-grand world-sized tics and strategies that confound even the most brilliant of
Watchers, or even arachnes, depending on their source metropolis now lies in ruin, its narrow streets, alleys, and minds. This uncanny ability to discern hidden patterns ren-
of power. In doing so, they gain immense strength decrepit buildings overtaken by shadows. Catharina, ser- ders the most exceptional madwalkers highly sought after by
and resilience, but at the perilous cost of potentially vant of the Lady of Sins, presides over this decayed realm, organizations and kingdoms seeking to shatter conventional
succumbing to the Penumbra’s all-consuming lunacy. conspiring with Bellara as they command covens of Purple paradigms with groundbreaking insights.
Witches and powerful hags that transform entire sections of As they navigate the cities of Tanares, madwalkers are ever
The Whispers of the the ancient city into swampy lands filled with sewage water, mindful of the need for discretion. They cloak themselves
in shadows, acutely aware that common folk can sense the
Penumbral Plane mutated rats, and emoguns spawned by lust and disgust, en-
snaring invaders with illusions and enticing their curiosity disturbing penumbral aura that envelops them.
In the uncharted depths of the cosmos, where the mortal to curse them with hexes. In the forsaken outskirts, where society’s outcasts huddle
realm’s influence wanes, lies the Penumbral Plane. This Treading deeper still, the Clock Level reveals itself as an together, madwalkers find a semblance of solace. Amidst
eldritch and twisted dimension, born of the corruption endless array of bronze gears and mechanisms, its passages these dark fringes, they escape the judging eyes of the people,
wrought by the vile Ungods, unfurls into six distinct lay- opening and closing with clockwork precision, creating a forging a tenuous sense of belonging in a world that would
ers—each a haunting echo of a plane devoured by the labyrinth of gears, levers, and shifting walls. The emoguns otherwise cast them aside. Their shared experience of being
Ungods’ insatiable hunger for planar domination. This here rejoice on sloth and sadness, wandering this domain. pariahs nurtures a sense of brotherhood among them, while
realm teems with macabre denizens, including insidi- Ruled by the First Queen, the ancient hive mother of the their similarly warped minds exchange ideas through fleeting
ous cultists, tainted penumbral dragons, and distorted Kikoku, her swarm hides in all crevices of the endless gears glances and subtle gestures that only they can comprehend.
emoguns—sullied souls of mortals whose dying hearts that form this level, ready to attack or seize control of the To earn a living, many madwalkers hunt penumbral crea-
were consumed by sins and darkness. many ancient bronze constructs and assail invaders in the tures, presenting their slain quarry to the Dragon Towers
The Surface is cloaked in an enigmatic shroud of territory of their Queen. as evidence of their victories and claiming bounties offered
mists, reflecting a warped simulacrum of Tanares, At last, the Inverted Archives await. Within this enigmatic by the Draconic Council. Although the pervasive fear sur-
and ruled by the enigmatic penumbral dragons. realm where gravity is inverted and ancient library rooms rounding them stifles any hope for public acclaim or po-
The mists possess a potent corruptive pow- are connected only through one-way metallic mirrors that sitions of influence, a select few madwalkers maintain an
er, and even the most deranged madwalkers serve as portals, the Dark Collector, master of this domain, artful facade, concealing their true nature as they excel in
steer clear of this forsaken place. Numerous presides over a group of sinister hoarders who have suc- their chosen fields. These few can become powerful nobles,
cavern entrances and pathways offer tempo- cumbed to corruption; they command all penumbral crea- seen as eccentric by others, and are able to fund and provide
rary refuge from the mists and the dreadful tures in the archives, which teem with emoguns that prey protection to many aspiring madwalkers.
penumbral dragons that hunt the skies above. on greed and envy. Simultaneously, factions entangled in Tanares’ cold war
The Eternal Cathedral, the first layer of the Sparse respite can be found in this dark realm, with a covet the singular prowess of the madwalkers, enlisting them
Penumbra, extends infinitely as a vast, shadowy few Dragon Council Towers hidden in secure places across as assassins and infiltrators in covert operations. Their actions

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reverberate throughout the societies they traverse, bearing In Other Settings Equipment Penumbral Shape
far-reaching consequences. You start with the following equipment, in addition to the
As long as there are nightmares in your setting, a madwalker Starting at 1st level, when you reach the maximum number
equipment granted by your background:
Creating a Madwalker can tap into its oneiric fabric and embody its creations; it is
• (a) a rapier or (b) a longsword
of Insanity Points indicated on the table, your shape becomes
therefore not only possible, but easy, to play as a madwalker that of a penumbral creature for as many minutes as your
To create a madwalker character, start by deciding how you in other settings. Even though only a few minor powers of • (a) a longbow and a quiver with 20 arrows or (b) a shorts- madwalker level. You automatically revert to your normal
became a madwalker. What brought you to the plane of night- a madwalker relate to the Penumbral Plane, many other word form if you fall unconscious, drop to 0 hit points, or die.
mares? How you acquired your powers, you had a mentor or settings have similar dark or astral environments that you • (a) an adventurer’s pack or (b) an explorer’s pack Each level grants you access to new Penumbral Shapes,
you survived alone the horrors of the plane of nightmares? can treat as if they were the madwalker’s penumbra, such • Two daggers and thieves’ tools according to the following table:
Did you seek out its power, or were you pulled in by accident? as the Shadowfell.
How your newfound abilities and your changed mental state Aberrant Mutation A vailable P enumbral S hapes
affected your daily life, and what sort of relationship do you
have with the people from your past? Class Features You can produce unimaginable temporary modifications to
L evel B asic
( aspect )
A berrant
A rachnid T rail
N ightmare ’ s
A ugury T rail
In addition to backstory, it’s important to consider your As a madwalker, you gain the following class features. your body, known as Aberrant Mutations. Some of them re- 1st Gluttony - -
madwalker’s personality. Are they playful and mischievous, quire the target(s) to roll a saving throw to resist their effects.
or dark and brooding? Do they revel in their powers or feel Hit Points 2nd - Aracne Serf Nightmare Lurker
Aberrant Mutation save DC = 8 + your proficiency 3rd Envy Aracne Scout Nightmare Keeper
a sense of guilt and responsibility for what they can do? Hit Dice: 1d8 per madwalker level
bonus + your Wisdom modifier 5th Disgust Aracne Soldier Nightmare Guardian
Finally, think about how your madwalker fits into the larger Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 7th Sloth Aracne Ambusher Nightmare Warrior
world. Do they have allies or enemies who know about their Known Aberrant Mutations
powers? Are they hunted by those who fear their abilities, modifier per madwalker level after 1st 9th Pain Aracne Hunter Nightmare Overseer
At 1st level, you know the Dark Energy 1st-level Aberrant
or sought after by those who desire their power? Why are 11th Lust Aracne Sorcerer Penumbral Eye
you adventuring? Vengeance against an evil being, desire
Proficiencies Mutation and two other 1st-level Aberrant Mutations of your
13th Sadness Aracne Noble Penumbral Oppressor
Armor: Light armor choice from the list later in this section. You may learn a
for power and wealth, or for some other personal reason? new Aberrant Mutation at every odd level in the madwalker 15th Pride Aracne Commander Penumbral Lord
Weapons: Simple weapons, martial weapons
class, as shown in the madwalker table on page 139. If you 17th Greed Aracne Overlord Penumbral Vizir
Tools: Thieves’ tools
wish, when you gain a madwalker level, you may choose 19th Fear Aracne Matriarch Penumbral Tyrant
Saving Throws: Dexterity, Charisma
one Aberrant Mutation that you already know and replace
Skills: Choose three from Acrobatics, Athletics, Insight,
it with another. You have access to the basic shapes and, starting at 2nd
Intimidation, Investigation, Perception, Stealth, and Survival level, you also have access to the shapes from your Trail of
Each of your Aberrant Mutations must be of a level no
higher than your madwalker level allows. For example, when Madness, as shown in the table. When this ability activates,
you reach 5th level of the class,you can learn a new Aberrant choose and transform into one of the basic or trail shapes
Mutation of 1st or 2nd level, but you cannot know more than available. If there is not enough space for your chosen shape
four Aberrant Mutations. to fit, the transformation fails and you lose its use.
You can use only one Aberrant Mutation per round, but While you are transformed, the following rules apply:
you can have more than one of them active. • All attacks, damaging spells, and effects from your shape
deal 1d4 extra damage, increasing to 2d4 at 6th level,
Insanity Points 3d4 at 12th level, and 4d4 at 18th level.
Madwalkers delve deeper and deeper into the realms of mad- • Your game statistics are replaced by those of the penumbral
ness as they use their powers. After activating an Aberrant creature, but you retain your alignment, personality, Intel-
Mutation, at the end of your turn you acquire the number ligence, Wisdom, and Charisma scores. You also retain all
of Insanity Points stated in its description. of your skill and saving throw proficiencies, in addition to
Once you amass a specified number of Insanity Points, you gaining the creature’s Intelligence, Wisdom, and Charisma
receive a penalty to your AC and all attacks and saving throws, saving throw proficiencies, and all other proficiencies it may
as shown in the Insanity Steps table. When you reach maxi- have. If the penumbral creature has the same proficiency
mum Insanity, you transform into a Penumbral Shape. After as you and the bonus in its stat block is higher than yours,
the transformation ends, you remain at maximum Insanity use the creature’s bonus instead of yours.
and stop gaining points (keeping the penalties).
You lose all Insanity Points after finishing a long rest.

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)

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• While in your Penumbral Shape, you may not activate creature’s shape and size. The equipment doesn’t change Blades Of Madness Waking Nightmare
Aberrant Mutations, cast spells, or use any of your original size or shape to match the new form, and any equipment
form’s features. Any active Aberrant Mutation ends im- that the new form can’t wear must either fall to the ground At 3rd level, you can materialize your nightmares and distort Starting at 20th level, once per long rest, with an action,
mediately. Except for your proficiencies, mental abilities, or merge with it. Equipment that merges with the form reality. When you use an Aberrant Mutation, you may reroll you can transform into your Penumbral Shape, regardless
and Blades of Madness feature, you only have access to has no effect until you leave the form. any number of damage dice until the end of your turn, using of how many Insanity Points you have. This transformation
the features of your Penumbral Shape. • You ignore Tamera’s Light (that deals damage to penumbral the second result. Even in your Penumbral Shape, you can does not interfere with the transformation resulting from
• The Insanity Steps table penalties do not apply while creatures while exposed to direct daylight) apply this ability to all damage dice. your accumulated Insanity Points.
in this form.
• The transformation automatically interrupts your con- Trail Of Madness Ability Score Improvement Trails Of Madness
centration in spells and features you may have already When you reach 4th level, and again at 8th, 12th, 16th, and
At 2nd level, you are able to manifest one of the power-
cast or activated.
ful creatures of the Penumbral Plane. Choose between the 19th level, you can increase one ability score of your choice Aberrant Arachnid Trail
• When you transform, you assume the creature’s maximum
Nightmare Augury Trail or the Aberrant Arachnid Trail. Each by 2, or you can increase two ability scores of your choice (Arachnid Hunter’s)
hit points and Hit Dice. When you revert to your normal by 1. As normal, you can’t increase an ability score above
trail offers unique Aberrant Mutations, Penumbral Shapes,
form, you return to the number of hit points you had be- 20 using this feature. Madwalkers that follow this path are not only feared but also
and features at 2nd, 7th, 14th, and 18th levels.
fore you transformed. However, if you revert as a result of hated by the Arachnes. The gruesome ritual they undergo
dropping to 0 hit points, any excess damage carries over to
Shadow Sense Extra Attack attunes them to the energies of Ungods and the Arachnes,
your normal form. For example, if your Penumbral Shape harnessing their vicious powers by taking the heart of an
has 1 hit point left and you take 10 damage, you revert and At 3rd level, your mental bond with the realm of nightmares Beginning at 5th level, you can attack twice, instead of once, Arachne, a price paid willingly for power.
your normal form takes 9 damage. As long as the excess deepens, enhancing your sense of reality. You gain advantage whenever you take the Attack action on your turn. These madwalkers move through the shadows, sensing
damage doesn’t reduce your normal form to 0 hit points, on all Wisdom ability checks and saving throws against en- and manipulating the chaotic vibrations of the Penumbral
you aren’t knocked unconscious. vironmental effects in the Penumbral Plane. However, while Aberrant Mind Plane, blades dripping with deadly poison, and hands weav-
• When you transform, you choose whether your equip- interacting with beings from the Material Plane, excluding Starting at the 6th level, your proficiency bonus is doubled ing sticky webs that ensnare prey. They feed on their victim’s
ment falls to the ground in your space, merges into your other madwalkers, you suffer disadvantage on all Charisma for saving throws against effects that manipulate your emo- fear, savoring the scent of terror that fills the air before they
new form, or is worn by it. Worn equipment functions ability checks, except Intimidation. tions, read your thoughts, cause the charmed condition, or strike with unmatched intensity and aggression.
as normal, but the GM decides whether it is practical for In addition, you are adept at locating portals and rifts belong to the enchantment or illusion schools. This bonus Their transformations are an affront to all that is natural,
the new form to wear a piece of equipment based on the leading to and from the Penumbral Plane, being aware of also applies to saves against spells or effects from aberration becoming horrid, fearsome exemplars of cunning and vi-
their distance, direction, and size within a 1-mile radius. creatures or natural creatures of the Penumbral Plane. ciousness. The resulting humanoid-spider hybrids are chaotic
deadly creatures that send shivers down the spine of even
Warped Morphology the bravest warriors, their presence alone an omen of a hor-
rible fate. These madwalkers revel in their sinister powers,
Your proximity to the Penumbral Plane energies causes your embracing their chaos and savoring the taste of their prey’s
physiology to become bizarre. Starting at the 10th level, when terror as they move through the shadows, always aware of
an enemy scores a critical hit on you, they must re-roll the the price they pay for their power.
attack. You can use this ability once, regaining its use after With their senses attuned to the deep hunger of the spi-
a short or long rest. ders, the madwalkers that follow this path move through the
Penumbral Plane as deadly predators, always on the hunt
Penumbral Shift for their next victim.
Starting at 11th level, once per long rest, you can use an action Aberrant Arachnid Mutations
to transport yourself and your allies to the Penumbral Plane
As an Aberrant Arachnid Trail madwalker, you have access
or back to the Material Plane. This feature works similarly
to various exclusive Aberrant Mutations acquired at 2nd,
to the plane shift spell, but exclusively between the Material
5th, 9th, 13th, and 17th madwalker levels. Upon gaining
Plane and the Penumbral Plane.
each of these levels, you may choose one of the available
Penumbral Portal Aberrant Mutations, and it does not count toward the num-
ber of Aberrant Mutations known.
At 15th level, when using your Penumbral Shift ability, you
can choose to create a portal from the Penumbral Plane to A berrant A rachnid M utations
the Material Plane or vice versa. This 10-foot diameter portal M adwalker L evel A vailable A berrant M utations
remains open for 1 minute or until you close it using a bonus 2nd Noxious Attack, Shadow Web
action. For all other purposes, it functions like the gate spell.
5th Venom Splash, Nauseating Spray
9th Arachnid Legs, Venomous Saliva
13th Allergic Spores, Pheromone Spray
17th Web Cocoon, Exoskeleton

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Cunning Predator in an area that offers total cover or is heavily obscured, you
can hide as part of this reaction.
You embody the agility and predatory instincts of a spider. OPTIONAL RULE
At 2nd level, while wearing light or no armor and without
Black Widow’s Web
a shield, your Armor Class (AC) increases by 1. In addition,
every time you engage in a melee attack against a creature
Starting at the 14th level, once per long rest, you can spend Insanity Effects already suffering by one level. If they are not suffering
10 minutes to weave a mystical web around you. This creates When the madwalker advances in one of the first three any effect, nothing happens.
with no allies within a 5-foot radius, you gain temporary
a up to 50-foot radius circular area that must be anchored Insanity Steps, they must also roll a d8 to determine how Whenever this roll results in one of the effects they
hit points equal to your madwalker level. These hit points
between at least two solid masses as the web spell. Creatures their mind is being affected by madness. did not remove from their list, they gain a level of that
last for a minute and are granted even if the attack fails.
oblivious to the web must make a Wisdom (Perception) check At 1st level, the madwalker can choose 1 to 3 of the madness, suffering its bonuses and penalties. If they are
They don’t stack. Starting from the 5th level, you add your
against your Dexterity (Stealth) check to spot it before en- following effects to not be part of the insanities they already suffering from that madness, they advance it to
proficiency bonus to your level when obtaining these tem-
tering its area. are subject to. the next level, adding a new effect. If they are already
porary hit points.
You have advantage on Dexterity (Stealth) checks within When advancing an Insanity Step, the madwalker rolls at the second level of that madness, nothing happens.
Arachne Penumbral Shape this area. Furthermore, if you’re in contact with the web, you a d8 and checks the Insanity Effects table. If they roll the The effects of each level of madness are cumulative
can sense all creatures that touch or move through it, thus, number of one of the types of madness they chose not and end if the madwalker takes a long rest.
Starting at 2nd level, you have access to penumbral shapes
exclusive to the Aberrant Arachnid Trail (see madwalker’s they can’t surprise you. to be subject to, they advance each of the effects they are
penumbral shapes). For all other creatures, the web is difficult terrain. If they
move or end their turn on the web, they must succeed on a
Arachnid Nature Dexterity saving throw (DC 20) once per turn. If they fail, D8 R esult I nsanity E ffects
Starting at 7th level, you gain poison immunity and a climb- they become restrained and stuck in the web. At the end of Delirant (1) You see and hear things that no one else does, con- The things you see and hear speak to you, inciting you to do as
ing speed equal to your walking speed. This allows you to each turn, the restrained creature can attempt a Strength vening hidden meanings. they say.
saving throw (DC 20) to break free from the web. The web You have disadvantage on all Wisdom ability checks At the start of your turn roll a die, if it’s even you add 1d4 to all
traverse walls and ceilings hands-free. but gain advantage on all intelligence ones. rolls in your turn, if it’s odd you subtract 1d4 of all rolls in your turn.
Additionally, when you suffer damage from an attack, you lasts for 8 hours.
Maniacal (2) You find the world around you fun. The whole existence is a joke, and you laugh in the face of danger.
can react by moving up to 20 feet. If you end your movement
Arachnid Camouflage Whenever an ally fails a saving throw or attack, you You have -1 to your AC, but your attacks deal +1 damage and you
gain +1 to attack rolls and -1 to AC until the end of are immune to being stunned, incapacitated and to sleep effects.
Starting at the 18th level, once per short rest, you can use your next turn.
an action to become invisible for a minute or until you de-
Enraged (3) Your anger makes clear to others that they should not When your anger explodes, you become a crazy beast, hurting
cide to reveal yourself. Any creature trying to bother you. yourself and everyone in your way.
detect you while you’re invisible in this way You automatically fail any Charisma (Persuasion) All your melee weapon attacks do +2 damage, but they also cause
have disadvantage on Wisdom (Perception) check, but you have advantage on all Charisma you to take 2 damage that cannot be resisted or reduced in any
(Intimidation) checks. way.
check. This invisibility isn’t interrupt-
ed by attacking. Fearful (4) You see the world’s dangers as they truly are, making You know that they are after you.
you very cautious. You gain +1 to AC and on all saving throws, but your fear also crip-
You have disadvantage on all initiative checks, but ples your actions. You have -1 to all attack rolls and ability checks.
you cannot be surprised and you have +2 AC until the
start of your first turn on each combat.
Sadistic (5) You like to see others suffering. You like to kill other people.
At the start of your turn, if there is an enemy adjacent On your turn, whenever a non-allied creature adjacent to you has
to you and you can attack it, you feel the need to 0 HP, you have disadvantage on all rolls on your turn that are not
harm it in some way. All attacks made to cause harm made with the intention to kill that creature. If you kill it, you regain
against one of such enemies have a +1 on the attack hit points equal to half your level (rounded up).
roll, and all actions that are not done to cause harm
to one of them have -1 to all its rolls.
Fanatic (6) You know the powers from beyond that talk to you in The ancient entities feed you with unfathomable power.
your nightmares. You are one of their chosen. Your Insanity Steps penalty increases by -1, but once per turn you
You immediately gain Insanity Points equal to 1 + half can add 1d6 psychic damage to an attack or aberrant mutation that
your madwalker level (rounded up), but your Insanity causes damage.
Steps don’t cause penalties to your saving throws.
Gloomy (7) You feel sad, and don’t really feel the need to place Nothing really matters to you, and all is pointless.
effort into things. You don’t apply ability modifiers on any damage roll you make.
You always consider that you rolled a 10 on all ability Reduce all damage caused to you by 5 (to a minimum of 1).
checks.
Narcissistic You know how great you are, but you cannot accept Someone like you cannot be touched by lesser beings.
(8) when others cause you to fail. You have +1 AC, but whenever an attack hits you, you take 1d4
When you hit an enemy you gain +1 to attack rolls extra psychic damage. This damage ignores immunities, resistances,
until you miss an attack (the bonus doesn’t stack). and cannot be reduced in any way.
When you miss an attack on an enemy, you gain -1 to
attack rolls until you hit an attack (it doesn’t stack).

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Anything you’re wearing or carrying becomes invisible Nightmarish Augurs
with you. At the 2nd level, your terrifying dreams reveal twisted pieces
of your future, enabling you to brace for impending dangers.
Nightmare’s Augury Trail After completing a long rest, you can select ‘even’ or ‘odd’.
(Nightmare Predator’s) Until your next long rest, whenever you receive damage from
an attack and the attack roll’s natural result matches your
Madwalkers that follow this path have delved into darkness,
selection, you have resistance to all damage from that attack,
seeking the strength of the Watchers, natural enemies of all
except in case of a critical hit.
other penumbral creatures, so they can gain power to destroy
Additionally, at 5th level, you gain the ability to foresee your
them. By taking the heart of one of Augur’s Watchers, they
potential demise. If you take damage substantial enough to
have unlocked the energies of the Penumbral Plane, trans-
drop you to 0 hit points, you can use your reaction to spend
forming themselves into twisted beings of immense power.
any number of Hit Dice, instantly regaining hit points before
Though the Watchers regard them as mere nuisances, these
the damage is applied, potentialy preventing your hit points
madwalkers relish their newfound might.
from dropping to 0.
With their senses attuned to Augur’s powers of vision and
dark prophecy, these madwalkers move through the shadows Nightmare’s Augury
with sinister intent. Their intuition predicts future events Penumbral Shape
with eerie accuracy, and they can see what no other mor-
Starting at 2nd level, you have access to penumbral shapes
tal can perceive.
exclusive to the Nightmare’s Augury Trail (see madwalk-
Their transformation is a grotesque and horrifying spec-
er’s penumbral shapes). Additionally, when you assume
tacle, turning them into floating creatures of writhing ten-
a Penumbral Shape exclusive to the Nightmare’s Augury
tacles and spikes, covered in sinister scales, with a massive
Trail, you also replace your Wisdom with the Wisdom of
mouth filled with serrated teeth that feed on the pain and
the Penumbral Shape.
suffering of their victims. Their minds become even more
twisted and focused in this state, consumed by thoughts of Psychic Shield
domination and control. At 7th level, while conscious, you can uphold a psychic pro-
Some of these madwalkers struggle against their nature, tective shield. As long as this shield is active, any damage
seeking to use their power for good, but others succumb to you sustain from an attack is reduced by an amount equal
their darkest desires, using their might to oppress and dom- to your Wisdom modifier (before applying any resistances,
inate others. Nevertheless, many of these dark beings have vulnerabilities, and other effects).
turned their eyes towards heroism, using their fearsome abil- In addition, when you make a saving throw, you can use
ities to fight against the very darkness that empowers them. your reaction to augment the roll with your Wisdom modifier.
Their very presence strikes fear in the hearts of their ene-
mies, and their power is unmatched. They pay a terrible price Mental Power
for it, but they do not regret their path, as they continue to At the 14th level, you gain immunity to psychic damage and
grow stronger, becoming even more powerful as they move a flying speed equivalent to your walking speed, along with
through the penumbra with their newfound abilities. the hover property.
In addition, you can telepathically speak to any creatures
Nightmare’s Augury Mutations
within 90 feet of you that can understand at least one lan-
As a madwalker of the Nightmare’s Augury Trail, you have guage, even if you do not share a common language.
access to a range of Aberrant Mutations unique to this sub- As a bonus action, you can employ this ability to mimic
class, acquired at 2nd, 5th, 9th, 13rd, and 17th levels of mad- the effects of the detect thoughts spell. If the creature is un-
walker. Upon gaining each of these levels, you may choose willing, it must succeed on a Wisdom saving throw against
one of the available Aberrant Mutations, and it does not your Aberrant Mutation’s save DC to resist both the com-
count toward the number of Aberrant Mutations known. munication and the thought-reading ability.
N ightmare ’ s A ugury M utations
Nocturnal Prelude
M adwalker L evel A vailable A berrant M utations
At 18th level, you can predict the near future and modify it.
2nd Mind Slash, Psychic Bond
You can impose advantage or disadvantage on any roll you
5th Mind Drain, Psychic Weapon
make, or that an ally or enemy in your line of sight makes, a
9th Telepathic Mindlink, Waves of Headache number of times equal to your Wisdom modifier, regaining
13th Minor Telekinesis, Penumbral Attraction all uses after a long rest.
17th Eye of Augury, Phantom of Penumbra

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Aberrant Mutations Horrid Tentacle Space Distortion Shadow Web
1 Insanity Point 1 Insanity Point 1 Insanity Point
1st Level With a bonus action, you can conjure a grotesque tenta-
cle from your back, extending up to 10 feet. This aberrant
With a bonus action, you can bend penumbral energy
to conjure a small portal, enabling your hands to interact
With an action, you can create spiderwebs from your fin-
gertips that last for 1 minute. The webs can stretch up to 60
limb persists for 1 minute. The tentacle can execute only with distant locations. Until the end of your turn, you can feet, with varying effects:
Bioluminescent Secretion the following tasks: manipulate objects or creatures up to 30 feet away and trans- • You can launch a web at an object and pull it towards you.
1 Insanity Point + 1 point per 5 feet added to cone size • As an action, you can pull, drag, or lift an object or will- port small items. If it is heavier than 10 pounds, you must pull it using your
As a bonus action, you can generate a glowing, biolumi- ing creature, or cling onto something. When performing While this mutation is active, you can make melee attacks own Strength.
nescent substance. This secretion illuminates an area within these actions, you can carry twice the weight your Strength against targets within 30 feet of you. These attacks ignore • You can affix the web to objects or solid surfaces, granting
5 feet with dim light and leaves a luminous trail wherever normally allows. cover, and you add your Wisdom modifier to the attack rolls. advantage on Strength (Athletics) or Dexterity (Acrobatics)
you move. After 8 hours, the mutation ends, and the emis- • As a bonus action, the tentacle can interact with objects. For checks when climbing.
sion fades entirely. instance, it can open or shut containers and doors, utilize Aberrant Arachnid Trail • You can use the web to obstruct an area up to 20 feet in
You can prematurely end this mutation to discharge a keys, activate levers, push buttons, grasp small objects, diameter between two solid objects; a creature entering the
larger, slick amount of secretion over a 15-foot cone on the and other similar tasks, subject to the GM’s discretion. Noxious Attack blocked area must succeed on a Strength ability check or
ground, rendering it as difficult terrain. All creatures within
• The tentacle can function as an auxiliary limb, granting 1 Insanity Point become restrained until the end of its next turn.
this area must pass a Dexterity saving throw or fall prone.
you advantage on Dexterity (Acrobatics) or Strength (Ath- With a bonus action, you sprout glands in your hands that • You can aim a web at a creature within range. If the crea-
A creature that either enters or ends its turn in this area
letics) checks. generate a venom, coating your weapon for 1 minute. Each ture fails a Dexterity saving throw, it is restrained for the
must also make the Dexterity saving throw. The area stays
• The tentacle can be used as a melee weapon endowed with successful weapon attack deals an extra 2 poison damage and duration of the effect. It can attempt a Strength saving
illuminated and slippery for 8 hours.
light and finesse properties. It has a reach of 10 feet and bestows a poison marker on the target (maximum of four throw at the end of each of its turns to end the condition.
You can augment the size of the cone, up to a maximum of
deals 1d10 bludgeoning damage. If you’re wielding a weap- markers). Creatures with at least one poison marker must
+25 feet, gaining 1 extra Insanity Point for every additional
on in one hand, the tentacle can serve as a second light make a Constitution saving throw at the beginning of their
5 feet. Your total Insanity Points cannot exceed the limit
weapon for two-weapon combat. turns. On a successful save, they remove all poison markers.
when enlarging the area. Also, you cannot use this power if
• The tentacle cannot wield a shield. On a failure, they suffer 2 poison damage per poison marker.
you are at your Insanity Point maximum.

Dark Energy Penumbral Echoes


1 Insanity Point, +1 per extra point of damage (see below) 1 Insanity Point
Before rolling for an attack, you can, as a free action, infuse With a bonus action, you can manipulate your vocal cords
your weapons with dark energy. Until the start of your next for 1 minute, granting you the ability to emit sounds other-
turn, your next successful attack deals an additional 1d6 wise impossible to replicate. You can mimic any sound you’ve
necrotic damage. Before the attack roll, you can choose to heard, be it from creatures (voices, grunts, growls) or objects
gain extra Insanity Points to bolster this damage, as long as (hammer clang, door creak, drops falling). A creature hearing
the total points gained per use of this mutation do not exceed the sound can attempt a DC 18 Wisdom (Insight) check to
your madwalker level. For each extra Insanity Point you gain, identify it as an imitation. With an action, you can end this
add 1 to the necrotic damage roll. The total Insanity Points mutation and release a frightful roar that resonates across
gained cannot exceed your current Insanity Point limit, ex- a 10-foot radius. Each creature within range must succeed
cept when using this mutation without gaining extra points. on a Wisdom saving throw or suffer 2d4 thunder damage
For instance, a 3rd-level madwalker using this power can and be frightened for 1 minute. An affected creature must
gain 1 Insanity Point to deal an extra 1d6 necrotic damage, attempt a new Wisdom saving throw at the end of each of
2 points to deal 1d6+1, or 3 points to deal 1d6+2. However, its turns. Upon success, the effect ceases and the creature
she couldn’t gain 4 points, as it would exceed her level. If the becomes immune to it for the next 24 hours.
current Insanity Point total is 10 and the limit is 12, she can
only gain 1 or 2 points on this power. Once she reaches 12
Penumbral Gaze
points, she can still use this power (+1d6) but can no longer 1 Insanity Point
increase its damage. With a bonus action, you can channel penumbral energy
Note: This ability enables a madwalker to rapid- through your eyes, causing them to appear large and ghost-
ly elevate her insanity level if she wishes to reach the ly white. For 1 hour, you have the advantage on Wisdom
Penumbral Shape sooner. (Perception) checks that rely on vision. Additionally, you
gain darkvision with a range of 60 feet, or double the range
Elastic Limbs if you already have darkvision.
1 Insanity Point With an action, you can end these effects and direct a force
With a bonus action, you can distort your limbs, elongat- blast toward a creature. Make a ranged attack roll against a
ing them. For the next 10 minutes, your melee attack reach target within 60 feet of you using your Dexterity modifier and
increases by 5 feet, and your base walking speed increases by proficiency bonus. On a hit, the target takes 3d6 force damage.
10 feet. If you take bludgeoning damage, you may use your
reaction to end this effect and reduce the damage by 2d8.

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Nightmare’s Augury Trail Psychic Bond Penumbral Leap on a Constitution saving throw or spend its action writhing
1 Insanity Point 2 Insanity Points in pain. The effect ends when an affected creature succeeds
As a bonus action, you can establish a telepathic bond with As a bonus action, you can disappear into the Penumbral on three (nonconsecutive) Constitution saving throws or
Mind Slash uses an action to cleanse itself with fresh water. Creatures
an ally within 120 feet of you. The link lasts for 1 hour or Plane and move instantly, reappearing in a space you can
1 Insanity Point immune to poison are unaffected by this mutation. After
until the creature moves beyond range. This bond allows you see up to 30 feet away.
With your action, you unleash a surge of psychic power succeeding on three Constitution saving throws, the creature
to communicate with the chosen creature as though engaged Alternatively, you can use the Penumbral Leap to get a
against a creature you can see within 60 feet of you, dealing becomes immune to the effect for 24 hours.
in normal conversation. Furthermore, for the duration of brief glimpse of the Penumbra from your current position
3d8 psychic damage. The target makes an Intelligence saving
the link, both can use the Help action on Intelligence ability in the Material Plane. Make a Wisdom (Perception) check
throw to reduce the damage by half. On a fail, the target also Venom Splash
checks made even at a distance. to gather information about the penumbral environment,
has disadvantage on the next saving throw it makes until the 2 Insanity Points
Alternatively, this mutation can be used against a hostile creatures, and any other pertinent details you can glean at
end of your next turn. As an action, you unleash a blast of venom in a 20-foot
creature to access its surface thoughts. The target must suc- a quick glance, based on the DC set by the GM.
cone. Any creature within the cone must make a Constitution
ceed on a Wisdom saving throw; otherwise, you discern its
emotional state, and it has disadvantage on all attacks against Shadow Clones saving throw, suffering 3d10 poison damage on a failed save,
2 Insanity Points or half as much damage on a successful one.
you until your the start of next turn.
As an action, you can create two illusionary copies of your-
2nd Level self made of penumbral energy. They occupy the same space Nightmare’s Augury Trail
as you and move with you for 1 minute, mirroring your every
Amphibious Skin action and randomly shifting positions around your body, Mind Drain
making them indistinguishable from you. For the duration 2 Insanity Points
2 Insanity Points
of this mutation, each time a creature targets you with an As an action, you try to touch a creature, making a melee
With an action, you can modify
attack, roll a d20 to determine whether the attack instead attack roll. On a hit, you deal 5d8 psychic damage and regain
your skin to make it slippery, chang-
targets one of your clones. With two clones, you must roll an hit points equal to half the damage dealt. If your target is
ing your base AC to 13 + your Dexterity modifier.
8 or higher. With one clone, you must roll an 11 or higher. grappled, your touch attack automatically hits.
This grants you advantage on ability checks and
A clone’s AC equals 10 + your Dexterity modifier. If an
saving throws to escape the grappled condition. Psychic Weapon
attack hits a clone, it is destroyed.
Additionally, you grow gills on your neck that
If a creature adjacent to you is attacked, you can take a 2 Insanity Points
allow you to breathe underwater, and your limbs
reaction to confuse the attacker with one of your clones and When you hit a target with a melee attack, you can acti-
are adapted to provide a swimming speed equal to
impose disadvantage on the attack roll, destroying the clone. vate this mutation to deal an extra 2d6 psychic damage to
your base walking speed. These effects last for 8 hours.
These are the only ways to destroy a clone, as it ignores it. Additionally, until the end of your next turn, the affected
Body Shaping all damage and effects. creature has disadvantage on any saving throw against the
Creatures that don’t rely on sight or can see through il- charmed or frightened conditions.
2 Insanity Points
lusions (such as truesight) are unaffected by this mutation.
With an action, you can alter your physical appear-
3rd Level
ance for the next 8 hours. You can assume the form Warped Physique
of any humanoid creature within your size cate-
2 Insanity Points
gory. Other attributes, such as your voice, scent,
With a bonus action, for the next 1 minute, you can distort
Aberrant Gaze
and mannerisms, remain 3 Insanity Points
and enhance your muscles and tendons, giving your legs
the same. A creature As a bonus action, multiple eyes sprout all over your body,
exceptional strength and flexibility. Your long jump covers
must succeed on a DC 18 enhancing your vision for 1 minute. During this time, you
a distance equal to your walking speed, and your high jump
Intelligence (Investigation) see in all directions, cannot be surprised, gain advantage on
covers a distance equal to half your walking speed. While
check to discern that your ap- Wisdom (Perception) checks related to sight, and receive a
this mutation is active, you have advantage on Dexterity
pearance is a disguise. +2 bonus to your AC. Additionally, you can use an action to
(Acrobatics) and Strength (Athletics) checks involving jumps.
If you assume the form of focus your eyes on a creature within 30 feet of you. The target
Alternatively, before making a melee weapon attack, you
a creature that has charmed must succeed on a Wisdom saving throw or be restrained for
can use all your leg strength to end this Mutation and aug-
or frightened another one, 1 minute. An affected creature can repeat the saving throw
ment the damage. On a hit, your attack deals an extra 2d8
the affected creature is also at the end of its turns, ending the effect on a success. Using
damage of the same type of the weapon.
considered charmed or fright- this action ends the mutation.
ened by you while you main-
tain this form or until it sees
Aberrant Arachnid Trail Aberrant Spines
through your disguise. 3 Insanity Points
Alternatively, you may Pain Toxin As a bonus action, you manipulate your bone structure
use this mutation to en- 2 Insanity Points to sprout spikes from your skin. For 1 minute, these spines
hance your body, grant- As an action, you emit a toxic blast in a 20-foot cone. Every can be used as light weapons, with the finesse and thrown
ing you 2d6 temporary hit creature within this cone must make a Dexterity saving throw. properties (range 20/60), dealing 1d10 piercing damage.
points for 1 minute. On a failure, the creature is afflicted by the poison. At the Upon hitting a creature, it must succeed on a Constitution
start of each of its turns, an affected creature must succeed saving throw or its speed is halved. At the start of each turn,

152 153

Fabien Laurens (Order #42156009)


the creature can attempt another saving throw to negate this Shadow Control Constitution saving throw. On a failure, the target takes an
effect for that turn. 3 Insanity Points extra 1d8 poison damage and becomes poisoned. In addition,
If the creature is near a wall or large object when hit, it With a bonus action, you can use your shadow to attempt you can use your bonus action to make an extra attack with
becomes pinned to that surface, receiving the restrained to paralyze a creature up to 30 feet away. The creature must one of the spider legs.
condition. It can make a Strength saving throw at the start succeed on a Dexterity saving throw or be paralyzed for 1
of each turn to free itself. Removing a spine requires an ac- Venomous Saliva
minute. To maintain this effect, you must forfeit your actions,
tion and inflicts 1d8 slashing damage, but a DC 18 Wisdom 3 Insanity Points
reactions, and movement, and can only use bonus actions.
(Medicine) check can avoid this damage. As a bonus action, you can spit venom at a creature within
You cannot take damage, or the effect ends immediately.
Additionally, you can launch spines into a wall or steep 15 feet of you. The creature must succeed on a Constitution
At the start of each turn, the paralyzed creature can make a
surface to form handholds, granting advantage on Strength saving throw or take 3d12 poison damage.
Wisdom saving throw to end the effect. During this time, you
(Athletics) checks for climbing. After a minute, the effect can use your bonus action to create a shadowy tentacle that
ends, and any remaining spines disintegrate. extends up to 5 feet from the paralyzed creature and attacks. Nightmare’s
Interplanar Vortex The tentacle deals 2d6 necrotic damage on a hit, reducing the Augury Trail
creature’s maximum hit points until it finishes a long rest.
3 Insanity Points
Telepathic Mindlink
As an action, you form a void portal under a creature Volatile Mutation
within 60 feet of you. The creature must make a Dexterity 3 Insanity Points
3 Insanity Points
saving throw. If it fails, it plummets into the portal and suffers With a bonus action, you establish a mental link between
As a bonus action, you can alter your body, causing your
6d10 necrotic damage from the penumbral energies within yourself and a willing creature. The connection lasts for 1 hour
muscles to swell and acid-filled pustules to form on your skin.
before being ejected against the ground by another portal that or until you choose to end it or fall unconscious. During this
For 1 minute, every attack you suffer triggers a 10-foot cone
appears 30 feet above a chosen point on the ground within time, you can telepathically communicate with the creature
of acid in the direction of the attack. Each creature within
range, taking falling damage and landing prone. Any other within your line of sight over any distance or up to 40 feet
this cone takes 1d6 acid damage. Additionally, during this
creature at the landing point must also make a Dexterity away when out of sight. If the creature is familiar to you,
period, you gain resistance to acid damage and have advan-
saving throw or suffer the same falling damage and prone the communication range increases to 120 feet when out of
tage on Charisma (Intimidation) checks.
condition. If successful, it avoids the damage and become sight. This ability is affected by effects that prevent magic
prone. Alternatively, you can control the harmful energies to Aberrant Arachnid Trail or magical communication. You can maintain a bond with
up to 3 creatures simultaneously; establishing a new link
allow an ally to pass through the portal to another one you
create within 60 feet. In this case, the ally must succeed on with a fourth creature breaks the connection with the first.
a Constitution saving throw to avoid the necrotic damage, Arachnid Legs
halving it on a failed save. 3 Insanity Points
You sprout four spider-like legs from your back that last
for 1 minute, enhancing your speed by 10
feet. Their sharp and durable nature
allows you to use them as weapons
that deal 1d8 slashing damage.
On a hit, the target must make a

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Waves of Headache Penumbral Fog Penumbral Attraction In a Blink of an Eye
3 Insanity Points 4 Insanity Points 4 Insanity Points 5 Insanity Points
Using your action, you emit mental pulses that affect all With an action, you can amplify the effects of the Penumbral With an action, you can hypnotize a humanoid creature With a bonus action, you can forsake your movement to
creatures within 15 feet of you. Each affected creature must Plane on the material world, creating a 20-foot radius sphere within 60 feet of you, subjecting them to the effects of the teleport adjacent to a visible enemy within 40 feet of you.
make a Wisdom saving throw. On a failure, it suffers severe of fog centered on a point up to 60 feet away from you. dominate person spell for the next minute. Your attacks against this enemy have advantage until the end
headaches, taking 6d6 psychic damage and falling prone All creatures within this zone, except you, must make a of your turn. When your turn ends, you can immediately
from the pain. On a successful save, it takes half damage Constitution saving throw or suffer 3d6 psychic damage. 5th Level teleport yourself to any other space within 40 feet of your
and remains upright. The area remains heavily obscured to all creatures except current position.
you for 10 minutes. Deadly Tentacles
4th Level Nefarious Dinner
Aberrant Arachnid Trail 5 Insanity Points
As a bonus action, you can sprout four tentacles from
5 Insanity Points
You contort your facial muscles grotesquely, your jaw re-
Assassin’s Stain your back that last for 1 minute or until you retract them
configuring into a fanged maw capable of tearing a creature
4 Insanity Points Allergenic Spores with another bonus action. You can use your action to attack
apart. Upon invoking this mutation, make a proficient melee
Using your bonus action, you can mark an enemy up to 4 Insanity Points with them, making four attacks, one with each tentacle. They
weapon attack against a creature. On a hit, you bite the crea-
30 feet away with penumbral energy, causing an extra 1d8 As a bonus action, you emit a cloud of toxic spores, extend- have a 10-foot reach, use either your Strength or Dexterity
ture, dealing 7d8 slashing damage and 7d8 necrotic damage,
necrotic damage each time you hit this enemy with an at- ing up to 10 feet in all directions. Any creature within the area for the attack and damage rolls, and deal 3d4 bludgeoning
and causing a bleeding effect.
tack over the next minute. Only one enemy can bear this must succeed on a Constitution saving throw or suffer 2d6 damage per hit.
The bleeding creature takes 1d10 necrotic damage at the
mark at a time. poison damage and become poisoned, taking half damage When a creature enters a space within reach of a tentacle,
start of each of its turns and can attempt a Constitution
and avoiding the poisoned condition on a successful save. you can lash out with an immediate attack (as a free action)
Bat Parts saving throw at the end of each of its turns to staunch the
up to four times until the start of your next turn. Successful
Pheromone Spray bleeding. If your bite damage reduces a Medium or smaller
4 Insanity Points hits can be used to grapple the target, automatically deal-
creature to 0 hit points, you can consume it with a bonus
As an action, you can take on the qualities of a penumbral 4 Insanity Points ing damage at the start of each of its turns. As an action, a
action, earning temporary hit points equal to half the bite
bat, gaining a set of distortive wings that provide a flying As an action, you alter your glands to produce potent grappled creature can attempt to escape with a successful
damage. These temporary hit points last for 1 hour.
speed of 30 feet, blindsight within a 60-foot radius, and pheromones that radiate up to 60 feet around you for the Strength (Athletics) or Dexterity (Acrobatics) check against
clawed feet capable of grabbing objects and creatures up to next hour. Any humanoid creature that enters or starts its a DC 20. A grappling tentacle cannot attack.
one size larger than yours. turn in this area must make a Constitution saving throw.
While flying, you can use your bonus action to make a Creatures engaged in combat with you have advantage on
proficient melee weapon attack to grab a target on a hit, this saving throw.
enabling you to carry items or creatures weighing up to 45 Those who fail are charmed by you, viewing you as a friend-
times your Strength score without penalties to your speed, or ly acquaintance, while those who succeed are unaffected.
weighing above that to a maximum of 90 times your Strength Creatures immune to poison or those that don’t need to
score, but your speed is halved. breathe automatically succeed. Winds of moderate or greater
This transformation lasts 10 minutes, and you can opt to speed disperse your pheromones, negating this effect.
extend its duration for an additional 10 minutes by gaining
3 more Insanity Points. If you’re in the air when the effect Nightmare’s Augury Trail
ends and you don’t extend it, you fall immediately.

Charge of Shadows Minor Telekinesis


4 Insanity Points
4 Insanity Points
As a bonus action, you can manipulate objects up to 30
With a bonus action, you charge your held weapons
feet away from you, provided their total weight doesn’t ex-
with penumbral energy. For the following minute, your
ceed 30 times your Wisdom score. If an object isn’t worn
next successful attack deals an extra 2d8 necrotic damage.
or carried, you can move it up to 30 feet in any direction.
Additionally, the target must succeed on a Constitution sav-
Worn or carried items require the owner to fail a Strength
ing throw or become incapacitated for 1 minute, being able
saving throw for you to move them. Your telekinetic con-
to make a new saving throw at the end of each of its turns
trol also allows you to handle small objects delicately, open
to end this condition.
containers, retrieve or store items, or pour out the contents
Penumbral Eruption of a vial. This control lasts up to 10 minutes.
4 Insanity Points Alternatively, as an action, you can use your telekinesis
As an action, you manipulate penumbral energies to create to hurl a creature up to one size larger than you up to 30
two portals up to 30 feet apart. An eruption of penumbral feet away in any direction of your choosing. If this creature
energy streaks between these portals, forcing any creature collides with a solid structure or another creature, it suffers
within a 10-foot wide line extending the distance between 6d10 bludgeoning damage and falls prone. The creature it
the portals to make a Dexterity saving throw. On a failure, collides with can make a Dexterity saving throw to take only
they suffer 4d8 necrotic damage and 4d8 force damage, tak- half damage and to avoid falling prone.
ing half as much damage on a successful save. The portals
vanish at the end of the turn.
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Nightmare Whirlpool Web Cocoon
5 Insanity Points 5 Insanity Points
By activating this power, you invade the minds of all As an action, you adapt your body to emit a flood
creatures within 15 feet of you, creating a mental link with of webs at a creature up to one size larger than you
them that persists for 1 minute. Each targeted creature must within 20 feet of you. The creature must suc-
succeed on a Wisdom saving throw, or suffer 6d8 psychic ceed on a Dexterity saving throw or become
damage and perceive you and your allies as incarnations restrained in the web cocoon, taking 3d8
of their deepest fears due to memories you implant. They bludgeoning damage at the end of each
remain frightened of you and your allies for the duration. of its turns. The creature can be attacked
Alternatively, you can forgo the damage to implant differ- as usual, with no effects on the cocoon.
ent types of memories in those who fail their saving throw. It remains trapped for up to 1 minute
Consult with your GM for potential uses. Affected creatures or until the cocoon is destroyed, which
can attempt a new saving throw at the end of each of their has an AC of 15, 30 hit points, and has
turns, ending the effect on a success. vulnerability to fire damage.

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.

Penumbra Blade Phantom of Penumbra


5 Insanity Points 5 Insanity Points
While making an attack, you can invoke this mutation to As an action, you create a pen-
infuse your weapon with potent necrotic energy drawn from umbral projection of yourself and
the Penumbral Plane. All attacks you make until the end of launch it at a target within 30 feet
your turn deal an extra 4d6 necrotic damage. of you. The target must succeed on
a Wisdom saving throw or take
Aberrant Arachnid Trail 4d6 psychic damage and become
stunned for 1 minute. The pro-
jection then moves to another
Exoskeleton
creature within 20 feet of you
5 Insanity Points and imposes the same condi-
You use your action to create a penumbral energy tions, repeating up to 4 times.
exoskeleton that covers your body. For the next 10 If a creature succeeds on the
minutes, all incoming damage (except psychic) saving throw, the effect ends.
is dealt to the exoskeleton’s hit points first. A creature affected by this
It has 80 hit points and shares your damage ability can make the saving
resistances and immunities. throw again at the end of
If an attack dismantle your exoskeleton and its turns, ending the ef-
its damage surpasses its residual hit points, fect on a success.
the remaining damage is transferred to you.

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Madwalker Basic Aspect of Envy Madwalker A spect of Disgust Madwalker
A spect of Sloth Madwalker
Penumbral Shapes Medium aberration, neutral evil
3rd Level
Medium aberration, neutral evil
5th Level
Medium aberration, neutral evil
7th Level

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.

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A spect of Pain Madwalker
9th Level
Aspect of L ust Madwalker
11th Level
A spect of Sadness Madwalker
13th Level
A spect of Pride Madwalker
15th Level
Medium aberration, neutral evil Medium aberration, neutral evil Medium aberration, neutral evil Medium aberration, neutral evil

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.

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Aspect of G reed Madwalker
17th Level
A spect of F ear Madwalker
19th Level
Medium aberration, neutral evil Medium aberration, neutral evil

Armor Class 18 (natural armor) Armor Class 19 (natural armor)


Hit Points 110 (17d8 + 34) Hit Points 142 (19d8 + 57)
Speed 30 ft. Speed 40 ft., fly 60 ft. (hover)

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)

Saving Throws Int +9 Saving Throws Wis +7, Cha +10


Skills Stealth +6 Skills Intimidation +13, Perception +7
Damage Immunities psychic Damage Immunities necrotic, psychic
Senses darkvision 60 ft., passive Perception 12 Condition Immunities frightened, prone
Languages Common, Deep Speech Senses darkvision 60 ft., blindsight 30 ft., passive Perception 15
Proficiency Bonus +3 Languages Common, Deep Speech
Challenge 7 (2,900 XP) Proficiency Bonus +3
Challenge 8 (3,900 XP)
Covetous Globes. Greed watches over the material world from
the Penumbral Plane via its magical Mask of Scrying. When they Guided by Fear. The fear has advantage on attack rolls against
spy an appropriate target, usually some crusading do-gooder or creatures that are frightened.
powerful noble, they shift to the Material Plane and attack with
Shapechanger. The fear can use its action to polymorph into a
their covetous globes. The globes cause enough damage to seem
Small, Medium, or Large humanoid, or back into its true form.
like a real threat, but this is a ruse. Their real power lies in the
Its statistics, other than its size, are the same in each form. Any
transmission of the Curse of Greed.
equipment it is wearing or carrying isn’t transformed. It reverts
Curse of Greed. Every day at dusk, in which a victim of this ter- to its true form if it dies.
rible curse fails to accumulate at least 500 gp in gold, goods,
Terror Aura. At the start of each of its turns, the fear gains 1d6
or treasures, their maximum hit points are reduced by 2 (1d4)
temporary hit points for each frightened creature within 30 feet
points. The curse cannot be lifted by a simple remove curse spell,
of it.
but it does grant the recipient the knowledge of how to end the
curse. To remove a Curse of Greed, the victim must permanently Actions
sacrifice at least 10,000 gold pieces in valuable items, such as
Multiattack. The fear makes three Fear Stab or three Psychic
useful magic items, family heirlooms of great sentimental value,
Blast attacks.
or other treasures.
Fear Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Mask of Scrying. Greed wears enchanted, bird like masks of bone
Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) psychic damage.
covered in magical runes over their grotesque faces. The masks
The target must succeed on a DC 18 Wisdom saving throw
allow them to peer into the Material Plane at will, as if using the
or become frightened for 1 minute. The target can repeat the
scrying spell, even if they are not currently on that plane. The
saving throw at the end of each of its turns, ending the effect
mask crumbles to dust if removed from the emogun’s person on a success.
or if it dies.
Psychic Blast. Ranged Spell Attack: +10 to hit, range 60 ft., one
Actions target. Hit: 18 (2d10 + 7) psychic damage.

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.

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Aberrant Arachnid Arachne Serf Madwalker
A rachne S cout Madwalker
A rachne S oldier Madwalker

Trail Shapes Medium aberration, neutral


2nd Level
Large aberration, neutral evil
3rd Level
Large aberration, neutral evil
5th Level

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).

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Arachne Ambusher Madwalker
7th Level
A rachne Hunter Madwalker
9th Level
A rachne Sorcerer Madwalker
11th Level
A rachne N oble Madwalker
13th Level
Huge aberration, neutral evil Huge aberration, neutral evil Huge aberration, neutral evil Huge aberration, neutral evil

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).

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Arachne Commander Madwalker
15th Level
Arachne O verlord Madwalker
17th Level
Huge aberration, neutral evil Huge aberration, neutral evil

Armor Class 18 (natural armor) Armor Class 18 (natural armor)


Hit Points 127 (15d12 + 30) Hit Points 144 (17d12 + 34)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

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)

Saving Throws Dex +8 Cha +7 Saving Throws Dex +8 Cha +7


Skills Stealth +11, Perception +5 Skills Stealth +11, Perception +5
Damage Resistances psychic Damage Resistances psychic
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech Languages Common, Deep Speech
Proficiency Bonus +3 Proficiency Bonus +3
Challenge 7 (2,900 XP) Challenge 8 (3,900 XP)

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.

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Nightmare’s Augury N ightmare K eeper Madwalker
N ightmare G uardian Madwalker
Nightmare W arrior Madwalker
Trail Shapes Large aberration, neutral evil
3rd Level
Large aberration, neutral evil
5th Level
Huge aberration, neutral evil
7th Level

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 Actions Actions


Nightmare L urker Madwalker
2nd Level
Multiattack. The nightmare keeper makes two Force Blast
attacks.
Multiattack. The nightmare guardian makes two Frightening
Force Blast attacks.
Multiattack. The nightmare warrior makes two Frightening Force
Blast attacks.
Large aberration, neutral evil
Force Blast. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Frightening Force Blast. Ranged Spell Attack: +6 to hit, range 60 Frightening Force Blast. Ranged Spell Attack: +7 to hit, range 60
Armor Class 16 (natural armor) Hit: 7 (1d6 + 4) force damage. ft., one target. Hit: 7 (1d6 + 4) force damage and the target must ft., one target. Hit: 9 (1d8 + 5) force damage and the target must
Hit Points 17 (2d10 + 6) succeed on a DC 14 Wisdom saving throw or be frightened for succeed on a DC 15 Wisdom saving throw or be frightened for
Speed 0 ft., fly 20 ft. (hover) 1 minute. A creature can repeat the saving throw at the end of 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. each of its turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA Spellcasting. The nightmare warrior casts one of the following
14 (+2) 12 (+2) 16 (+3) 12 (+1) 17 (+3) 11 (+0) spells, using Wisdom as the spellcasting ability (spell save DC
15, +7 to hit with spell attacks):
Saving Throws Int +3, Wis +6 At will: clairvoyance, command, comprehend languages
Skills Perception +8 3/day each: levitate, suggestion
Damage Resistance psychic 1/day each: counterspell
Condition immunities prone
Senses darkvision 90 ft., truesight 30 ft., passive Perception 18
Languages Common, Deep Speech, telepathy 60 ft.
Proficiency Bonus +2
Challenge 1/2 (100 XP)

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.

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Nightmare O verseer Madwalker
9th Level
Nightmare Eye Madwalker
11th Level
Nightmare Oppressor Madwalker
13th Level
Nightmare L ord Madwalker
15th Level
Huge aberration, neutral evil Huge aberration, neutral evil Huge aberration, neutral evil Huge aberration, neutral evil

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

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N ightmare V izier Madwalker
17th Level
Huge aberration, neutral evil

Armor Class 19 (natural armor)


Hit Points 178 (17d12 + 68)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 13 (+2) 18 (+4) 18 (+4) 22 (+6) 15 (+2)

Saving Throws Int +7, Wis +9


Skills Perception +12
Damage Resistance psychic
Condition immunities prone
Senses darkvision 90 ft., truesight 45 ft., passive Perception 22
Languages Common, Deep Speech, telepathy 120 ft.
Proficiency Bonus +3
Challenge 8 (3,900 XP)

Special. See Augur Special Powers, page 172.


Prediction Gaze (2/day). When a nightmare vizier locks eyes with
a creature, as a free action, it can see the creature’s immediate
future. The creature must make a DC 17 Wisdom saving throw.
On a failure, for one minute, the creature will have disadvantage
on all attacks, ability checks, and saving throws it makes against
the nightmare vizier.

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.

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T he R edeemer
P roficiency C antrips S pells
L evel F eatures S pell S lots per L evel
B onus K nown K nown

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

develop a plethora of skills, individually guided by their


prophetic dreams and visions of destiny. Bound by their
divine calling, redeemers tread a unique path, interpreting
and sharing their revelations of the gods’ will, which grants granting them a harmonious perspective on the world and Redeemer History
them profound insights into the world. the wisdom to find balance between extremes.
Amidst the spreading darkness of the Ungods’ corruption, Though their convictions may diverge from established In the nascent days of Tanares, when the divine permeated the
redeemers emerge as spiritual beacons, wielding their divine doctrines and from each other, most redeemers remain unit- land, an extraordinary caste of individuals arose. Consecrated
gifts to cleanse objects tainted by mortal sins and malevolent ed by their divine purpose. Their liberty of belief extends by the deities Tamera and Bauron, they came to be known as
desires. In doing so, they turn these once-corrupted items even to those who renounce the gods, embracing twisted the redeemers. At first, these divine envoys were scarce and
into wellsprings of sacred power, banishing the influence philosophies to justify their actions. Yet, their divine powers enigmatic, yet their influence would reverberate across the
of the Ungods and gaining power to give their blessings remain undiminished, stirring fervent discourse within the ages, shaping the world in ways both profound and nuanced.
upon those in need. halls of the Celestianist Church regarding their sacred nature. Among these celestial emissaries were the cirrus
As visionaries of unrivaled allure, redeemers shep- As prophets and visionaries, redeemers effortlessly draw Windspeakers, who partook of the gods’ words through
herd their followers, inspiring unwavering faith in their adherents to their cause, forming tight-knit circles of devout the angels that forged them. They were but the vanguard of
divine guidance. Skilled in the arts of negotiation, trade, believers. With their vast array of divine spells and their in- the redeemers who would traverse Tanares’ realms, guid-
and leadership, they serve as revered advisors and ora- nate ability to perceive the emotions of others, they become ed by prophetic dreams and visions heralding the world’s
tors, their celestial blessings from both Tamera and Bauron sought after by those yearning for spiritual guidance and pivotal moments.
divine intervention.

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Throughout the epochs, redeemers have stirred cult fol- Evolutionist Church, are now embraced by many within Redeemers have historically stood amidst this strife, their With recent revelations concerning the gods’ true nature
lowings with their singular interpretations of divine will. the reformed Celestianist Church. Nevertheless, some re- unique insights into the divine will often clashing with pre- and the corrupted sacred scriptures, the religious landscape
Yet their distinctive wisdom and divine endowments have deemers harbor mistrust towards the Church’s past trans- vailing dogmas of established institutions. Despite these in Tanares teeters on the precipice of a new era. While some
incurred the wrath of the Evolutionist Church, which sought gressions and choose to maintain their autonomy, cultivating variations, redeemers have consistently demonstrated an redeemers have joined the reformed Celestianist Church
to suppress them in its quest for spiritual hegemony. their own followings and interpreting the gods’ will as they ability to wield divine powers, often leading to the formation to help cleanse it of corruption, others remain cautious of
As the Evolutionist Church ascended to prominence, wield- deem appropriate. of devoted followings. This only served to fuel further con- the institution’s past and continue to pursue their divine
ing unparalleled might and sway, it came to regard redeemers The redeemers’ tenacity and adaptability have enabled flict, providing ample opportunities for the sinister Ungods callings independently.
and the cirrus people with contempt. The redeemers’ dis- them to endure millennia of persecution and transforma- and their minions to sow discord and manipulate opposing The religious strife in Tanares, shaped by the interplay of
tinctive interpretations of sacred texts and their god-given tion. Today, their divine powers and unyielding convictions factions, ultimately corrupting the souls of the fallen. divine gifts and mortal interpretation, continues to mold the
powers were perceived as a threat to the Church’s dominion. remain as potent as ever. As charismatic leaders, spiritual The Celestianist Church, formerly known as the Evolutionist destiny of this multifaceted realm. As new alliances form
This tension ultimately culminated in a campaign of perse- guides, great prophets, and potent spellcasters, the redeemers Church, venerates the celestial deities Tamera and Bauron and old adversaries reemerge, the redeemers find themselves
cution, with the Church hunting redeemers and driving the stand as pivotal figures in the politics and power struggles and remains the dominant religious institution in Tanares. both catalysts and agents of change in this ever-evolving
cirrus species to the brink of extinction. among the diverse factions and kingdoms seeking to sway Despite recent major reforms, spurred by angelic revelations tapestry of faiths and religions.
In contemporary times, the Evolutionist Church has un- the common people to advance their agendas. regarding the true nature of the gods and the corruption of
dergone a metamorphosis. With the return of a few angels to sacred scriptures by the Cult of Shadow Wing, the Church Preachers, Merchants
the mortal plane, the Church has been compelled to confront Purging the Corruption maintains its power and structure in the land. and Community Leaders
the corruption within its echelons and the manipulation of Ranged against the Celestianists are various factions, in-
Unfettered by dogma or doctrine, most of these consecrated The redeemers, as heavenly conduits of the divine twins
its sacred texts by the insidious Ungods’ agents entrenched in cluding the insidious Cult of Shadow Wing, which favors the
beings follow their personal convictions, channeling their Tamera and Bauron, navigate the intrica-
the Church’s ecclesiastical hierarchy. In response, the Church four Ungods seeking to engulf Tanares in corruption. The
divine-bestowed powers to purify Tanares and battle the cies of Tanares with their celestial gifts,
has rebranded itself as the Celestianist Church, embarking fallen elven goddess Bás, while also opposed to the Ungods,
sinister Ungods. which manifest as both transcendent
on sweeping reforms to expunge the Cult of Shadow Wing is an enemy of the Church too, due to her apocalyptic
Gifted with an unparalleled aptitude for discerning and oratory and preternatural sagaci-
from its midst. solution that defends a world of ice and the undead.
extracting malevolent energies from precious objects, re- ty. These divine emissaries, with
In this era, redeemers took even greater prevalence. Their While the Ba-Ka faith, worshiping the Spirit God of
deemers transmute these dark forces into sanctified blessings. their captivating presence, serve
divine gifts and prophetic insights, once spurned by the Magic, had historically clashed with the Evolutionist
They personify the restorative radiance of Tamera and the
Church due to the Evolutionists aversion to ar-
annihilating fury of Bauron, embodying a duality that em-
cane magic, the Celestianist reform has eased ten-
powers them to expunge Tanares of the corruption spawned
sions between them, albeit with lingering distrust.
by the nefarious Ungods.
The Cuibhle Pantheon, an elven religion venerat-
In their call against the forces of darkness, redeemers are
ing elemental deities, has forged an alliance with
guided by cryptic dreams and prophetic visions bestowed
the Celestianist Church against Bás and the Cult
by Tamera and Bauron. This divine foresight enables them
of Shadow Wing.
to undermine their adversaries and tilt the balance in the
Other faiths, such as Luminism, Fumetsu Eido,
protracted, ages-old struggle that has determined the des-
Fruitlism, and Dorsianism, occupy unique positions
tiny of Tanares.
in Tanares. Lumina, the Goddess of Wisdom, has
All too aware of the redeemers’ formidable abilities, the
formed a new alliance with the Celestianist Church,
Ungods contrive insidious stratagems to thwart their celestial
while Fumetsu Tenshikin, a dragon claiming god-
foes. They desecrate temples, infiltrate religious institutions,
hood through angelic artifacts, has transitioned from
manipulate governing bodies against rising redeemers, and
a tolerated enemy to an uneasy ally. Fruitful, a halfling
foment dissension among believers in a bid to sabotage the
deity, and Dorsi, the Guardian God of dwarves, both
redeemers’ influence and obstruct their divine mission.
enjoy strong relationships with the reformed Church.
Yet, redeemers possess a steadfast conviction that remains
However, it is the Windspeaker religion of the cirrus
unshaken, employing their versatile talents to surmount the
people that best exemplifies the religious turmoil that has
challenges of their sacred vocation. Through their divine
historically plagued Tanares. The cirrus, once a thriving
revelations, redeemers frequently find themselves in the path
civilization, were nearly eradicated by the Evolutionist
of the Ungods’ schemes, either consciously or inadvertently
Church’s inquisition, which condemned the Windspeaker
wielding their extraordinary powers to shield Tanares from
faith as heresy due to its divergent interpretations of sacred
the darkness that seeks to engulf it.
scriptures. The reformed Celestianists, despite theolog-
In a realm plagued by corruption, redeemers stand as in-
ical differences, now seek to mend relations with the
struments of the gods, their divine endowments a testament
surviving cirrus and Windspeakers.
to the might of Tamera and Bauron, and their conferred gifts
These religious divisions and alliances, com-
a beacon of hope in the battle to purify Tanares from the
plex in nature, share a common theme: the in-
malevolence that imperils it.
terplay of divine power and mortal interpretation.
Redeemers, with their unique divinely inspired
Religious Conflicts in Tanares dreams, have only further fueled these conflicts,
Tanares, a land steeped in diverse and tumultuous religious as their singular visions rarely align with the
traditions, has long been a crucible for conflicting ideologies. religious interpretations of others.

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as harbingers of the gods’ wisdom and custodians of sacred Understanding the significance of wealth in furthering Redeemer Dreams an explanation of why the gods might choose to send such
relics. their divine mission, redeemers often embrace roles as pros- a dream, and an example of what one might look like.
By day, most redeemers traverse the social tapestry, pursu- perous merchants or astute investors. However, they per- The redeemers possess a rare gift, one that allows them to These dreams can be a powerful tool in the hands of a
ing their celestial mandates while tending to their commu- ceive riches as a means to an end—a vessel through which receive prophetic dreams and visions from the gods. These skilled GM, one who can use them to weave a rich tapestry
nities, confronting the Ungods’ corruption, and bestowing to channel their blessings and advance their cause—rather dreams are not only meant to inspire and guide the redeem- of story and character development. But they should not be
their blessings upon the deserving. As influential orators, than an object of materialistic desire. ers themselves, but to aid and motivate others as well. The viewed as a shortcut or a means of bypassing important plot
they amass devout adherents who heed their in- The redeemers’ ethical compass transcends the confines Dream Table outlines the different styles of these dreams elements. Instead, they should be employed to help players
spiring exegeses of sacred texts and of earthly institutions, often placing them at odds with es- in vivid detail, from the Empowering and Enlightening to deal with unsolved challenging puzzles or overlooked plot
dreams, forging new communities tablished religious orders such as the Celestianist Church. the Lucid and Nightmarish. Each style is accompanied by a hooks. The gods should always be on the side of the redeem-
and sanctuaries that espouse Despite these tensions, some redeemers ally with the Church short description, a common use in campaigns, including ers, guiding them towards success, but never at the expense
their doctrines. to amplify their influence, while others retain their inde- of overall enjoyment of all players.
pendence, disseminating their personal interpretations of
scripture and gathering followers as prophetic visionaries. S tyle of D escription U se E xample
D ream

Prophetic Dreams Empowering The redeemer has complete


mastery over their powers and
Allows the redeemer to see where they are
failing to best utilize their skills and how to
The redeemer failed in a recent encounter be-
cause they didn't know how to use their powers
abilities in a dream, and utilizes implement better strategies. The gods use effectively. In an Empowering dream, they are
The dreams of the redeemers are steeped in mystique, woven them to achieve great victories, this method to empower the redeemer and shown how to better utilize their abilities, wak-
from ethereal reveries and enigmatic signs gifted by their exploring their full potential. help them grow in power and skill. ing with newfound confidence.
celestial patrons, Tamera and Bauron. Unlike the unwaver- Enlightening The redeemer experiences a Provides the redeemer with information The redeemer has been trying to uncover the
ing conduits of the divine, who draw upon celestial energies profound moment of insight that they did not have previously, allow- secret of a puzzling letter, but neither they nor
through steadfast devotion, the redeemers first awaken their or clarity, allowing them to un- ing them to solve a puzzle, understand a their friends can solve it. In a dream, the gods
derstand a previously unknown situation, or make an important decision. show a clue that helps them connect the dots
spellcasting prowess amidst visions of resplendent grandeur, truth. The gods use this method to reveal hidden and identify the solution.
infused with the very essence of divinity. knowledge and provide the redeemer with
greater understanding.
The recent resurgence of the angels saw them confirmed the
divine origins of the redeemers’ dreams and visions, empha- Lucid The redeemer realizes that they Allows the redeemer to explore new sce- The redeemer has been feeling stressed out
are dreaming and can control narios, try out new abilities, or have a fun and burned out from the amount of combat and
sizing the need for discerning interpretation. Yet, the myriad their actions in the dream, as if diversion from the campaign. The gods use traps they are facing in a dungeon. In a dream,
conclaves of the redeemers are far from immune to internal they were awake. this method to allow the redeemer to have they have a relaxing vacation in a tropical para-
strife. A great number of beliefs unfurl, as some advocate a personal experience with them or other dise, where they interact with different people
servants of the gods, in a place separate that may provide new information or quests.
for collective endeavors to decipher the cryptic symbols em- from the events of the physical world.
bedded within the revelations, asserting that the wisdom of Nightmarish The redeemer is plagued by ter- Creates tension, provides a warning, or sets The redeemer has been feeling uneasy about a
the most exalted should guide the interpretations. In stark rible visions of death, destruc- up future events. The gods use this method recent peace treaty signed with a neighboring
contrast, others extol the merits of individual sovereignty, tion, or loss. to instill a sense of urgency or fear in the nation. In a dream, they see a terrible vision of
redeemer, motivating them to act. the treaty falling apart as one of the diplomats
resolute in their belief that each redeemer must divine the dies.
meaning of their own visions, as the gods intended solely
Past Life The redeemer experiences a Provides the redeemer with information The redeemer has a dream where they see
for the chosen recipient and no other. dream that seems to be from a about their character's past or provides themselves as a priestess in a long-ago battle
This divergence of convictions gives past life or the life of an ances- them with insight into their own personal and learn that the death knight that is now their
tor, providing them with insight history. The gods use this method to pro- enemy was once her beloved husband, who fell
birth to factions within the hallowed
into past history or about their vide the redeemer with information they by the blades of its own traitorous comrades he
halls of the redeemers’ temples, un- own origins. lack about their own roots or to help them swore to protect.
derscoring the unique nature of understand an important aspect of their
character's backstory.
each redeemer’s visions as they
embark upon their sacred mis- Prophetic The redeemer has a cryptic This dream is useful for challenging the The redeemer dreams of a looming invasion of
dream about a future event filled redeemer's ability to interpret signs and their home city and sees symbols and flashes of
sions. Despite the turbulence, with symbolism and prophetic connect information, creating puzzles, specific scenes, such as a golden glass filled with
an atmosphere of mutual respect messages that are all connected and communicating a specific message or wine, a crown with 7 rubies, and a light pointing
prevails, with the majority ac- to a critical situation they are in warning about the future. The gods use this south. These symbols may mean that the cul-
or will be in. method to ensure their intervention does prit is one of the 7 lords of the south, the one
knowledging the divine gifts of not supersede mortal free will and agency. known for its vineyard, leading the redeemer to
their brethren, united by their investigate and interpret the signs to prevent
the invasion.
shared vocation to shepherd and
uplift the denizens of Tanares Prophetic The redeemer experiences This dream is useful for giving the redeem- The redeemer dreams of a dragon attacking a
Warning a clear and direct vision that er a warning they can act upon and pro- town at dawn, giving them the chance to return
and their unyielding bond with warns them of an impending viding a clear command to intercede on a and prevent the disaster they missed due to not
Tamera and Bauron. disaster or danger, providing specific situation. The gods use this method noticing the clues previously.
a clear goal, path, and call to to guide mortals in preventing disasters or
action. preparing for upcoming events.
Recurring The redeemer has the same This dream is useful for providing the The redeemer dreams of standing in front of a
dream multiple times, with redeemer with a sense of direction and mysterious locked door with a different symbol
minor differences each time, culminating in a big climax for their story. on it each time, gaining new information to in-
providing a major long-term goal The gods use this method to guide mortals terpret the symbol and ultimately unlocking the
and small bits of help as they on long journeys. door to reveal its secret.
advance towards it.

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Creating a Redeemer Spellcasting Rays alter your divine connection, enabling you to modify the
spells accessible to you as a result of this class.
The first step to creating your redeemer is to define their You have been blessed by the gods who have granted you As a redeemer, your greatest weapons are your rays, which During a short rest, you can alter your spell list, including
personal beliefs. While their power originates from the gods, divine powers, so that you are capable of casting cleric spells. shoot directly from your hands. Starting at 1st level, you can cantrips from this class, sacrificing 1 gold piece per level of
it’s important to consider what they believe the gods want fire a Positive or Negative ray using your action, as long as each spell changed in this way (minimum 1 per spell).
from them and any prophetic dreams they may have had. Cantrips you have at least one free hand. Your rays have a range of
Not all redeemers know precisely where their powers come You know four cantrips of your choice from the cleric spell 60 feet and must target a single creature. Spiritual Vocation
from; they simply know that they are fueled by gold and other list. You learn additional cantrips of your choice at higher Positive Ray. Must target a willing creature. Grants 1d4
emotion-infused material goods. By defining your redeemer’s levels, as shown in the Redeemer Spells Known column of temporary hit points, which last for 1 minute. Note that tem- At 2nd level, you embark on the discovery of your vocation
beliefs, you can map out the discourse they will adopt — the Redeemer table. porary hit points don’t stack, but instead replace each other, and the path you’ll take towards redemption. Choose either
one of divine salvation or personal fulfillment, for example. as per the general rule for temporary hit points. the Vocation of the Doomspeaker or the Vocation of the
Once you have established your redeemer’s beliefs, con- Spell Slots The temporary hit points granted by the ray change to 2d4 at Shepherd, both detailed at the end of the class description.
sider what they do with the gold they receive. Do they use The redeemer table shows how many spell slots of 1st level 5th level in this class, 3d4 at 11th level, and 4d4 at 17th level. Your choice grants you with features at 2nd level, and again
their powers to help people in the best way possible, fulfilling and higher you have available to cast spells. To cast one of Negative Ray. Make a ranged spell attack against the target at 3rd, 6th, 10th, 15th, and 18th levels.
their desires? Or do they move from town to town, collecting these spells, you must spend a spell slot of the spell’s level or creature, dealing 1d6 necrotic damage on a hit. This damage
gold from the desperate and becoming rich? Do they view higher. You regain all spent spell slots when you complete ignores any immunity or resistance the creature has if it’s an Ability Score Improvement
other redeemers as competitors or potential allies who can a long rest. unnatural creature. In Tanares, unnatural creatures are those When you reach 4th level, and again at 8th, 12th, 16th, and
help them solve people’s problems? For example, if you want to cast the 1st-level spell bless and not created by Tamera and/or Bauron, such as penumbral 19th level, you can increase one ability score of your choice
Finally, it’s important to define what led your character you have one 1st-level spell slot and one 2nd-level spell slot creatures, Ungods, undead, and aberrations. If you’re playing by 2, or you can increase two ability scores of your choice
into the life of adventure. Were they seeking an easier way available, you can cast bless using either spell slot. in another setting, talk to your GM to decide what types of by 1. As normal, you can’t increase an ability score above
to obtain gold and artifacts? Did they have a divine dream creatures fit this definition. 20 using this feature.
that drove them to adventure? Are they looking for protec- Spells Known of 1st The damage caused by your ray changes to 2d6 at 5th level
Level and Higher
tion by being part of a team, or do they want to gather an
You know two 1st-level spells of your choice from the cleric
in this class, 3d6 at 11th level, and 4d6 at 17th level. Elysian Restoration
army to prepare for the Armageddon? Perhaps they seek to
spread the word of the gods to as many people as possible. spell list. The Spells Known column of the Redeemer table Magic In Rays Starting at 5th level, the first time you are reduced to 0 hit
Whatever the case, understanding your redeemer’s moti- shows when you learn more cleric spells of your choice. Each points, you can disappear in a flash of light and be transported
of these spells must be of a level for which you have spell Starting at 1st level, while wearing light or no armor and to a safe location in the heavenly realms. You return at the
vations and beliefs will help you create a rich and engaging
slots, as shown on the table. For example, when you reach not carrying a shield, you can use your action to cast a spell start of your next turn with 1 hit point, in your former space
character for your campaign.
3rd level in this class, you can learn one new spell of 1st or (including cantrips) using one of your rays. If you do, your or in the nearest unoccupied space if that space is occupied.
Class Features 2nd level. Additionally, when you gain a level in this class, spell affects a single target determined by the type of ray used, You regain the use of this ability after a long rest.
you can choose one cleric spell you know and replace it with and the spell’s range adapts to the ray’s range. However, you
As a redeemer, you gain the following class features. another spell from the cleric spell list, which also must be must still meet all other requirements for casting the spell Eloquence
of a level for which you have spell slots. and using the ray.
Hit Points You can use this ability a number of times equal to 1 plus Starting at 7th level, the redeemer transforms their words
Hit Dice: 1d8 per redeemer level Spellcasting Ability your proficiency bonus, and you regain all expended uses into an art form and expression of their calling. You double
Hit Points at 1st Level: 8 + your Constitution modifier Charisma is your spellcasting ability for your cleric spells, of it after a short or long rest. the proficiency bonus applied to any Charisma ability checks
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution since the power of your magic depends on your ability to If the spell requires a saving throw and the ray needs an you are proficient in.
modifier per redeemer level after 1st project the divine magic within you into the world. You use attack roll, make the attack roll first. If the attack hits, the
your Charisma whenever a spell refers to your spellcasting target is affected by the spell and must then make the saving Empathy
Proficiencies throw, as indicated in the spell’s description.
ability. In addition, you use your Charisma modifier when At 11th level, upon observing a creature, you immediately
Armor: Light armor setting the saving throw DC for a cleric spell you cast and For example, if you are a 4th-level redeemer and use this
discern whether its Wisdom, Intelligence, and Charisma
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows when making an attack roll with one. ability to cast blindness/deafness using a 2nd-level spell slot,
scores are higher, equal to, or lower than yours. Additionally,
Tools: One artisan’s tool of your choice the spell’s range increases to 60 feet instead of its normal range
Spell save DC = 8 + your proficiency bonus + your after engaging in a conversation with the creature for at least
Saving Throws: Charisma, Wisdom of 30 feet. You must make a ranged spell attack against the
Charisma modifier 5 minutes, you glean knowledge of its skill proficiencies, its
Skills: Choose three from Arcana, Deception, History, target, dealing 1d6 necrotic damage on a hit. The target must
rough wealth level, and facets of its personality (the GM
Insight, Intimidation, Investigation, Medicine, Persuasion, Spell attack modifier = your proficiency bonus + your also make a Constitution saving throw or become blinded or
decides what you learn, but it must be true aspects of the
and Religion Charisma modifier deafened, as described in the spell’s description. The target can
creature, even if it is trying to disguise its real personality).
repeat the saving throw at the end of each of its turns, ending
Equipment Ritual Casting the effect on a success.
You can also attempt a Charisma ability check contested by
You start with the following equipment, in addition to the the creature’s Wisdom. If successful, you ascertain whether
You can cast any cleric spell you know as a ritual if it has the the creature’s challenge rating or character level is signifi-
equipment granted by your background: ritual tag in its description. Redemption Ritual cantly lower (-4 or more), slightly lower (-1 to -3), equal,
• (a) a quarterstaff or (b) a sling
Spell Focus Your divine abilities were gifted to you through communion slightly higher (+1 to +3), or significantly higher (+4 or more)
• (a) a scholar’s pack or (b) an explorer’s pack or (c) a dip-
with the gods, granting you a collection of inherent divine than your level. If this would uncover a secret, the GM may
lomat’s pack You can use any gold coin as a focus for your cleric spells.
spells. Starting at 1st level, you can access the emotional decide to make you aware of the existence of a secret but
• Leather armor and a dagger not what it entails.
value that beings assign to gold or other valuable items to

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Divine Envoy sheet in the chosen position. You move this marker every Positions and Effects Empowered Rays
time you declare firing one of your Rays. The position you A - When unleashing a ray, you can shoot an extra ray
Beginning at the 14th level, you have advantage on all saving will be in at the end of this move will determine the benefit Starting at 6th level, when you release one of your rays, add
of the same type towards a separate target. Starting at 10th
throws imposed on you by unnatural entities (penumbral you will receive until the beginning of your next turn. You your Charisma modifier to the damage dealt or the tempo-
level, you can release two additional rays towards two dis-
creatures, Ungods, undead, and aberrations, or as determined do not receive any benefits if you did not use your action to rary hit points provided by your ray.
tinct targets, excluding your original target.
by your GM in other settings), and these beings have disad- perform a ray in your turn. B - Prior to firing your ray, you can instantly move 20 feet.
vantage on all saving throws imposed on them by your spells. The movement happens before the ray is shot, so all ben- This movement does not provoke opportunity attacks and
Reform Argument
efits to moving in a new position are applied before the ray occurs before the ray is discharged. From the 10th level, this
Essence Reading is used. This movement still happens if you are using Magic movement increases to 30 feet.
At 10th level, if you fail a Charisma ability check when ad-
dressing a crowd or group, you can swiftly rephrase your
in Rays, and is also applied before the spell is cast. C - Until your next turn starts, all your saving throws re-
Starting at 17th level, when you make contact with a magic argument, enabling you to reroll the check and take the new
item, you obtain information about it, including its magical ceive a bonus equivalent to your Charisma modifier. From the result. You can use this ability a number of times equivalent to
properties, attunement requirements, effects, usage methods,
Movement On The Cycle 10th level, gain your Charisma modifier plus 2 as the bonus. your Charisma modifier. You regain all uses after a long rest.
and any potential risks associated with its use, even if cursed. D - The temporary hit points granted by your Positive Ray
Additionally, you discover the type of magic that created Positive Ray: increase by 2d4, and the damage inflicted by your Negative Crowd Leader
the item, for how long it has existed, and any hidden secrets If you declare that you will fire your Positive Ray, you must Ray increases by 2d6. From the 10th level, this extra bonus
rises to 3d4 and 3d6, respectively. Starting at 15th level, your role as a Shepherd provides you
necessary to activate and use the item to its maximum po- make a move with your marker following the arrow pres-
E - Your rays’ magical attack rolls receive a +3 bonus and with exceptional skills in engaging with crowds and building
tential, including activation phrases in unfamiliar languages. ent on the circumference of the circle (yellow arrow - Order
can bypass half cover and three-quarter cover. From the 10th trust with individual members. When making a Charisma
Track - one movement clockwise)
Balance Of Life level, this bonus increases to +5. (Performance) check to interact with a non-hostile group of
at least three creatures, you can add your proficiency bonus
F - Until your next turn starts, creatures suffer disadvantage
Starting at 20th level, using your action, you can call upon when executing ranged attacks against you. From the 10th lev- in Deception or Persuasion to the check in addition to your
the Balance of Life. You and all creatures within 30 feet of el, you also gain +2 AC against all ranged attacks aimed at you. proficiency in Performance. If the check succeeds, you cap-
you either get healed or take damage, such that each is left ture the absolute attention of the creatures, instilling trust in
with half their maximum hit points. You can only re-use Further The Cycle them during the interaction, and they have a disadvantage
this ability after a long rest. Creatures that would lose hit on Wisdom (Perception) checks for anything besides you
points due to this ability can resist its effect by making a Starting at 2nd level, when making a move in your Cycle during this period.
Constitution saving throw (DC 20). of Redemption, you can choose to move twice instead of
just once. You can only use this ability again after a short Mob Mentality
Spiritual Vocations or long rest.
At 18th level, you can once per day influence a group of
Saved By Ray creatures by bending their will to your commands. Any in-
Shepherd Starting at 3rd level, your positive ray grants your target
dividual who can hear and comprehend your speech for 1
minute must make a Wisdom saving throw against your
Redeemers who follow the Shepherd vocation are those whose advantage on all saves imposed by unnatural creatures (pen- spell save DC. A creature that fails will pursue the course
mission given by Tamera in their dreams, even if they are umbral creatures, Ungods, undead, aberrations, or as deter- of action you described as if affected by the suggestion spell,
not aware of it, is to bring balance and soothe the masses so mined by your GM in other settings) until your next turn behaving this way until the order is completed or 7 days have
that their emotions do not generate penumbral creatures. In starts. At 9th level, each time you employ your positive ray
Negative Rays: passed. The course of action must be expressed in one or two
addition, controlling the emotions of the masses ensures that using the Magic in Ray ability, you also heal 1d8 hit points sentences, and follows the same restrictions and limitations
wars are less likely to happen. Shepherds are excellent lead- If you declare that you will fire your Negative Ray, you must of your target in addition to other effects. as the suggestion spell.
ers of crowds, often religious leaders, prophets, and healers. make a move with your marker following the arrow passing
This effect isn’t considered magical but is instead the result
through the middle of the circle (purple arrow - Chaos Track Shepherd Extra Spells of your powerful persuasiveness, so affected creatures will feel
Preacher - two movements counterclockwise)
persuaded rather than enchanted or manipulated. Affected
At 3rd, 7th, 10th, 13th and 16th levels, following the table
At 2nd level, you gain proficiency in Religion. If you are creatures have advantage on saving throws against any ef-
below, you learn a new spell, which counts as a cleric spell for
alredy proficient, your proficiency bonus is doubled for any fect that would compel them to act against your suggestion.
you and doesn’t count against your number of spells known.
ability checks you make that uses this skill.
In addition, you have advantage on Charisma checks related
L evel E xtra S pell
Doomspeaker
to gathering groups, crowds, or audiences to listen to you.
Chosen by Bauron in their dreams, even if not aware of
3rd goodberry
it, redeemers of the Doomspeaker vocation strive to ready
Cycle Of Redemption 7th hypnotic pattern mortals for the inevitable armageddon. Tasked with forti-
At 2nd level, you receive a special marking on your char- 10th dream fying society against the Ungods’ invasion, they establish
acter sheet called the Cycle of Redemption. The position to 13th magnificent mansion institutions, build armies, and manipulate the masses for the
which you move the marker on the Cycle, when you use one 16th sunburst ultimate battle in the Penumbral Plane. Exceptional strate-
of your rays, will guarantee you a unique benefit, which will gists and businessmen, Doomspeakers amass resources and
last until the beginning of your next turn. wealth to construct a resilient society able to withstand the
After taking a long rest, you determine your starting posi- Ungods’ onslaught. Often found in influential positions, such
tion on the Cycle and then place a marker on your character as traders, politicians, or religious leaders, their primary goal

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Fabien Laurens (Order #42156009)


is to consolidate power and resources, ensuring the world Doombringer Extra Spells
stands prepared for the impending threat.
At 3rd, 7th, 10th, 13th and 16th levels, following the table
Businessman below, you learn a new spell, which counts as a cleric spell for
you and doesn’t count against your number of spells known.
At 2nd level, you gain one of the following benefits: proficien-
cy in vehicles (land) and cartographer’s tools, or proficiency L evel E xtra S pell
in vehicles (water) and navigator’s tools. Additionally, you 3rd hideous laughter
have advantage on ability checks associated with gathering 7th vampiric touch
information and connecting with influential people in the 10th dream
politics and economy.
13th finger of death

Doom Magic 16th dominate monster

Starting at 2nd level, whenever you use Magic in Rays and


hit an enemy, you can choose to apply one of the extra effects
Doombringer
on the table below. Starting at 6th level, when you unleash your Negative Ray,
you inflict additional necrotic damage equivalent to your
N ame E ffect
Proficiency Bonus.
Decay The target takes only half of all damage caused by

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

Fabien Laurens (Order #42156009)


Bless List Wisdom (Perception) checks that are based on vision. three times the blessing cost to instead make this Blessing Supreme Blessing (Very Rare)
apply to all weapons the creature uses, including natural Redeemer Level: 13+
• Blessing of Light: As an action, the blessed creature can
weapons and unarmed attacks. Cost - 50.000 gp
Minor Blessing (Common) start to emit light as the light spell. This has no time limit
and can be ended at any time with a bonus action. • Blessing of Tongues: The blessed creature can understand • Blessing of Avoidance: All attacks against the blessed
Redeemer Level: 5+
any language as if affected by comprehend languages. creature are made with disadvantage. If the creature takes
Cost - 10 gp • Blessing of Resilience: Once per day, when the blessed
creature suffers a critical hit, it can use a reaction to turn • Blessing of War: The blessed creature gains +1 to weapon damage, this benefit is lost until the start of its next turn.
• Blessing of Courage: The blessed creature gains a +2 bonus
that into a normal hit. attack rolls. This blessing has no effect if the creature is incapacitated,
to saving throws against fear effects.
restrained, or otherwise unable to move.
• Blessing of Endurance: The blessed creature gains a +2 • Blessing of the Archer: When shooting arrows or bolts, • Blessing of Water: The blessed creature can breathe un-
the blessed creature can create energy versions of the am- derwater as if it were air. • Blessing of Haste: The blessed creature can make one
bonus to saving throws against receiving or increasing
munition that disappear after hitting their target. It is not weapon attack as a bonus action on each of their turns.
exhaustion levels.
considered magical and has no magical properties, but Greater Blessing (Rare) • Blessing of Regeneration: The blessed creature regains
• Blessing of Fortune: If the blessed creature is continuously allows for an endless amount of ammunition to shoot. Redeemer Level: 11+ 1d6 hit points every 10 minutes, provided it has at least 1
attuned to this blessing for one month, they gain a 5% Cost - 4.000 gp
Arrows and bolts the blessed creature shoots never break hit point. If the creature loses a body part, it regrows and
chance to unexpectedly gain 1d10 gp. There is no way to
when hitting an enemy. They can still be broken as usual in • Blessing of Evasion: The blessed creature has advantage returns to full functionality after 1d6+1 days, as long as it
know if the gain of gold is caused by this blessing or not.
other ways. Blessing of Elemental Protection: When this on Dexterity saving throws. has at least 1 hit point the whole time.
• Blessing of Health: The blessed creature gains a +2 bonus blessing is given, the redeemer must choose one element
• Blessing of Nourishment: The blessed creature does not • Blessing of the Giant: The blessed creature’s Strength score
to saving throws against poisons and diseases. (fire, cold, lightning, thunder, or acid). When the blessed
need to eat, drink, or breathe. increases by 2, and their maximum Strength score increases
• Blessing of Life: The blessed creature gains a +1 bonus to creature would take damage from that element, it may use
by 2 as well.
a reaction to reduce that damage by 1d6. • Blessing of Protection: The blessed creature gains +1 to
death saving throws.
AC. • Blessing of the King: The blessed creature’s Charisma
• Blessing of Love: The blessed creature gains a +3 bonus • Blessing of the Desert: The blessed creature needs to drink
score increases by 2, and their maximum Charisma score
water only once every 5 days, and gains advantage on sav- • Blessing of Salvation: If the blessed creature would die,
to Charisma ability checks made when interacting with increases by 2 as well.
ing throws to resist the effects of heat from hot climates. it stays alive with 1 hit point, all failed death saves are re-
people they truly love.
moved, and it becomes conscious if it wasn’t already. This • Blessing of the Mind: The blessed creature’s Intelligence
• Blessing of Sobriety: The blessed creature never becomes • Blessing of the Prey: Wisdom (Survival) checks made to
blessing is completely lost when used. This blessing uses score increases by 2, and their maximum Intelligence score
inebriated from drinking alcoholic beverages. This has track the blessed creature have disadvantage.
two attunement slots instead of one. increases by 2 as well.
no effect on magical liquids or other substances such as • Blessing of Vigor: The blessed creature’s maximum hit
• Blessing of Speed: The blessed creature’s speed increases • Blessing of the Shield: The blessed creature’s Constitution
poisons. points are increased by 3.
by 20 feet. score increases by 2, and their maximum Constitution
• Blessing of the Crafter: The blessed creature gains a +2 score increases by 2 as well.
Major Blessing (Uncommon) • Blessing of Spell Resistance: The blessed creature has
bonus to all ability checks made with artisan’s tools.
Redeemer Level: 9+ advantage on saving throws against spells. • Blessing of the Soul: The blessed creature’s Wisdom score
• Blessing of the Green: The plants that the blessed creature Cost - 300 gp increases by 2, and their maximum Wisdom score increases
• Blessing of the Elements: The blessed creature gains re-
plants and takes care of produce 30% more food when by 2 as well.
• Blessing of Air: When falling, the blessed creature de- sistance to two elements chosen randomly from cold, fire,
harvested.
scends only 60 feet per round and takes no fall damage. acid, lightning, or thunder when the blessing is given. • Blessing of the Supreme Weapon: One weapon the blessed
• Blessing of Tidiness: The blessed creature’s clothes never creature holds can be considered a +3 weapon (can be
• Blessing of Magic: If the blessed creature has spell slots, it • Blessing of the Mystic: The blessed creature gains a +2
get dirty or stained. They can still be damaged or ruined changed at the start of the creature’s turn). The redeemer
may reduce its maximum hit points by 3 upon finishing a bonus to its spell attack modifier and spell save DC, but
in other ways. can pay three times the blessing cost to instead make this
long rest to gain one extra slot of its choice up to 3rd level its maximum hit points are reduced by 4 while attuned
blessing apply to all weapons the creature uses, including
Simple Blessing (Common) (it can’t gain a slot of a level it has no access to). This effect to this blessing.
natural weapons and unarmed attacks.
lasts until the creature finishes another long rest. • Blessing of the Skies: The blessed creature can activate
Redeemer Level: 7+
• Blessing of the Wind: The blessed creature’s Dexterity
Cost - 50 gp • Blessing of Power: The DC of saving throws imposed by this blessing for up to 4 hours per day as a bonus action.
score increases by 2, and their maximum Dexterity score
• Blessing of Action: The blessed creature gains +2 on ini- the blessed creature are 1 point higher. Once activated, the creature gains a flying speed equal to its
increases by 2 as well.
tiative checks. walking speed. Each activation has a duration of 1 minute,
• Blessing of Recovery: The blessed creature can use an
and when it expires, the creature descends at a rate of 30
• Blessing of Consistence: When the blessed creature makes action to make a target creature it touches regain 4d6 hit
feet per round until it lands.
an attack or ability check, they can forgo rolling the d20 points. This can be used once and recovers after a long rest.
to consider a roll of 10 on the die. This can be used only • Blessing of the Superior Weapon: One weapon the blessed
• Blessing of Reflex: When the blessed creature is hit by a
once and recovers after a long rest. creature holds can be considered a +2 weapon (can be
weapon attack, it can use a reaction to reduce the damage
changed at the start of the creature’s turn). The redeemer
• Blessing of Elemental Protection: When this blessing is taken by 1d6.
can pay three times the blessing cost to instead make this
given, the redeemer must choose one element (fire, cold, • Blessing of Secrecy: The blessed creature has advantage Blessing apply to all weapons the creature uses, including
lightning, thunder, or acid). When the blessed creature on all Dexterity (Stealth) checks. natural weapons and unarmed attacks.
would take damage from that element, it may use a reaction
• Blessing of the Weapon: One weapon the blessed creature
to reduce that damage by 1d6.
holds can be considered a +1 weapon (can be changed
• Blessing of Eyesight: The blessed creature gains +2 on at the start of the creature’s turn). The redeemer can pay

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Fabien Laurens (Order #42156009)


T he B rawler
Proficiency
Level Features
Bonus

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.

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Fabien Laurens (Order #42156009)


Extra Attack As a stripped-down version of a barbarian, brawlers possess
a unique set of combat-focused skills that become increas-
Beginning at 5th level, you can attack twice, instead of once, ingly powerful as they level up, making them some of the
whenever you take the Attack action on your turn. best melee combatants in the entire game.
At level one, brawlers’ ability to withstand damage surpasses
Physical Might that of any other class, making them incredibly difficult to
take down in a fight.
You usually fare well when it’s your physical prowess that’s at
This allows for a more aggressive approach to combat tac-
stake. Starting at 6th level, when you have to make a Strength
tics, as combatants have a greater chance of surviving and
and Constitution ability checks or saving throw, you receive
emerging victorious from any altercation. Thus, brawlers
a +3 bonus on that roll. This bonus becomes +4 at 14th level.
make excellent tanks or brutes.
Powerful Legs As brawlers level up, they gain access to a variety of skills
that further increase their ability to deal damage (Extra Attack
Starting at 7th level, your speed increases by 5 feet and an- and Deadly features), accuracy (Hit the Mark feature), and
other 5 feet at 15th level. mobility (Powerful Legs feature). This allows them to take
down enemies more efficiently while maintaining their con-
Deadly sistency, reliability and power in terms of damage, as well as
being able to better deal with ranged attacks such as from
Your combat experience has taught you the best way to harm archers and/or spellcasters.
your enemies. Starting at 11th level, once on each of your Additionally, the Resilient feature amplifies their resilience
turns when you hit a creature with a weapon attack, you can to punishment, making them even harder to take down in
cause the attack to deal an extra 1d10 damage of the same combat, granting bonuses to the Constitution saving throws
type dealt by the weapon to the target. This extra damage they must make.
increases to 1d12 at 17th level. It’s worth noting that while brawlers are incredibly pro-
ficient in combat, they’re not limited to that aspect of the
Barbaric Mastery game. The Experience feature allows players to gain experi-
At 20th level, you embody what true combat power is. Your ence in areas beyond combat, allowing them to create more
Strength and Constitution scores increase by 4. The maxi- well-rounded characters.
mum value of these abilities becomes 24. For example, players can choose to develop soft skills such
as Deception, Intimidation, Performance, and Persuasion,
How to play with a Brawler or opt for intellectual skills such as Arcana, History, and
Religion. By doing so, they can improve their characters’ play-
The brawler class is an excellent choice for players who want ability without interfering with their strength or resilience.
to excel in the combats they and their allies will be engaged In summary, the brawler class offers players a unique play-
in, either dealing massive amounts of damage or resisting style that allows them to excel in combat, while also providing
the damage that would be inflicted on their allies. the opportunity to develop skills beyond the battlefield. With
the right mix of skills and abilities, brawlers can become a
formidable force in any gaming scenario.

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Fabien Laurens (Order #42156009)


T he M age
Proficiency
Level Features
Bonus
1st +2 Simplified Spellcasting, Specific Cantrips (2)
2nd +2 Experience, Arcane Protection
Mage 3rd +2 Simplified Spellcasting (New Spells), Specific Cantrips (3)
4th +2 Ability Score Improvement
Mages are simplified wizards. They are ideal for new players
5th +3 Simplified Spellcasting (New Spells)
who are looking for less complexity or to create a more
6th +3 Arcane Mastery
straightforward character without sacrificing effective-
ness during play. 7th +3 Simplified Spellcasting (New Spells)
8th +3 Ability Score Improvement

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.

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Spellcasting Focus Signature Spells
You can use an arcane focus or a component pouch as a
When you reach 20th level, you gain mastery over two pow-
focus for your spells.
erful spells and can cast them with little effort. Choose two
M age S pells T able of your spells of 3rd level or lower. You have an additional
L evel S pells use for each of these spells, and you regain those additional
1st detect magic, magic missiles uses after a short or long rest.
You can’t use the extra castings of these spells in any other
3rd invisibility, scorching ray
way except to cast them as normal (you can’t use these spells
5th fireball, fly
to cast another spell at a higher level, or to activate any ability,
7th dimension door, stone skin item or effect).
9th cone of cold, wall of force
11th chain lightning, disintegrate How to play with a Mage
13th teleport
For those players who relish commanding the battlefield with
15th antimagic field devastating spells, the mage class emerges as a compelling
17th meteor swarm choice. A streamlined version of the wizard, mages wield ar-
cane power, which they can evolve into awe-inspiring spells
Experience as they advance in levels. This arcane mastery empowers
mages to turn the tides in various combat situations.
Your experience grants you certain practical knowledge. At From the first level, mages tap into their magical prowess
2nd level, and again when you reach 10th and 18th level, to deal reliable damage with spells like magic missile—an
you gain proficiency in a skill of your choice. attack that opponents cannot evade. They can also detect
concealed magical elements in their environment using de-
Arcane Protection tect magic, providing valuable insights during exploration.
The arcane magic that runs around you grants you extra pro- Mages might not boast the sturdiest of defenses, but they
tection. Starting at 2nd level, your AC is 13 + your Dexterity flourish in a ranged combat role, dealing devastating dam-
modifier while you are wearing no armor. At 18th level, it age from a safe distance. This class needs protection from
becomes 15 + your Dexterity modifier. allies, allowing mages to focus on unleashing their potent
offensive capabilities. As they progress, mages unlock even
Ability Score Improvement more destructive spells like disintegrate and meteor swarm,
continually enhancing their damage output.
When you reach 4th level, and again at 8th, 12th, 16th, and The mage’s arsenal also includes protective and utility spells
19th level, you can increase one ability score of your choice such as stoneskin and fly, offering resilience in combat and
by 2, or you can increase two ability scores of your choice mobility. They can even assist their party during exploration
by 1. As normal, you can’t increase an ability score above or emergency exits with spells like teleport, making them a
20 using this feature. boon both in and out of combat scenarios.
Mages excel in providing consistent damage in com-
Arcane Mastery bat while simultaneously offering valuable defensive and
utility abilities.
Starting at 6th level, you gain a +1 bonus to your spell attack
In conclusion, the mage class is a fantastic choice for players
modifier and your spell save DC. This bonus increases to +2
eager to specialize in dealing damage with offensive spells.
when you reach the 14th level in this class.
Their access to a potent spell repertoire, combined with handy
utility abilities, makes them a multifaceted and indispensable
asset to any adventuring party.

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T he P riest
Proficiency
Level Features
Bonus
1st +2 Simplified Spellcasting, Specific Cantrips (2)

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)

straightforward character without sacrificing effectiveness 6th +3 Divine Cure


during play. 7th +3 Simplified Spellcasting (New Spells)
8th +3 Ability Score Improvement

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.

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Spellcasting Focus Divine Intervention
You can use a holy symbol as a spellcasting focus for your
Starting at 20th level, you can invoke your deity to intervene
spells.
on your behalf. This requires the use of an action. Describe
P riest S pells T able the help you are seeking and it will occur, but the GM de-
L evel S pells
termines how is the nature of the intervention — the effect
of any cleric spell or cleric domain spell would be appro-
1st bless, cure wounds
priate. After using this ability, you cannot use it again for
3rd lesser restoration, spiritual weapon
the next 7 days.
5th daylight, revivify
7th banishment, freedom of movement How to play with a Priest
9th greater restoration, mass cure wounds
The priest class is a streamlined variation of the cleric. Unlike
11th harm, heal the clerics with their wide range of domains and vast spell
13th fire storm options, priests specialize predominantly in support spells,
15th sunburst geared towards healing and empowering their allies. From
17th true resurrection level one, priests wield spells capable of significantly influ-
encing the course of a battle.
Priests are uniquely versatile, adept at functioning as both
Experience robust tanks and reliable support units. While they rely on
Your experience grants you certain practical knowledge. At their allies for protection, they possess access to armor and
2nd level, and again when you reach 10th and 18th level, weapons for direct combat, providing a balanced role in
you gain proficiency in a skill of your choice. the party. As they advance in levels, priests acquire even
more potent spells, bolstering their supportive capabilities.
Ability Score Improvement Spells like revivify and greater restoration ensure that their
comrades are perpetually ready for the fray, while offensive
When you reach 4th level, and again at 8th, 12th, 16th, and spells like spiritual weapon and fire storm offer a formidable
19th level, you can increase one ability score of your choice attack repertoire.
by 2, or you can increase two ability scores of your choice Priests are deeply rooted in religious beliefs in Tanares.
by 1. As normal, you can’t increase an ability score above They serve as crucial intermediaries, shedding light on the
20 using this feature. intricate and profound topics that permeate the continent’s
discourse. This allows players to delve into the persona of
Divine Cure the wise, scholarly priest, making this class a valuable asset
Starting at 6th level, every time you heal hit points using one in both combat and narrative scenarios.
of your spells, the healing is increased by +2d8 hit points. In conclusion, priests offer the dual appeal of being po-
The increase in healing becomes +3d8 when you reach the tent allies in combat and insightful advisors outside of it.
14th level in this class. With their balance of support spells, tanking capabilities,
and offensive magic, priests are an exceptional addition to
Holy Shield any campaign. Whether you’re enthralled by the concept of
bestowing blessings or directly engaging in combat, priests
The gods seem to smile upon you and protect you. Starting cater to a broad spectrum of your preferences.
at 10th level, you gain a +2 bonus to your AC.

Tamera Holy Symbol Bauron Holy Symbol


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T he S coundrel
Proficiency Sneak Attack
Level Features
Bonus Simplified
1st +2 Sneak Attack Simplified, Scoundrel’s Agility +1d8
2nd +2 Experience +1d8
Scoundrel 3rd +2 Adventurer's Aptitude +2d8
4th +2 Ability Score Improvement +2d8
Scoundrels are simplified rogues. They are ideal for
5th +3 Scoundrel’s Agility, Precise Striker +3d8
new players who are looking for a less complexity or
6th +3 Adventurer's Aptitude +3d8
to create a more straightforward character without
sacrificing effectiveness during play. 7th +3 Evasion +4d8
8th +3 Ability Score Improvement +4d8

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

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Ability Score Improvement How to play with a Scoundrel
When you reach 4th level, and again at 8th, 12th, 16th, and The scoundrel class is a superior pick for players seeking to
19th level, you can increase one ability score of your choice excel in stealth, disarming traps, unlocking doors, and em-
by 2, or you can increase two ability scores of your choice ploying a quick and cunning combat style. As a scoundrel,
by 1. As normal, you can’t increase an ability score above you’ll enjoy a unique suite of skills, honed to razor-sharp
20 using this feature. efficiency as you level up, establishing you as a formidable
stealth combatant capable of delivering potent damage and
evading even the most intricate traps.
Precise Striker At 1st level, your combat prowess is enhanced by the
Your attacks are often accurate. Starting at 5th level, you Sneak Attack Simplified feature. This power allows you to
receive a +1 bonus to your attack rolls. This bonus increases deal extra damage when attacking an enemy adjacent to an
to +2 at 11th level, and +3 at 17th level. ally. This additional damage escalates as you progress in
levels. Moreover, the Scoundrel’s Agility feature facilitates
your movement across the battlefield without provoking
Evasion opportunity attacks, making you a master of the hit-and-
run combat strategy.
Beginning at 7th level, you can nimbly dodge out of the way
This class encourages strategic combat, taking advantage
of certain area effects, such as a red dragon’s fiery breath or
of positioning and allied placements to strike enemies where
an ice storm spell. When you are subjected to an effect that
it hurts most. You might find yourself using the infamous
allows you to make a Dexterity saving throw to take only
“backstab” tactic often, making scoundrels excellent battle-
half damage, you instead take no damage if you succeed on
field tacticians.
the saving throw, and only half damage if you fail.
As you advance in levels, your problem-solving prowess
becomes increasingly prominent. The Adventurer’s Aptitude
Scoundrel’s Fortune and Experience features give you a bonus to ability checks and
additional proficiencies, making you a versatile asset in many
At 20th level, your luck always seems to be on your side situations. Your inherent agility is further enhanced by the
when it matters the most. If an attack of yours misses a target Evasion feature, ensuring your safety in dangerous situations.
within range, you can turn the miss into a hit. Alternatively, The Precise Striker feature significantly improves the ac-
if you fail an ability check, you can treat the d20 roll as a 20. curacy of your attacks, reinforcing the scoundrel’s reputation
This feature can only be used once per short or long rest. as a deadly and efficient combatant.
In a nutshell, the scoundrel class offers a comprehensive
gaming experience, granting you numerous benefits in
stealth, skill proficiencies, and the ability to escape challeng-
ing situations unscathed. As a scoundrel, you’ll find yourself
perfectly equipped to handle everything from stealth mis-
sions to enemy mage fireballs. Pairing with complementary
classes in your adventuring party can further enhance the
strengths of this versatile class.

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expertise to survive in the deadly path aim to become the ultimate predator, stalking and tak- You can have only one active prey at a time, and you can’t
cold environment. They have mastery ing down the most formidable quarry they can find. The switch targets unless the current target is defeated or until
of spears and are especially skillful in track- rite of passage for these barbarians involves solo hunting you finish a short or long rest. At the end of each rest, you
ing and surviving in the icy wilderness. expeditions, where they must bring down the most powerful must decide whether to retain or dismiss your current prey,
The Ubelians are a fierce collection of clans and tribes, creature they can find. This rite is highly regarded within provided you have one.
constantly embroiled in territorial disputes with each other their tribes and serves as a way to prove one’s worth, attain
as well as with the Kepesh and taii’makus. Their warrior prestige, or face shame. Focused Hunter
spirit makes these barbarians’ rage the most fearsome of Fueled by a burning desire to demonstrate their strength to
all. Many berserkers come from these tribes. themselves, their tribe, or their enemies, the Brutal Hunters Starting at 6th level, you can channel your rage into a deep
The ferocious Tsvetan orcs, composed of four distinct relentlessly pursue their targets with unyielding fervor. They wrath against your prey. While in rage, your weapon attacks
tribes, hold strength and tradition in the highest regard. may hunt for revenge against those who have wronged them, score a critical hit on a roll of 18-20 against your prey.
eliminate enemies, or prove their dominance over powerful
Once united under a formidable kingdom, they now find
themselves in a state of disarray and fragmentation. Katar, a
creatures, making them trophies to add to their collection. Trophy Hunter
Brutal Hunters take immense pride in their hunting tro-
renowned hero of the Kemet Invasion, has risen to the po- phies, viewing them as a symbol of their strength and prowess. At 6th level, whenever you set a prey, you can discern if its
Barbarian sition of warlord by securing the fabled Lava Axe. However,
his reign teeters on the brink of instability as internal strife
Their collection of teeth from their fallen prey is a source of
great respect among their peers and serves as a testament
Challenge Rating (CR) surpasses your own, though the exact
The barbarian class receives new subclasses in this section. value remains unknown. If your current prey’s CR is greater
plagues the tribes. to their power. They are never content to rest on their lau- than your level and you are raging, you gain resistance to
The crux of the conflict lies in the succession of the Red rels and are always seeking out greater challenges and more
Barbarians in Tanares Mother, the spiritual guide revered by the Tsvetan orcs. With powerful prey, driven by a thirst to prove themselves and
all damage dealt by it.

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.

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In addition to their combat prowess, penumbral barbarians Veteran’s Toughness
are highly skilled navigators of the treacherous terrain of
the Penumbral Plane. They possess great knowledge about At 3rd level, you adapt to the hardships of the world beyond. I am Bretzar, descended from a proud lineage of
the flora and fauna of the penumbra, as well as its many You become immune to all planar traits, including terrain penumbral barbarians. Me and my tribe have tra-
complex layers, using this expertise to gain an advantage or climate effects of the Penumbral Plane. versed every shadowed corner of the Penumbral
Plane, and I reckon I’ve seen things that’d make
in both survival and battle.
The penumbral barbarians are a proud people, often Will of Survival your heart skip a beat.
sharing their incredible stories of survival and brav- Now, let me spin you a yarn about the surface lands.
At 6th level, your mind’s robustness matches your physical
ery with those who dare to enter their domain. These The mists there are so dense, you’d be lucky to see
prowess. During your rage, you become immune to psychic your own fingers wiggling in front of your face. And
tales, recounted with conviction, combined with the
damage and any effect attempting to perceive your emotions, the critters hiding in those fogs? They’re like nothing
warriors’ fearsome reputation, leave a lasting impression
read your thoughts, cast divination spells on you, or inflict you’ve ever laid eyes on. But I had a mission to ac-
on all who encounter them. The authenticity of these stories
the charmed condition. complish there. I climbed up to the lair of the ancient
may be called into question, but the penumbral barbarians’
Moreover, any gain in temporary hit points is supplemented penumbral dragon by stackin’ up the gnarled carcass-
unwavering spirit and bravery is undeniable. es of these beasts to fashion a makeshift staircase.
by an additional number equal to your proficiency bonus.
That vile creature had injured one of my kin, so I
Path of The Penumbra In Other Settings I Have Seen Worse had to step up. You get me, don’t ya?

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.

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opulent imperial courts, and hallowed re- ailments, injuries, and curses. Some even believe that those awareness, they can at least provide information about nearby
ligious temples. Their enchanting music connected through the Eighth Note are blessed with eternal locations and creatures, based on their perceptions within
and mystic prowess afford them a sense youth and immortality. the past day. At the GM’s discretion, you might be able to
of belonging in any environment, and Despite its enigmatic nature, the College of Life remains persuade beasts to do small favors for you.
their arrival is invariably met with awe dedicated to unlocking the power of the Eighth Note, bring-
and veneration. Some even embrace the ing its benefits to the world of Tanares. Many bards have Sylvan Sonata
adventurous path, exemplifying that their devoted their lives to uncovering the secrets of this legendary
At 6th level, your connection with life intensifies. You gain
melodious craft transcends mere artistry technique, with some even speculating that the renowned
an additional use of Bardic Inspiration.
and manifests as a formidable weapon. bard, Jade, holds the key to unlocking its power. Despite her
In addition, you learn extra spells, as indicated in the table
silence on the matter, the College of Life continues its quest
Bard Bard College for the harmonious power of the Eighth Note, determined
below. These spells are considered bard spells for you, but
they don’t count against the number of bard spells you know.
to bring its life-giving magic to all who seek it.
The bard class receives a new subclass in this section. At 3rd level, a bard chooses his Bard College, which offers
C ollege of L ife S pells

The Bards of Tanares


you the choice of a subclass. The following option is available
to you when making that choice: College of Life.
Chord of Healing B ard L evel S pells

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

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Divine Domains sacred scriptures. Now recognizing Bauron as a law-abiding
At 1st level, a cleric chooses their Divine Domain, which will god of punishment, these clerics have either amended their
in disguise. This revelation spurred reform,
determine their subclass. The following options are avail- views or left the church to pursue new life paths.
birthing the Celestianist Church and al-
tering its perspective on the able to you when making that choice: Courage domain and
gods. Now, Celestianist Chaos domain. In Other Settings
clerics strive to restore
the Church’s image, Chaos Domain Clerics in this domain associate with chaos gods like Loki
and Seth. They usually seek to subvert the status quo of

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

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know all spells on the list to prepare them, you will still use Irregular
the cleric rules, able to prepare any spell on the list as if it
were a known spell for you. Destruction
At 6th level, you gain the
As a cleric of chaos, it’s important to prepare a spell list for power to wield chaotic en-
each possible option above in advance. This will ensure that ergies against your foes. As
you’re ready to play and can easily switch your spell list as an action, roll 1d8 to select
needed, without making other players wait. Remember to an effect from the Irregular
be courteous and considerate to your fellow players, even Destruction table. Then,
as you embody the chaos of your deity. expend a spell slot of your
choosing and make a ranged
S pells of the C haos D omain spell attack against a target within
C leric L evel S pell 60 feet of you. A successful attack inflicts
2d8 damage per spell slot level expended,
1st faerie fire, shadow noose*
with the damage type determined by rolling 1d10
3rd mirror image, shatter
and referring to the Infuse Chaos table.
5th lightning bolt, protection from energy
7th confusion, hallucinatory terrain I rregular D estruction

9th cloudkill, commune d8 E ffect


1 You make the attack roll with
Infuse Chaos disadvantage.
2 On a successful attack, treat all
Starting at 1st level, you may choose to invoke chaos while damage dice of this attack as if they rolled a 3.
casting a spell. By doing so, you modify the spell’s damage 3 Consider a successful attack as a miss and a miss
type randomly. Roll 1d10 and refer to the Infuse Chaos ta- as a hit.

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

Fabien Laurens (Order #42156009)


dedication to aiding the destitute and uplifting the Bonus Proficiencies • +1 to AC
spirits of the populace. The dwarves of Tanares hold • +1 to attack rolls
another assemblage of intrepid clerics with utmost At 1st level, you gain proficiency with martial weapons and • +1 to all saving throws
esteem. These clerics of Dorsi are distinguished by heavy armor. • +1 to all damage rolls
their dauntlessness, resoluteness, and rousing battle
cries. In times of strife, they spearhead the vanguard, Words of Encouragement This effect lasts for 1 minute.
When you use this feature, you can choose to spend a
bolstering their comrades to achieve greatness and
At 1st level, you have a number of Courage Points equal to Courage Point to give a touched creature two different ben-
instilling terror within their adversaries.
your Wisdom modifier. You recover all your Courage Points efits instead of one.
These valiant clerics embody the essence of warriors,
after a short rest.
brandishing their weapons with expertise and igniting
courage in those who surround them. As emissaries of
The Courage Points can initially be used in three ways: Channel Divinity: Take Heart
• When a creature within 30 feet of you fails a saving throw,
their divine patrons, they epitomize bravery, guiding the At 6th level, if an ally within 30 feet of you drops to 0 hit
you can spend a Courage Point as a reaction to instill in
common folk along the path of righteousness and honor. points but isn’t killed outright, you can use your reaction and
it the will to fight on. The creature can make a new saving
Be it a soldier on the battlefield or an adventurer delving one Courage Point to let them instead drop to 1 hit point.
throw and must use the second result.
into the uncharted, these intrepid champions of courage are
able to embolden the resolute and face any challenge head • As a bonus action, you can spend a Courage Point to sum- Divine Strike
mon your inner strength and smite your foes. Until the
Courage Domain
on. Steered by their unyielding spirit and celestial mandate,
they will never yield, advancing toward triumph with valor start of your next turn, your first successful melee attack At 8th level, you gain the ability to infuse your weapon attacks

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

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Circle, a radical group seeking to impede civilization’s prog- In Tanares persuading them or doing simple tasks (such as watering,
ress and protect nature at any cost. pruning, or removing a troublesome rodent family) at the
Facing penumbral incursions, druids emerge as fierce Found in nearly every great forest, but mainly in the forests GM’s discretion.
champions of natural balance. They wield nature’s power, of the regions north of the Central Sea, the druids of the
employing magic to unleash its forces against any threats to Circle of the Bloom are always vigilant against destruction Plant Guardian
the wild. Druids stand vigilant, using their abilities to expel and disrespect to forests and other natural places.
At 2nd level, you learn a ritual that calls forth a spirit taking
corrupting influences and ensure the Primal Magic Weave
and nature remain unblemished and unviolated. Circle Spells the shape of a plant-type creature known as a Plant Guardian.
This ritual, involving roughly four hours of meditation, can
Your mystical connection to the natural flora imbues you be completed during a long rest. After the ritual, the Plant
Druid Circles with the ability to cast certain spells. At 3rd, 5th, 7th, and Guardian appears and stays with you until it drops to 0
At 2nd level, a druid gains the Druid Circle feature, which 9th level, you gain access to the spells listed on the Circle hit points, or it’s dismissed as a bonus action. In case of its
offers you the choice of a subclass. This option is available of the Bloom Spells table below. Once you have access to death or dismissal, you can resurrect it by conducting the
to you when making that choice: Circle of the Bloom. a circle spell, you always have it prepared, and it does not same ritual.
count against the number of spells you can prepare each The Plant Guardian follows the stat blocks listed on the
Circle of the Bloom day. If you have access to a spell that does not appear on
the druid spell list, the spell is considered a druid spell for
Plant Guardian table and can take the form of a plant of your
choice, determined at the time of the ritual and respecting

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.

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Plant Wild Shape You can only tune in again with your Plant Guardian after
completing a long rest. G uardian Sprout G uardian S hrub
Starting at 6th level, your Wild Shape ability allows you to Small Plant, unaligned Large Plant, unaligned
transform into plant-type creatures. Additionally, you can Plant Telepathy Armor Class 15 (natural armor)
choose to transform into a plant-type variant of a creature Armor Class 13 (natural armor)
Starting at 14th level, your telepathic connection with plants Hit Points 27 (5d6 + 10) Hit Points 84 (8d10 + 40)
that you’re already capable of transforming into. The creature
extends to 120 feet. You have advantage on all Charisma checks Speed 20 ft. Speed 30 ft.
has a wooden, branch and leaf appearance and is considered
a plant-type creature in addition to its other types. Use the made with plants and plant-type creatures. Additionally, you
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
stat block of the same creature, but you have resistance to gain the innate ability to cast the speak with plants spell at
12 (+1) 9 (-1) 14 (+2) 7 (-2) 10 (+0) 6 (-2) 18 (+4) 8 (-1) 20 (+5) 7 (-2) 12 (+1) 6 (-2)
piercing or bludgeoning damage, and vulnerability to fire will, without spending a spell slot.
damage. All other rules for Wild Shape still apply as usual, Damage Vulnerability fire Damage Vulnerability fire
including the max. CR. Damage Resistance bludgeoning, piercing Damage Resistance bludgeoning, piercing
Senses blindsight 30 ft., passive Perception 10 Senses blindsight 30 ft., passive Perception 11
When in a plant-type form, you gain an additional abil- Artibeus’ Guide to Becoming a Plant Languages Druidic Languages Druidic
ity: Branch Snare.
Challenge ¼ (50 XP) Challenge 2 (450 XP)
Branch Snare. Every time you hit a creature with a melee Greetings, my druid brothers and sisters. I know
attack during your turn, you have the option to ensnare that that you’re already used to turning into animals and
creature if it is no more than one size category larger than are quite familiar with it. But now, I’m going to Actions Actions
you. The creature becomes grappled by you (escape DC 13,
explain a bit about the care you need to take when Branch Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar- Branch Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
turning into a plant. get. Hit: 6 (2d4 + 1) bludgeoning damage and the guardian sprout target. Hit: 13 (2d8 + 4) bludgeoning damage and the guardian
plus your proficiency bonus). As long as this grapple persists,
can cause the target to become grappled if its size is Medium shrub can cause the target to become grappled if its size is Large
your melee attacks are restricted to the ensnared creature only. In our youth, I believe that practically all of us ex-
or smaller (escape DC 13). Until this grapple ends, the guardian or smaller (escape DC 16). Until this grapple ends, the guardian
plored our animal forms in the most varied ways. In shrub can’t use its Branch Slam on other targets.
sprout can’t use its Branch Slam on other targets.
Bloom my case, my friends and I used to have a competition
Root Entanglement (Recharge 5-6). The guardian shrub takes
to see who could peck corn the fastest in chick form.
root in the ground and causes them to sprout in a 20-foot radius
Starting at the 10th level, you can synchronize with your Or we’d turn into cute cats to receive affection from around it. All creatures in the area must succeed on a DC 16
Plant Guardian, triggering it to bloom and bear fruit. This the beautiful ladies of the village, or even race in the Strength saving throw or be restrained by the entangling roots.
tuning process takes 10 minutes and results in your Plant most diverse animal forms. Oh, Lanfa and Millor A creature restrained by the guardian shrub can use its action
once conducted a rigorous experiment trying to re-
Guardian producing a number of fruits equivalent to your
proficiency bonus, which last for 24 hours. produce in animal form. That’s how she discovered G uardian B ush to make a Strength saving throw. On a success, it frees itself.
As long as there is a restrained creature, the guardian shrub
that we can’t reproduce in animal shape. Medium Plant, unaligned has its speed reduced to 0, if it moves on its turn the restrained
Your Plant Guardian must have received sunlight for at
creature is released.
least one hour in the last 24 hours to produce these fruits. Well, let’s get back to the topic. When you turn Armor Class 14 (natural armor)
Consuming one of these fruits as an action confers several into a plant, you maintain the same abilities as the Hit Points 39 (6d8 + 12)
benefits: animal whose form you’re assuming, but there are Speed 25 ft.
• For the rest of the day, the creature no longer needs to details. The dynamics are different, trying to flap
trunk wings requires greater strength and you could STR DEX CON INT WIS CHA
drink or eat; 14 (+2) 9 (-1) 15 (+2) 7 (-2) 10 (+0) 6 (-2)
shed many leaves if you don’t know how to do it
• The creature regains 1d12 hit points; and properly. It takes time to get used to the texture of
• The creature is cured of any diseases afflicting it, and the Damage Vulnerability fire
wood instead of flesh and bone, but eventually you’ll
conditions blinded, deafened, and poisoned are removed. Damage Resistance bludgeoning, piercing
get the hang of it.
Senses blindsight 30 ft., passive Perception 10
You won’t be very intimidating. The other day I tried to Languages Druidic
scare the peasants from the neighboring village in wolf Challenge 1 (200 XP)
plant form, but they started laughing. On the other
hand, you’ll be able to disguise yourself more easily,
since people pay less attention to a tree. The problem is Actions
the squirrels and even birds that perch on you, it feels Branch Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
like tickling, and that can ruin your disguise. target. Hit: 9 (2d6 + 2) bludgeoning damage and the guardian
bush can cause the target to become grappled if its size is Large
Lastly, you’ll produce clean air instead of consuming or smaller (escape DC 14). Until this grapple ends, the guardian
it. It’s strange, but you’ll be helping the environment. bush can’t use its Branch Slam on other targets.
But of course, only if you’re in the sun and maintain
leaves in your form. And no, you also won’t be able
to reproduce or bear fruit. It would be very strange
eat a fruit coming from me.
I know I’m not a good teacher, but I think it’s im-
portant to talk about things that they don’t warn us
about in druid circles.

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G uardian Tree Ancient G uardian
Huge Plant, unaligned Huge Plant, unaligned

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 112 (9d12 + 54) Hit Points 121 (9d12 + 63)
Speed 30 ft. Speed 30 ft.

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)

Damage Vulnerability fire Damage Vulnerability fire


Damage Resistance bludgeoning, piercing Damage Resistance bludgeoning, piercing
Senses blindsight 30 ft., passive Perception 12 Senses blindsight 30 ft., passive Perception 13
Languages Druidic Languages Druidic
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

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.

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the right price. Relentless training, honed found among a few tragic heroes and the Republic-aligned Death Touch
in brutal duels and small-scale skirmishes, is winter elves who renounced Gullog.
where they are forged. In Tanares, strategic warfare Although Death Knights need not be inherently malev- Starting at 3rd level, you have established a connection with
is unfamiliar, and large-scale battles are forbidden by olent, it requires a stoic or extraordinary individual to at- the essence and power of death, granting you a suite of abil-
divine decree. Thus, warriors dedicate their lives to tune their existence to death’s dominion. Regardless, the ities that grow in strength as your connection deepens:
mastering close-quarters combat, becoming mere presence of a Death Knight is a formidable threat, • Starting at 3rd level, when you use your Second Wind
experts in small group engagements. for their unyielding pursuit of victory is undeterred by the feature, you may spend up to two hit dice to recover hit
Across Tanares, fighters stand at the fore- specter of death. points in addition to its other effects.
front of action, battling in arenas, defending • Starting at 6th level, you only require half the normal
their lands, exploring dungeon depths, and leading small
bands of warriors toward glory. Following the Kemet
In Other Settings amount of food, drink, and sleep for someone of your
species. Additionally, you can hold your breath three times
Invasion, the emergence of new factions has presented op- The Death Knight, a wielder of death’s dark might, can be longer than normal and have advantage on saving throws
portunities for fighters to test their skills, joining mercenaries, found in any world where the shadow of death looms over and resistance to damage from inhaled gasses.
adventurers, and fortune-seeking soldiers as they etch their warriors. An inseparable part of life’s cycle, death holds a • Starting at 9th level, you become immune to diseases, poi-
names into history’s annals. captivating allure for those who stand in its presence, be it son damage, and the poisoned condition.
Fighter by their own choice or by the fates. • Starting at 12th level, for every 3 years that pass, your body
The fighter class receives a new subclass in this section. Death Knight This fearsome subclass can take on many forms: a fallen ages only 1 year, increasing your lifespan.

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

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Death Powers any Soul Points gained in this manner are lost after taking Death Powers List 7th Level
You learn 3 Death Powers, which must be chosen from the a short or long rest. Ethereal Move. You may use your bonus action and spend
Death Power List, and gain an additional one at levels 7th, 3rd Level 1 Soul Point to automatically move 30 feet without spending
10th, 14th, and 18th. Some Death Powers have specific level Blessed by Death your speed. During this movement, you move through the
Death Grip. You may use your bonus action and spend 1
requirements, which are noted in their description. Starting at 7th level, when you make a death saving throw, ethereal plane, so you do not provoke opportunity attacks,
Soul Point to conjure a hand of necrotic energy that reaches
any roll of 3 or higher is considered a success. If you roll ignore difficult terrain, and can move through objects and
Saving Throws for a creature within 30 feet of you. This creature must suc-
creatures. You must end your movement in an unoccupied
a 1, it counts as only one failure. Additionally, if you roll a ceed on a Strength saving throw or be pulled to the nearest
When a Death Power requires a creature to make a saving 20, you regain hit points equal to your level instead of just space, or be expelled to the nearest unoccupied space.
empty space close to you, provided that the path is clear.
throw against its effect, the DC is calculated as follows: 1. However, you still automatically fail death saving throws Strangling Grip (Prerequisite: Death Grip). When you
Death Protection. When a creature’s attack hits you or an
Death Power save DC = 8 + your proficiency bonus + if you take damage while you are at 0 hit points. declare the use of the Death Grip, you can use an action and
ally within 5 feet of you, you may take a reaction and spend
your Constitution modifier. Additionally, as a bonus action, you can spend 1 Soul Point spend an extra 1 Soul Point to impose the restrained condition
1 Soul Point to give an AC bonus to the target hit by the
to regain up to 3 spent Hit Dice. You can use this additional on the target, in addition to the effects of Death Grip, if the
attack equal to your proficiency bonus against this attack.
Soul Points effect once, regaining its use after a long rest. Death Strike. When you hit a creature with a melee weapon
target fails its saving throw. The target can repeat the saving
You have 2 Soul Points and gain an additional Soul Point throw at the end of each of its turns to end the condition.
attack, you may spend 1 Soul Point to cause an extra 1d10
at 10th level. One Soul Point is always spent when using a Grim Reaper of necrotic damage to the creature. At 11th level, you may
Death Embrace. When you suffer cold, lightning, or necrot-
Death Power. You regain all of your Soul Points after taking ic damage, you may take a reaction and spend 1 Soul Point
At 10th level, you become a beacon for departing souls. When spend 2 Soul Points to cause an extra 2d10 of necrotic dam-
a short or long rest. to gain resistance against the triggering damage. At 12th
you harvest a Soul Point from a creature that has fallen to age. You may only use this ability once per turn.
Additionally, you gain 1 Soul Point whenever an intelligent level, you may spend an extra 1 Soul Point to gain immunity
your attack, you also gain 1d12 temporary hit points. If a creature dies in the same turn you hit it with a Death
creature (Intelligence 3 or higher), excluding constructs, dies against the triggering damage, rather than just resistance
Strike, you gain 1d6 temporary hit points, but you can’t gain
Undead Fortitude. When your hit points are reduced to 0
within 15 feet of you, by taking part of the energy released by
its essence. However, the maximum number of Soul Points
Undead Master any Soul Point from that death.
but you are not killed outright, you can spend 1 Soul Point
Death Terror. You may use your bonus action and spend
you can accumulate is equal to 1 plus your proficiency bonus, and make a DC 14 Constitution saving throw. On a success,
At 15th level, your intimate bond with death allows you to 1 Soul Point to attempt to frighten a creature that is adjacent
a n d you remain at 1 hit point. The DC increases by 2 for each
command the undead. You may cause any undead creature to you. The creature must make a Wisdom saving throw or
subsequent use of this ability before a long rest.
within a radius of 120 feet, who can see you, to make a be frightened of you for 1 minute. At the end of each of its
Wisdom saving throw against your Death Power save DC. turns, the affected creature may make a saving throw to try 10th Level
If it fails, the undead creature perceives you as a leader and to end the frightened condition.
Creeping Darkness (Prerequisite: Ethereal Move). When
becomes friendly, obeying your instructions. Fleeing Death. When another creature deals damage to
an ally within 60 feet of you suffers an attack, you may take a
Intelligent undead creatures (Int 5+), howev- you with a melee attack, you may take a reaction and spend
reaction and spend 1 Soul Point to teleport to an unoccupied
er, have advantage on this saving throw and can 1 Soul Point to reduce the damage by 1d10. At 7th level, you
space adjacent to them and take the attack in their place,
resist your commands if you cause them harm or may spend additional Soul Points to further reduce the dam-
gaining resistance to the damage from this attack.
act against their fundamental beliefs. These intel- age taken. For each extra Soul Point spent with this Death
Grave Mist. You may use your bonus action and spend 1
ligent undead can repeat their saving throw every Power, you reduce an additional 1d10 of the damage taken.
Soul Point to summon an eerie mist. You affect a circular
24 hours, potentially breaking free from your Undying Knight. As an action and by spending 1 Soul
area with a 10-foot radius centered on you for 1 minute.
control. After 48 hours without your pres- Point, you can spend up to 3 Hit Dice to regain hit points.
Any creature that enters or is within this area must make
ence, any undead will automatically break Additionally, you regain an extra amount of hit points
a Constitution saving throw. On a failure, the creature is
free from this effect. You can only control a equal to half your Constitution bonus (rounded up) for
poisoned for the next minute. If the creature is no longer in
number of undead equal to your class level each Hit Die used.
the affected area, it may make another saving throw at the
at the same time. Unwearying Warrior. When you would suffer a level of
end of each of its turns to try to end the poisoned condition.
exhaustion, you can spend 1 Soul Point and not suffer it,
Between Life regardless of its origin.
Life Drain. You can use your action to attempt to touch a
living creature adjacent to you. To determine if your touch
and Death Vision of the Afterlife. You can use a bonus action and
is successful, you must make an unarmed strike against the
spend 1 Soul Point to gain darkvision with a range of 60
At 18th level, you exist in the twilight zone creature. On a hit, you deal 1d10 necrotic damage for each
feet until your next short or long rest. If you already have
between life and death. You don’t require Soul Point spent on this Death Power, and regain hit points
darkvision, this Death Power doubles its range. When ac-
food, drink, or sleep, and you cannot be equal to the damage dealt.
tivated, you can concentrate using a bonus action to gain a
affected by sleep effects or the frightened Terrifying Howl. You can use your action and spend 1 Soul
glimpse of what is occurring in the Ethereal Plane for the
condition. Even though you don’t need Point to unleash a haunting howl that mimics the sound of
next 10 minutes. After this time, Vision of the Afterlife ends.
sleep, taking a long rest still requires at least death. Creatures of your choice that can hear you and are
4 hours of inactivity to rejuvenate your body within 60 feet of you must make a Wisdom saving throw.
and mind. During this period, you remain On a failure, the creature is frightened of you for the next
alert and do not need to be unconscious. minute. A frightened creature must use all its movement to
move away from you. The frightened creature can repeat the
saving throw at the end of each of its turns to end the effect.

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sages, sought after by many who seek enlightenment and a attack against the creature that declared the attack, due to
a nomadic life, traveling from place to place to fulfill personal deeper understanding of the world. the Praying Mantis Special Reaction. Then you must switch
missions or further their training. to another Stance you know.
The monks of Tanares seek to achieve harmony between Animal Stance 2- When the Switch Trigger of a Stance you have but you
body and soul, living a simple life of moderation and mind- are not currently in happens, you may change to that stance.
Starting at 3rd level, you choose two of the six available
fulness. They consume their meals sparingly, dress in modest For example: If you are in the Tiger Stance and a creature
animal stances. Each of these stances was created based on
attire, and contemplate the beauty of nature, seeking to un- within your reach declares an attack against you, you can
Monk
the observation of the fighting style of the creatures that
derstand and appreciate its essence. Their philosophy extends switch to the Praying Mantis Stance and then perform an
named them: Crane, Monkey, Praying Mantis, Tiger, Snake,
beyond their own well-being, and they are often involved in unarmed or monk weapon melee attack against the creature
The monk class receives a new subclass in this section. and Dragon. At 9th level, you learn another animal stance
charitable and humanitarian pursuits, donating their pos- that declared the attack, due to the Praying Mantis Special
and another at 15th level.
Reaction. Then you must switch to the Praying Mantis Stance.
Monks in Tanares sessions and wealth to those in need. Though there may be
some who have strayed from the path and use their skills Switching Stances
Animal Stances
T
he monks of Tanares are renowned for their for selfish purposes, these individuals are seen as outliers During the initiative roll, you must declare which animal
unyielding physical and mental discipline, embody- and are shunned by their fellow monks. stance you will be in at the start of combat. However, you
ing the ideals of martial arts, philosophy, and wis- can switch animal stance throughout battle in three ways: The Crane
dom. These serene and insightful individuals only resort to Way of the Animals Spending a Ki Point: During your turn, you may spend 1 While in this animal stance, you have a +1 bonus to your AC.

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

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Fabien Laurens (Order #42156009)


Special Reaction: You can use your Reaction to make a The Dragon can spend 1 Ki Point to impose a Constitution saving throw
melee attack, unarmed or using a monk weapon, against the While you’re in this animal stance, any time you take damage on the target. On a fail, the creature is afflicted by the poi- Greetings! I am Ohris, and it is my honor to guide
creature that declared the attack before it makes the attack. of any kind, it’s reduced by an amount equal to your profi- soned condition for 1 minute, during which it takes 1d6 you on the path of a true monk. As a practitioner
ciency bonus, but it can’t be reduced below 1. necrotic damage at the start of each of its turns. The creature of the Way of the Animals, I will teach you how to
The Tiger can repeat the saving throw at the end of each of its turns observe your enemies with the eyes of an eagle and
Switch Trigger: An ally within 5 feet of you becomes the
While in this animal stance, you deal one extra Martial Arts to end the effect. react to their movements with lightning-fast reflexes.
target of an attack (before roll).
die of damage with the first melee attack you hit during
Special Reaction: You can use your Reaction to become
your turn. The Dragon As you assume your stances, remember that your
the target of this attack instead of your ally. If it hits you, body is your weapon, and you must use it to its
Switch Trigger: An ally makes an attack against a creature While in Dragon Stance, whenever you make a saving throw,
any damage taken from this attack is halved (after applying fullest potential. However, if your enemy makes
within 5feet of you. you can spend 1 Ki Point to make it with advantage.
all other forms of damage reduction). a wrong move, what we call a switch trigger, you
Special Reaction: You can use your Reaction .to make an can quickly adapt and change your stance. By doing
unarmed strike or a monk weapon attack against that creature.
Animal Ki Fluid Movements so, you can infuse your spirit with another animal
essence, providing you and your allies with a distinct
The Snake Starting at 6th level, you can use your Ki Points to perform an
Starting at 11th level, your mastery of using fighting stances
advantage in battle.
While in this animal stance, your Ki save DC is increased by 2. increases, and you gain an extra benefit whenever you enter
ability that varies depending on the animal stance you are on.
Switch Trigger: A creature hostile to you moves to a space a new animal stance. Remember to study each stance carefully and un-
within 10 feet of you. The Crane derstand the triggers for each one. By doing so, you
The Crane can take full advantage of the benefits that come
Special Reaction: You can use your Reaction to move to While in Crane Stance, you can use your reaction and spend
When you enter the Crane Stance, until the end of your next with switching stances during combat. While you
that creature immediately; it must make a Dexterity saving 2 Ki Points when you are targeted by an attack (before roll).
turn, the next attack against you has disadvantage. can always use your Ki power to change stances,
throw against your Ki save DC or have disadvantage on the This allows you to redirect the attack to another creature of
this method is less effective than observing your
next attack roll it makes until the start of your next turn. your choice within 5 feet of you, excluding the original at- The Monkey enemies and reacting accordingly. So, let us begin
tacker. There must be a valid target available for you to use your training and unlock the full potential of the
When you enter the Monkey Stance, you gain ad-
this ability, you cannot redirect an attack towards an empty Way of the Animals.
vantage on the next attack you make until the
space, the ground, or a wall.
end of your next turn.
The Monkey
The Praying Mantis
While in Monkey Stance, you can spend 1 Ki Point when
When you enter the Praying Mantis Stance,
you perform a Step of the Wind. If you do, you can
the next creature you hit with an attack until
pass spaces occupied by enemies and do not receive
the start of your next turn becomes prone.
attacks of opportunity while moving. After the
move, you can take a Hide action. The Tiger
The Praying Mantis When you enter the Tiger Stance, until the
end of your next turn, the next attack you
While in Praying Mantis Stance, if a hu-
hit deals +1d10 damage.
manoid creature fails its save against your
Stunning Strike, you can spend 1 extra The Snake
Ki Point to make the condition last for 1
When you enter the Snake Stance, until the
minute instead of one turn. The creature
end of your next turn, you gain advantage on
can make a new saving throw at the end
the next attack you make. If you already have
of each of its turns, ending the effect of
advantage on this attack, it becomes a critical
success.
hit if you hit.

The Tiger The Dragon


While in Tiger Stance, when you perform a When you enter the Dragon Stance, until the end of
Flurry of Blows, you can spend 1 extra Ki Point your next turn, all damage reductions incurred by the
to perform one extra melee attack. If the attack Dragon stance are doubled.
succeeds, the target must make a Strength saving
throw. On a fail, the creature is knocked prone Animal Awareness
and takes an extra 1d10 damage.
Starting at 17th level, you significantly develop your senses,
The Snake similar to the animals whose movements define your martial
While in Snake Stance, if you hit an unarmed art. You gain proficiency in Perception and Insight skills; if
strike with advantage against a creature, you you are already proficient, double your proficiency bonus in
that skill. In addition, you can never be surprised.

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work tirelessly and discreetly, never seeking recognition or swayed by power’s allure or the beckoning of a single faction,
worshippers, serving as stalwart guardians of pyramids ded- glory for their heroic deeds. After each successful mission, but perpetually championing righteousness and virtue.
icated to the Kepesh deity. they vanish into the night, ready to continue their endless
Within Tanares, paladins frequently enter the Arenas, driv- fight against evil in all its forms. Principles of Freedom
en not only to uphold their faith and defend the innocent, These paladins are faithful to deities of goodness and free-
but also to contest political and judicial disputes that imperil Each Oath of Freedom is unique, reflecting the liberator’s
dom, nurturing a relationship of reverence and respect with
the equilibrium of justice. They spearhead expeditions in- personal values and beliefs. However, the principles of kind-
their divine patrons, rather than one of servitude. They em-
to treacherous lands to recover sacred relics and vanquish ness, selflessness, and freedom are firmly entrenched in all
bark on personal quests to overthrow tyrants, aid the needy,
sinister forces, leveraging their charismatic aura to attain Free Knights.
and defend freedom, unwaveringly upholding the ideals of
political influence as lords, leaders, and even esteemed dip- Autonomy. Reject any organization or power that may
liberty and unity, even in the face of conflicting laws and
lomats, particularly between Celestianist nations like the restrict your ability to bring about good.
societal norms. With their skills, training, and unbreakable
Republic and the Empire. Goodness. Continuously strive to bring the greatest good
spirit, Free Knights roam the lands, fearlessly investigating
Religious tensions have persistently plagued Tanares since to all whom your path may lead.
and vanquishing evil wherever it may hide.
Paladin the Malrokian Age. However, with the emergence of territori- Inspiration. Lead by example, not by edict. Serve as a
The paladin class receives new subclasses in this section.
al, ideological, and religious factions, the demand for devout In Tanares beacon of hope for the oppressed, inspiring others to join
your noble cause.
warriors has intensified. Paladins are held in high regard
Deemed heretics by the old Evolutionist Church, the Free Freedom. Defend individual freedoms and hold those
Paladins in Tanares within societies that embrace their religious tenets, enjoying
social prestige and unyielding support. Conversely, in regions Knights remained resolute in their pursuit of justice, com- accountable who threaten free will. Battle all forms of tyr-

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

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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

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Channel Divinity Aura of Sacrifice
To Lord Paladin, Sir Erick,
When you take this oath at 3rd level, you gain the following At 7th level, your dedication to protect your allies manifests
two Channel Divinity options: in a tangible manner. If a creature within 15 feet of you suf- It is with immense honor that I present my findings on the Evolutionist Church, following an exhaustive
Shield of Freedom. As a bonus action, you can infuse fers damage and you are conscious and able to perceive the investigation. My inquiry revealed numerous factions vying for power and influence, with varying degrees
your shield with divine power using your Channel Divinity. creature, you can choose to mystically absorb half of that of Ungod’s corruption present.
For 1 minute, you add half your proficiency bonus (rounded damage as a free action. You cannot resist or reduce this
The enigmatic Spiritual Guides, protectors of cemeteries who combat the undead, reveal little about themselves.
up) to your AC while wielding this shield. Additionally, you transferred damage in any way (temporary hit points still Though no evidence of corruption was discovered, their secretive behavior raises questions about their loyalty.
gain advantage on saving throws against being grappled and function as usual against this damage).
against magical effects that cause the grappled, stunned, re- If this feature’s damage reduce your hit points to 0, you The Scribes, erudite scholars of history and magic, meticulously document nobles and their secrets. While
strained, charmed, paralyzed, or petrified conditions. can choose to remain at 1 hit point. Upon using this feature purporting to oversee the use of magic, some prioritize exposing rival wizards over protecting the people.
Light of Liberation. As an action, you brandish your ho- to remain at 1 hit point, your aura deactivates until you Caution when interacting with them is advised.
ly symbol and pray for freedom, invoking your Channel complete a short or long rest. The Shields, disciples of Ellen Gideoni, pride themselves of their bravery and integrity. Tasked with hunting
Divinity. Choose a creature you can see or hear within 30 feet At 18th level, the range of this aura increases to 30 feet. heretics and securing church grounds, corruption still festers within their ranks. Nonetheless, some maintain
of you to end all magical effects on it that cause the charmed, adherence to the Church’s values and actively combat corruption.
grappled, paralyzed, petrified, restrained, or stunned con- Hands of the Free Man
ditions. Physical restraints are not automatically broken, The compassionate Enlightened, led by Cardinal Taram, prioritize the well-being of commoners. Their
Starting at 15th level, when you or an ally within your Aura primary mission involves defending against penumbral corruption and the creatures that threaten the public.
but the creature gains advantage on checks made to escape,
of Sacrifice takes damage and you are conscious, you can While admirable, they must remain vigilant against corruption.
unlock, or break any physical confinement for 1 minute. This
use your Lay on Hands feature as a reaction instead of an
includes attempts to escape a grapple or use thieves’ tools The Sons of Tamera, revered healers committed to treating body and mind, are esteemed by
action on the damaged creature, ignoring the typical range
to unlock a holding cell. the masses. They tend to injuries, diseases, and even madness caused by the Penumbral
restriction of Lay on Hands. Once you use this feature, Plane. However, Cardinal Jocasta, the benevolent face of the Sons, records the heroes
you can’t use it again until you complete a short rest. they heal, discreetly accruing favors.
Avatar of Freedom The Seeds, principal allies of the Enlightened, manage food supplies and collect intel-
ligence. Although no definitive evidence of corruption exists, suspicions indicate that
At 20th level, as a bonus ac- some may align with Gideoni, utilizing their roles to bolster his position
tion, you can become an avatar by monitoring food routes and stocks throughout all nations.
of freedom. For 1 minute, your
conviction manifests as a tangi-
The Heralds, responsible for enforcing law and order,
grapple with evident corruption within their ranks.
ble aura, taking the form of an
Some aspire to return to the Empire’s former state
emblem of freedom that reflects
when their power was greater. Their actions war-
your beliefs. rant close scrutiny to prevent undermining the
For the duration, you gain Church’s goals.
immunity to any magical ef-
fect that results in the stunned, The Awakened, a clandestine group of
restrained, charmed, para- hunters, remain enigmatic and unforthcom-
lyzed, or petrified conditions. ing about their activities. Though they ab-
Moreover, you and all allies stain from church politics, their motives are
within 20 feet of you contin-
inscrutable.
ually benefit from the effects of In summary, the Church appears united,
the freedom of movement spell. but internal divisions persist. The factions’
After using this feature, you continuous struggle for power risks a schism
can’t use it again until you fin- within the Church. High Cardinal Gideoni
ish a long rest. seems primarily preoccupied with self-in-
terest. As a knight, I shall continue investi-
gating and reporting any developments, en-
suring swift action against the corruption
permeating the Church walls.

Sincerely, Knight Detective Ronan,


Skybell, 1278

Letter used during the trials of the Celestianist


Reformation, Year 1280, authenticated and pre-
sented by High Cardinal Taram, Collection of the
Judgements
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struggle against the penumbral menace. They keep their Shadow Investigator Magic
knowledge close to the vest, sharing it only with trusted pupils
With the growing conflict between factions or assistants, but their mastery of the enemy and their tactics Starting at 3rd level, you learn an additional spell when you
and countries, rangers are increasingly being make them an indispensable force in the fight. Though their reach certain levels in this class, as shown in the Shadow
employed as spies, scouts, explorers, and detec- methods may engender distrust or fear among the general Investigator Spells table. This spell counts as a ranger spell
tives, providing valuable intelligence and reconnais- population, the Shadow Investigator is a necessary presence for you, but it doesn’t count against the number of ranger
sance against political enemies and defending against in the ongoing battle against the penumbral threat. spells you know.
them. Additionally, the recent rise in the dangers posed
by penumbral creatures has created a high demand for S hadow I nvestigator S pells
individuals able to track and hunt these extraplanar ab- In Other Settings R anger L evel S pells
errations, making rangers a crucial asset in protecting The Shadow Investigator subclass can be an excellent ad- 3rd disguise self
the Material Plane. dition to any setting, providing a great asset to any group 5th zone of truth
with their skills in detecting and eliminating malevolent
Ranger Archetypes creatures or individuals.
9th speak with dead
13th arcane eye
At 3rd level, a ranger gains the Ranger Archetype fea- Although the Shadow Investigator’s skills were honed for
17th legend lore
ture, which offers you the choice of a subclass. The fol- detecting and fighting penumbral creatures in Tanares, they
can be adapted to track and eliminate any creature that threat-
lowing options are available to you when making this choice:
ens the safety of a town or city. Their unorthodox methods Shadow Investigator
Shadow Investigator and Arcane Guardian.
Ranger and social outcast status may cause distrust or fear among Intuition
The ranger class receives new subclasses in this section. Shadow Investigator the population, but their dedication to rooting out evil at
its source is paramount to keeping people safe.
At 3rd level, you gain proficiency in the Insight skill. If you’re

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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.

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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

Fabien Laurens (Order #42156009)


throw against an effect caused by your focus, roll an extra 1d6
and add it to the result. This die increases to 1d8 if your tar-
get is an aberration or a creature from the Penumbral Plane. As a Shadow Investigator and specialist in hunting evil creatures, I’ve encountered a variety of penumbral creatures
This chosen benefit lasts until you finish a short or long that can pose a serious threat to any town or city. To help you stay safe, I’ll share some quick tips for dealing with
rest, designate a new focus, or select a different benefit using the most common types of penumbral enemies.
this feature again.
Envy: These creatures are typically Pride: The barons of the Penumbral
Detective’s Cunning found in packs and are cowards at Plane, these creatures dominate large
At 7th level, your intuition sharpens. You can’t be sur- heart. They may be lured away with territories and won’t tolerate inter-
prised while you are conscious, and you gain advantage
penumbral crystals or driven off with ference from other creatures. Use
a show of force. your wits to outsmart their traps
on saving throws against illusion and enchantment spells.
and plans, or lure them into a trap
Furthermore, you instantly notice when a creature within
Disgust: Found in penumbra of your own making. Be wary of
20 feet of you alters or conceals its true form through them, as their pride will always be
swamps, these creatures hoard
disguise, magic, or other means. You can tell that the waste in their dens. While they can their weakness.
creature is disguising or hiding its true form, but you be dangerous, they may also have
don’t learn its true form. valuable penumbral crystals and rats Greed: These creatures prey on ad-
hidden among their filth. Approach venturers’ lust for treasure, cursing
Quick Witted with caution and be prepared to sift them with vile magic. Be mindful
through their hoard to find what of their curse and resist the urge to
At 11th level, your swift adaptability allows you obsess over wealth. Offering magic
you’re looking for.
to quickly formulate plans against your items and riches may appease them,
foes. Whenever you use the Combat but be careful not to fall into their trap.
Sloth: These herbivores move as
Instinct feature, you can also perform little as possible to find their food.
one of the following as part of the They only gather with other sloths, Fear: Feeding on terror, these crea-
same bonus action: forming groups and even large herds. tures invade their victims’ dreams and
Cunning Step. You can move up If you must cross their path, be transform into their greatest fears.
to 5 feet. This movement doesn’t stealthy and avoid provoking them. Confront your fears head-on and
provoke opportunity attacks.
be brave to defeat them. Protective
charms or spells may also help.
Exploit Weakness. The next Pain: These aggressive creatures
successful attack you make attack any other creature that feels Anger: This creature is known for
against your focus this turn deals pain, and are often used as troops by its aggressiveness and causes great
an extra 1d6 damage. This dam- more powerful creatures. Keep your destruction when out of control. If
age increases to 1d8 if your target distance and attack from afar, or use provoked, eliminate it quickly, or
is an aberration or a creature from distractions to split them before any if impossible, spread and flee. Be
the Penumbral Plane. fight begins. careful, as they are often used as a
Quick Thinking. You can take the Use weapon by more powerful creatures.
an Object action. Lust: These creatures seek pleasure
and luxury, often disguising them- Grudge: These creatures hold grudg-
Shadow Hunter selves as attractive and sumptuously
dressed people. Be wary of their se-
es and will magically mark anyone
who has wronged them. Never hurt
At 15th level, you become a true ductive power and avoid falling un- one and let it get away. No offer of
scourge to aberrations and crea- der their spell. Know that they can apology will work with them; either
tures from the Penumbral Plane. change their shape but not anything don’t hurt them or finish the job, as
You gain advantage on Intelligence they are wearing. there is no other alternative.
(Investigation), Wisdom (Insight),
Sadness: Masters of magic, these Gluttony: These insatiable crea-
and Wisdom (Perception) checks tures are perpetually searching for
related to aberrations and creatures creatures use their abilities to cause
misery and misfortune. Build a their next meal, devouring every-
from the Penumbral Plane. In addi- thing in their path. Distract them
strong mind to resist their curses
tion, you have advantage on attack with a generous food supply and
and powerful spells, or use mag-
rolls against these creatures and on ic-resistant equipment. exploit their sluggishness to gain
saving throws against effects created an advantage.
by them.
Always keep in mind that the Penumbra is an unforgiving place, and the creatures that dwell within it are not to be
underestimated. Heed my advice and tread carefully, lest you become yet another victim of the shadows.
And remember, when it comes to penumbral creatures, knowledge is power. Be vigilant, be prepared, and stay safe.

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spells. Whether hunting specific creatures or With the formation of the Magocracy of Mage Tower, ma- Guardian Meditation
patrolling as protectors against megalomani- ny of these previously hidden rangers were invited to join
acal spellcasters and dangerous magical arti- a special force of arcane combatants, serving as part of the Starting at 7th level, you can regain some of your magical
facts, Arcane Guardians are always ready to Magocracy’s guard and army. Others took advantage of the energy by sitting in meditation and communing with nature.
face the unknown and defend the innocent from Empire’s diminished influence to live freely in the Republic During a short rest, you choose expended spell slots to re-
the perils of magic. These fearless warriors embody or other nations beyond its reach. cover. The spell slots can have a combined level that is equal
the true spirit of a ranger, fearlessly facing danger to or less than your proficiency bonus, and you can divide
and steadfastly defending civilization. Arcane Education this recovery between multiple short rests. Once you reach
the recovery limit, you can’t use this feature again until you
Arcane Guardian in Tanares At 3rd level, you gain proficiency in the Arcana skill and
learn two wizard cantrips of your choice. Additionally, you
finish a long rest.
For example, if your proficiency bonus is +3, you could
Arcane Guardian
In Tanares, magic is as revered as it is feared. It has brought have advantage on Wisdom (Survival) checks when tracking recover three 1st-level spell slots, one 1st-level and one
both marvels and disasters, such as the downfall of the creatures of a magical nature or those that possess any form 2nd-level spell slot, or one 3rd-level spell slot. Then, you

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

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The widespread popularity of gladiatorial arenas in Tanares forth by their ancestral leaders forms the very foundation The Kageryoshi’s reputation for ruthlessness is rivaled
has led many rogues to achieve fame as gladiators, refining of the Ninja’s code of honor. only by their loyalty to their clan and code of honor. Those
their combat prowess and becoming even more formidable In addition to their physical prowess, Ninjas wield a mys- who have defected to opposing factions and use their skills
in duels than one might anticipate from a typical rogue. tical power known as Ki, imbuing their techniques with for personal gain are seen as traitors and shunned by the
The Kemet Invasion’s aftermath resulted in the Tanarean otherworldly, ethereal effects. While their methods differ Kageryoshi. Kagekusari, as their mentor and guide, embodies
Empire’s contraction, new kingdoms and factions have arisen, from those of monks, the similarities between the two are their loyalty and power, a testament to the unbreakable bond
each vying for power. This, in conjunction with the divine undeniable and respected by both groups. With their mas- between the Kageryoshi and Fumetsu Tenshikin.
decree prohibiting open warfare, has instigated a state of tery of combat, stealth, and the mystical arts, the Ninjas are
Cold War throughout Tanares, offering the ideal environment a force to be reckoned with, always keeping their true goals Ninja Expertise
for rogues to flourish. Navigating a world rife with shadows hidden from the prying eyes of the outside world.
At 3rd level, you can choose one skill from Stealth or
and secrets, they excel at exploiting their adaptability and
cunning, where success and wealth are just a deception away. In Tanares Persuasion, and one tool from Disguise kit or Poisoner’s
kit, to gain proficiency in. If you are already proficient in the
Rogue Ninja
The Kageryoshi, a clan of legendary and respected ninjas in
the bustling city of Kagemori, were created by Kagekusari, a
chosen skill, you may instead add it to your Expertise list.

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.

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Ninjutsu
At 3rd level, your training in ninja martial arts grants you
Esteemed Hyroto, Shugenja Master,
mastery of ninja fighting styles involving unarmed and armed
strikes. You gain the following benefits while you are not I am delighted to report that our mission to recover
wearing medium or heavy armor or wielding a shield: the sacred Ryūyūseki has been successful. As the
• You can use Dexterity instead of Strength for the attack leader of my clan, I embarked on a journey to the
and damage rolls of your unarmed strikes, and you can Empire, tracking down the sacred crystal created by
deliver Sneak Attacks with them as though they were fi- Tenshikin that was stolen.
nesse weapons. After a thorough investigation, we discovered the
• You can roll a d4 in place of the normal damage for your thief to be a rogue priest who had absconded with the
unarmed strikes or melee and thrown weapons. Starting crystal. Initially, we suspected Yokensha’s clan to be
at 6th level, your attacks count as magical for the purpose responsible for the theft, and indeed they had planned
of overcoming resistance and immunity to non-magical to steal it. However, the treacherous priest dou-
damage. The damage die for these attacks changes to a ble-crossed them and sold his loyalty to the Empire.
d6 at 6th level, a d8 at 11th level, and a d10 at 16th level. Our investigation revealed that the mastermind be-
Note: If you are using a magic weapon, you may choose to hind the plot to steal the crystal was none other than
use this feature’s damage die while retaining the weapon’s Thidexius, one of the Imperial wizards. Although
bonus to attack and damage rolls and its other properties. we were unable to apprehend him, we managed to
confront the disloyal priest and recover the crystal
Kawarime before it fell into Thidexius’s grasp.
Starting at 9th level, when you use the class feature Uncanny I will promptly deliver the recovered crystal to the
Dodge, if there is a location within 20 feet of you that you palace. It will arrive with the tameranium shipment
can see and where a creature of your size could hide, you
we seized from the Empire as retribution for their
audacity.
can teleport to that location, leaving behind a wooden decoy
created instantly through your power. This decoy disappears Allow me to personally escort the crystal shipment
at the start of your next turn. to the Republic as soon as it is ready.
You still take half damage from the triggering attack, but
I also humbly request a meeting with Rokaru to dis-
you can take a Hide action immediately after teleporting.
cuss our next steps. In my opinion, we must respond
You can use this feature a number of times equal to your in kind to Thidexius’s affront to protect Fumetsu
Wisdom modifier (minimum of once), regaining all expended Tenshikin and our clan.
uses after a short or long rest.
May the yorozu guide and safeguard you in all your
Ninja Steps endeavors.
Starting at 13th level, you develop the legendary ninja step. Tsuyoko, of the Kageryoshi Clan
When you take the Dash action as an action or bonus action,
you gain the following benefits:
• You ignore difficult terrain and can move as though you
have a climbing speed. Additionally, you can traverse ex-
tremely fragile surfaces, such as water or thin tree branches,
as if they were solid ground, without regard for your weight
or the weight of your equipment. However, you cannot
support yourself in midair.
• While traveling, you don’t suffer penalties to Wisdom (Per-
ception) checks due to moving quickly, and you can’t be
tracked, even by magical means.

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.

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severed from their magic, sending them on a desperate jour- fearless explorers wield their political influence to protect the
D e s pit e t h e i r ney to reclaim it. Some ventured into the shadows, striking knowledge and treasures of antiquity for future generations.
stringent measures, deals with enigmatic forces and embracing forbidden powers
the Empire could not stifle
the emergence of sorcerers, whose
in their quest for magical restoration. This gave rise to new,
sinister cults, filled with individuals who thirsted for pow-
In Other Settings
innate abilities, unbound by formal er and sought to harness the malevolent forces of mystical Cultists are malevolent figures that cast a foreboding shadow
training, sprouted from their extraordi- energies. over any campaign setting. Tied to sources of power that
nary lineages. Oftentimes connected to dra- These cults formed unbreakable bonds with the unseen, are both strange and corrupt, such as demons, aberrations,
conic, penumbral, or demonic ancestry, these transmitting their powers to future generations and un- malevolent gods, and the forces of the shadows, these unique
sorcerers wielded immense power. locking new, mysterious methods of harnessing magic. But characters stand out due to their fanatical devotion and their
Throughout the Imperial Age, sorcerers—be- the power they obtained came with a terrible cost, warp- power to summon creatures deemed profane by society. While
ing the most accessible wielders of potent mys- ing their perceptions of reality and driving them to become not all Cultists are inherently evil, their relentless pursuit of
tical forces—rose to prominence as leaders and fanatically unstable, consumed by their hunger for power. power and their questionable methods make them feared
spiritual guides for the common folk. Although the Despite this, they honed their obsession, amplifying their and reviled by all.
Sorcerer utilization of magic has since expanded, with mages now
liberated from Imperial oversight, sorcerers continue to be
magic and summoning servants of pure nightmare from the
penumbral plane.
The Cultist subclass brings a thick veil of mystery and un-
ease to the game, making them ideal for creating characters
The sorcerer class receives a new subclass in this section. highly sought after. Many have allied themselves with the Today, numerous cultists have pledged their allegiance to that are both enigmatic and intimidating, or infusing any
Mage Tower in Reginheraht, while others are found collab- various factions, the majority of which harbor malevolent character with a sinister and mystical energy.
Sorcerers in Tanares orating with factions, nations, mercenary companies, and intentions. Foremost among these is the Cult of Shadow

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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

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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

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Summon from the Penumbra
S loth Invocation G luttony I nvocation E nvy I nvocation
Starting at 6th level, as an action, you can summon an eldritch Medium aberration, neutral evil Medium aberration, neutral evil Medium aberration, neutral evil”
spirit and imbue it with your magical power, turning it into a
creature that obeys your commands. The creature manifests Armor Class 12 + 1 for each 2 sorcerer levels Armor Class 10 + 1 for each 2 sorcerer levels Armor Class 10 + 1 for each 2 sorcerer levels
in an unoccupied space you can see within 90 feet of you. Hit Points 5x sorcerer level Hit Points 5x sorcerer level Hit Points 5x sorcerer level
Speed 30 ft. Speed 30 ft. Speed 30 ft.
This creature is friendly to you and your companions. In
combat, the creature takes its turn immediately after yours. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
It obeys verbal commands that you give (no action required 18 (+4) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 7 (-2) 18 (+4) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 18 (+4) 15 (+2) 14 (+2) 13 (+1) 7 (-2)
by you). If you don’t issue any commands, it defends itself
but otherwise takes no action. Damage Immunities: psychic Damage Immunities: psychic Damage Immunities: psychic
When you summon the spirit, choose the Sloth Invocation, Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Envy Invocation, or Gluttony Invocation. The creature phys- Languages Deep Speech, understands the languages you speak Languages Deep Speech, understands the languages you speak Languages Deep Speech, understands the languages you speak
ically resembles the chosen aspect, which also determines
Aura of Laziness (15 ft). Any creature that enters or starts its turn Blood Frenzy. The gluttony invocation has advantage on melee Pack Tactics. The envy invocation has advantage on an attack
some traits in its stat block.
in the aura must make a DC 13 Wisdom saving throw. If it fails, attack rolls against creatures that don’t have all hit points. roll against a creature if at least one of its allies is within 5 feet
You can use this feature once, regaining use after a short its speed is halved for the next minute. An affected creature of the creature and the ally isn’t incapacitated.
or long rest. You can only have one such creature summoned that leaves the aura can repeat the saving throw at the end of Actions
at a time. If you use this feature while you already have a its turns, ending the effect on a success. Multiattack. The gluttony invocation makes a number of attacks
Actions
creature summoned from this feature, the previous crea- Actions equal to your proficiency bonus. Multiattack. The envy invocation makes a number of attacks
ture disappears. Bite. Melee Weapon Attack: sluttony invocation STR modifier equal to your proficiency bonus.
Multiattack. The sloth invocation makes a number of attacks (4) + your proficiency bonus, reach 5 ft., one target. Hit: 1d10 Resentment Blast. Ranged Spell Attack: Envy Invocation DEX
Penumbral Link equal to your proficiency bonus.
Bite. Melee Weapon Attack: sloth invocation STR modifier (4)
+ 4 + your proficiency bonus piercing damage. The Gluttony
Invocation gains half of damage in temporary hit points. If the
modifier (4) + your proficiency bonus, range 60 ft., one target.
Hit: 1d8 + 4 + your proficiency bonus psychic damage. If the
At 14th level, your summon can share its senses with you. + your proficiency bonus, reach 5 ft., one target. Hit: 1d10 + target is a living creature it must succeed on a DC 12 Wisdom target is a creature, it must succeed on a DC 14 Strength saving
4 + your proficiency bonus piercing damage. If the target is a saving throw or be cursed. A cursed creature has disadvantage throw or be knocked prone.
As a bonus action, you can see, hear, and feel as if you were
creature, it must succeed on a DC 14 Strength saving throw or on attack rolls until eating during a short or long rest, being
your summon, while maintaining your regular senses. This be knocked prone. targeted by a remove curse spell, or eating a berry created by a
ability lasts until the end of your turn. goodberry spell.
Also, as your bond with your summon strengthens, it gains
a flying speed of 30 feet.

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.

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their eldritch patrons, warlocks play a pivotal role in the guts to take, but that is the reason most warloks of the Dark with shadow, desolation, and isolation, they stand as the
political power struggles shaping Tanares. Hunter choose this path. steadfast guardians of Tanares, relentlessly battling to shield
Often working covertly, warlocks form alliances with vari- the world from the encroachment of evil.
ous factions and organizations to obscure their true abilities In Tanares
and objectives. For example, those bound to fey patrons may
In the shadowy recesses of Tanares, warlocks of the Dark
Expanded Spell List
affiliate with druidic circles, while warlocks with celestial
Hunter emerge as enigmatic figures, often misconstrued The Dark Hunter lets you choose from an expanded list of
patrons collaborate with heroes and adventurers, inspiring
as perilous vigilantes. Yet, in reality, they are the unsung spells when you learn a warlock spell. The following spells
valor and righteousness. Those allied with elemental forces
champions of the realm, selflessly risking their lives to shield are added to the warlock spell list for you.
may join elemental conclaves, utilizing their profound con-
the innocent and eradicate the malevolence that skulks in
nection to the essence of magic to sway political outcomes.
the shadows. D ark H unter E xpanded S pells
In a world beset by warring factions, nations, and organi-
Equipped with weapons infused with dark energies and W arlock L evel S pells
zations, warlocks contribute an additional layer of complexity
wielding sinister magic to bolster their pursuit, these war- 1st detect evil and good, shield
to Tanares’ already intricate political landscape. These enig-
locks instill fear in their adversaries and command respect
matic figures engage in a grand game of political power that 2nd branding smite, magic weapon
for their unparalleled expertise in tracking down monstrous
transcends the physical realm, influencing the covert agendas 3rd haste, lightning bolt
beings. However, their notoriety as relentless aberration ex-
of key players across the world. With their formidable magic 4th greater invisibility, locate creature
Warlock
terminators frequently engenders misunderstanding and
and eldritch sway, warlocks assert their position as influential
suspicion from the masses. 5th passwall, telekinesis
agents in the ongoing struggle for supremacy in Tanares.
The warlock class receives a new subclass in this section. In truth, the warlocks of the Dark Hunter maintain their
Bane of Darkness
Dark Hunter
distance not due to their foreboding reputation, but because
Warlocks in Tanares they recognize that proximity to others would only invite

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

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Your patron grants you the ability to channel your magic
through any weapon you wield. You may use your Charisma Listen up, you aspiring warlocks, I’m Retser Crowley,
modifier, instead of Strength or Dexterity, for attack and a Master of the Dark Arts, and I’ve got a thing or two
damage rolls when wielding a weapon. to teach you about the patrons you might be considering
In addition, you may apply any invocations that produce for a pact. Bear in mind, these patrons are as treacherous
an effect or additional damage upon a hit with an Eldritch as they are powerful, so be bloody cautious, or you might
end up in a right mess.
Blast to your weapon attacks. This does not allow the use of
invocations altering attack range or area. First on the list is Emperor Baleroth, an ex-wizard who
turned himself into a greater devil by pilfering a demon’s
Shadow Leap essence. He’ll reward your loyalty and dedication to the
Tanarean Empire, but his pact might chain you to the
Starting at 6th level, your bond with the mysterious entity
Empire’s whims, leaving you with a sod control over
your own life. And who wouldn’t want a bossy, power-
that empowers you deepens, allowing you to traverse dis- hungry demon at their back, eh?
tances instantaneously by stepping through an enigmatic
Next, we have Bellara, The Arachne. Tread carefully
plane. As a bonus action, you may teleport up to 60 feet to with this one. She only takes women and lures them in
an unoccupied space you can see. with the promise of granting their wishes. She might seem
You may use this feature a number of times equal to half like she’s offering the most freedom, but her seemingly
your proficiency bonus (rounded up), and regain all expended harmless requests can turn into deadly traps, leaving you
uses after a short or long rest. stuck in her web with no way out. How very… inviting.
Gullog, the Undead Master, is another patron who re-
Cover of Darkness quires a delicate touch. His pact could make the entire
bloody world your enemy because the kemets are despised
At 10th level, you can envelop yourself in darkness to defend by everyone. He’ll promise you great rewards for the
against attacks. When a creature you can see hits you with an coming age of eternal ice, but you will have to deal with
attack, you can use your reaction to halve its attack’s damage his love for the undead. Cross him, and you’ll end up
stuck in a lifeless existence for eternity. Sounds like a
against you and inflict 2d8 force damage on the attacker. party, doesn’t it?
You can use this feature a number of times equal to half
your proficiency bonus, rounded up, and you regain all ex-
Now, let’s talk about Golgöggoth, the Augur. He wants
to strip mortals of their emotions and have you fight
pended uses after a short or long rest. against the Ungods and their lackeys. Mind your words
around him, because the Augur always keeps his deals.
Terror of the Dark Once you’re in his pact, your emotions will vanish, leav-
ing you trapped in a world without love, joy, or even
At 14th level, you gain the ability to sense the presence of fear. Who needs emotions anyway, right?
unnatural creatures. You are always aware if any aberration, Finally, we’ve got the Dark Hunter, who claims he’s all
undead, or a creature not native to the Material Plane is about the greater good. His power might be tempting, but
within 60 feet of you, even if the creature is hidden. he’ll lead you down some dangerous paths, taking on the
You can discern the direction and number of such crea- nastiest creatures of darkness. If you fancy a long life, I’d
tures, as well as their general appearance, but you glean no steer clear of making a pact with him. However, what’s
further information. This ability doesn’t grant you sight of fun in a life without a bit of mortal danger?
these entities, but rather, an intuition of their presence. So, before you go forging any pacts, make sure you weigh
When you slay one of these creatures, all others within up the benefits and risks of each patron. As tantalizing
60 feet of you that can see you must make a Wisdom saving
as they might be, these pacts come with a bloody hefty
price. But hey, don’t let me rain on your parade—by all
throw against your spell save DC. On a failure, they become means, go out and sell your soul to the highest bidder.
frightened for 1 minute. Creatures immune to fear effects
are not immune to this effect if they have an Intelligence
score of 3 or higher.

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
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The Mystical Kingdom, once a bastion of magical prow-
ess, ultimately fell due to the manipulations of the Ungods,
Lost Magic Researcher arcane apprentices to pursue the same path, despite the
dangers. These wizards delve into ruins and ancient sites

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

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skills, you double your proficiency bonus. Additionally, you by magic. With an action, you can identify the nature of the
gain advantage on saving throws against traps. magic, its level, and its school of magic, if applicable.
If the source of the magic is an item or artifact, touch- As I write this, I am reminded of the dangers that
Magic Imbuement ing it will reveal its properties, usage methods, potential threaten Tanares. Bellara, Lypoec, and Golgöggoth
dangers, and any attunement requirements. You can also loom over us like dark clouds. Perhaps unlocking
From the 2nd level, you can use a bonus action to amplify the power of the Supernal School of magic will
determine if the item was crafted through magic and the
the effects of your spells. When casting a spell of 1st level or give me the strength to protect my people from these
nature of that magic.
higher, you can make an Intelligence (Arcana) check with a sinister forces.
If the magic source is a creature, touching it reveals the
DC of 17 + the spell’s level. It cannot benefit from the Help
magic affecting it, its effects, and at the GM’s discretion, the I must not become distracted by the weight of this
action. Depending on your roll’s result, apply the effects
steps required to remove it. task. I must focus on conducting new experiments and
described in the table below to your spell.
discovering more about this magic. Perhaps Isendden
M agic I mbuement or Taram can provide me with some insight.
C heck R esult E ffect This is a new era of magic, and I am determined
My quill scratches across the parchment as my mind
Natural 20 As if it had been cast using a spell slot races with excitement and possibility. The Supernal to be at its forefront. Each new discovery fills me
two levels higher. with a sense of wonder and awe that I have not felt
School of magic, a realm beyond the physical, where
Success As if it had been cast using a spell slot abstract concepts and divine essences reign supreme. in years. The Supernal School of Magic may be a
one level higher. challenge, but I am ready to face it head-on.
Even the angels themselves could not fathom its
Failure The spell is cast with no changes. power. It may seem a figment of my imagination,
Natural 1 The spell is cast with no changes, and but I am not one to shy away from a challenge.
you take 1d6 force damage for each
spell slot level it used. The name I have given it, Supernal School, is fitting
for such a domain. But the task ahead is daunting,
unlocking the secrets of this magic could hold the
Ruins Explorer key to Evolution, or perhaps even the power of the
Starting at 6th level, your proficiency in exploring ancient gods themselves. And so, my research began when
ruins and navigating perilous locations bestows upon you
I stumbled upon a handful of small reports in the
Crystal Tower.
an uncommon resilience for wizards. You gain proficiency
in Athletics. If already proficient, your proficiency bonus in I must take a moment to thank Kelanya, that talented
this skill doubles. wizard explorer. The scrolls she brought me from the
Additionally, you can use your bonus action to Dash a ruins of Yamabunkatsu have aided me in advancing
number of times equal to your proficiency bonus. You regain my research.
these uses after a short or long rest. With the application of the multiplanar theories of
Torygg and the recent solution of the most complex
Ancestral Overcharge relationship between topology and algebraic geome-
Starting at 10th level, you replace the effects of the Magic
try made by U’Tibam, I have been able to push the
boundaries of the principles that govern the Supernal
Imbuement table with those of the Magic Imbuement -
School of magic. And the formula that may hold
Empowered table. the key to unlocking its power is a constant battle
M agic I mbuement - E mpowered within my mind:
C heck R esult E ffect Σ(λ) ∑∫²∀∃ln^4 (x)dx / ((γ^2) (y+απ))
Natural 20 As if it had been cast using a spell slot + ℜ (ξ) = δ (φ) - Ψ (θ)
three levels higher.
Success As if it had been cast using a spell slot
The symbols themselves seem to jump off the page,
two levels higher. each representing a vital piece of the puzzle. Σ(λ)
Failure The spell is cast with no changes.
represents the summation over all possible values of
λ, while ∑∫² represents the double integral over a
Natural 1 The spell is cast with no changes, and two-dimensional plane. ℜ (ξ) is the real part of ξ,
you take 1d6 force damage for each
spell slot level it used. while the term γ denotes the ratio between the cir-
cumference and diameter of the plane. y represents
Mystic Detection the value of a variable influx energy, and απ is the
mathematical constant π times the value of alpha.
At 14th level, your quest for mystical artifacts has sharpened And the function ln^4 (x) represents the fourth
your ability to detect relics, objects, traps, and the flow of power of the natural logarithm function. All of this,
magical energy. working together to create the Dirac delta and the
You can sense any magic within a 90-foot radius, whether wave function of divine magic, δ(φ) and Ψ (θ),
present in a magic item, artifact, creature, or location affected respectively.

Avelum, the most powerful wizard in the world


258 259

Fabien Laurens (Order #42156009)


P ersonality T raits B onds

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

Fabien Laurens (Order #42156009)


rise to the occasion and guide your people towards a B onds
brighter future, or will you falter under the pres- P ersonality T raits
d6 B ond
sure and relinquish your leadership to others? d6 P ersonality T rait
1 I believe my purpose is to protect the weak, so I ventured
1 I wish to spread the model I implemented in my community into the world, as my home town no longer needed me.
Skill Proficiencies: Insight, Persuasion to the whole world and see all peoples thrive.
2 I suffered a great injustice and never received any repara-
Languages: Two of your choice 2 I avoid answering personal questions, deflecting attention tion for it. This reflects on who I am and who I choose to
Equipment: A quarterstaff, a symbol of your com- with a subtle smile or a sharp change of subject. associate with.
munity, a set of common clothes and a pouch contain- 3 I despise religious dogma and superstition, knowing they 3 I seek a lost (or fugitive) relative, unfortunately with no idea
ing 15 gp. distract people from true potential and stifle progress. of his or her whereabouts.
4 I see the world in shades of gray, always searching for bal- 4 Helping a community feels great, but it will never compare
Feature: Cherished ance in the face of opposing forces and clashing ideals. to the love I felt… and lost.

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

Fabien Laurens (Order #42156009)


Feature: Draconic Whispers
P ersonality T raits B onds
Through your long years of dragon hunting, you have built d6 P ersonality T rait d6 B ond
up a vast network of contacts. From magic scholars to local
1 I’ve never seen a dragon before. In fact, the mere thought 1 A roving dragon destroyed my village, and that’s why I de-
rangers and renegade dragonblades, you have gleaned valu- of facing such an unrelenting force scares me out of my vote myself to hunting down these beasts.
able insights and knowledge about draconic activity. Your wits. Regardless, I know it is my mission.
2 I’m secretly in love for another hunter and I wish to prove
keen eye for detail and your experience in the field allow 2 I am relentlessly devoted to my mission and I will do what- myself to him/her before making my love known.
you to identify patterns and supernatural phenomena that ever I can to accomplish it, ignoring any distractions.
3 I have a master who taught me on the nature and power of
others might miss. 3 I am always willing to acquire objects of draconic origin, the dragons.
When arriving at a city you can reach for your contacts to sometimes paying much more than their worth.
4 I owe my life to my fellow hunters. I would never be able to
have access to privileged information regarding dragon ac- 4 Part of me dreams of taming a dragon and riding on its betray or leave a single one of them behind.
back.
tivities, their schemes as well as the presence and actions of 5 I grew up in a small city in a dragon’s territory. One day I
their servants in the region. 5 I harbor a visceral, overpowering hatred for dragons and hope to return and free my people.

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

Fabien Laurens (Order #42156009)


Feature: Old Friends P ersonality T raits B onds

d6 P ersonality T rait d6 B ond


Your years of service to the Empire allowed you to
1 The Empire taught the rigor that I want to forgot. 1 I lived the Empire, it's part of me.
build a vast network of contacts still working within
2 I'm a servant and I'm good at it. 2 My family are from the Empire. How can I abandon them?
its various departments. You have at least one ally in each
department who can help you obtain meetings, information, 3 I'm a perfectionist, I like things the way they should be. 3 Nobody erases the past, so why should I unlink?

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

Fabien Laurens (Order #42156009)


P ersonality T raits B onds

d6 P ersonality T rait d6 B ond


Skill Proficiencies: Arcana, Deception
1 I prefer to keep to myself, rarely speaking unless necessary. 1 I have to make up for all the wrongs I did in the past.
Language: A forbidden language (Infernal or The cult taught me the value of silence.
2 With the knowledge I've gained, I can prevent the worst.
other applicable language)
2 The horrors that I witnessed during my time in the cult
Equipment: A symbol of the cult, a notebook, 3 I felt the pain I witnessed and now I want to cause it to the
have left a lasting impact on me. I often have vivid night-
perpetrators.
ritual utensils, a dark robe, a set of simple clothes, mares and struggle with trust issues as a result.
4 I have a debt to the cult, but I can no longer go along with
a dagger, and a pouch containing 15 gp. 3 The cult instilled in me a healthy sense of caution. I am al-
it.
ways on the lookout for potential threats and do not share
Feature: Hidden Contact sensitive information unless absolutely necessary. 5 Now I know their worst side and how they think and how
to deal with them.
4 My knowledge of the cult's procedures and practices is a
Your tenuous connection to the cult that you abandoned valuable asset, and I am not afraid to use their tactics and 6 I can no longer go back to the cult and I will make sure no
ways to my advantage. one else does.
has borne fruit in the form of a valuable ally. You have a
hidden contact, a member of the cult who remains loyal 5 I have access to privileged information about the cult that
most people do not. I am always on the lookout for any
to you despite your departure. This contact may have once signs of their involvement in current events.
been a close friend or confidante, or may simply share your F laws
6 I have turned my back on the cult and its practices. I will
distaste for the cult’s methods and beliefs. Regardless of their do whatever it takes to stop them from causing any more d6 F law
history, you maintain good relations with them, even with harm, even if it means betraying my former comrades.
1 I am haunted by the atrocities that I participated in as a
Occultist little contact. member of the cult. I struggle to forgive myself for the

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

Fabien Laurens (Order #42156009)


P ersonality T raits B onds
d6 P ersonality T rait d6 B ond
1 I won’t speak about my experience in the Penumbra, as 1 When I returned to the Material Plane, my family was
Skill Proficiencies: Stealth, Survival those horrors should be left there. deeply worried, showing their love for me.
Equipment: a small knife, a trophy taken from a 2 My mind constantly wanders somewhere else, making it 2 I had a master but, after returning from the Penumbra, I’ve
fallen penumbral creature (such as a horn or a piece hard to focus on a single task. never seen it again.
of leather), a set of common clothes and a pouch 3 I have a deep fascination with shadows and darkness, and 3 I went to the Penumbra with my old team. I was the only
containing 10 gp. feel most comfortable in dimly lit environments. survivor, and I fight to honor their memory.
4 I have a dry wit and a sharp tongue, often using humor as a 4 My family was being shamed before I crossed to the
Feature: Penumbral Walker defense mechanism. Penumbra. Now I must do something to bring them honor.
5 I am constantly haunted by my experience in the 5 I crossed the portal as the result of a prank played by my
Your time spent in the Penumbral Plane has made you an Penumbral Plane, making it difficult for me to trust others. childhood friends. I want to find them.
expert in navigating its treacherous terrain. You have ad- 6 I am restless and always seeking new challenges, no matter 6 I glimpsed a fleeting image of someone I feel connected to
Penumbral Survivor vantage on all Dexterity (Stealth) and Wisdom (Survival) how dangerous they may be. in the Penumbral Plane, and now I am driven to find them

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.

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B onds
d6 B ond
Feature: Another Life P ersonality T raits 1 I have formed deep and meaningful connections with my
d6 P ersonality T rait contacts and will do anything to protect them and ensure
You possess a second identity that you’ve developed over the their safety.
years, complete with the necessary documentation to au- 1 I am constantly aware of my surroundings and the people
around me, analyzing their every move and trying to antici- 2 The fate of two or more people rests on my ability to
thenticate each persona. You are known by one identity gather information and maintain my cover, and I will not let
pate their next actions.
or the other, depending on the region or location you’re them down.
2 I dislike my real identity and I secretly enjoy my cover-up
in. Your extensive experience in living a double life has identity and life more than my real one. 3 My true loyalty lies with a specific organization or individu-
made you an expert in secrecy, and you must not need to al, and I will do whatever it takes to further their goals and
3 Empires rise and fall, and I want to be there to witness it protect their interests.
make any ability check when trying to make people believe all, in the heat of the political intrigue games.
4 I have been given a specific mission by my organization or
you are one of your two established identities. 4 The weight of my double life can be overwhelming, causing employer, and I will not rest until it is accomplished, even if
me to withdraw from time to time and keep to myself as I it means sacrificing my personal safety.
Suggested Characteristics struggle to maintain my two identities.
5 I have fallen in love with someone who I must keep at a
5 I am always looking for new information to gather and distance for fear of revealing my true identity, but I will do

Undercover In a world wrought with instability and strife, the value of


secrecy and stealth cannot be overstated. Espionage reigns
use for espionage purposes, willing to take risks and push
boundaries to get what I need.
everything in my power to protect them from harm.

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.

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Chapter 4 - Character New Feats Improved Ancestral Master Defender
Options Kemet Magic Prerequisite: Proficiency with shields
Beyond Words Prerequisite: Winter elf (or kemet) You mastered how to hold your ground and your shield

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.

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Fabien Laurens (Order #42156009)


Miraculous Brewer Sky Master or encoded language, hidden in another message, or even Swift Polearm
a mixture of both methods. Only people you spend an
You have mastered the art of brewing and gain proficien- You become a master of the skies. You gain the following hour teaching how to decode specific messages will know You have learned to wield polearms with amazing speed
cy with brewer’s supplies, if you don’t already have it. benefits: how to read them. Other people must succeed on a Wis- and accuracy. When wielding a polearm weapon with the
Additionally, you gain the following benefits: • While flying, you have advantage on saving throws made dom (Insight) check to notice and read a message hidden reach property, you can perform the following maneuvers a
• Increase your Constitution or Wisdom score by 1, up to to avoid the prone condition, or to be moved or pulled within another, or on an Intelligence (Investigation) check number of times equal to your proficiency bonus, regaining
a maximum of 20. from your mount. to crack a cipher or encoded language (both checks must all uses after finishing a long rest:
• With one hour of work during a short or long rest, you can • You gain 2 extra Fly Points when using the aerial mounted succeed if you used both methods in the same message).
create a number of doses of a special beer equal to twice combat rules (see chapter 5). The DC is equal to 20 + your proficiency bonus + your • When a creature you can see attacks another creature within
your proficiency bonus. A creature can consume one dose Intelligence modifier. your weapon’s reach, you can use your reaction to impose
of the beer as an action, granting it disadvantage on melee Soul Connection disadvantage on that attack.
attacks and a bonus of 2d8 damage of the same type as its • When you hit a creature, you can deal an additional 1d6
weapon until the end of its next turn. If a creature drinks Prerequisite: Cirrus damage of the same type as the weapon, and the creature
more than one dose of the beer before taking a short rest, You have a stronger connection with your other side, being cannot use reactions until the end of its next turn.
they must make a Constitution saving throw with a DC able to call upon it in emergency situations. You gain the • When you hit a creature with a polearm weapon that has
equal to 12 plus the number of doses of beer consumed. following benefits: the reach property Large or smaller, you can automatically
If it fails, it becomes poisoned until it finishes a short or • Increase one ability score of your choice by 1, up to a max- move the target to any other unoccupied space within the
long rest. imum of 20. weapon’s reach.
• When you make an ability check with a skill, you can choose
Potent Poison to use the bonus of the same skill from your other side. You
can use this once, regaining its use after a short or long rest.
Prerequisite: Gloomfolk
• When you fail a saving throw, you can attempt the same
You have the ability to potentiate your natural poisons, gain- saving throw with your other side. If your other side suc-
ing the following benefits: ceeds on the saving throw, consider it a success for you as
• Increase your Constitution score by 1, up to a maximum well. You can use this once, regaining its use after a short
of 20. or long rest.
• Enemies have disadvantage on saving throws against your
natural gloomfolk poison, and when you hit a creature Soulborn Ancestrality
with your stinger and inject your poison, you can spend a
Hit Die and add it to the damage of your stinger as poison Prerequisite: Soulborn
damage. Starting at 7th level, you can use 2 Hit Dice, and You gain characteristics from the family in which you were
starting at 14th level, you can use 3. born, gaining the following benefits:
• You produce more poison, granting you one extra use of • If you were born human, you can increase the value of 3
the poison trait before you need of a short or long rest to abilities of your choice by 1, up to a maximum of 20.
recover it. • If you were born in a different species, you increase an
ability that the species has increased by 1, up to a maximum
Power Shot of 20, and you acquire one of its racial traits.
You learned to turn your accuracy into deadliness. When
you deal damage with a ranged weapon, once per turn, you
Spycraft Mastery
can reroll the damage dice and choose which result to use. You are a specialist in infiltrating other kingdoms and terri-
tories and sending reports that only your allies will be able
Sense of Inspiration to read. You gain the following benefits:
You become a source of inspiration, receiving the following • Increase your Dexterity, Intelligence, or Charisma score
benefits: by 1, up to a maximum of 20.
• Increase your Charisma score by 1, up to a maximum of 20. • You become proficient in the Deception skill or with the
disguise and forgery kits.
• You know how to inspire creatures through the use of
words. With a bonus action, you grant a Bardic Inspiration • You know the ways to enter nearby cities and kingdoms
die to a creature other than yourself, who is within 60 feet and can create false identities and documents to succeed.
of you and can hear you. This die is always a d6, but if you You must spend 10 days and 15 gp establishing the details
are a bard, it progresses as your other Bardic Inspiration of the new identity, such as documents, history, profession,
dice, but can’t be used in any other way besides the one affiliations, and contacts. You cannot copy the identity of
provided above. You can use this feature only once, re- someone else, but you can masterfully create a new identity
gaining its use after a long rest. Apply all rules related to that everyone will believe in until it is confronted with
Bardic Inspiration to this die. evidence that obviously reveals it.
• You know ways to conceal messages, whether in a cipher

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Spell Lists 3rd Level 6th Level 5th Level Warlock Spells Wizard Spells
Amplify the Pain Huradrin’s Rune of Frost Force Arrow
Bard Spells Healing Breeze
7th Level 1st Level 1st Level
Spiritual Calling Sorcerer Spells Shadow Noose Longburrow’s Cozy Campfire
Thunderous Spear Metal to Wood
1st Level Sparks of Light Sparks of Light
Banner of Inspiration 4th Level 8th Level 1st Level Static Bolt
Longburrow’s Cozy Campfire Sparks of Light 2nd Level
Aurora Heal Huradrin’s Rune of Life 2nd Level
Sparks of Light Static Bolt Electric Burning
Force of Hope
Thunder Weapon Taram’s Life Bond 9th Level Force Armor Edge of Mirrors
2nd Level Locate Penumbral Portal Force Armor
Terror Clone
2nd Level 5th Level Electric Burning Locate Penumbral Portal
3rd Level
Cupid’s Arrow Carry The Flame Paladin Spells Nature Boon
Amplify the Pain
Longburrow’s Homey Hearth
Edge of Mirrors Thalia’s Acceleration Rescue Phantom Vision
Conjure Aberration
Longburrow’s Homey Hearth Beacon of Envy Thalia’s Acceleration Rescue
1st Level 3rd Level
Phantom Vision 6th Level Corrosive Tears
Prayer of the Desperates Pure Light Slash Amplify the Pain Inner Greed 3rd Level
Circle of Crystals
Veil of Bravery Shield of Light Beacon of Envy Ray of Fear Amplify the Pain
Execution Blade
Silver Crown Corrosive Tears Thunderous Spear Avelum’s Force Spheres
Penumbral Fissure
3rd Level Beacon of Envy
2nd Level 4th Level 4th Level
Beacon of Envy 7th Level Corrosive Tears
Chorus of the Furious Animal Blinding Armor Pressure Empowerment Pressure Empowerment Force Platform
Force of Salvation
Inner Greed Rurik’s Energy Shield Rurik’s Energy Shield Inner Greed
3rd Level
9th Level Threshold Impacts Threshold Impacts Ray of Fear
4th Level Demigod Wings
Thunderous Spear Spiritual Calling
Carry The Flame 5th Level 5th Level
Force of Hope
Purge 4th Level Bite of the Naga Queen Bite of the Naga Queen 4th Level
Terror Clone
Longburrow’s Comfortable Cottage Aurora Heal Mind Reshaping Mind Reshaping Longburrow’s Comfortable Cottage
Force of Hope
Memory Trial Druid Spells Rurik’s Energy Shield 6th Level
Nightmare Hug Memory Trial
Taram’s Life-Bond Rurik’s Energy Shield
Taram’s Life-Bond Black Dragon’ Mantle 6th Level Threshold Impacts
5th Level 1st Level Execution Blade Black Dragon’ Mantle Tranquil Groove
Song of Life Shadow Noose 5th Level Penumbral Fissure Penumbral Fissure
True Light Palm 5th Level
7th Level 2nd Level 7th Level 7th Level Conjure Aberration
Force of Salvation Cupid’s Arrow Ranger Spells Shadow Sword Shadow Sword Nightmare Hug
Electric Burning Rewrite the Mind
8th Level 9th Level 9th Level
Nature Boon 1st Level
Melody of Nemesis Spore Blow Terror Clone Terror Clone 6th Level
Shadow Noose
Thalia’s Acceleration Rescue Black Dragon’ Mantle
9th Level Stone Bow
Wildpath Circle of Crystals
Echoing 2nd Level Penumbral Fissure
Notes of Biot 3rd Level
Locate Penumbral Portal
Ammunition Eyes 7th Level
Nature Boon
Cleric Spells Chorus of the Furious Animal
Phantom Vision Shadow Sword
Healing Breeze
Reveal Hidden Steps 8th Level
1st Level Huradrin’s Rune of Storms
Spore Blow
Arena’s Fervor Thunderous Spear Uster’s Necrotic Comet
Wildpath
Offer
4th Level 3rd Level 9th Level
Pure Light Slash
Silver Crown Aurora Heal Terror Clone
Ammunition Eyes
Sparks of Light Huradrin’s Rune of Transformation
Chorus of the Furious Animal
5th Level Thunderous Spear
2nd Level
Cupid’s Arrow Bite of the Naga Queen 4th Level
Prayer of the Desperates Huradrin’s Rune of Stasis
Memory Trial
Veil of Bravery Nightmare Hug
Pressure Empowerment

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Spell Descriptions Aurora Heal Charisma check. If it fails, you steal that result and store it.
If you do so, the target must reroll the dice that was stolen.
Your armor emits a strong pulse of intense light capable of
blinding opponents. Any hostile creature within 15 feet of
4th-level evocation
The spells are presented in alphabetical order. While maintaining concentration, you can spend the you that can see you must make a Constitution saving throw
Casting Time: 1 bonus action
stolen value as one of your own rolls, thus ending the ef- and becomes blinded for 1 minute on a failure. Blinded crea-
Ammunition Eyes Range: Self (20-foot radius)
fect of the spell. tures can roll a saving throw at the end of each of their turns
3rd-level transmutation Components: V, S
to regain their sight.
Casting Time: 1 action Duration: Concentration, up to 1 minute Bite of the Naga Queen
Range: Self When you cast this spell, .you create a 20-foot radius aura 5th-level transmutation Carry the Flame
Components: V, M (up to 20 arrows) around you. Allied creatures that start their turns within Casting Time: 1 action 5th-level enchantment
Duration: Concentration, up to 1 hour the area regain hit points equal to 1d6 + your proficiency Range: Self (10 feet) Casting Time: 1 action
When you cast this spell, you can make 1 to 20 arrows mag- bonus. Also, it supresses all magical effects that are causing Components: V, S Range: 30 feet
ically enchanted for the duration, making a special magical a condition affecting allied creatures within the area. Lasting Duration: Instantaneous Components: V, S, M (a sacred symbol the other person
bond with each of them. You make any ranged attack using effects or conditions do not cease to affect the creature, but could carry)
You transform one of your arms into a serpent for a moment,
these arrows with advantage, as well as ignoring half cover are only suspended for the duration of the spell. Duration: 8 hours
allowing you to make a melee spell attack against a creature
and ¾ cover that protects the target of this attack. Also,
Avelum’s Force Spheres within 10 feet of you. On a hit, the target takes piercing Choose a spell you are able to cast that is of 4th level or low-
for the duration of the spell, you always know where your damage equal to 1d8 + your spellcasting ability modifier and er. For the duration, you grant a creature within range the
3rd-level evocation
enchanted arrows are, as well as you can use your action to must make a Constitution saving throw. On a failure, the ability to cast that spell one time. The target creature uses
magically see through one of those arrows of your choice, Casting Time: 1 action
creature takes 10d8 poison damage and becomes poisoned. its Wisdom as its spellcasting ability for that spell and must
and continue to do so until you use your action to return Range: 120 feet
On a success, the creature takes half of the poison damage expend the actions and components as described for the spell.
to your normal senses. As long as you are seeing through Components: V, S
and is not poisoned.
the arrow, you are blind to your own senses. You will not Duration: Concentration, up to 1 minute
Alternatively, the serpent arm can spit the poison in a 10-foot Chorus of the Furious Animal
be able to see through one of its arrows if it is more than 1 You conjure five small energy spheres in range, each about cone, starting up to 10 feet from you, and all creatures in 3rd-level enchantment
mile away from you. If one of these arrows breaks, the en- 2 feet in diameter, spinning at high speed and affect- the area must make a Constitution saving throw. On a failed Casting Time: 1 action
chantment no longer affects it. ing a spherical area with a diameter of 10 feet. Any crea- save, they take 6d8 poison damage and become poisoned, Range: 30 feet
ture that starts its turn or enters the area takes 3d6 force taking 1d6 poison damage at the start of their turns. They Components: V, S
Amplify the Pain damage, or half damage with a successful Dexterity sav- can repeat the saving throw at the end of each turn, end- Duration: Concentration, up to 1 minute
3rd-level necromancy ing throw. As a bonus action, you can move each sphere ing the condition on a success. Creatures poisoned by this
You emit a swift melody with a frenzied rhythm, provoking
Casting Time: 1 bonus action up to 20 feet in any direction within the spell’s range. spell cannot become poisoned by it again until they finish
a beast creature to unleash its fury upon its foes. For the
Range: 60 feet a long rest.
duration, the beast can make one more attack with one of
Components: V, S Banner of Inspiration
Duration: Concentration, up 1 minute 1st-level enchantment Black Dragon’s Mantle its natural weapons, and has resistance to slashing, piercing,
and bludgeoning damage.
You concentrate and gaze upon a creature within range, Casting Time: 1 action 6th-level transmutation
causing all of the pain it receives to be amplified for the Range: 60 feet Casting Time: 1 action Circle of Crystals
duration of the spell. Whenever the target takes damage, it Components: V, S Range: Self 6th-level abjuration
must make a Constitution saving throw or take an additional Duration: 10 minutes Components: V, S, M (small portion of any dragon’s material)
Casting Time: 1 action
1d8 necrotic damage. If this additional damage reduces the Duration: Concentration, up to 1 hour.
You create a fixed, 10 feet high, spiritual banner in a place Range: 10 feet
target’s hit points to 10 or fewer, it must make a Strength within range, with a symbol you are currently defendeing. You infuse the body of a willing creature you touch with Components: V, S, M (a small citrine fruit worth at least
saving throw or drop anything it is holding on a failed save. Allies within a 60-foot radius area around the banner and black flames that cover its entire body. The target becomes 100 gp)
who can see it are inspired, and for the next 10 minutes, can resistant to fire and necrotic damage. Any other creature Duration: Concentration, up to 1 hour
Arena’s Fervor that touches the target takes 1d6 fire damage + 1d6 necrot-
add 1d6 to one ability check, attack roll, or saving throw.
1st-level enchantment You and two other willing creatures of your choice that you
Each ally can only use this extra die once, ending this effect ic damage. If the target takes damage from melee attacks,
can see within range gain resistance against two types of
Casting Time: 1 action for them after it is used. For all purposes, this die counts fthe attacking creature must succeed on a Dexterity saving
damage chosen from acid, bludgeoning, cold, fire, light-
Range: 20 feet as a Bardic Inspiration die. This spell can only be cast once throw for each attack or take damage as if it had touched the
ning, necrotic, piercing, poison. slashing, and thunder. If an
Components: V, S every 8 hours. target. In addition, the same damage is caused to a creature
affected creature already has resistance to a chosen damage
Duration: Concentration, up to 1 minute if the target hits it with melee attacks or manage to touch it
Beacon of Envy type, it gain immunity to that damage for the spell’s duration.
When you cast this spell, you instill in you and your allies in any other way.
At Higher Levels. When you cast this spell ausing a spell
the spirit of the arena. You and every willing ally within 20 3rd-level abjuration
Blinding Armor slot of 7th level or higher, you can affect one more creature
feet of you has advantage on Strength ability checks, Strength Casting Time: 1 reaction for each slot level above 6th.
saving throws and all saving throws against effects that cause Range: 60 feet 2nd-level evocation
the frightened condition. While a creature has this effect Components: V, S Casting Time: 1 action Conjure Aberration
active, it deals +2 on all damage rolls it makes, including at- Duration: Concentration, up to 1 minute Range: Self 5th-level conjuration
tacks and spells. The bonus is applied to each damage caused Components: V, S, M (medium armor or higher)
You become a catalyst of envy, pulling the luck of an enemy Casting Time: 1 minute
individually before any other modifier. Duration: 1 minute
towards you. When an enemy you can see makes a roll, such Range: 60 feet
as an attack or a saving throw, the target must succeed on a Components: V, S

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Duration: Concentration, up to 1 hour Demigod Wings You create a number of small magic mirrors, equal to your An energy armor forms around you, changing your AC
You call an aberrant creature of the penumbral plane to serve 9th-level conjuration spellcasting ability modifier, about half a foot square each, calculation to 12 + Dexterity modifier + Intelligence mod-
you. An aberration of challenge rating 5 or lower appears distributing them anywhere within the spell’s range. The ifier. Your AC cannot be increased or reduced in any other
Casting Time: 1 action
in an unoccupied space within range, creating a short dis- mirrors are invisible, but can be seen through spells such way while this spell is active, whether by you, allies, ene-
Range: self
tortion when it appears. as detect magic, or by creatures that have true sight, or the mies, or even items.
Components: V
The aberration is friendly to you and your companions like. You, and any creature you allow, are able to see the If a creature within 60 feet deals damage to you, you can
Duration: Concentration, up to 1 minute
for the duration. Roll initiative for the aberration, which mirrors. When a creature that can see the mirrors is adja- use your reaction to shatter the armor into several shards
You create six wings composed of condensed divine energy cent to one of them, it will be able to see what is reflected that turn into 4 darts and launch towards the creature that
has its own turns. It obeys any verbal commands that you
that sprout from your back. The wings grant you a flying on all other mirrors. damaged you. Each of the darts deals 1d4+1 force damage
issue to it (no action required by you). If you don’t issue any
speed of 50 feet for the duration of the spell. These wings In addition, spellcasters who can see the mirrors, and are to it. Doing so ends the spell.
commands to the aberration, it defends itself from hostile
have great powers and you can perform the following effects: adjacent to any of them, can cast their spells as if they were At Higher Levels. When you cast this spell using a spell
creatures but otherwise takes no actions.
Wings of Mercy. As an action, you create an enormous positioned at the location of one of the other mirrors. The slot of 3rd level or higher, the spell creates one more dart for
If your concentration is broken, the aberration doesn’t
gust of healing energy. All creatures in a 30-foot cone re- spell cast in this way cannot have the range of touch. each slot above 2nd when you use the reaction.
disappear. Instead, you lose control of the aberration, it be-
gains 5d10 hit points. Creatures that are in spaces adjacent to the space occu-
comes hostile toward you and your companions, and it might
Wings of Vengeance. As an action, the wings emit a pied by one of the mirrors can sense their presence with a Force Arrow
attack. An uncontrolled aberration can’t be dismissed by you,
strong pulse of energy that affects a 30-foot-radius sphere successful DC 18 Wisdom (Perception) check. The mirrors 5th-level transmutation
and it disappears 1 hour after you summoned it.
around you, and hostile creatures in the area take 5d10 have 5 hp, AC 13. Casting Time: 1 bonus action
The GM has the aberration’s statistics.
radiant damage. Range: Self
Corrosive Tears Wings of Mercy. As a reaction, you can make the wings Electric Burning Components: V
3rd-level transmutation defend your body by folding around it. If you react to an at- 2nd-level evocation Duration: Concentration, up to 1 minute
tack, gain +10 to your AC until the start of your next turn. If Casting Time: 1 action
Casting Time: 1 action you react to a spell, you gain advantage on the saving throw,
Range: 120 feet Range: Self (30-foot cone)
or the bonus to your AC, if the spell requires an attack roll. Components: V, S, M (a bit of fur or wool)
Components: V, S, M (a small acid flask)
Duration: Instantaneous
Duration: Concentration, up to 30 minutes Echoing
You conjure a green cloud that drops a corrosive acid rain, 9th-level transmutation You create a cone of energy that extends 30 feet from the
affecting a 30-foot radius, 30-foot high cylinder centered palm of your hand. All creatures within the area must make
Casting Time: 1 reaction
on a point within range. When a creature enters the spell’s a Dexterity saving throw. On a failed save, a target takes
Range: Self
area for the first time on a turn or starts its turn there, it 4d6 lightning damage plus 1d6 lightning damage per target
Components: V, S, M (instrument)
must make a Constitution saving throw. On a failure, the that failed the saving throw or half as much damage on a
Duration: Instantaneous
creature takes 2d8 acid damage, or half as much damage on successful one.
You manipulate reality to create an echoing effect. As a reac-
a success. Objects not being carried and structures in the
tion to the end of another creature’s turn, you can cast this Execution Blade
affected area, take double damage.
spell to replicate the effects of that turn. To use this spell, 6th-level evocation
Cupid’s Arrow you must have witnessed the events of that turn within your Casting Time: 1 action
2nd-level enchantment line of sight. The replicated effects include spellcasting, at- Range: 60 feet
tacks, damage, and the results of saving throws and ability Components: V, S, M (holy symbol)
Casting Time: 1 action
checks. All targets remain the same, and any attacks or ef- Duration: Instantaneous
Range: 30 feet
fects that become impossible, such as a target moving out
Components: V, S A blade of radiant light falls from the sky and hits a 5-foot
of reach, will simply not occur. No additional dice rolls or
Duration: Concentration, up to 1 minute radius area within range. Creatures in the area must make a
checks are required, and the results of the replicated actions
You shoot a spectral arrow establishing a connection be- Dexterity saving throw. On a failure, a crea-
remain unchanged.
tween two humanoid creatures within range (you can target ture takes 10d6 radiant damage that ignores
It is important to note that casting echoing does not incur
yourself). Unwilling creatures must succeed on a Wisdom any resistances and immunities, and the crea-
any additional costs or expenses, such as consuming spell
saving throw or be affected by the arrow. ture also has disadvantage on any ability checks
slots or expending resources from abilities or spells. However,
You make one or both of the affected creatures become it makes until the end of its next turn. On
if the original action had any side effects on the caster, such
charmed by the other (even if the other creature succeeded a successful save, the creature takes half
as those caused by a wish spell, you will experience these
on the save). This can cause two creatures to become charmed as much damage and does not suffer the
side effects instead of the original creature, as if you had
by each other, or one creature to be charmed by the other, additional effect.
performed those actions yourself.
at your choice.
Edge of Mirrors Force Armor
At Higher Levels. When you cast this spell using a spell
2nd-level abjuration
slot of 5th level or higher you can charm any creature, not 2nd-level conjuration
only humanoids. Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: 120 feets
Components: V, S
Components: V, S, M (small mirror)
Duration: 1 minute
Duration: Concentration, up to 10 minutes

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You imbue magic into a ranged weapon that uses ammo, and Healing Breeze Duration: Concentration, up to 1 minute • The target gains advantage on any perception checks based
when used by you, it fires magical ammo created on each 3rd-level evocation When you cast this spell, a glowing rune appears on the on sight.
attack, each ammo dealing in addition to its normal damage ground in a 5-foot square you can see within range. The • When hit by an attack, the target may take a reaction to
Casting Time: 1 action
an extra 2d12 damage and all damage dealt is force damage. first time a creature enters the area on a turn, or if it starts move up to its speed without provoking opportunity at-
Range: 60 feet
its turn there, it must succeed on a Wisdom saving throw tacks.
Force of Hope Components: V, S, M (a mint leaf or similar herb)
Botanic. The target becomes covered in bark, and grows
Duration: Instantaneous or be paralyzed for the duration. At the end of each of its
4th-level evocation leaves and roots.
turns, the target can make another Wisdom saving throw.
Casting Time: 1 action You create a light and gentle breeze that rushes through the
On a successful saving throw, it is no longer paralyzed. If the • The taeget’s speed becomes 0.
Range: 60 feet area relieving pain, effects and healing an ally. A creature of
creature starts its turn outside the area (for example, if an • The target gains resistance to non-magical bludgeoning
Components: V, S your choice within range recovers 4d6 hit points and reduces
ally moves it away), this saving throw is made with advantage. damage.
Duration: Concentration, up to 1 minute its exhaustion level by 1, if any.
• The target gains vulnerability to fire damage.
Huradrin’s Rune of Storms
You encourage and give hope to all friendly creatures within Huradrin’s Rune of Frost
range. For the duration, they gain 2d8 temporary hit points 6th-level conjuration
3rd-level conjuration Inner Greed
and a +2 bonus to their AC, attack rolls, ability checks, and Casting Time: 1 action 3rd-level illusion
Casting Time: 1 action
saving throws. Range: 60 feet Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small stone rune) Range: 120 feet
Force of Salvation Components: V, S, M (a small stone rune)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Components: V, S
7th-level evocation
When you cast this spell, a glowing rune appears on the Duration: Concentration, up to 1 minute
Casting Time: 1 action When you cast this spell, a glowing rune appears on the
ground in a 5-foot square you can see within range. The You create a small illusory energy globe that transforms into
Range: 60 feet ground in a 5-foot square you can see within range. The first
first time a creature enters the area on a turn, or if it starts the object or person most coveted by a chosen target, visible
Components: V, S, M (a diamond worth at least 100 gp, time a creature enters the area on a turn, or if it starts its
its turn there, a bolt of lightning strikes the creature and it only to it. The target must make a Wisdom saving throw.
which the spell consumes) turn there, it must succeed on a Constitution saving throw
must succeed on a Dexterity saving throw. On a failure, it On a failure, it becomes charmed by the object of its desire.
Duration: Instantaneous or be frozen for the duration. A frozen creature takes 10d6
takes 5d6 lightning damage and is unable to take reactions While charmed by this spell, the creature is incapacitated
cold damage at the start of each of its turns and is petrified.
You hold a diamond and make a circular motion with your until the start of its next turn. and, on its turn, will move towards the illusion, regardless
The cold damage ignores resistance. At the end of each of
arm, saying the name of your god, creating a light on up to of any obstacles in its path.
three willing creatures that you can see within range. Each
its turns, the target can make another Constitution saving Huradrin’s Rune of Transformation
throw. On a success, it is no longer frozen. If a frozen crea- As a bonus action, you can move the globe up to 30 feet
creature regains 5d8 hit points and the conditions caused 4th-level conjuration
ture starts its turn outside the area (for example, if an ally within the spell’s range. The spell ends if another creature
by magical effects afflicting it are ended.
moves it away), this saving throw is made with advantage. If Casting Time: 1 action uses an action to shake the creature out of its stupor.
At Higher Levels. When you cast this spell with a spell Range: 60 feet
a frozen creature suffers the cold damage from this spell on
slot of 8th level or higher, you affect one more creature per
5 consecutive turns, it remains petrified after the spell ends. Components: V, S, M (a small stone rune) Locate Penumbral Portal
slot level above 7th. Duration: Concentration, up to 1 minute 2nd-level divination
Huradrin’s Rune of Life When you cast this spell, a glowing rune appears on the Casting Time: 1 action
Force Platform
8th-level conjuration ground in a 5-foot square you can see within range. The first Range: Half mile
3rd-level evocation
Casting Time: 1 action time a creature touches the rune after the spell is cast, the Component: V, S
Casting Time: 1 action rune disappears and a willing creature is transformed for Duration: Concentration, up to 30 minutes
Range: 60 feet
Range: 90 feet the duration. An unwilling creature may make a Wisdom
Components: V, S, M (a small rune carved from a gemstone When casting this spell, you can feel the connections be-
Components: V, S, M (a jewel worth at least 20 gp) saving throw; on a success, the spell ends and the creature
worth at least 500 gp, which the spell consumes) tween this world and the Penumbral Plane, indicating where
Duration: Concentration, up to 1 hour is not transformed. You choose which transformation oc-
Duration: Concentration, up to 10 minutes a nearby portal or rift to the Penumbral Plane may be located.
You create eight cube-shaped platforms whose edge is 10 feet. curs when the rune is touched: Reptilian, Avian or Botanic. You constantly sense the direction of the portal while it is
You target a dead creature within range, and a glowing rune
You can position them as you wish, but at least one of them Reptilian. The target becomes covered in scales, grows a within the spell’s range.
appears on the ground in a 5-foot square that is under the
must be within 90 feet of you and they must all be connect- long tail, and its mouth turns into a crocodilian maw.
dead body. If the creature’s soul is free and willing, the creature If you are playing outside of Tanares, you can find passages
ed to each other, with at least one of their sides necessarily • The maw is a natural weapon. The target can attack with it
returns to life with 10 hit point, provided that it has been dead to the Shadowfell instead.
touching the other of the cubes in order to connect them all. using your spell attack modifier, dealing piercing damage
no longer than 24 hours. This spell can’t return a creature to
Each platform can hold up to 1000 pounds of load and the
life that has died of old age or one that is an undead, nor can
equal to 1d8 plus your spellcasting ability modifier on a hit. Longburrow’s Comfortable Cottage
creatures can choose to walk on or walk through them. With • The scaly hide provides improved protection. While the 4th-level conjuration
it restore any missing body parts. If the creature is lacking
a bonus action, you can move all of them up to 15 feet, rear- target is not wearing armor its AC is 13 plus your spell-
body parts or organs integral for its survival—its head, for Casting Time: 10 minutes
ranging them as you wish, while respecting the prerequisites casting ability modifier.
instance—the spell automatically fails. Range: 30 feet
mentioned above. Moving them this way causes creatures • The tail has a reach of 10 feet. If a creature enters this
Each time the restored creature ends its turn in contact Components: V, S, M (a piece of bear skin)
on top or inside of it to magically move this way. When the reach, the target can take a reaction to attempt to trip the
with the rune, it regains 10 hit points. Duration: 24 hours
spell ends, all creatures on the platforms fall as usual. creature. Then, the creature must succeed on a Strength
At Higher Levels. If you cast this spell using a spell slot of Huradrin’s Rune of Stasis saving throw against your spell save DC, or it falls prone. When you cast this spell, a small cottage occupying a 20
4th level or higher, you can create two more platforms for Avian. The target becomes covered in feathers, grows wings, foot square, with a height of 10 feet, appears in an unoccu-
5th-level conjuration
each slot level above 3rd. gains bird-like reflexes and hawk-like eyes. pied space on the ground within range. A small fire burns
Casting Time: 1 action in the fireplace in the cottage, keeping the temperature at
Range: 60 feet • The target gains a flying speed equal to its walking speed.
Components: V, S, M (a small stone rune)
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a comfortable level regardless of the weather outside. The Longburrow’s Homey Hearth transmuted. Nonmagical objects are transmuted permanently, Mind Return. For this effect, it is also necessary to provide
cottage is made of wood, with a single door facing the caster, 2nd-level transmutation while magic items are transformed for just 24 hours. Weapons an object that once belonged to the target, which the spell
and one 5-foot square window adorning each side wall. The transformed into wood are considered improvised weapons consumes. If done, you revert the target to its state before
Casting Time: 1 action
interior is furnished with 4 sets of bunk beds with comfortable and have a -2 penalty to attack and damage rolls and trans- the spell was cast on it.
Range: 30 feet
bedding and a padded chair facing the fireplace. A pantry in Components: V, S, M (a wood chip) formed armors have a -3 penalty to their AC.
the cottage and a barrel of ale in the corner contain enough Nature Boon
Duration: 8 hours Mind Reshaping
ale and provisions to sustain 8 people for one day. At the 2nd-level enchantment
end of the duration, the cottage and any remaining contents You target a fireplace within range and a warm and com- 5th-level enchantment Casting Time: 1 action
created by the spell vanish. forting fire erupts, which lasts for 8 hours. Any creature
Casting Time: 2 hours (ritual) Range: 30 feet
For the duration, any creature that completes a long that completes a long rest in the same room of the fireplace
Range: 10 feet Components: V, S
rest inside the cottage may reduce an extra level of while this spell is in effect regains all expended Hit Dice.
Components: V, S, M (between 100 and 1,000 gp of tamerani- Duration: Concentration, up to 1 minute
exhaustion or remove a single condition afflicting it. um and bauronite equally divided, which the spell consumes)
Melody of Nemesis You cast natural energy at a willing creature within range,
Duration: Permanent which gains the following benefits for the spell’s duration:
Longburrow’s Cozy Campfire 8th-level evocation
Casting Time: 1 action In an elaborate ritual, you wipe clean the psyche of a human- • The creature gains a +2 bonus to its AC and saving throws;
1st-level transmutation
Range: 60 feet oid creature and imprint a new directive, effectively making • The creature’s speed increases by 5 feet;
Casting Time: 1 action it almost irreversible. The targeted creature is required to be
Components: V • The creature has advantage on Wisdom (Perception) checks
Range: 30 feet seated on an obsidian throne worth at least 5,000 gp atop
Duration: Instantaneous that rely on hearing or smell;
Components: V, S, M (some whipped sugar and gelatin) a marble circle, both inscribed with arcane symbols. The • The creature’s unarmed strikes now deal 1d6 + Strength or
Duration: 1 hour You play a haunting melody. Each creature other than you creature must also be adorned with a tameranium bracelet Dexterity modifier (its choice). The damage type will be the
within range that can hear the tune must make a Constitution on its right wrist and a bauronite bracelet on its left wrist.
You target a small non-magical campfire in range and mag- same as the creature normally deals with its unarmed strikes.
saving throw. On a failed save, a creature loses half of its The spell carries significant side effects; however, these
ically transform it to be especially warm and inviting. Any
creature that finishes a short rest within 30 feet of the fire
current hit points, rounded down. are mitigated by increasing amounts of tameranium and Nightmare Hug
while this spell is in effect may roll 2 dice for each Hit Die bauronite used. With a minimum of 50 gp worth of each 5th-level necromancy
Memory Trial
spent to recover hit points. material, you gain 2 levels of exhaustion and are unable to Casting Time: 1 action
4th-level divination cast this spell for 48 hours. Utilizing at least 500 gp of each Range: 60 feet
Casting Time: 1 hour reduces the exhaustion to one level, but the spell remains Components: V, S, M (a black pearl worth at least 100 gp)
Range: Touch unusable for 24 hours. If you use at least 1000 gp of each, Duration: Concentration, up to 1 minute
Components: V, S, M (an object) you suffer no exhaustion but are unable to recast the spell for
Duration: 1 hour 12 hours. The spell fails if casted before the time above pass. You summon a shadowy shape behind the target creature
The subject of the spell must remain seated for the entire that embraces it. The creature must make a Constitution
Upon touching an object, you gain insights from its past.
casting time. Upon completion, you may choose to implement saving throw. If it fails, it suffers 1d4 levels of exhaustion
There are two ways to use this spell:
one of the directives Mindless Soldier, Berserker Beast, or and its respective effects for the duration of the spell. If the
• Recent Memory. Upon casting, you can perceive every- creature reaches the sixth level of exhaustion, it does not die
thing that has transpired around the object since it settled Focused Servant on the target. The Mind Return option can
be used on a target already affected by this spell to reverse but is unconscious for 24 hours, only suffering from 5 levels
in its current location. For the next hour, you can see and of exhaustion that remain even after the spell’s duration. An
hear all events in the vicinity of the object, regardless of its effects, which is the only way to do it besides the casting
of a wish spell. affected creature that hasn’t suffered all 6 levels of exhaustion
how long it has been in that position. Minor adjustments can make a new save at the end of its turns, getting rid of
to the object’s location, like being shifted during cleaning, Mindless Soldier. The creature becomes dedicated to exe-
cuting orders and will only comply with commands given by this spell’s effects on a success.
don’t disrupt the spell’s effect.
individuals bound to it during the casting. You can designate
• Distant Memory. Alternatively, you can specify a partic- Notes of Biot
any number of entities that are part of the same organization
ular moment within the past year. You then experience 9th-level enchantment
known to the creature before the ritual.
the same sensory effect as the first method.
Berserker Beast. The target operates on pure instinct and Casting Time: 1 action
obeys only the caster’s basic commands. The target loses Range: 120 feet
Metal to Wood
speech capability and becomes exceptionally hostile. Also, it Components: V, S, M (a musical instrument)
7th-level transmutation Duration: Concentration, up to 1 hour
has advantage on Strength ability checks and saving throws,
Casting Time: 1 action and it gains a +2 bonus on Strength-based damage rolls, You conjure powerful notes that echo in a 60-foot radius
Range: 60 feet while it has disadvantage on Intelligence ability checks sphere from a point within the spell’s range. Hostile creatures
Components: V, S and saving throws. that enter or start their turn in the area take 8d8 thunder
Duration: Instantaneous Focused Servant. The target concentrates all its proficiency damage and must make a Constitution saving throw. On a
You create a magical shock in a 20-foot cube within on one particular field of knowledge. Choose one skill or success, a creature takes only half as much damage. On a
range, transmuting crafted objects made of metal tool. The creature gains proficiency in it, doubles its profi- failure, a creature also must roll 1d8 to define which note ran
into wood. Creatures within the area must make a ciency bonus for checks related to it, and gains advantage through its body and which condition affected it, according
Charisma saving throw. On a failure, all equipped on these checks. However, it cannot apply its proficiency to the following table. The condition lasts for 1 minute, and
and carried equipment made of metal is turned bonus to any other skill checks that aren’t directly related
into wood. Objects and equipment that are not to the chosen skill or tool.
being equipped or carried are automatically

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the affected creature can redo the save at the end of its turns, Components: V, S • A powerful thrust directly in front of you, causing 3d4 the duration of the spell, you gain a +10 bonus on Wisdom
ending the condition on a success. If a creature receives more Duration: Concentration, up to 10 minutes radiant damage to all creatures within its trajectory in a (Survival) checks to track creatures.
than one condition from this spell, it makes a single saving You touch the target’s eyes and they become yellow, allow- 25-foot line.
throw at the end of its turns, ending all conditions that have • Several shards of brilliant light, dealing 3d4 radiant damage Rurik’s Energy Shield
ing it to see creatures through solid objects, such as walls.
affected it on a success. to all creatures adjacent to you. 4th-level evocation
For the duration, the target can see creatures, not objects,
within a range of 20 feet through any obstacle up to 2 feet All creatures within the area must make a Dexterity saving Casting Time: 1 bonus action
D ice N ote E ffect
thick, regardless of the lack of light in the area. In darkness, throw, taking half as much damage on a success. Range: Self
1 Do The creature is Paralyzed At Higher Levels. Casting this spell using a spell slot of Components: V, S
the image of the creature is not sharp and its colors become
2 Re The creature is Charmed only shades of red. 2nd level or higher amplifies the damage by an additional Duration: Concentration, up to 1 minute
3 Mi The creature is Stunned 1d4 for each slot level above 1st. You create a large shield of energy embellished with dwarven
4 Fa The creature is Restrained Prayer of the Desperates runes, which revolves around you and provides three-quarters
2nd-level evocation Purge
5 Sol The creature is unable to speak or utter other of cover. Any creature that makes a melee attack against you
sounds Casting Time: 1 action 9th-level abjuration takes 5d6 force damage. As a bonus action, you can transform
6 La The creature is Blinded Range: 30 feet Casting Time: 1 action the barrier made by the shield into a handaxe of arcane ener-
7 Si The creature is Frightened Components: V, S Range: 30 feet gy, which forms in your hand. You can make a ranged spell
8 Chord +4d8 thunder damage and roll again on the table. Duration: Instantaneous Components: V, S, M (a diamond worth at least 2000 gp that attack with the axe as an action against a creature within 60
has been blessed by a cleric, which is consumed by the spell) feet of you. On a hit, the attack deals 5d6 force damage, and
You make a prayer asking your god to protect the desperate
Duration: Instantaneous if the target is larger than you, it must succeed on a Dexterity
and heal the wounded.
Offer Choose up to three creatures within range to regain 1d6 You call down a beam of holy light to smite an enemy. The saving throw or be knocked prone. For the duration, you
1st-level evocation hit points. In addition, if the creature had 0 hit points, it creature must succeed on a Charisma saving throw, taking can switch between the axe and the shield forms as a bonus
receives +2 to its AC until the start of its next turn, and can 10d8 radiant damage plus 10d8 fire damage, is permanently action. If you take any damage, the spell ends.
Casting Time: 1 minute (ritual)
Range: 30 feet immediately choose to take a reaction to stand up from prone. blinded and becomes afflicted with the effects of the slow
spell for a minute on a failure. On a success, it takes half as
Shadow Noose
Components: V, S, M (8 sp in incenses, which the spell
consumes) Pressure Empowerment much damage, is blinded for 1 minute and is not slowed. If 1st-level necromancy
Duration: 24 hours 4th-level transmutation the target is native to a different plane of existence than the Casting Time: 1 action
Casting Time: 1 action one you’re on, he has disadvantage on the saving throw. A Range: 40 feet
You make an offering to your god, asking him for guidance Components: V, S
Range: 180 feet permanently blinded creature can only remove the condi-
on the day ahead. For the next 24 hours, anytime you roll a Duration: Concentration, up to 1 minute
Components: V, M (ammunition) tion by the spells greater restoration, regeneration, wish, or
d20 to determine the outcome of any action, you can choose
Duration: Instantaneous similar abilities. Upon casting this spell, beams of necrotic energy burst from
to roll an additional d20 and choose which of the two results
the shadow of a target creature within range, seeking to
to use. You can declare you are using the extra d20 either Upon casting this spell, the magic propels a piece of am- Ray of Fear
before or after you make the first roll, but always before the munition from your hand, in a grand arc towards a target, ensnare it. The target creature must make a Dexterity sav-
3rd-level evocation ing throw. On a failure, shadowy tendrils form around the
GM declares the outcome. Once you use the roll the spell exerting immense pressure as it descends. Make a ranged
Casting Time: 1 action creature for the duration of the spell, halving its speed and
ends and can’t be used again before the next dawn. spell attack. On a hit, the target takes 8d6 force damage and
Range: 60 feet inflicting necrotic damage equal to 1d6 plus your spellcast-
is knocked prone. On a miss, the creature takes half as much
Penumbral Fissure damage and must make a saving throw, choosing between
Components: V, S ing ability modifier.
6th-level conjuration Duration: Instantaneous The ensnared creature may attempt a new saving throw at
Strength or Dexterity, to avoid being knocked prone.
Any other creature within 20 feet of the target must make You shoot a powerful beam of dark purple energy from your the end of each of its turns to free itself. Until it succeeds, it
Casting Time: 1 action
a Strength or Dexterity saving throw (creature’s choice). On open hands at a creature within range. You make a ranged suffers necrotic damage equal to 1d6 plus your spellcasting
Range: 30 feet
a failure, the creature takes 8d6 force damage and is knocked spell attack against the target, and if it hits, it takes 7d6 ability modifier at the beginning of each of its turns. On a
Components: V, S
prone. On a success, it takes half as much damage and is psychic damage and becomes frightened for 1d4 rounds. successful save, the spell ends.
Duration: Instantaneous
not knocked prone. Creatures of Large size or larger have If you are in dim light or darkness, increase the damage by
The caster opens a fissure of up to 60 square feet between
3d6 and the target remains frightened for 2d4 rounds. The
Shadow Sword
advantage on the saving throw.
the Material Plane and the Penumbral Plane to the fissure, 7th-level necromancy
target can make a Wisdom saving throw at the end of each
allowing creatures to cross from one plane to the corre- Pure Light Slash of its turns to end the frightened condition. Casting Time: 1 action
spondent place in the other. Alternatively, you can close an Range: 60 feet
1st-level evocation
existing fissure between these planes, as long as it does not Reveal Hidden Steps Components: V, S, M (a onyx gem worth at least 25 gp,
exceed 60 square feet. A fissure created by this spell auto- Casting Time: 1 action
Range: Self 2nd-level divination which the spell consumes)
matically closes if a penumbral creature comes within 5 feet Duration: Concentration, up to 1 minute
Components: V, S Casting Time: 1 action
of it, but reopens when there are no penumbral creatures
Duration: Instantaneous Range: Self (30-foot radius) You choose a target that you can see within the spell’s range
within that range.
Components: V, S and create a sword of negative energy, which emerges from
You conjure an immense blade of pure luminescence over-
Phantom Vision head, which descends and morphs into one of the forms
Duration: Concentration, up to 1 hour the target’s shadow and attacks. Make a melee spell attack
2nd-level divination you select: As an action, you exhale a luminous magical breath that re- against the target. On a hit, the sword stabs the creature,
veals the tracks of passing creatures within 30 feet of you. For dealing 5d10 necrotic damage. The sword remains stuck to
Casting Time: 1 action • A sweeping slash in a 15-foot cone in front of you, inflicting
the target, and on subsequent turns, you can use your action
Range: Touch 3d4 radiant damage to all creatures within the area.

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to deal 4d10 necrotic damage to the target automatically. The Range: 60 feet Components: V, S, M (a dandelion flower) Taram’s Life Bond
sword dissipates and the spell ends if you use your action Components: V, S Duration: Concentration, up to 1 minute 4th-level abjuration
to do anything else. Duration: 1 minute You use natural energy to release dozens of magical spores Casting Time: 1 bonus action
The creature cannot have its hit points restored by any You create small sparks of radiant light that surrounds a that affect a 20-foot radius sphere within range. Any creature Range: 60 feet
means until the sword is removed or the spell ends. A creature 20-foot-radius area. As long as the spell lasts, hostile creatures other than you that enters or starts its turn in the affected Components: V, S
can attempt to remove the sword using its action to make a in the area have a -1 penalty to attack rolls, AC, and ability area must make a Dexterity saving throw. On a failure, 2d4 Duration: 1 hour
Charisma saving throw. On a success, the sword is removed, checks. At any time, the caster can use a bonus action to end spores stick to the creature, or half as much on a success.
the target takes 5d10 necrotic damage, and the spell ends. When you cast this spell, you create a mystical bond be-
this effect, bursting the sparks and dealing 1d4 damage to The attached spores explode if the creature takes any tween yourself and up to two creatures within range. Each
On a failure, the sword is not removed, and the target takes all hostile creatures in the area. They can make a Dexterity damage. The creature then takes 1d4 poison damage for
half as much damage. targeted creature must make a Wisdom saving throw. On a
saving throw to avoid this damage. each exploded spore and must succeed on a Constitution failure, it becomes linked to you for the duration of the spell.
saving throw to not become poisoned for 1 minute.
Shield of Light Spiritual Calling When you take damage and a bonded creature is within
As long as the spores have not exploded, a creature can, as 120 feet, the damage is divided between you and the creature.
1st-Ievel evocation 3rd-level necromancy an action, make a Dexterity (Sleight of Hand) check against You take half the damage (rounded down), and the bonded
Casting Time: 1 bonus action Casting Time: 1 action your spell save DC to remove 1 of the spores attached to creature absorbs the remainder, inflicted as psychic damage.
Range: Self Range: 20 feet itself or another creature, but on failure, all spores explode. If both bonded creatures are within range, both take half of
Components: V, S Components: V, S
Static Bolt the damage. For example, if you would take 10 damage, you
Duration: 8 hours Duration: 1 minute take only 5 and both creatures take 5 each.
You manifest a radiant energy barrier that you can wield. 1st-level evocation
You cast this spell at a location to summon the spirit of a At Higher Levels. When you cast this spell using a spell slot
For all purposes, it functions as a shield, but allows the ex- creature that has been there before, allowing it to provide Casting Time: 1 action of 5th level or higher, you can bond to one additional creature
ecution of somatic components to cast spells. you with information about the events that occurred there. Range: 40 feet for each slot level above 4th.
At Higher Levels. When you cast this spell using a spell The spirit remains for 1 minute. When invoking the spirit, Components: V, S
slot of 3rd level or higher, the barrier becomes a +1 shield. roll 1d10 to determine its behavior and the amount of in- Duration: Instantaneous
When you use a spell slot of 5th level or higher, the bonus formation it has, as shown in the table below: You shoot a bolt of static energy against a crea-
increases to +2, and, when you use a spell slot of 8th level ture within range. Make a ranged spell attack
or higher, the bonus increases to +3. d 10 E ffect
against the target, dealing 1d8 lightning dam-
1 to 2 The spirit is hostile, refusing to answer your questions or age on a hit. Subsequently, the target takes 1d8
Silver Crown even providing false information.
lightning damage for each 5 feet it moves,
1st-level enchantment 3 to 4 The spirit has vague information and is not very familiar
with the place, but does not act in a harmful manner.
willingly or not, until the end of its next turn.
Casting Time: 1 bonus action The subsequent damage cannot exceed 5d8.
5 to 8 The spirit acts in a friendly manner. It knows the place,
Range: 30 feet but only has rumors and incomplete information about At Higher Levels. When you cast this
Components: V, S what happened there. spell using a spell slot of 2nd level
Duration: Concentration, up to 1 minute 9 to 10 The spirit acts in a friendly manner and has detailed or higher, the initial damage
knowledge of the location. It can provide accurate infor- increases by 1d8 for each
A crown of gleaming silver energy appears above the target
mation about events that took place there.
creature’s head. For the duration, the target has +1 bonus to slot level above 1st.
its AC, to any save DC, and to any ability checks in which
the target adds its proficiency bonus. Spiritual Healer Stone Bow
At Higher Levels. When you cast this spell using a spell 1st-level transmutation
3rd-level evocation
slot of 2nd level or higher, you can target one additional Casting Time: 1 bonus action
Casting Time: 1 action
creature for each slot level above 1st. Range: Self
Range: 30 feet
Components: V
Song of life Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
4th-level evocation
When you cast this spell, you become a conduit
Casting Time: 1 action You conjure a floating spectral spirit within range. When
for magical earth energy that makes projectiles
Range: 20 feet you cast this spell, the spirit can perform a healing touch on
you launch charged with it. For the duration,
Components: V, S a creature adjacent to where it appears, restoring hit points
your ranged attacks made with a weapon deal
Duration: Instantaneous equal to 1d8 + your spellcasting ability modifier. As a bonus
an extra 1d6 damage of the same type as the
action, you can move the spectral spirit up to 30 feet to a space
You intone a beautiful chant. Up to five creatures of your weapon or ammo. Also, whenever a creature
you can see and use its healing touch on a different creature.
choice that can hear you within range regain 6d8 hit points is hit by one of these attacks, it must make a
At Higher Levels. When you cast this spell using a spell
and have advantage on the next Constitution saving throw Strength saving throw. On failure, it is pushed
slot of 5th level or higher, the healing increases by 1d8 for
they make. This spell has no effect on undead or constructs. 10 feet straight away from you. Large or larger
every two slot levels above 3rd.
creatures have advantage on this saving throw.
Sparks of Light Spore Blow
1st-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet

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Terror Clone Thunderous Spear You channel the necrotic energy from bones or a piles of
9th-level conjuration 3rd-level enchantment corpses, creating a green cloud in the sky. On your next R esult E ffect
Casting Time: 1 bonus action turn, you can use your action to transform the cloud into 1-2 The twigs and vines ensnare the creature, which be-
Casting Time: 1 action
Range: 30 feet bones made of necrotic energy, which then fall, affecting a comes restrained for the duration. The creature can use
Range: 30 feet an action to make a Strength check against your spell
Components: V, S, M (one javelin and a bottle of water 30-foot radius sphere centered on a point within range. Each
Components: V, S save DC. If it succeeds, it is no longer restrained.
collected from a storm) creature in that area must make a Dexterity saving throw.
Duration: 1 minute 3-4 The branches and vines begin to whip the creature,
Duration: 1 minute On a failed save, a creature takes 12d6 necrotic damage, or
dealing 2d6 slashing damage per turn as long as it re-
You choose a creature within range, and it must succeed on half as much damage on a successful one. If this damage mains in the area.
a Charisma saving throw. On a failure, you cause its shad- You call forth a spear of solid lightning to skewer an ene- reduces a creature to 20 hit points or fewer, it must succeed 5-6 Branches, roots, and leaves sway around the creature,
ow to detach and become a separate creature with the same my. The target must succeed on a Dexterity saving throw on a Constitution saving throw or die, rising as a zombie blocking its movement and vision. Terrain occupied by
statistics and equipment as the original. The shadow acts on or be marked as the target of three spears that rain down under your control, as if you had cast the animate dead spell. the wall of bushes is considered difficult terrain. While
from a cloud created up to 20 feet above the creature’s head. within the area, the creature has disadvantage on at-
the same initiative turn as the original creature but takes its If the creature is reduced to 10 hit points or fewer, it makes tacks and Wisdom (Perception) checks that rely on sight.
turn immediately after. The shadow will attack the original Whenever the creature is hit by an attack for the first time on the saving throw with disadvantage.
creature with all its might for the spell’s duration or until a turn, one of the spears strikes down, dealing 4d4 piercing
one of them drops to 0 hit points, which also ends the spell. damage and 4d4 lightning damage. The spell ends when all Veil of Bravery
three spears are used. 2nd-level abjuration
Thalia’s Acceleration Rescue At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action
2nd-level transmutation slot of 4th level or higher, the spell creates one aditional
Range: 20 feet
Casting Time: 1 bonus action spear for each two slot levels above 3rd.
Components: V, S
Range: 100 feet Duration: 1 minute
Tranquil Grove
Components: V, S
4th-level enchantment You can turn your allies’ courage into a powerful protective
Duration: 1 minute
Casting Time: 10 minutes energy. Choose up to 3 willing creatures within range. While
Range: 20 feet under this spell, you and those creatures get +1 on all saving
This spell causes up to 5 willing creatures of your choice throws, plus the following effect:
in a 30-foot radius sphere to gain a speed increase of 5 Components: V, S
Duration: 4 hours When a creature affected with the veil of bravery takes
feet and can take the Dash action as a bonus action. damage, it can take a reaction to reduce the damage by
You create a restful environment in a 20-foot radius around 1d6 for each creature within 20 feet of it that is also
Threshold Impacts you, making it an ideal place for a long rest. A long rest affected by this spell. Each creature can use this
4th-level conjuration taken in this area only requires half the usual time, and the spell’s effect only once; then the spell ends for it.
Casting Time: 1 action creature resting recovers from the effects of one additional At Higher Levels. When you cast this spell
Range: 60 feet level of exhaustion. A creature can only benefit from this using a spell slot of 4th level or higher, the
Components: V, S, M (three circles of silver and bone dust spell once per long rest, and must take at least one long rest damage reduction die increases by one step
of a penumbral creature) outside of this area before it can benefit from the spell again. for every two slot levels above 2nd, reducing
Duration: Concentration, up to 1 minute 1d8 for a 4th level, 1d10 for a 6th level,
True Light Palm
You open 3 portals through the Penumbral Plane in 3 lo- and 1d12 for an 8th level.
5th-level evocation
cations of your choice within range. For the duration, as a
Casting Time: 1 action Wildpath
bonus action, you can enter one of them and exit through
any of the other two of your choice. Alternatively, if you are Range: Touch 2nd-level conjuration
adjacent to one of them, you can channel penumbral energy Components: V, S Casting Time: 1 action
from the portal and shoot it against an enemy up to 60 feet Duration: Instantaneous Range: 60 feet
away, making a ranged spell attack that deals 4d6 necrotic You channel the purest light through your hand to punish Components: V, S
damage on a hit. Other creatures cannot pass through a or save your targets. If you use it against a hostile creature, Duration: 8 hours
portal, but they can block the exit. If you pass through the make a melee spell attack against the target. On a hit, the You create an opaque wall of magic
portal and decide to exit through a blocked one, both you creature takes 7d6 radiant damage, and the light spreads bushes on a solid surface within range.
and the creature blocking the exit take 4d6 force damage. and consumes the creature’s essence, imposing disadvan- You can make a wall up to 30-foot long,
tage on all its saving throws for the next minute. If you cast 5-foot high and 5-foot thick or a ring wall
Thunder Weapon it on an ally, it regains 7d6 hit points, and the light ignites up to 20 feet in diameter, 5 feet high and
1st-level evocation its essence, granting advantage on all its saving throws for 5 feet thick. Each creature within the area
Casting Time: 1 bonus action the next minute. when the wall appears, and, subsequently,
Range: Self any creatures that pass through the spaces it
Components: V, S, M (instrument string)
Uster’s Necrotic Comet
occupies, must make a Dexterity saving throw.
Duration: 1 minute 8th-level necromancy On a failure, the creature must roll 1d6 to de-
You conjure a resonating, spectral lute in your hand. This Casting Time: 2 actions termine which effect on the table happens to it.
lute can be used to make melee spell attacks, dealing thunder Range: 400 feet
damage equal to 1d10 plus your spellcasting ability modi- Components: V, S, M (dozens of bones or a pile of corpses)
fier on a hit. Duration: 2 rounds

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Fabien Laurens (Order #42156009)


Chapter 5 - gain Flying Points to make some maneuvers when fighting
enemies mounted in flying creatures. Remember, use these
2 - Pay for its training 4 - Calculate the total of
flying points and use the
Optional Rules
There are 4 tiers of payment you can make monthly, rep-
rules for flying combat only when both are mounted, so if you resenting all four areas needed for an optimized training creature as mount in combat
are facing a dragon, for exemple, your maneuvers don’t work. (space, diet, trainer expertise and supplies). This will provide On the next pages, you will find all these 4 creatures. You
Training and Using To summarize, this is what you must do to use a flying mount: extra Flying Points to allow you to make more maneuvers
during combat.
can see their base Flying Points and how many they gain
extra according to the training quality (the more you pay,
Flying Mounts 1 - Choose the creature
• Pegasus, griffon, hippogriff, or drake.
The creature has a base number of Flying Points, and an the better it is trained). You should also apply the problem’s
In the world of Tanares, many heroes possess companions, extra amount of points is added according to the monthly consequences, if any.
trained creatures that accompany them throughout their 2 - Pay for its training cost tier that has been paid, as shown in the tables related The Flying Points (FP) are used to execute maneuvers.
lives. Regardless of the type of these creatures, compan- • Training a creature requires space, diet, trainer expertise, to each creature on the following pages. ONLY WHEN FIGHTING AN ENEMY MOUNTED ON
ions have an extremely deep bond with their heroes, created and supplies. A FLYING CREATURE.
3 - Control any problem that The maneuver has its cost in Flying Points indicated by
and strengthened through years of adventure and training,
making it seem like they are one when accompanying their
3 - Control any problem that may happen to the creature may happen to the creature FP. When the mount spends all flying points, it must finish
heroes in combat. • Sickness, anxiety, wounds, rebellion, stealing attempt. At the GM’s discretion, some problems may happen with a short or long rest to recover them all.
Although different heroes have come to know their com- the creature and the heroes must solve it as quickly as possi- In summary, training a flying mount requires careful at-
4 - Calculate the total of Flying Points and use the creature
panions in unique ways—whether by finding an abandoned ble to avoid the creature to become weaker or even abandon tention to detail, strategy, and quick thinking. But with ded-
as mount in combat
egg in the forest, rescuing a young one from hunters, or you. Here are a list of possible situations and some suggested ication and practice, you and your mount can conquer the
• The better the training, the more Flying Points the mount
even buying them from creature merchants—the deep con- consequences. These are only suggetions and the real effect skies and achieve great victories. Happy flying!
has, and the more uncontrolled problems, the fewer Flying
nection between the hero and their companion is a present is determined by the GM.
Points it has.
characteristic.
• Flying Points: Allow to execute spectacular maneuvers P roblem S uggested
Companions develop over time and through a long and
when fighting enemies also mounted on flying creatures. C onsequence
arduous regime of training, becoming valuable assets in a
The creature becomes too aggressive during -5 FP, maybe the
party, defending them with their lives. But the difficulty causes 1 - Choose the creature training and begins to attack its trainer or oth- trainer becomes
many trainers to give up or fail in their objective. Those who er party members. incapacitated.
persist, however, find themselves with one of the deepest C reature C ost F lying P oints C haracteristic The creature becomes ill and requires special -6 FP, maybe
bonds they will have in their lives, with a companion that Pegasus Average Average Defensive care, forcing the party to go on a quest to find cannot use the
will never abandon or betray them. a rare herb or medicine to heal it. mount until it is
Griffon Average Average Offensive healed.
Here we present the rules to train four types of flying crea-
Hippogriff Low Low Balanced The creature is possessed by an evil spirit or Cannot use the
tures and make them serve as mounts. Also, they excel in druidic magic, causing it to behave erratically mount until it is
combat against other enemies with flying mounts, so you can Drake High High Offensive
and endanger those around it. free of the effect.
The creature's natural instincts take over and -8 FP.
it begins hunting livestock or even people in
nearby villages, causing the party to confront
the local authorities and find a solution before
the creature is hunted down.
The creature is exposed to a magical artifact Cannot use the
that causes it to grow to an enormous size and mount until the
become uncontrollable. The party must find a effect is reversed.
way to reverse the effects.
The creature has become too attached to its -4 FP, whenever
trainer and refuses to take orders from anyone ordered to per-
else. The party must find a way to earn the form a maneuver,
creature's trust and persuade it to obey their there is a 50%
commands. chance the mount
will ignore it.
The creature is exposed to a powerful spell or When using FP,
another effect that causes it to develop new, there is a 50%
dangerous abilities. The party must find a way chance the crea-
to control the creature's new powers before it ture will manifest
becomes a threat to its surroundings. its power instead
of the maneuver.
The creature is stolen by a rival trainer or en- Cannot use the
emy faction and the party must track it down mount until it is
and rescue it. rescued.
The creature is kidnapped by a group of cult- Cannot use the
ists who plan to sacrifice it. The party must mount until it is
infiltrate the cult's stronghold and rescue it rescued.
before it is too late.
The creature becomes lost in a dangerous en- Cannot use the
vironment. The party must brave the dangers mount until it is
to find and rescue it. found

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Tanarean Pegasus Cost to training and Flying Points Tanarean Griffon Flying Maneuvers

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.

Actions monthly cost extra flying points

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

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Tanarean Hippogriff Flying Maneuvers Tanarean Drake safely on the ground without suffering any damage from fall-
ing. Your mount can take to the air again on your next turn.

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

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Teams and structures reflect your team’s specialization and help
them to overcome greater challenges.
A cquiring C areeer P oints
T ype of C areer P oints D escription of the heroic deeds E xamples :
At higher levels, your team can earn legendary rewards,
Team Rules: Specialization, such as powerful artifacts or access to unique abilities that
heroic deeds acquired

Advancement, and Rewards


Common Task 1 A common task, mission or achievement that • Escort merchants and other clients on trips
reflect your team’s style. demonstrates the Adventure Team's experience in through dangerous regions.

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

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commemorate their achievements. These rewards can range
from monuments to powerful magic items or even additional
Team Progress Team Features List Operatives
Improvement Points. The Adventure Team table shows how many Career Ooints
At 10th level, and every 2 levels thereafter, the Adventure the team need to level up, what your team gets and the max- Explorers Trail of Coins
Team will receive a Legendary Reward. The exact nature of imum number of Structure Points to be placed on a single Your Adventure Team has access to a vast network of infor-
the reward may be determined by the GM, chosen by the structure. History of the Land mants, providing critical intel on trade and smuggling routes.
players, or constrained by the narrative. With this intel, your team can avoid danger, navigate past
Your Adventure Team is an expert in traversing challenging
A dventure C areer T eam P rogress S tructures checkpoints, and locate key items of interest. Additionally,
For a complete list of possible rewards, consult terrain, with extensive knowledge of how to navigate treach-
T eam L evel P oints M ax L evel
the table below: each member of your team becomes proficient in Stealth,
1st 0 Team Feature 0 erous locations and provide insight into the history and sig-
Sleight of Hand, or Deception, giving you an edge in your
nificance of old buildings and places. Each member of your
L egendary D escription 2nd 10 Main Hall + 2 2 operations.
R eward Structure Points team becomes proficient in Nature, Perception, or Survival.
Magic Item Your Adventure Team gains a rare, very rare, or 3rd 20 2 Structure Points 2
Trailblazer Silver Tongue
legendary item, at the GM's discretion.
4th 30 2 Structure Points 2 At 5th level, your team becomes skilled at gathering informa-
Team Feat The team chooses a Team Feat.
Starting at 5th level, your Adventure Team can use your vast
5th 40 Team Feature + 3 tion from a variety of sources. With just an hour spent gath-
knowledge of survival techniques to navigate the wilderness
Powerful Ally Your Adventure Team gains a powerful ally such 2 Structure Points ering intel, any member of your team can make a Charisma
as an organization, another powerful Adventure with ease. Once per day, you can choose to automatically
6th 50 2 Structure Points 3 ability check with a DC of 15 and spend 10 gp to obtain useful
Team, or a person of great influence. succeed on any ability check related to surviving in the wil-
7th 70 2 Structure Points 3
information about any person or location of interest, even
Legendary Your Adventure Team gains 2 Structure Points. derness, such as finding food and water or navigating through
Headquarter
gaining a rough idea of the location’s layout.
8th 90 2 Structure Points 3 rough terrain. This ability allows your team to conserve valu-
(extra points)
9th 110 2 Structure Points 4 able resources and avoid the dangers of the wilderness. Information Hub
Portal Your Adventure Team gains a Portal that can
10th 130 Legendary Reward 4
transport them to a specific location, already des-
ignated at the time of acquisition.
No Need For An Invitation At 13th level, your Adventure Team has gained an unparal-
11th 150 2 Structure Points 4 leled reputation throughout the continent, allowing you to
At 13th level, your Adventure Team has developed an excep-
Heroic Staff One of your Staffs becomes a Heroic Staff 12th 170 Legendary Reward 4 establish a vast network of trusted contacts in every inhabited
Member Member and can participate in your Adventure tional ability to uncover hidden secrets and gather informa-
13th 200 Team Feature + 5 location. These contacts can provide valuable intel on guild
Team's activities. They will stay at your facili- tion about new locations. Whenever your team explores a new
ty performing their function unless otherwise 2 Structure Points organizations, social norms, the law, and the best routes.
requested.
area for at least an hour, you gain detailed knowledge of the
14th 230 Legendary Reward 5 location’s layout, inhabitants, and any magical effects present.
Monument Your Adventure Team gains a monument in the
city where your Headquarter is located. With
this, your Team gains the sympathy of the city's
15th 260 2 Structure Points 5
Investigators Special Forces
16th 290 Legendary Reward 5
population.
17th 320 2 Structure Points 6
Grey Motivations Power Plays
18th 350 Legendary Reward 6
Your Adventure Team is a force to be reckoned with in com-
19th 400 2 Structure Points 6 Your Adventure Team possesses a keen understanding of
bat, known for their exceptional fighting skills and tactical
20th 450 Legendary Reward 6 regional and local laws, making it highly skilled at identi-
prowess. Each member of your team can become proficient
fying both lawbreakers and their defenders. Your team can
in either Athletics, Acrobatics, or Intimidation, allowing you
establish trusted contacts who provide intel on both lawful
to perform impressive maneuvers and intimidate your foes.
and illicit activities. Each member of your team becomes
proficient in Investigation, Perception, or Insight. Inspiring Force
Investigative Eye At 5th level, your team gains a powerful new ability that
allows you to draw upon your innate courage and determi-
Starting at 5th level, your team is equipped with an invalu-
nation in the face of adversity. Whenever your team per-
able ability that allows you to bypass the randomness of fate.
forms an act of genuine heroism, such as defending people
Whenever your team needs to make a group Intelligence
or places, you gain a special advantage on all ability checks
(Investigation) check, all members can forego rolling and
made during that day.
instead treat the result as if you had rolled a 15. This ability
helps your team to quickly and efficiently gather important Heroic
information.
At 13th level, your Adventure Team’s reputation for brav-
Law’s Arm ery precedes you, giving you a fear-inducing reputation
that works in your favor during negotiations for payment.
At 13th level, your Adventure Team has become a respected
Additionally, your team’s reputation gives you an advantage
authority throughout the region, allowing you to act as the
in your first interaction with important individuals.
“Law’s Arm”. This gives them the power to subpoena, interro-
gate, take into custody, and carry out other acts that local law
allows for the proper performance of investigative functions.

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Structures B utler
Arcane Library A rcane S cholar
Medium humanoid (any species), any alignment
The Arcane Library is a place of wonder and mystery, where Medium humanoid (any species), any alignment
Main Hall Armor Class 10
Adventure Teams can store their magical secrets, lost gri-
moires, and explore the boundaries of reality itself. Starting Armor Class 10
The Main Hall serves as the backbone of your Headquarters, Hit Points 9 (2d8) as a humble storage room with basic bookshelves and a few Hit Points 9 (2d8)
acting as a central hub for your Adventure Team’s accom- Speed 30 ft. small magical artifacts, the library can be upgraded to a Speed 30 ft.
plishments. This space is designed to display and celebrate grand hall adorned with bookshelves covering every wall,
the heroes’ greatest triumphs, with trophies from epic quests STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
and eventually to a complete Arcane Library with special-
adorning its walls and a grand book recounting their history 10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
ized instruments and extensive records of magical activity
10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
taking center stage. and knowledge.
Skills Insight, +3, Perception +3 Skills Arcana +3, Religion +3
Senses passive Perception 13 Senses passive Perception 11
Butler (Staff) Languages Common, plus any one language Arcane Scholar (Staff) Languages Common, plus any two languages
Challenge 0 ( 0 or 10 XP) Challenge 0 ( 0 or 10 XP)
The butler is the mainstay of your operation, responsible The library is not just a collection of books and artifacts. It
for maintaining the Headquarters with cleaning, organi- is also home to the arcane scholar, a dedicated staff member
Ritualistic. When inside an Arcane Library of the Headquarters,
zation, and caretaking services. Additionally, they provide Actions who compensates for their lack of combat ability with their the arcane scholar can cast 1st and 2nd level spells as rituals,
support to the Adventure Team, acting as a receptionist for Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or vast knowledge of magic. Assigned to the Arcane Library, the provided that they have the ritual tag and the arcane scholar
visitors and facilitating communication between the team range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. arcane scholar is able to identify magic items, obtain com- has a spellbook containing the spell.
and the rest of the Headquarters. By ensuring everything ponents, and perform rituals, thus enhancing the library’s Spellcasting. Arcane scholar’s spellcasting ability is Intelligence
runs smoothly, the butler allows the Adventure Team to capabilities and the Adventure Team’s magical knowledge. (spell save DC 11). The arcane scholar knows the following spells:
focus on their heroic pursuits. Cantrips (at will): mage hand, prestidigitation
Structure Abilities 1st level (only ritual): detect magic, identify
Structure Abilities Actions
Level 1 - Arcana Specialization
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
Level 1 - Skill Specialization After making an Intelligence (Arcana) check, a team member
range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
After making an ability check with the skill related to your can reroll the d20 before the GM determines the outcome,
team specialization (see below), a team member can reroll but must use the new result. This ability can only be used
the d20 before the GM determines the outcome, but must again by any team member after 24 hours.
use the new result. This ability can only be used again by Level 2 - Arcane Scriptorium 1
any team member after 24 hours. While in the Headquarters, the cost to transcribe a spell in-
• Explorers: Dexterity (Acrobatics) to a spellbook is reduced by 10%, and the time required to
• Investigators: Intelligence (Investigation) create a spell scroll for a spell of 3rd level or lower is halved.
• Operatives: Dexterity (Stealth)
Level 3 - Arcane Scriptorium 2
• Special Forces: Strength (Athletics)
While in the Headquarters, the cost to transcribe a spell in-
Level 2 - Improved Rest 1 to a spellbook is reduced by 30%, and the time required to
create a spell scroll for a spell of 5th level or lower is halved.
A team member who spends Hit Dice while inside the
Headquarters treats the result as the maximum possible value. Level 4- Arcane Ritualist
While in the HQ, an arcane scholar can cast wizard spells of
Level 3 - Improved Rest 2 4th level or lower that have the ritual tag as a ritual.
Two team members who spend Hit Dice while inside the
Headquarters treat the result as the maximum possible value. Level 5 - Arcane Scriptorium 3
While in the Headquarters, the cost to transcribe a spell in-
Level 4 - Egress to a spellbook is reduced by 50%, and the time required to
Once per week, a team can use an effect like the teleport spell create a spell scroll for a spell of 7th level or lower is halved.
to be transported to the Main Hall of the Headquarters, as
Level 6 - Arcane Mastery
long as the team is on the same plane of existence.
• Members with the Spellcasting feature gain an extra spell
Level 5 - Improved Rest 3 slot of a level equal to half their highest slot level (rounded
All team members who spend Hit Dice while inside the down). Additionally, they know a wizard spell from the
Headquarters treat the result as the maximum possible value. same level or lower as the extra spell slot gained that can
be cast with any spell slots they have, but the spellcasting
Level 6 - Final Bound ability for this spell must be Intelligence, and it is consid-
All team members can communicate by telepathy at a distance ered a wizard spell. The extra spell slot level can become
of 500 feet, as long they are in the same plane of existence. higher if the member’s highest slot level increases, and the
wizard spell gained can be changed for another wizard spell
whenever the member gains a level.
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Stable B reeder
Workshop C raftsman
The Stable is a vital structure for any Adventure Team that Medium humanoid (any species), any alignment
The Workshop is a haven for craftsmen, where they can bring Medium humanoid (any species), any alignment
relies on mounts for transportation. Providing lodging for their skills to life with various tools and raw materials at
mounts, as well as heavy horses for those without a mount, the Armor Class 11 their disposal. The well-organized space allows for the cre- Armor Class 14 (chain shirt)
Stable can expand to become a full-fledged stable yard, hous- Hit Points 9 (2d8) ation and customization of weapons, armor, and a variety of Hit Points 9 (2d8)
ing various types of mounts, both aerial and ground-based. Speed 30 ft. items for both personal use and trade. As the Workshop is Speed 30 ft.

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.

Level 2 - Stable Size 1 Level 2 - Improved Creation 1


Your stable can accommodate up to 5 large creatures or the When creating non-magical items, your team has a 20%
equivalent in smaller sizes. discount on its cost. To create common and uncommon
magic items inside the Workshop, your team only needs
Level 3 - Stable Size 2 half the work time.
Your stable can accommodate up to 10 large creatures or the
equivalent in smaller sizes. Level 3 - Improved Creation 2
When creating non-magical items, your team has a 40% dis-
Level 4 - Quickly Training count on its cost. To create common and uncommon magic
The breeder can train creatures of up to CR 5. If using the items inside the Workshop, your team only needs one-third
Training and Using Flying Mounts rules, reduce the monthly of the work time.
cost by 50%.
Level 4 - Artisan Training
Level 5 - Stable Size 3 Each team member gains proficiency with one type of ar-
Your stable can accommodate up to 5 huge creatures or the tisan’s tools
equivalent in smaller sizes.
Level 5 - Improved Creation 3
Level 6 - Pegasus Knights When creating non-magical items, your team has a 60%
Each member of the Adventure Team also receives a tanar- discount on its cost. To create common and uncommon
ean pegasus already trained to obey all commands (if using magic items inside the Workshop, your team only needs
the Flying Points rules, consider it has the maximum level one-quarter of the work time.
of bonus but with no costs). They don’t count against the
Stable capacity of creatures. In case of the creature’s death, Level 6 - Master of Crafting
another pegasus comes in one week. The craftsman can create and repair mundane and mag-
ic items (including rare and very rare) at a rate of 100 gp
per day, finishing the item when the total cost is reached.
Components and the formula/schematics are still required,
and may be hard to acquire.
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Tavern T avern K eeper
Healing Hall D octor
The Tavern is the bustling center of the Headquarter, where Medium humanoid (any species), any alignment
The Healing Hall is a crucial facility where the Adventure Medium humanoid (any species), any alignment
the aroma of ale, mead, and savory meats waft through the Team can recover from injuries and illnesses. It starts as a
halls, and merry songs echo in the air. As the backbone of Armor Class 11 (leather armor) simple room with beds and basic medical supplies, but as it Armor Class 10
the team’s financial support, the Tavern cover its expenses Hit Points 11 (2d8 + 2) is upgraded, it becomes a fully-equipped hospital complex Hit Points 9 (2d8)
and attract customers from far and wide, bringing valuable Speed 30 ft. that can handle even the most serious emergencies. Speed 30 ft.
information and rumors while profiting. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Doctor
Tavern Keeper 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1)

The doctor is a skilled healer who oversees the Healing Hall


10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)

Skills Insight +2, Persuasion +3 Saving Throws Wis +3


The tavern keeper is the staff member in charge of the Tavern’s Senses passive Perception 10
and tends to the injured and sick members of the team. Skills Medicine +3, Nature +3
operation, from serving customers to managing inventory Languages Common, plus any two languages Their expertise in medicine and healing magic is invaluable Senses passive Perception 11
and finances. With their expertise, they know how to handle Challenge 0 (0 or 10 XP) in restoring hit points to the PCs, ensuring they are ready Languages Common, plus any one language
unruly patrons and entice new customers with alluring deals. for their next adventure. With each upgrade to the Healing Challenge 0 (0 or 10 XP)
As the tavern’s profits grow, the tavern keeper’s skills devel- Profession (Chef). The tavern keeper adds their proficiency (+2) Hall, the doctor gains access to more advanced medical tools
op, and they can increase the establishment’s earnings and when using brewer’s supplies or cook’s utensils. and supplies, allowing them to better care for those in need. Innate Spellcasting. The doctor’s spellcasting ability is Wisdom
make it a truly profitable venture for the Adventure Team. (spell save DC 11). It can innately cast the following spells, re-
Actions
Structure Abilities quiring no material components:
Structure Abilities Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) bludgeoning damage.
at will: light, spare the dying
Treatment (1/day): Creatures that take a short rest under the care
Level 1 - Medicine Specialization of the doctor recover the maximum amount of hit points from
Level 1 - Persuasion Specialization After making a Wisdom (Medicine) check, a team member the Hit Dice they spend during the rest. The doctor can treat up
After making a Charisma (Persuasion) check, a team member can reroll the d20 before the GM determines the outcome, to 4 creatures at the same time with this ability.
can reroll the d20 before the GM determines the outcome, but must use the new result. This ability can only be used Actions
but must use the new result. This ability can only be used again by any team member after 24 hours.
Club. Melee Weapon Attack: +2 to hit,
again by any team member after 24 hours. reach 5 ft., one target. Hit: 2 (1d4)
Level 2 - Healing Supplies 1 bludgeoning damage
Level 2 - Tavern Business 1 You can produce a healer’s kit with a 20% discount and the First Aid (10/day): The doctor per-
The tavern can offer up to 5 modest meals each day and have time to produce is halved. forms first aid on a humanoid crea-
a profit of 3d8x10 gp per month. ture that is not dead and has 0 hit
Level 3 - Healing Supplies 2 points, restoring 1 hit point to it.
Level 3 - Tavern Business 2 You can produce a healer’s kit with a 40% discount and the
The tavern can offer up to 10 wealthy meals each day and time to produce is halved.
have a profit of 5d8x10 gp per month.
Level 4 - Combat Medic
Level 4 - Valuable Contacts A team member can automatically stabilize an ally with zero
Team members have advantage in all ability checks related hit points. The stabilized ally becomes conscious immediatly
to gathering information. and regains 10 hit poins. This ability can only be used again
by any team member after 24 hours.
Level 5 - Tavern Business 3
The tavern can offer up to 20 aristocratic meals each day and Level 5 - Healing Supplies 3
have a profit of 8d8x10 gp per month. You can produce a healer’s kit with a 60% discount and the
time to produce is halved.
Level 6 - Information Flow
The team can use an effect similar to the legend lore spell. Level 6 - Advanced Healing
This ability can only be used again only after 24 hours. Whenever a team member uses its Hit Dice to regain hp,
the results 1 or 2 can be rerolled once per die.

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Observatory Wayfinder
Fortress H ead G uard
The Observatory or Cartography Room is a place where the Medium humanoid (any species), any alignment
The Fortress is the impregnable bastion that provides the Medium humanoid (any species), any alignment
mysteries of the land and sky are uncovered. Workbenches Headquarters with an unparalleled level of defense. Its tower-
are arranged with detailed maps of kingdoms, forests, and Armor Class 10 ing walls and watchtowers are bolstered by powerful guards, Armor Class 16 (chain mail armor)
even constellations of the sky, while a large telescope offers a Hit Points 9 (2d8) ensuring the safety of those within. The more resources in- Hit Points 16 (3d8 + 3)
glimpse into the infinite. Various time and distance-measur- Speed 30 ft. vested in the facility, the stronger the fortress becomes, with Speed 30 ft.
ing instruments are stored in cabinets, waiting to be used by STR DEX CON INT WIS CHA walls that can withstand even the most determined siege. STR DEX CON INT WIS CHA
skilled hands. As this facility is upgraded, it becomes easier
for the Adventure Team to travel the continent and maybe
10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
Head Guard (Staff) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

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.

Level 2 - Detailed Map 1 Level 3 - Great Walls 2


By using a map, your team reduces the time required for a The Headquarters is surrounded by walls 40 feet high and
land journey by 20%, decreasing the occurrence of random 5 feet thick, made of smooth stone. It has AC 19 and each
encounters during the travel period. 5-foot square has 50 hit points.

Level 3 - Detailed Map 2 Level 4 - Guard Team


By using a map, your team reduces the time required for a The Headquarters gains six guards to protect it.
land journey by 30%, decreasing the occurrence of random
encounters during the travel period. Level 5 - Great Walls 3
The Headquarters is surrounded by walls 40 feet high and
Level 4 - Supernatural Intuition 5 feet thick, made of smooth stone. It has AC 20 and each
Once a week, a team’s member can can use an effect similar 5-foot square has 60 hit points.
to the divination spell. It requires no components.
Level 6 - Defensive Spirit
Level 5 - Detailed Map 3 As a bonus action, the team may focus on defense. All team
By using a map, your team reduces the time required for a members gain +1 to AC for 1 hour. You can use this ability
land journey by 50%, decreasing the occurrence of random again after 24 hours.
encounters during the travel period.

Level 6 - Keen Eyes


All team members have advantage on ability checks to avoid
being surprised and to find traps.

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Farm F armer
Museum C urator
The Farm is a vital structure that provides sustenance and Medium humanoid (any species), any alignment
Enter the Museum of Antiquities and be transported to a Medium humanoid (any species), any alignment
prosperity to the community surrounding the Headquarters bygone era. Here, the curator reigns supreme over a treasure
and to the brave Adventure Team members. The bountiful Armor Class 11 (leather armor) trove of history, legends, and mystery. Wander through the Armor Class 10
fields, lush with the scents of fresh vegetables, grains, and Hit Points 11 (2d8 + 2) halls, where tall columns reach towards the heavens and Hit Points 9 (2d8)
exotic spices, are enclosed by sturdy pens filled with sheep, Speed 30 ft. ancient artifacts and relics adorn every nook and cranny. Speed 30 ft.
pigs, and other livestock. The Farm not only feeds the ad- STR DEX CON INT WIS CHA Oil paintings depicting epic battles and tapestries captur- STR DEX CON INT WIS CHA
venturers but also provides provisions for their journeys. ing daily life of centuries past line the walls, transporting
10 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
visitors to a time long gone. The Museum holds countless
Farmer (Staff) Skills Animal Handling +3, Nature +2 treasures waiting to be discovered, providing adventurers Skills History +5, Perception +3, Religion +3
Senses passive Perception 11 with the ability to bring the secrets of the past to light, no Senses passive Perception 13
The farmer is a seasoned expert in the art of cultivation and
Languages Common, plus any one language matter the language used. Languages Common, plus any three languages
livestock management. With a keen sense of the land and
Challenge 0 (0 or 10 XP) Challenge 0 (0 or 10 XP)
its natural rhythms, they bring forth bountiful harvests and
raise healthy livestock. Their expertise in managing the Farm Curator (Staff)
Natural Vitality. The farmer has advantage on saving throws Connoisseur. The curator has advantage on any ability check to
ensures that the crops and animals continue to flourish and against exhaustion. Behind thick glasses and with one or two thick books always determine whether an archaeological or art piece is legitimate
produce, providing an abundance of food and resources to at their waist, the curator is the guardian of the Museum’s or imitation.
support the community and the Adventure Team. Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
vast collection. Responsible for guiding visitors through the Actions
halls and showcasing the Adventure Team’s latest discover-
Structure Abilities 2 (1d4) bludgeoning damage.
ies, they are also charged with studying ancient tomes to
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
aid the group in their quest for precious artifacts. With an
Level 1 - Insight Specialization unwavering dedication to the protection of the Museum’s
After making a Wisdom (Insight) check, a team member treasures, the curator ensures that the Headquarters remains
can reroll the d20 before the GM determines the outcome, a place of knowledge for all adventurers.
but must use the new result. This ability can only be used
again by any team member after 24 hours. Structure Abilities
Level 2 - Farm Labor 1
The Farm is capable of producing fresh food to sustainably Level 1 - History Specialization
feed up to 10 people daily, and the team gains 10 portions After making an Intelligence (History) check, a team member
of trail rations per month. can reroll the d20 before the GM determines the outcome,
but must use the new result. This ability can only be used
Level 3 - Farm Labor 2 again by any team member after 24 hours.
The Farm is capable of producing fresh food to sustainably
feed up to 20 people daily, and the team gains 20 portions Level 2 - Identification 1
of trail rations per month. The cost of the pearl to cast identify spell is reduced to 70 gp.
Level 4 - Nutritive food Level 3 - Identification 2
Whenever a team member uses a ration from the Farm and
The cost of the pearl to cast identify spell is reduced to 50 gp.
spends any number of Hit Dice during a rest, the amount
healed is increased by 2 per die. Level 4 - Advanced Communication
Level 5 - Farm Labor 3 As a bonus action, a team member gains the effect of the
The Farm is capable of producing fresh food to sustainably comprehend languages spell or the tongues spell for an hour.
feed up to 30 people daily, and the team gains 30 portions This ability can only be used again by any team member
of trail rations. after 24 hours.

Level 6 - Nature Lore Level 5 - Identification 3


• Members with the Spellcasting feature gain an extra spell The cost of the pearl to cast identify spell is reduced to 20 gp.
slot of a level equal to half their highest slot level (rounded
down). Additionally, they know a druid spell from the same
Level 6 - Planar Vault
level or lower as the extra spell slot gained that can be cast You gain an extradimensional vault that you can store up to
with any spell slots they have, but the spellcasting ability 1000 pounds, not exceeding a volume of 128 cubic feet. You
for this spell must be Wisdom, and it is considered a druid can access this vault from any place and retrieve any item
spell. The extra spell slot level can become higher if the you wish from there in one action.
member’s highest slot level increases, and the wizard spell
gained can be changed for another druid spell whenever
the member gains a level.

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Pier H arbor Master
Garden Herbalist
As you approach the Pier, the smell of saltwater fills your Medium humanoid (any species), any alignment
The Garden is a spacious and vibrant facility, with a center Medium humanoid, (any species), any alignment
nostrils and the cries of seabirds echo in the air. The gusts made of steel and glass, that can range from being perfectly
of wind bring ships laden with fish and exotic goods from Armor Class 11 (leather armor) organized to resembling a wild forest. As you walk through Armor Class 11 (leather armor)
distant lands. With a Pier, the Adventure Team can speed Hit Points 9 (2d8) its paths, the fragrances of diverse herbs, flowers, and fruits Hit Points 9 (2d8)
up their sea voyages and reap the benefits of exploring vast Speed 30 ft. can be sensed. Speed 30 ft.
trade routes. But be warned, to choose this facility, your STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Headquarters must be located near a navigable water source.
10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1)
Herbalist (Staff) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)

Harbor Master (Staff) Saving Throws Cha +3


The herbalist is a skilled cultivator and alchemist, able to
nurture and extract the purest potion or the most nefarious
Skills Nature +3, Survival +3
Skills Athletics +2, Deception +3, Persuasion +3 Senses passive Perception 11
With a clipboard in hand, the harbor master oversees all Senses passive Perception 10 poison from the natural treasures of various regions. Their Languages Common, Sylvan, plus any one language
arrivals and departures from the endless sea, ensuring a Languages Common, plus any two languages ability to cultivate and care for the plants in the Garden en- Challenge 0 (0 or 10 XP)
smooth operation of the Pier. Their management skills allow Challenge 0 (0 or 10 XP) sures that each vial is filled with a much stronger compound
the Adventure Team to control larger vessels and increase than usual, at a lower cost than standard. With an advanced Profession (Herbalist). The herbalist adds their proficiency bonus
their profits over time. The harbor master also spreads the Coast-born. The harbor master has advantage on Strength herbalist, the Garden can produce rare and potent ingredients (+2) when using a herbalism kit.
word about the team’s accomplishments to the taverns of (Athletics) checks related to swimming. that can be used to create powerful magic items. Speak with Plants. The herbalist can communicate with plants
the harbor district, earning them a reputation as successful as if they shared a language.
Actions
traders and explorers.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
Structure Abilities Actions
range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Structure Abilities Level 1 - Nature Specialization
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) bludgeoning damage.
After making an Intelligence (Nature) check, a team member
Level 1 - Perception Specialization can reroll the d20 before the GM determines the outcome,
After making a Wisdom (Perception) check, a team member but must use the new result. This ability can only be used
can reroll the d20 before the GM determines the outcome, again by any team member after 24 hours.
but must use the new result. This ability can only be used
again by any team member after 24 hours. Level 2 - Blessed Fruits 1
Every 24 hours, the Garden produces 1d4 special fruits that
Level 2 - Sea Familiarity 1 have the effect of the goodberry spell.
The time of your sea voyages is reduced by 20%.
Level 3 - Blessed Fruits 2
Level 3 - Sea Familiarity 2 Every 24 hours, the Garden produces 1d8 special fruits that
The time of your sea voyages is reduced by 30%. have the effect of the goodberry spell.

Level 4 - Sea Tools Level 4 - Plants Lore


All team members gain proficiency with navigator’s tools Spending 1 hour of work, the herbalist can identify any po-
and vehicles (water). tion and poison, knowing its origin, effects, and, if possible,
ways to neutralize it.
Level 5 - Sea Familiarity 3
The time of your sea voyages is reduced by 50%. Level 5 - Blessed Fruits 3
Every 24 hours, the Garden produces 1d12 special fruits that
Level 6 - Magic Ship have the effect of the goodberry spell.
The team gains a powerful magic ship with unique abilities.
The GM decides the specification and powers the ship has, Level 6 - Panacea
but this should be one of the strongest ships in the world. Once per week, a team member can benefit from the effect
of the greater restoration spell.

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Legendary Rewards Magic Team Resource Management Unified Actions
The members of the team have specialized in the arts of In the heat of battle, you need to be able to make the most The team members have developed a unique synergy in per-
Team Feat List magic, whether it’s in casting it or defending against it. of your resources and work together to outmaneuver your forming activities together and helping each other out, so
Each member of the team, when within 30 feet of another enemies. With this feat, you can make sure that your team they gain advantage on ability checks made in groups if more
Coordinated Attack member, can, once per short rest, ignore a failure on a con-
centration saving throw and turn it into a success.
is always in control and ready for whatever comes your way.
At the beginning of each combat, your team must roll
than half of the participants are from the team. Additionally,
they can perform the Help action for ability checks as a bo-
The members of the team have advantage on attack rolls Also, any team member can use their reaction to help 1d20 and record the result. nus action for another team member.
against a creature if at least one other member is within 5 another team member within 30 feet resist the effects of a During the combat, you can replace a result of a d20 roll
feet of it and is not incapacitated. spell or magic item, giving them advantage on the saving made by a member of the team with the recorded result. Then,

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

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Heroic Mark and A character has two uses of Special Heroic Action and two
uses of Basic ones, which are recovered after a short rest.
Basic Heroic Actions - Grant Movement. On your turn, you can forgo all or part
of your speed for the turn to grant an equal amount of extra
Arena Combats Each Heroic Action can be used only once per encounter. Specific to each Mark movement to your allies, divided between them as you wish.

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.

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Fabien Laurens (Order #42156009)


Betting in the Arena Favoritism 4 and 2 are fighting, the team with 4 can force
the reroll 2 times.
In the heat of battle, nothing adds to the excitement like a Finally, the results of all four combatants are added to-
good bet. Before each combat in the Arena, spectators can gether, and the team with the highest score wins.
place bets on the outcome of the fight. The minimum bet is But what about the bets? That’s where the fun begins! The
100 gp, while the maximum is 1,000 gp. But what’s a good table below shows what happens when your team wins or
bet without proper information? loses, or when they happen to draw. In rare cases of a draw,
To help the spectators make informed decisions, the GM you simply keep the amount you bet. After the results, collect
will provide information on the favoritism of both teams. your gold with an Ironhand Officer or the manager.
The favoritism system ranks each team from 1 to 5, taking Your Team’s favoritism in relation to the opponent Team
into account their past performances, skills, and popularity:
B alance E ffect
P opularity description -4 Win 250% more OR Lose 10%
1 Team famous for always losing -3 Win 150% more OR Lose 20%
2 Unknown Team, no one in the Arena saw a single -2 Win 100% more OR Lose 30%
combat
-1 Win 75% more OR Lose 40%
3 Average Team
0 Win 50% more OR Lose 50%
4 Team famous for winning most battles
+1 Win 40% more OR Lose 75%
5 Champions of the Arena
+2 Win 30% more OR Lose 100%
To determine the winner, each of the four combatants rolls +3 Win 20% more OR Lose 150%

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

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Beginning training at a tender age, they are always men- Amazon Lightning Reflexes
tored by an elder Amazon, who passes down skills, At 7th level, your quick reflexes enable you to evade danger
wisdom, strategic knowledge, and traditions of their nimbly. You gain proficiency in Dexterity saving throws.
people—a duty that every venerable Amazon must Bonus Proficiency
Additionally, you can use your bonus action to take the
fulfill by training at least a few disciples during When you choose this archetype at 3rd level, you gain pro-
Disengage action. Once you use this feature, you can’t do
their lifetime. ficiency in one skill of your choice from the following list:
so again until you finish a short or long rest.
In addition, numerous Amazons depart their homelands Animal Handling, Athletics, Nature, or Survival.
in pursuit of glory or to combat the enemies of their people.
Spear Binding Piercing Assault
Often, they seek valuable adversaries against whom to prove Starting at 10th level, your Piercing Throw feature’s range
their mettle and skills, thereby bringing honor to their sis- Starting at 3rd level, when you finish a long rest, you can
extends to 30 feet. Furthermore, when you use your Piercing
ters. Some also assume the role of adventurers to locate and forge a mystical bond with a spear or javelin of your choice.
Bonus Subclass: Fighter
Throw, you can choose to have the spear pierce through every
rescue endangered community members, acquire unique While using your bonded weapon, you double the range of
creature in a line that extends from you, passes through the
healing methods for ailing comrades, or exact vengeance your weapon (both normal and long ranges) and gain a +1
The fighter class receives a new extra subclass in this section first target, and reaches up to 30 feet beyond the first target.
against those who have harmed their people. bonus to attack and damage rolls. You can also draw it as part
as a bonus for our amazing community and all support of
the backers from Kickstarter. Thank you! Note: While Amazons are typically female, nothing prevents of the attack you make with it, and if you throw this weapon, Lightning Throw
you from consulting with your GM about playing any style of it immediately returns to your hand after the attack, allowing
Beginning at 15th level, you can use your action to imbue
you to make multiple ranged attacks with it on your turn.
Amazon Amazon, including male characters. Experiencing distinctive
training with a master Amazon, or even having a unique story
your spear or javelin throws with the essence of crackling

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.

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Index Charming (redeemer), 188
Chord of Healing (bard), 213
Elysian Restoration (redeemer), 185, 202
Empathy (redeemer), 185
Irregular Destruction (cleric), 216
Kawarime (rogue), 246
Plant Guardian (druid), 221
Plant Telepathy (druid), 222
Soul’s Memory (soulborn), 49
Soul of the Wind (elementalist), 85
Aberrant Mind (madwalker), 145 Cirrus, 34 Empowered Dragon’s Fury (dragonblade), 66 King of Treasures (redeemer), 188 Plant Wild Shape (druid), 222 Spear Binding (fighter), 323
Aberrant Mutation (madwalker), 143 Cirrus Names, 39 Empowered Dragon’s Protection (dragonblade), 67 Legendary Rewards (Team), 301, 316 Potent Poison (Feat), 276 Species, 11
Aberrant Mutations Description, 150-159 Cirrus Traits, 39 Empowered Rays (redeemer), 187 Life Saver (Feat), 275 Potent Spellcasting (cleric), 216 Uncommon, 24
Aberrant Arachnid Mutations, 145, See Aberrant Classes, New, 56 Empowered Wind Blast (dragonblade), 67 Life Symphony (bard), 213 Power Shot (Feat), 276 Spellcasting See specific class entries
Mutations Description Simplified Classes, 192-207 Equilibrium (Inclination to Philosophy, taii’maku), Lightning Immunity (dragonblade), 67 Powerful Legs (brawler), 194 Spellcasting Ability See specific class entries
Known Aberrant Mutations, 143 Subclasses, New, 56, 208-259 54 Lightning Reflexes (fighter), 323 Preacher (redeemer), 186 Spellcasting Focus See specific class entries
Nightmare’s Augury Mutations, 148, See Claws and Scales (dragonblade), 62 Essence Reading (redeemer), 186 Lightning Thrower (Feat), 275 Precise Striker (scoundrel), 206 Spell Descriptions, 280-293
Aberrant Mutations Description Cleric, 214-219 Evasion (scoundrel), 206 Living History (soulborn), 49 Perseverance (gloomfolk), 43 Spell Lists, 278-279
Ability Score Improvement, See specific class entries Divine Domains see Divine Domains Expanded Insight (Inclination to Philosophy Lost Magic Studies (Feat), 275 Preservation (dragonblade), 67 Spell Slots See specific class entries
Abyssal Link (sorcerer), 250 Cold Immunity (dragonblade), 67 Taii,Maku), 54 Madwalker, 56, 138-177 Prey Mark (barbarian), 209 Spellcasting Focus (mage), 198
Adapted Organism (gloomfolk), 43 Combat Instinct (ranger), 239 Expanded Knowledge (Inclination to Philosophy Class Features, 142 Priest (Simplified Classes), 200 Spiritual Vocations (redeemer), 186
Adventurer’s Aptitude (scoundrel), 205 Community Leader (Background), 262 Taii,Maku), 54 Mage (Simplified Classes), 196 Priest character sheet sample, 203 Shepherd, 186
Air Body (elementalist), 85 Cover of Darkness (warlock), 254 Experience See specific class entries Mage character sheet sample, 199 Primal Paths, 208 Doomspeakers, 187
Ancestral Autumn Magic (autumn elf), 18 Crowd Leader (redeemer), 187 Extra Attack See specific class entries Magic Imbuement (wizard), 258 Path of the Penumbra, 210 Spiritual Wings (dragonblade), 65
Ancestral Kemet Magic (winter elf), 19 Cunning Predator (madwalker), 146 Fanaticism (sorcerer), 249 Magic In Rays (redeemer), 185 Path of the Brutal Hunter, 208 Spycraft Mastery (Feat), 276
Ancestral Memory (soulborn), 49 Cycle of Redemption (redeemer), 186 Farm (Structure), 312 Main Hall (Structure), 304 Primordial Bond (elementalist), 84 Stable (Structure), 306
Ancestral Overcharge (wizard), 258 Movement On The Cycle, 186 Feats, New, 274-277 Mark of the Revenge (dragonblade), 66 Primordial Element (elementalist), 83, 85 Stinger (gloomfolk), 44
Ancestral Spring Magic (spring elf), 18 Dark Hunter (warlock), 253 Fiery Reprisal (elementalist), 87 Martial Archetypes Air Primordial Element, 85 Strong Hands (taii’maku), 54
Ancestral Summer Magic (summer elf), 17 Deadly (brawler), 194 Fighter, 226-229 Death Knight, 226 Earth Primordial Element, 86 Structures (Teams), 304
Animal Awareness (monk), 233 Death Knight, 226 Martial Archetypes see Martial Archetypes Amazon, 322 Fire Primordial Element, 87 Summon from the Penumbra (sorcerer), 250
Animal Ki (monk), 232 Death Powers (fighter), 228 Fire Immunity (dragonblade), 66 Master Defender (Feat), 275 Water Primordial Element, 87 Superior Maintenance (dragonblade), 66
Animal Stance (monk), 231 Death Powers List (fighter), 229 Flame Brilliance (elementalist), 87 Master of Beasts (Feat), 275 Protective Instinct (gloomfolk), 43 Survival Instinct (gloomgolk), 43
Animal Stances (monk), 231 Death Soul (fighter), 227 Fluid Movements (monk), 233 Mathematical Mind (taii’maku), 54 Psychic Shield (madwalker), 148 Swift Polearm (Feat), 277
Another Life’s Knowledge (soulborn), 49 Death Touch (fighter), 227 Flowing Water (elementalist), 87 Medicinal Study (bard), 213 Purifying Rain (elementalist), 87 Swift and Graceful (elementalist), 85
Arachnid Camouflage (madwalker), 146 Detective (Feat), 274 Flying Mounts (training and using), 294 Mental Power (madwalker), 148 Quick Witted (ranger), 240 Sylvan Sonata (bard), 213
Arachnid Nature (madwalker), 146 Detective’s Cunning (ranger), 240 Tanarean Drakes, 299 Mighty Impact (Feat), 275 Ranger, 238-243 Tactical Response (dragonblade), 65
Arcane Education (ranger), 243 Divine Cure (priest), 202 Tanarean Griffon, 297 Mighty Marksman (Feat), 275 Ranger Archetypes, see Ranger Archetypes Taii’Maku, 50
Arcane Library (Structure), 305 Divine Domains, 215 Tanarean Hippogriff, 298 Mind Fracture (barbarian), 211 Ranger Archetypes, 238 Taii’Maku Names, 54
Arcane Mastery (mage), 198 Chaos Domain, 215 Tanarean Pegasus, 296 Mind Inclination (taii’maku), 54 Shadow Investigator, 238 Taii’Maku Traits, 54
Arcane Protection (mage), 198 Courage Domain, 218 Focus Inclination (Feat), 274 Miraculous Brewer (Feat), 276 Arcane Guardian, 242 Tavern (Structure), 308
Arcane Predator (ranger), 243 Divine Envoy (redeemer), 186 Focused Hunter (barbarian), 209 Mob Mentality (redeemer), 187 Rays (redeemer), 185 Teams
Arcane Rebuke (ranger), 243 Divine Intervention (priest), 202 Fortress (Structure), 311 Monastic Traditions Ray of Damnation (redeemer), 188 Career Points, 301
Arcane Secret of the Guardian (ranger), 243 Divine Strike (cleric), 219 Further The Cycle (redeemer), 187 Way of the Animals (monk), 230 Redeemer, 56, 178-191 Rules, 300
Arcane Traditions Doombringer (redeemer), 188 Fusion Master (elementalist), 84 Monk, 230-233 Class Features, 184 Team Features, 300, 303
Lost Magic Researcher, 257 Doom Magic (redeemer), 188 Fusion Spells (elementalist), 83 Monastic Traditions see Monastic traditions Bless List, 190 -191 Team Feat List, 316
Arena Combats, 318 Draconic Knowledge (dragonblade), 65 Casting Fusion Spells, 84 Multiclass, 274 Redemption Ritual (redeemer), 185 Team Heroic Staff, 317
Aura of Sacrifice (paladin), 236 Draconic Power (dragonblade), 62 Garden (Structure), 315 Elemental Flux, 274 Reform Argument (redeemer), 187 Terror of the Dark (warlock), 254
Avatar of Freedom (paladin), 236 Progression, 62 Gloomfolk, 40 Prerequisites, 274 Ritual Casting See specific class entries The Hunt is Mine (barbarian), 209
Balance of Life (redeemer), 186 Draconic Power Descriptions, 68-77 Gloomfolk Names, 43 Proficiencies, 274 Rogue, 244-247 Thunderous Assault (dragonblade), 67
Bane of Darkness (warlock), 253 Draconic Presence (dragonblade), 66 Gloomfolk Traits, 43 Redemption Ritual, 274 Roguish Archetype, See Roguish Archetypes Tiefling, 32
Barbarian, 208-211 Draconic Soul (dragonblade), 65, 66 Gnome, 27 Museum (Structure), 313 Roguish Archetypes Tomb of Invulnerability (elementalist), 86
Primal Paths, see Primal Paths Fury of The Red Dragon / Azymor, 66 Grim Reaper (fighter), 228 Mystic Detection (wizard), 258 Ninja, 244 Tough as Nails (brawler), 193
Barbaric Mastery (brawler), 194 Integrity of The White Dragon / Kerloth, 66-67 Grounded Learnings (elementalist), 86 Natural Strategist (dragonblade), 62 Ruins Explorer (wizard), 258 Trail of Madness (madwalker), 144, 145
Bard, 212-213 The Celerity of The Blue Dragon / Thyra, 67 Guardian Meditation (ranger), 243 New Perspective (redeemer), 188 Sacred Oaths Aberrant Arachnid Trail (Arachnid Hunter’s),
Bard Colleges see Bard Colleges Dragonblade, 56, 58-77 Halfling, 20 Nightmarish Augurs (madwalker), 148 Oath of Freedom, 234 145
Bard Colleges, 212 Class Features, 62 Hands of the Free Man (paladin), 236 Ninja Expertise (rogue), 245 Saved By Ray (redeemer), 187 Nightmare’s Augury Trail (Nightmare
College of Life, 212 Dragonborn, 24 Headquarters (Team), 301 Ninja Steps (rogue), 246 Scoundrel (Simplified Classes), 204 Predator’s), 148
Basic Heroic Actions, 319 Dragon Form (dragonblade), 63-64, 65 Healing Hall (Structure), 309 Ninjutsu (rogue), 246 Scoundrel character sheet sample, 207 Treasure Hunter (wizard), 257
Betting in the Arena, 321 Dragon Hunter (Background), 264 Healing Tide (elementalist), 87 Nocturnal Prelude (madwalker), 148 Scoundrel’s Agility (scoundrel), 205 Two in One (cirrus), 39
Between Life and Death (fighter), 228 Druid, 220-225 Heroic Actions, 318 Observatory (Structure), 310 Scoundrel’s Fortune (scoundrel), 206 Undead Master (fighter), 228
Beyond Words (Feat), 274 Druid circles see Druid circles Heroic Marks, 318 Occultist (Background), 268 Second Surge (elementalist), 87 Undercover (Background), 272
Black Widow’s Web (madwalker), 146 Druid circles, 220 Hidden Strike (rogue), 246 Orc, 29 Sense of Inspiration (Feat), 276 Unyielding Spirit (cleric), 219
Blades of Madness (madwalker), 145 Circle of the Bloom High Mountain Living (cirrus), 39 Otherworldly Patron Shadow Hunter (ranger), 240 Veteran’s Toughness (barbarian), 211
Blessed by Death (fighter), 228 Dwarf, 12 Historical Nomadism (taii’maku), 54 The Dark Hunter, 252 Shadow Investigator Intuition (ranger), 239 Voice of the Nature (bard), 213
Blessings of Redemption (redeemer), 189 Earth Sense (elementalist), 86 Hit the Mark (brawler), 193 Otherworldly Rage (barbarian), 210 Shadow Leap (warlock), 254 Waking Nightmare (madwalker), 145
Blood Pact (sorcerer), 250 Earth Shield (elementalist), 86 Holy Shield (priest), 202 Paladin, 234-237 Shadow Sense (madwalker), 144 Warlock, 252-255
Bloom (druid), 222 Elementalist, 56, 78-137 Human, 22 Sacred Oaths, See Sacred Oaths Signature Spells (mage), 198 Otherworldly Patron, See Otherworldly Patrons
Brawler (Simplified Classes), 192 Class Features, 82 Ice Veins (dragonblade), 67 Penumbral Portal (madwalker), 145 Simplified Spellcasting See specific class entries Warped Morphology (madwalker), 145
Brawler character sheet sample, 195 Elemental Flux (elementalist), 83 I Have Seen Worse (barbarian), 211 Penumbral Shape (madwalker), 143 Sky Master (Feat), 276 Water Teachings (elementalist), 87
Burning Inspiration (elementalist), 87 Elemental Pinnacle (elementalist), 84 Imperial Servant (Background), 266 Arachne Penumbral Shape, 146, 166-171 Smoke Mastery (rogue), 245 Will of Survival (barbarian), 211
Businessman (redeemer), 188 Elemental Surge (cantrip), 103 Improved Ancestral Kemet Magic (Feat), 275 Nightmare’s Augury Penumbral Shape, 148, Sneak Attack Simplified (scoundrel), 205 Wind Wisdom (elementalist), 85
Call of the Dragon (dragonblade), 66 Elementalist Spell Descriptions, 93-137 Infuse Chaos (cleric), 216 172-177 Sorcerer, 248-251 Winged Fury (dragonblade), 67
Cantrips See specific class entries Elementalist Spell List (elementalist), 88-92 Ingenious Inventors (Inclination to Engineering, Penumbral Shape Forms, 160-165 Sorcerous Origin, See Sorcerous Origins Winged Soul (cirrus), 39
Cartographer (Background), 260 Elite Tracker (barbarian), 209 taii’maku), 55 Penumbral Shift (madwalker), 145 Sorcerous Origins Wings of Celerity (dragonblade), 67
Channel Divinity (cleric) Eloquence (redeemer), 185 Innate Engineers (Inclination to Engineering, Penumbral Survivor (Background), 270 Cultist, 248 Winter Mantle (dragonblade), 67
Bolster the Spirit , 219 Elf, 14-19 taii’maku), 55 Physical Might (brawler), 194 Soul Connection (Feat), 276 Wizard, 256-259
Chaotic Presence, 216 Autumn, 18 Insanity Points (madwalker), 143 Pier (Structure), 314 Soulborn, 45 Arcane Tradition, See Arcane Traditions
Take Heart, 219 Kemets (winter), 19 Insanity Effects, 147 Piercing Throw (fighter), 323 Soulborn Ancestrality (Feat), 276 Words of Encouragement (cleric), 219
Channel Divinity (paladin), 236 Spring, 17 Insanity Steps (madwalker), 143 Pincers (gloomfolk), 44 Soulborn Names, 48 Workshop (Structure), 307
Character Sheets (QR Code), 5 Summer, 16 Investigative Mind (dragonblade), 65 Plant Empathy (druid), 221 Soulborn Traits, 48 Zone of Chaos (cleric), 216

324 325

Fabien Laurens (Order #42156009)


Fabien Laurens (Order #42156009)
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Fabien Laurens (Order #42156009)

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