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The Wheel of Time 5th Edition Compress
The Wheel of Time 5th Edition Compress
Chapter Cover Art by Adam Rex, Brom, Carl Critchlow, Mark Zug, Michael Dubisch, Rebecca Guay, Sam Wood,
Terese Nielsen, Wayne England.
First appeared in The Wheel of Time Roleplaying Game by Wizards of the Coast, 2001
Dance with Jak o' the Shadows - Mat Cauthon by endive on DeviantArt
The Bowl of the Winds by Julie Bell, first appeared as the cover of “The Path of Daggers” eBook by TOR books
V 1.2
Disclaimer: Wheel of Time™ is a trademark of Robert Jordan. All characters, character names, and descriptions therefore are trademarks and/or
copyrights of Robert Jordan. © 2014 Game Mechanic owned by Wizards of the Coast, Inc. This document does not represent a challenge to any
trademarks held by either Robert Jordan or Wizards of the Coast, Inc. Neither Wizards of the Coast nor Robert Jordan are affiliated with this
document in any way. All articles are copyrighted by their respective authors, unless otherwise noted. This netbook may be reproduced for
personal, noncommercial use and may not be used to generate revenue in any way.
Contents Class Features ................................... 55 Tools .......................................................... 79
2
Flora ..................................................... 103 Chapter 12: Encounters………152 Table 5: The Commander's Fealty ....... 26
Saidin and Madness .......................109 Table 21: Herbs and Medicines ............ 81
Optional Skill: Endurance ......... 174
3
Forward by Robert Jordan
Robert Jordan
Charleston, SC
Chapter 1: Introduction
4
In other cases, more drastic changes were made.
If you are playing a channeler, make sure to read
The Wheel of Time turns, and Ages come and pass, through the entire Channeling chapter, since many
leaving memories that become legend. Legend fades changes were made to the channeling system. For
to myth, and even myth is long forgotten, when the example, Power Heightened Senses no longer
Age that gave it birth comes again. In one Age, called requires a feat. It is a feature every channeler receives
the Third Age by some, an Age yet to come, and Age the moment he touches the One Power.
long past, a 5th edition was born. The edition was not This document is far from a complete overhaul.
the beginning. There are neither beginnings nor The GM might be required to adjust many technical
endings to the turning of the Wheel of Time. But it and numerical details from the original RPG or the
was an edition. Player's Handbook.
The foreword in the previous page was written by
Robert Jordan for the Wheel of Time Roleplaying
Abbreviations
This document makes many references to other
game, released in 2001 under the D20 system by
source materials and other abbreviations. Instead of
Wizards of the Coast. A module, "Prophecies of the
stating them by name each time, I use the following
Dragon", was released in 2002. While the original
abbreviations to represent them:
RPG beautifully captures certain aspects of the world
COM – The Wheel of Time Companion.
of the Wheel of Time, it was also lacking certain key
DMG – D&D 5th edition Dungeon Master's Guide.
aspects which were a big part of the game.
DR – Dragon Magazine 2001's special D20 system
This document presents an attempt to balance
issue.
between the D&D 5th edition rules and the Wheel of
GM – Game Master.
Time universe as presented in both the Wheel of
MM – D&D 5th edition Monster Manual.
Time series by Robert Jordan and the Wheel of Time
NPC – Nonplayer Character
Roleplaying Game.
PD – The Prophecies of the Dragon module, released
While using terms and general mechanics, this
for the RPG.
document does not include the rules of the D&D 5th
PH – D&D 5th edition Player's Handbook.
edition system. To understand how combat, weave
RPG – the original Wheel of Time Roleplaying Game
slots, etc. work, you need to purchase the D&D 5th
rulebook.
edition Player’s Handbook.
This document also does not explain many of the
When statistics are given for creatures in this
terms, cultures, geography, etc. of the Wheel of Time.
document, they will be followed by the source and
Most of what you need to know is described in the
page number where they can be found.
Wheel of Time Roleplaying Game sourcebook, and
this document builds on that information.
The feel of the RPG
The system adopted to accommodate the new
When first starting this project, I made a conscious
D&D rules was to incorporate most Prestige Classes
decision to keep the spirit of the RPG. This decision
in the Wheel of Time Roleplaying Game as paths that
has several implications, such as the available
the characters may follow. In many cases, I found this
classes, the archetypes, the origins, etc.
system resembles the Wheel of Time series better
than the original source book. For example, I was
able to incorporate the One Power Traditions to the
Initiate, depending on her origin.
5
Alternative Rules I hope you enjoy this updated version, as much as I
Chapter 13: Optional and Alternative Rules present enjoyed working on it.
an assortment of optional and alternative rules to use Have FUN!
with this update. These rules are meant to do one of What you need to play:
the following: The Wheel of Time Roleplaying Game
1. Present a system that more closely resemble Dungeons & Dragons 5th Edition Player's Handbook
the one presented in the novels. Dungeon & Dragons 5th Edition Dungeon Master’s Guide
2. Simplify existing systems for parties who
prefer not to deal with day-to-day resources
management.
3. Add additional options to the game.
6
PART 1
Part 1: Creating a Character
Creating a Character
Rand Al’Thor
By: Samantha Johnson
https://www.therealmofsam.com/The-Wheel-of-Time
Chapter 2: Races and Origins
C•H•A•P•T•E•R
TWO
Races and Origins In D&D 5th edition, backgrounds receive a new
meaning, detailing the history of a character. Hence,
the original backgrounds of the Wheel of Time RPG
have been replaced with Origins.
This section does not include the description of
each origin. The descriptions are provided in the
RPG. This section only shows the changes made in
the statistical information given there and some
additional rules for different origins.
Some origins are general terms for people of
different countries, such as Borderlander or
Midlander. See chapter 8: A Living World for more
details about these specific countries to differentiate
you character from others of that origin.
Aiel
“May you always find water and shade” – Bair, Lord
of Chaos chapter 33.
8
If an Aiel has Toh towards someone, he must Ability Score Increase. Your Constitution score
meet it under the terms of ji'e'toh. An Algai'd'siswai increases by 2.
might become gai'shain, serving for a year and a day Resilient. You ignore the first level of exhaustion
in white robes, or meet his Toh in other ways, such caused by extreme heat conditions.
as beatings, enduring shameful, trivial punishments Skill Proficiency. You gain proficiency in the
or paying back the lost honor in any other way. Toh Survival skill.
is self-inflicting. An Aiel can decide his toh is met at Runners. You may use your bonus action to take the
any time (except gai'shain service). The offended Dash action.
party can also declare the
Algai'd'siswai has no toh
Atha’an Miere
(Sea Folk)
towards him. Once toh is
“A ship is alive, and he is
met, it is as though it
like a man, with a true
never occurred. In fact,
man's heart. Treat him
reminding an Aiel of
well and care for him
previous toh incurs toh in
properly, and he will fight
return.
for you against the worst
A Wise One cannot
sea” - Jorin din Jubai
become gai'shain.
White Wing, The
Additionally, Wise Ones
Shadow Rising, chapter
can walk in the middle of
20.
a battle without being
harmed. Likewise, it is
Ability Score Increase.
considered unthinkable
Your Charisma score
to hit a smith.
increases by 2.
Restrictions: Aiel do not
Tools Proficiency. You
ride horses, believing
gain proficiency with the
their legs are good
Navigator’s tools.
enough. Algai'd'siswai
Atha'an Miere Windfinder apprentice by Michael Swimmers. You gain a
and Wise Ones have
Dubisch swimming speed of 30 ft.
disadvantage on any
attack roll, saving throw and ability check made Borderlander
while on horseback or in an attempt to ride or “A man who will not die to save a woman is no man”
handle horses. – Rand Al’Thor, The Great Hunt, chapter 16.
Aiel have a great disliking, almost hatred, of
sword. They cannot gain proficiency with any type of Ability Score Increase. Your Strength score
sword, even if they choose a feat that grants them increases by 2.
that proficiency. An Aiel has disadvantage on all Fighting the Blight. Borderlanders have been
attack rolls made with swords. This disadvantage fighting the blight all their lives. You can recognize
cannot be canceled by an advantage granted by signs of shadowspawn influence and presence –
another feature. You have advantage on all saving throws to avoid the
influence of shadowspawn abilities and gain
9
advantage on all survival skill checks made to track Ebou Dari
shadowspawn. “Ebou Dari Wise Women know more about herbs
than anybody. They can cure anything. They have to,
Cairhienin because Ebou Dari fight duels over a sneeze, noble
“Who can say with Cairhienin, Lord Rand? They or common, men or women” – Elayne Trakand,
seem to think everything has to do with Daes Lord of Chaos, chapter 13.
Dae’mar” – Hurin, The Great Hunt, chapter 25.
Ability Score Increase. Your Dexterity score
Ability Score Increase. Your Charisma and increases by 2.
Intelligence scores are increased by 1. Duelist. You may use a bonus action to challenge
Skill Proficiency: You gain proficiency one enemy to a duel. You gain advantage on all
in the Deception skill. attack rolls against that enemy if there are no
Great Game Participant. You are creatures other than yourself within 5 ft. of it.
connected to a noble house
engaged in the Great Game, Illianer
either as a noble or in support “The Illianers would follow the Dragon, or
of a noble house. In exchange Ba’alzamon himself, if he came bearing the
for report passed on, you gain Horn of Valere” – Moiraine Damodred, The
that house's favor and may call Great Hunt, chapter 5.
upon its support if needed. The
type and amount of support Ability Score Increase. Your Strength and
depends on the Gamemaster Charisma scores are increased by 1.
and your level of support for the Tools Proficiency. You gain proficiency
house. in one Artisan’s tools of your choice.
Militant. You gain advantage on saving
Domani throws against Charm effects.
“Domani women never promised
half what you thought they did, Midlander
and they gave only as much as “Andoran nobles, even in royal
they chose and changed their families, married commoners often
minds either way in a blink” – The enough that it hardly occasioned
Fires of Heaven, chapter 1. Cairhienin noble by Rebecca Guay comment—in Andor, at least" –
The Shadow Rising, chapter 6.
Ability Score Increase. (female) Your Charisma
score increases by 2. (male) You Strength score Ability Score Increase. Increase two ability scores
increases by 2. of your choice by 1, or a single ability score by 2.
Seduction. Domani women gain advantage on all Bravery. You gain advantage on saving throw made
Charisma (Persuasion) skill checks. to resist fear effects.
Temper. Domani men are quick to anger. When
Seanchan
reduced from your maximum HP, you gain
"A soaring albatross seemed to be following the
advantage on your next attack roll.
Kidron, an omen of victory indeed, though the bird’s
long wings were black instead of white. It must still
10
mean the same thing. Omens did not change Ogier
according to location" – Winter's Heart, chapter 14. "There hasn’t been an Ogier here in three thousand
odd years, not since the Breaking of the World, but
Ability Score Increase. Your Constitution score it’s the stedding makes the Ogier, not the Ogier
increases by 2. make the stedding" – Elyas Machera, The Eye of the
Sturdy. Your maximum HP is increased by 1 point World, chapter 29.
and is increased by an additional 1 point each time
you gain a level in any class. Abilities. Your Strength score is increased by 4 and
your Dexterity score is decreased by 2.
Tairen Size. Large
"Tairens have no love for the One Power, and less Speed. 40 ft.
for any man claiming to be the Dragon. Channeling Darkvision. Accustomed to twilit forests and the
is outlawed, and Aes Sedai are tolerated at best, so night sky, you have superior vision in dark and dim
long as they do not channel. Telling the Prophecies conditions. You can see in dim light within 60 ft. of
of the Dragon, or even possessing a copy of them, is you as if it were bright light.
enough to put you in prison" – Moiraine Damodred, Skills Proficiency. You gain proficiency in the
The Dragon Reborn, chapter 6. History skill.
Tools. You gain proficiency with the Mason's tools.
Ability Score Increase. Your Dexterity and Wisdom Perceptive. The Ogier's large eyes and ears grant
scores are increased by 1. them an advantage on Wisdom (Perception) skill
Horse Master. You gain proficiency with all types of checks.
saddles, and advantage on any ability check made to Size Matters. Ogier can carry double the weight
control or ride horses. their strength would usually allow.
They cannot wear medium sized armor or use
Tar Valoner
medium sized weapons.
Ability Score Increase. Your Intelligence and
Non-channelers. Ogier cannot gain levels in any
Charisma scores increase by 1.
class that can channel.
Cosmopolitan. You gain proficiency in the
Language. Ogier, Common dialect.
diplomacy skill and one additional skill of your
choice.
Taraboner
"Taraboners call themselves the Tree of Man, and
claim to be descended from rulers and nobles in the
Age of Legends" – Verin Mathwin, The Great Hunt,
chapter 7.
11
C•H•A•P•T•E•R
THREE Chapter 3: Classes
12
Table 1: Classes
Class Description Hit Primary Ability Saving Throws Armor and Weapon
Die Proficiency Proficiency
Algai'd'siswai Powerful Aiel warriors of the d10 Dexterity Dexterity, Dagger, short bow, short
three-fold land, exceptionally Constitution spear. No armor or shield
proficient in unarmed fighting (except the buckler).
and short spears.
Armsman Masters of combat, Armsmen d10 Strength Strength, All types of armor and
are versatile in their training Constitution shield, simple and martial
styles and master a variety of weapons.
weapons and armors.
Initiate These special individuals d4 Intelligence Intelligence, Dagger and club. No armor
possess the ability to touch the Wisdom or shield.
One Power. They are sought
after by others of the proud
channeling heritage.
Noble Masters of the Game of Houses, d8 Charisma Wisdom, Light armor, shield, simple
the nobility is an important part Charisma and martial weapons.
of any kingdom, be it in the
Westlands or the Seanchan
empire.
Wanderer Naturally skillful and multi- d8 Dexterity Dexterity, Any Light armor, any weapon
talented, Wanderers master one of your with the finesse property.
many skills and feats. choosing
Wilder The few lucky channelers who d6 Charisma Wisdom, Light armor, simple
survive the natural manifestation Charisma weapons.
of their powers, Wilders can
arise anywhere, and from any
origin.
Woodsman To the Woodsman, the wild d10 Strength Strength, Simple and Martial
forests, topping mountains or Dexterity weapons, light and
empty plains are as familiar as medium armors, shields.
any home.
13
Algai'd'siswai
Table 2: The Algai'd'siswai
Level Proficiency Reputation Features Unarmed Damage
Bonus Score
1 +2 0 Aiel Unarmed Fighting, Algai'd'siswai Society, 1d4
Buckler training, Fast Movement, Unarmored
defense
2 +2 0 Dance the Spears, Cadin'sor 1d4
3 +2 0 Extra Attack 1d4
4 +2 0 Ability Score Improvement 1d4
5 +3 1 Running Endurance 1d6
6 +3 1 1d6
7 +3 1 Evasion 1d6
8 +3 2 Ability Score Improvement, Extra Attack (2) 1d6
9 +4 2 Dance the Spears 2 1d6
10 +4 2 Camouflage 1d6
11 +4 3 1d8
12 +4 3 Ability Score Improvement 1d8
13 +5 3 Extra Attack (3) 1d8
14 +5 4 Feral Instinct 1d8
15 +5 4 1d8
16 +5 4 Ability Score Improvement 1d8
17 +6 5 Vanish 1d10
18 +6 5 1d10
19 +6 5 Ability Score Improvement 1d10
20 +6 6 Extra Attack (4) 1d10
14
Aiel Unarmed Fighting your initiative. When reaching 9th level, you have
Algai'd'siswai learn to fight with no weapons in the advantage on all initiative rolls.
Aiel fashion. Whenever they fight unarmed, they These bonuses are lost if you wear armor of any
are considered armed and proficient. kind or use a shield.
When fighting unarmed, the Algai'd'siswai
deals damage according to his class table above.
Cadin'sor
Additionally, when fighting unarmed or using Aiel use a special garment, the Cadin'sor, to
the Aiel short spear, the Algai’d’siswai may use his conceal themselves in the waste. Starting at level
Dexterity modifier instead of his Strength modifier 2, you have mastered the use of your Cadin'sor and
when making an attack, as though the spear had are considered proficient in the Stealth skill while
When taking the Attack action with an Aiel These advantages only apply while in the Aiel
short spear or an unarmed attack, the Waste, or in other landscape determined by the
All Algai’d’siswai are part of a warrior society. Starting at 3rd level, you may attack twice whenever
Each of the Algai'd'siswai warrior societies has a you use the attack actions on your turn.
specialty and focus of different talents. The The number of attacks increases to three when
different societies and their advantages are you reach 8th level, four when you reach 13th level
described at the end of the class description. and five when you reach 20th level. This bonus is
lost if you wear armor of any kind or use a shield.
Buckler training
Using an Aiel buckler does not count as using a
Ability Score Improvement
shield for you. When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of
Fast movement your choice by 2, or you can increase two ability
Aiel move faster than most people. Starting at 1st scores of your choice by 1. As normal, you cannot
level, if you are not wearing an armor and not increase an ability score above 20 using this
carrying a shield, your movement speed is feature.
increased by 10 ft. Instead of an ability score increase, you may
choose 1 feat.
Unarmored Defense
Beginning at 1st level, while you are wearing no Running Endurance
armor and not using a shield, your AC equals 10 + Starting at 5th level, you have advantage whenever
your Dexterity modifier + your Constitution you make a Strength/Constitution (Athletics)
modifier. check when running long distances or an extended
period. This bonus is lost if you wear armor of any
Dance the Spears kind or use a shield.
Algai'd'siswai praise their speed in combat.
Starting at 2nd level, add your proficiency bonus to
15
Evasion involved in blood feuds. Each society tends to train
Your instinctive agility lets you quickly dodge out of its members to be proficient in specific tasks.
harm's way. Starting at 7th level, when you are Of all the societies, Far Dareis Mai is the only
subject to an affect that allows you to make a one that accepts, and is exclusive to women.
Dexterity saving throw for half damage, you The name of each society is given in the old
instead take no damage if you succeed and only tongue, its translation is in the society description.
half damage if you fail. You lose this ability if you
wear armor of any kind
Aethan Dor
or use a shield. The Red Shields act as a
sort of police among the
Camouflage Aiel, and often serve as the
Starting at 10th level, Aiel version of a Thief
you have learned to Taker.
adapt your Cadin'sor On the Job
to different Starting at 1st level when
environments, using you join the Red Shields,
different hues. You you are welcomed in all
now gain your clans and societies, so long
Cadin'sor feature as you arrive to investigate
advantages in any a crime.
terrain. You also gain advantage
on all Charisma
Feral Instinct (Persuasion) and Charisma
Starting at 14 th
level, (Intimidation) skill checks
you can no longer be targeting other Aiel.
caught by surprise. Stunning Strike
During a surprise Starting at 6th level, you
round, you always act learn how to stun your
normally. opponents. When you hit a
Algai'd'siswai by Matt Wilson
target with an unarmed
Vanish attack, it must succeed in a Constitution saving
Starting at 17th level, whenever you are wearing throw (DC = 8 + your proficiency bonus + your
your Cadin'sor, you can use the Hide action as a Strength Modifier) or be stunned until the end of
bonus action on your turn. Additionally, you cannot your next turn. You may use this ability a number
be tracked by natural means, unless you choose to of times equal to your Wisdom modifier. You
leave a trail. regain any expended uses when you finish a short
You lose these advantages if you wear any or long rest.
armor or use a shield.
Crippling Strike
Starting at 15th level, you can sacrifice your extra
Algai'd'siswai Societies
attacks in order to make one accurate, crippling
The Aiel warrior societies are brotherhoods of like-
attack. If your attack is successful, your target's
minded warriors. Members of the same society
movement is decreased by 10 ft. and he receives
never fight each other, even if their clans are
16
disadvantage on all attack rolls and Strength and known to travel for weeks without the need to stop
Dexterity saving throws and ability checks in Aiel holds.
(including skill checks). A target can only suffer Because of these abilities, they are often used
these effects once. as Aiel scouts.
The effects can be lifted using a Wisdom Survivor
(Medicine) check (DC = 10 + the damage dealt) or When you join the Water Seekers at 1st level, you
a long rest. go through a series of survival training – finding
You may use this ability a number of times shelter in harsh weather, locating water sources,
equal to your Intelligence modifier. You replenish etc. You gain proficiency in the Survival skill. If you
any uses after you complete a long rest. are already proficient, gain twice your proficiency
bonus instead of once.
Cor Darei Endurance
The Night Spears excel at guarding encampment When you reach 7th level, you have learned to
and holds, and often insist on guard duty of such endure harsh conditions better than most people.
places. Ignore the first affect which would cause you to
On Guard become exhausted.
When you join the Night Spears at 1 level, you
st
You can also go without food for an additional
gain advantage on all Wisdom (Perception) skill number of days equal to your constitution modifier.
checks made during guard duty, and you cannot be Fortitude
surprised while on guard duty. Starting at 15th level, your body has become greatly
Additionally, you can rest only 4 hours each resilient to exhausting effects. Whenever you suffer
night while sleeping in an encampment of any kind. an effect that would cause you to become
Bodyguard exhausted, you may attempt a Wisdom (Survival)
Starting at 7th level, you have learned how to check (DC = 20 + the exhaustion level you are
help protect your fellow defenders. When a trying to avoid). If you succeed you suffer that level
creature within 5 ft. of you is hit with a melee attack of exhaustion but are not subject to its effect (which
and you are using a buckler, you can use your means the next time you attempt this save, the DC
reaction to add +2 to the creature's AC. will increase). If your exhaustion level reaches 6,
Defender you die.
Starting at 15 level, you have become extremely
th
17
modifiers that normally apply to your Perception achievements grant you a pool of d8 Honor
skill check. Inspiration dice equals to your Charisma modifier.
Eagle Eye You can choose to roll an honor die and add
Starting at 15 th
level, your ability with the bow its result to an attack roll, a damage roll, an ability
becomes legendary. When using a bow, you no check or a saving throw. You regain all your spent
longer suffer disadvantage when firing long range, Honor Inspiration dice after a short or long rest.
nor on attack rolls made if hostile creatures are
within 5 ft. of you.
Hama N'dore
The Mountain Dancers are experts at fighting in a
Far Dareis Mai mountainous environment.
The Maidens of the Spear, the only society for Mountaineer
female Algai'd'siswai, are proud and headstrong. When you join the Mountain Dancers at 1st level,
Believing themselves to be no lesser than men – if you are trained in hard, mountainous terrain. You
not their superiors – the maidens are experts at have advantage on any Strength (Athletics) skill
stealth. check and on Wisdom (Survival) checks made to
Maidens of the Spear are “wed to the spear” – track or survive in a mountainous environment.
they pledge to be bound to no man or child. If they Blend in with the Rock
give up the spear to become a wise one or a mother, Starting at 7th level, you have learned to take full
it cannot be taken back. advantage of your mountainous surroundings. You
Maidens Hand Gestures have advantage on Dexterity (Stealth) checks made
The Maidens of the Spear have their own sign in a mountainous environment.
language. While its existence is known to all, its Additionally, you can use your bonus action to
translation is a closely guarded secret. It is rare for take the Hide action if you are in a mountainous
the maidens to teach this language to any woman environment.
outside their society, and never to men. This Rockslide
language is so complex, that maidens can talk At 13th level, you have mastered the art of fighting
freely with it, as though speaking any other in mountainous terrain. You gain advantage on all
language. Attack rolls and saving throws when in
Starting at 1 level, you are taught this secret
st
mountainous terrain.
language. When speaking with a maiden, or
anyone who used to be a maiden, you can use this Rahien Sorei
language to communicate freely with no sound. The Dawn Runners are trained to use their spears
Stealthy as thrown ranged weapons, as well as melee
When you reach 7 th
level, you have become an combat. They usually carry several spears
expert in stealth. You gain proficiency with the balanced for throwing if need arises.
Stealth skill. If you are already proficient, you gain Distant Throw
twice your proficiency bonus instead of once. Starting at 1st level when you join the Rahien Sorei,
Maiden's Honor you are trained to throw your spear stronger and
Maidens of the Spear take their honor very farther than others., You do not suffer
seriously. Starting at 15th level, your experience disadvantage for long range when using the Aiel
proves your combat abilities, and your pride in your spear.
18
Powerful Throw Shae'en M'taal
Starting at 7th level, whenever you use your Distant
The Stone dogs are known for their pride and
Throw feature, use the spear’s versatile damage
enthusiasm. This behavior often makes them seem
roll instead of its normal one.
young and even childish in the eyes of other Aiel.
Throw Mastery
Athletic Jump
Starting at 15th level,
Stone Dogs often
you can throw an
demonstrate their
Aiel spear twice as
superior athletic
far. Your short and
abilities by jumping
long range with the
high and hitting
Aiel spear is
their bucklers with
doubled, and you
their spears.
cause 1d10 damage
When joining the
instead of 1d8.
Stone Dogs at 1st
19
Sha'mad Conde Throw Dagger
Starting at 7th level, you can throw a dagger at an
The Thunder Walkers are known for their brute
enemy within 30 ft. of you as a bonus action.
force in battle, relying heavily on devastating,
Two Daggers Mastery
powerful blows. Their strength is their biggest ally.
Starting at 15th level, if you fight with two daggers,
Powerful Thrusts
you gain a +1 bonus to AC, and you can add your
Starting at 1st level when you join the Sha’mad
strength modifier to the damage of your bonus
Conde, you have learned to take full advantage of
action attack.
your Strength. Whenever you use a spear, you deal
Additionally, you deal 1d6 damage when using
damage as though you were wielding it with two
a dagger.
hands, even if you are using only one hand.
Bull’s Strength Tain Shari
Starting at 7th level, you gain advantage on all
The True Bloods learn to fight in teams with their
Strength ability checks (including skill checks) and
spears and bucklers and achieve a high level of
saving throws. Additionally, add one and a half
endurance. They gain high resistance to natural
times you Strength modifier (rounded down) to
hazards and are trained to endure great physical
unarmed damage rolls.
difficulties.
Brutal Strength
Team Effort
Starting at 15th level, your strength has become
You have been trained to fight alongside your
legendary. Whenever you make a melee attack
brothers in arms. Starting when join the Tain Shari
using your Strength modifier, you deal an
at 1st level, you can use your reaction to melee
additional 1d4 points of damage. This applies to
attack a foe if another ally within 5 ft. of you is
any melee weapon you use, whether you are
attacking it.
proficient with it or not, as well as your Aiel
Resist Natural Dangers
unarmed fighting.
Starting at 7th level, your training of exposure to
20
Armsman
Table 3: The Armsman
Level Proficiency Bonus Reputation Score Features
1 +2 0 Fighting Style, Second Wind
2 +2 1 Action Surge (one use)
3 +2 1 Martial archetype
4 +2 1 Ability Score Improvement
5 +3 2 Extra Attack
6 +3 2 Ability Score Improvement
7 +3 3 Bravery
8 +3 3 Ability Score Improvement
9 +4 3 Indomitable (One Use)
10 +4 4 Armor Training
11 +4 4 Extra Attack (2)
12 +4 5 Ability Score Improvement
13 +5 5 Indomitable (Two Uses)
14 +5 5 Ability Score Improvement
15 +5 6 Armor Training
16 +5 6 Ability Score Improvement
17 +6 7 Action Surge (Two Uses), Indomitable (Three Uses)
18 +6 7 Armor Training
19 +6 7 Ability Score Improvement
20 +6 8 Extra Attack (3)
21
• (a) A Dungeoneer's pack or (b) an Explorer's Second Wind
pack. You have a limited well of stamina that you can draw
on to protect yourself from harm. On your turn, you
Fighting Style can use a bonus action to regain hit points equal to
You adopt a particular style of fighting as your 1d10 + your armsman level.
specialty. Choose one of the following options. You Once you use this feature, you must finish a short
cannot take a Fighting or long rest before you can
Style option more than use it again.
once, even if you later get
to choose again. Action Surge
Archery Starting at 2nd level, you
You gain a +2 bonus to can push yourself beyond
attack rolls you make with your normal limits for a
ranged weapons. moment. On your turn, you
Defense can take one additional
While you are wearing action on top of your
armor, you gain a +1 bonus regular action and a
to AC. possible bonus action.
Dueling Once you use this
When you are wielding a feature, you must finish a
melee weapon in one hand short or long rest before
and no other weapons, you you can use it again.
gain a +2 bonus to damage Starting at 17th level, you
rolls with that weapon. can use it twice before a
Great Weapon Fighting rest, but only once on the
Cairhienin Armswoman by Vanca Kovaks
When you roll a 1 or 2 on a same turn.
damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
Martial Archetype
can reroll the die and must use the new roll, even if At 3rd level, you choose an archetype that you strive
the new roll is a 1 or a 2. The weapon must have the to emulate in your combat styles and techniques.
two-handed or versatile property for you to gain this Choose Blademaster, Champion, Commander or
benefit. Inquisitor, all detailed at the end of the class
Protection description.
When a creature you can see attacks a target other
Ability Score Improvement
than you that is within 5 ft. of you, you can use your
When you reach 4th level, and again at 6th, 8th, 12th,
reaction to impose disadvantage on the attack roll.
14th, 16th, and 19th level, you can increase one ability
You must be wielding a shield.
score of your choice by 2, or you can increase two
Two-Weapon Fighting
ability scores of your choice by 1. You cannot
When you engage in two-weapon fighting, you can
increase an ability score above 20 using this feature.
add your ability modifier to the damage of the second
Instead of an ability score increase, you may
attack.
choose one feat.
22
Extra Attack consider themselves soldiers or fighters. These fine
Beginning at 5 level, you can attack twice, instead
th blades are a legend, as are the heroes who use them,
of once, whenever you take the Attack action on your and on rare occasions the Blademaster might even
turn. The number of attacks increases to three when find an ancient, power wrought blade to serve him.
you reach 11th level in this class and to four when you A Blademaster uses Dexterity as much as
reach 20th level in this class. Strength, so make sure your Dexterity is high.
Additionally, a Blademaster must be trained by
Bravery another Blademaster, so you must ask the GM
Starting at 7 level, you have seen many horrors in
th
before taking this archetype.
battle. You have an advantage on any saving throw The Heron spreads its wings
meant to resist fear effects. You learned how to harness your Dexterity. Starting
when you choose this archetype at 3rd level, you may
Indomitable use your Dexterity modifier instead of your Strength
Beginning at 9th level, you can reroll a saving throw modifier whenever you use a Blademaster’s sword.
that you fail. If you do so, you must use the new roll, The Flame and the Void
and you cannot use this feature again until you finish The fighting technique known as the Flame and the
a long rest. You can use this feature twice between Void is taught by one Blademaster to the next.
long rests starting at 13th level and three times Starting at 3rd level, you gain The Flame and the Void
between long rests starting at 17th level. feat, even if you do not possess the prerequisites.
Sword Forms
Armor Training
Your fighting style involves a complicated array of
Starting at 10th level, you have learned to take full
sword forms. As you gain levels, you may use more
advantage of your armor. While wearing light or
complicated forms and achieve different results.
medium armor, you do not have disadvantage to
Each form represents an array of complementary
Stealth. While wearing heavy armor, reduce the
forms performed to achieve the required effect.
needed Strength score by 1.
Once each round, you may choose to use a sword
23
Table 4: Blademaster Sword Forms
Level Name Effect
3 The Boar Rushes Down When you use the attack action, you gain advantage against any creature you already
the mountain attacked this turn.
3 The Cyclone Rages If you are within the threat range of more than one creature, you can use your reaction to
gain a +2 AC bonus until the end of your next turn.
3 Cat Dances on the Wall When you hit a large or smaller creature with a weapon attack, you can attempt to knock
the target down. Make a Strength contest against the target. If you win, the creature is
knocked prone.
3 Lotus Closes its Blossom When your attack has dropped a creature to 0 hit points, allies of the fallen target must
make a Wisdom saving throw or be frightened of you until the end of your next turn.
3 Parting the Silk On the first turn of combat, if you are not surprised, you can use your reaction to move
up to your speed and make an attack before any other creature takes an action or moves.
3 The Viper Flicks its When you use the attack action, if your target is threatened by another creature, you gain
Tongue advantage on your attack.
7 Apple Blossoms in the When you take the attack action, starting with your second attack, you gain advantage on
Wind any creature you have not yet attacked this turn.
7 Hummingbird Kisses the If you hit a creature with your first attack, the target takes no damage, but must take the
Honeyrose Dodge action on its next turn.
7 Leopard in High Grass Until the end of you next turn, enemies do not gain advantage for flanking you.
7 River of Light If you are surprised, you can use your reaction during a surprise round to make an attack
against a creature that enters your threat range.
13 Kissing the Adder When you take the attack action, you can forfeit your extra attacks to make a single
attack. If that attack hits, it is an automatic critical hit.
13 Lizard in the Thornbush You forfeit your extra attacks to make a melee attack against any number of creatures
within 5 ft. of you, with a separate attack roll for each target.
13 Rain in High Wind You can use your reaction to impose disadvantage on all attacks against you until the
start of your next turn.
13 Rat Gnawing the Grain If you are within range of a creature being attacked, you can use your reaction to give
advantage to the attacker and make an attack against the same creature.
13 Threading the Needle You can choose to have disadvantage on your attack to aim for your opponent's
shoulder, causing a crippling strike. If the attack hits, the foe suffers a -2 penalty to
attack rolls until he completes a long rest or is healed by weaves of the one power. You
cannot target the same creature more than once with this form.
17 Plucking the Low-hanging When you take the attack action, you can forfeit your extra attacks to make a single
Apple attack with disadvantage. If you hit, roll to hit again with disadvantage. If you hit, the
creature must succeed in a Dexterity saving throw or it is reduced to 0 hit points with a
single strike to the throat. A creature immune to critical hits is not affected by this form.
17 Shake Dew from the When you take the attack action, you can make two extra attacks, but all your attacks are
Branch made with disadvantage.
17 The Wind Blows Over the If you score a critical hit, you can use your reaction to make a single attack against the
Wall same creature at the start of its next turn.
17 Whirlwind on the You can choose to suffer a penalty to attack rolls up to your Dexterity modifier and gain
Mountain the same amount to AC against ranged weapons aimed at you until the end of your next
turn.
24
Superior Critical
Cat crosses the courtyard
Starting at 15th level, your
Upon reaching 7th level you
weapon attacks score a
become so confident in
critical hit on a roll of 18-
your abilities that you
20.
adopt a relaxed, almost
arrogant stance. You gain Survivor
At 18th level, you attain the
proficiency in the
pinnacle of resilience in
Intimidation skill. If you
battle. At the start of each
are already proficient, you
of your turns, you regain
gain twice your proficiency
hit points equal to 5 + your
bonus instead of once.
Constitution modifier if
Heron wading in the
rushes you have no more than half
When reaching 13 level, th
of your hit points le ft. You
you have mastered the do not gain this benefit if
delicacy of balance. You you have 0 hit points.
gain advantage on saving Behemoth
throws against being When you reach 20th level,
tripped or knocked prone. your body is a war machine
Andoran Armsman by Vince Locke in and by itself. Your
Champion Constitution score increases by 2, to a maximum of
The archetypal Champion focuses on the 22. Your Strength or Dexterity score (your choice)
development of raw physical power honed to deadly increases by 2, to a maximum of 22.
perfection. Those who model themselves on this
archetype combine rigorous training with physical Commander
excellence to deal devastating blows. The Commander is an expert tactician and
Improved Critical strategist, but one cannot gain such a position
Beginning when you choose this archetype at 3rd without also proving himself to his men in battle.
level, your weapon attacks score a critical hit on a Hence, the commander is a dangerous foe to face
roll of 19 or 20. on the battlefield and in melee combat.
Remarkable Athlete A Commander usually belongs to an organized
Starting at 7 th
level, you can add half your standing force. This includes mercenary groups,
proficiency bonus (round up) to any Strength, national armies, or noble houses forces.
Dexterity, or Constitution check you make that does Commander's Battle Standard
not already use your proficiency bonus. As a Commander, you must choose a battle
In addition, when you make a running long jump, standard. This can be anything from a flag attached
the distance you can cover increases by a number of to your horse to your symbol on your armor or
ft. equal to your Strength modifier. clothes, but it must be visible for some of your
Additional Fighting Style features to work.
At 10th level, you can choose a second option from Oath of Fealty
the Fighting Style class feature. You are a true patriot. Starting when you take this
archetype at 3rd level, whenever you use the attack
action against enemies of your country or
25
organization, you gain advantage on all attack rolls. 500mk. Thus, a 13th level Armsman with a
If you do not serve a country or organization with a Charisma score of 14 could have up to 13,000mk
declared enemy, you can choose such an enemy worth of supplies (including mercenaries, weapons,
based on your background, organizational wagons, or any other equipment) assigned to him at
belonging or Shadowspawn. If the country or any given time.
organization has more than one enemy, you receive In general, you are expected to return
advantage against all said enemies. requisitioned equipment in a reasonable time
Table 5: The Commander's Fealty frame, however no specific limits (other than the
GM's discretion) are assigned. If any requisitioned
Country/Organization Enemy
Aiel Shadowspawn, equipment is lost or destroyed, its value counts as a
Treekillers (Illianers) permanent penalty to your future maximum
Amadicia/ Children of Channelers,
the Light Darkfriends, and requisitions value. This does not include weapons
Shadowspawn
Arad Doman Taraboner and armor damaged in combat.
Arafel Shadowspawn Rally the Troops
Cairhien Aiel
Illian Tairens Starting at 17th level, you can use your action to
Kandor Shadowspawn
Mayene/The Winged Tairens, Illianers encourage your troops. Any ally who can see your
Guard battle standard and hear your encouraging shouts
Saldaea Shadowspawn
Seanchan Oath breakers gains a Martial Inspiration die, a d10. The ally can
(westlanders not under roll the die and add the number to any attack or
Seanchan control)
Shienar Shadowspawn damage roll. The ally can keep the die until he
Tar Valon/The White Shadowspawn,
Tower Children of the Light finishes a long rest.
Tarabon Domani You can use this ability a number of times equal
Tear Illianers
to your charisma modifier, and you regain expended
Tactics
uses after you finish a short or long rest.
Starting at 7th level, you can use your action to
Great Captain
coordinate your allies in combat. Make a Charisma
Upon reaching 20th level, and if your reputation
(Persuasion) check (DC = 15 + the number of allies
score is higher than 20, you are considered one of
you choose to help). If you succeed, the chosen
the great captains. If your reputation score is less
allies receive advantage on all attack rolls until the
than 20, you will be considered a great captain once
end of your next turn.
your reputation score reaches 20.
You may use this feature a number of times
As a great captain, the knowledge that you are
equal to your Charisma modifier and replenish any
present on the battlefield is enough to rally all your
uses after you finish a short or long rest.
troops: your Tactics and Rally Troops features now
Reputation Bonus
affect all allies on the battlefield, whether they can
Upon reaching 7th level, add your proficiency bonus
see your battle standard or not, and you don't need
to your Reputation score.
a Charisma (Persuasion) check to activate your
Logistics
tactics feature.
As you gain levels, your reputation with your
superiors gains you their favor. Upon reaching 13th Inquisitor
level, you can requisition supplies for specific
The Children of the Light house the infamous
engagements or actions. The maximum value of the
Hand of the Light, an organization within the
supplies assigned to you at any given time is equal
Children, charged with extracting confessions from
to your Armsman class level x Charisma modifier x
26
darkfriends and rooting out the shadow wherever it information from him. The tortured person can
may hide. They are easily recognized by the addition attempt a Constitution or a Wisdom saving throw
of the red shepherd's crook behind the golden sun, (depending on the type of torture) to resist, but he
symbol of the children of the light, and are known must make a new save each round. The DC is
for their cruel determined by a Strength
methods, including or Wisdom ability check
torture and made by yourself.
intimidation. If you are Intimidating
charged by an When you reach 13th level,
inquisitor, your guilt reputation of your exploits
has already been has traveled far and wide.
determined, the only You gain an intimidation
question is how long die, a d6. As a reaction,
you can hold out until when you are attacked by
you confess to a creature that is not a
whatever he wishes. Shadowspawn, you can
Like all Children, roll the die and reduce the
the Questioners hate attack score by the result.
all users of the One You can use this
Power. In the eyes of feature a number of times
an inquisitor, equal to your Charisma
meddling with the modifier and regain all
power of the creator is uses when you finish a
surely an indication of short or long rest.
being a darkfriend. Devoted
Whitecloak Questioner by Wayne England
Infamous Upon reaching 17th level, you
When you choose this archetype on 3rd level and add become so devoted to your duty, you gain advantage
the red shepherd's crook to your symbol, you on all attack rolls against shadowspawn,
become proficient in the Intimidation skill. If you darkfriends (or those you believe to be darkfriends)
are already proficient, you gain twice your and channelers, and on all saving throws made to
proficiency bonus instead of once. resist effects caused by those three groups.
Authority Cruel Cut
The Hand of the Light have a special standing with Upon reaching 20th level, your knowledge of human
the children. Starting at 3rd level, you have anatomy allows you to sacrifice your extra attacks
advantage on Charisma (Persuasion) and Charisma and gain advantage on your single attack. If that
(Intimidation) checks against other Children of the attack is successful, you deal an additional 10d6
Light or anyone from Amadicia. damage and 1d4 temporary Constitution damage.
Torture The Constitution damage is restored after
Extracting confessions from darkfriends is the finishing a long rest or if it is healed by weaves of
Inquisitor's duty. Starting at 7 level, if you have a
th
the One Power.
person incapacitated, you can use torture to extract
27
Initiate
Table 6: The Initiate
Level Proficiency Reputation Features – Weave Slots per Weave Level –
Bonus Score
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 One Power Tradition, Weaving, 2 - - - - - - - -
Weavesight
2 +2 1 3 - - - - - - - -
3 +2 2 Slow Aging, Learn New Weave 4 2 - - - - - - -
4 +2 2 Ability Score Improvement 4 3 - - - - - - -
5 +3 3 Composure 4 3 2 - - - - - -
6 +3 3 4 3 3 - - - - - -
7 +3 4 Weavesight (residue) 4 3 3 1 - - - - -
8 +3 4 Ability Score Improvement 4 3 3 1 - - - - -
9 +4 5 Tie Off weave, Learn New Weave 4 3 3 1 1 - - - -
10 +4 5 Instant Embrace 4 3 3 1 1 - - - -
11 +4 6 Multiweave 4 3 3 2 1 1 - - -
12 +4 6 Ability Score Improvement 4 3 3 2 1 1 - - -
13 +5 7 4 3 3 2 2 1 1 - -
14 +5 7 4 4 3 2 2 1 1 - -
15 +5 8 Simultaneous Weaving, 4 4 3 3 2 2 1 1 -
Learn New Weave
16 +5 8 Ability Score Improvement 4 4 4 3 2 2 1 1 -
17 +6 9 4 4 4 3 3 2 2 1 1
18 +6 9 4 4 4 4 3 3 2 1 1
19 +6 10 Ability Score Improvement 4 4 4 4 3 3 3 2 2
20 +6 10 Learn New Weave 4 4 4 4 3 3 3 2 2
28
Weaving Choose two affinities with which you are
As an Initiate, you have been taught to touch and proficient. When a weave is made only with powers
weave the One Power. for which you have an
Choose six cantrips (0 affinity, the weave slot
level weaves) and required to cast these
three 1st level weaves weaves is one level
with which you begin lower for you. For
the game. example, an Initiate
Read the with an affinity for
Channeling chapter Earth and Fire
for additional, general weaving a 4 th
level
rules regarding Grenade weave will
channeling. cast the weave with a
Weave Slots 3rd level slot.
The Initiate table You are limited to a
above shows how maximum of 3
many weave slots you affinities. This limit
have available to cast cannot be overcome
weaves of 1st level or by any means.
higher. To cast a Talents
weave, you must Every channeler is
expend a slot of the talented in specific
weave's level or types of weaves.
higher. You regain all Choose one talent.
expended slots once You can only cast
you finish a long rest. Ebou Dari Aes Sedai by Terese Nielsen weaves of 1 level or
st
Learning New Weaves lower if you do not possess their talent. If a weave
There are only two ways to learn new weaves. You can be cast at higher level, you may only use its 1st
must either be taught by someone else who knows level version or lower.
the weave, in which case you do not require any You are limited to a maximum of 2 talents. This
check, but the weave must be of a level for which limit cannot be overcome by any means, except
you have weave slots. The second is using an where noted specifically.
Intelligence (Weavesight) check, as described Overchannel
below. All channelers may attempt an overchannel ability
Affinities check to overchannel – cast more weaves per day
All Channelers have an affinity to some of the five than they are allowed. See the Overchannel section
powers: Air, Earth, Fire, Water and Spirit. Males of the Channeling chapter for more details.
are usually stronger with Earth and Fire, while Channeling ability
women are usually stronger with Air and Water, Intelligence is your channeling ability for your
though there are exceptions to this rule. Both sexes weaves, your channeling relies on careful and
are equally proficient with Spirit. dedicated studies. You use your Intelligence
whenever a weave refers to your channeling ability.
29
In addition, you use your Intelligence modifier when talent this weave belongs to. If your skill check score
setting the saving throw DC for a weave you cast is 10 points higher than the DC, you can learn the
and when making an attack roll with one. weave, add it to your known weaves and cast it
Weave save DC = 8 + your proficiency bonus +
yourself. You cannot learn weaves unless they are
your Intelligence modifier
Weave attack modifier = your proficiency bonus + of a level in which you have weave slots.
your Intelligence modifier When you reach 7th level, you have become so
proficient at weavesight that you may see the
One Power Tradition
residue of weaves – a fading signature of the powers
Initiates were taught to channel by an experienced
left where they have been used by channelers of the
channeler of her tradition: An Aes Sedai of the
same gender as you.
White Tower, a Wise One of the Aiel, a Windfinder
If a weave was cast within 30 ft. of your current
of the Atha'an Miere or an Asha'man of the Black
location in the last 24 hours, you can sense its
Tower. Women may choose a tradition based on
residue and attempt to decipher it. On a successful
their origin, but men can only be trained at the black
Intelligence ability check (DC = 15 + the weave
tower. Each of these organized traditions expect a
level) you can determine the weave if it is known to
lifetime of service from the Initiate, though the form
you. If it is not, you can determine its talent. If your
of that service varies, and can possibly include
score is 10 points or higher than the DC, you can
adventuring. Still, an Initiate is expected to obey
add the weave to your known weaves list and cast it
those ranked above her in her tradition.
yourself. The weave must be of a level in which you
An Initiate of 1st level is at the earlier stages of
have weave slots.
her training, yet far enough advanced that she is
trusted to accomplish certain things on her own. Slow Aging
For example, a 1 level Initiate of the White Tower
st
Using the one power slows your body's aging
tradition is an Accepted of the White Tower, process. Starting at 3rd level, you age slower than
ranking higher than a novice, yet not full Aes Sedai. the average person. For each 5 years that pass, you
The different One Power Traditions and their age 1 year.
effects on your initiate are described at the end of
the class description. Learn New Weaves
When you reach 3rd level, and again at 9th, 15th and
Weavesight 20th levels, you may learn one additional weave.
Every channeler can see strands of powers used by This is an instinctive learning process. The weave
other channelers of the same gender. If a woman is must be of a level which you may cast.
embracing the True Source, she is seen surrounded Many channelers have secret weaves which they
by a golden-white aura to any woman with the have discovered by instinct. Consult you GM if you
weavesight ability. If a man is embracing the True wish to create such a weave which does not appear
Source, other men channelers sense dread and in the weave list in chapter 10: Weaves.
threat from him. Normally, you must be taught or use the
Additionally, Weavesight allows channelers to Weavesight feature to learn new weaves.
recognize weaves used by other channelers of the
same gender. If you are familiar with the weave, you Ability Score Improvement
can identify it. If not, you may attempt an When you reach 4th level, and again at 8th, 12th, 16th
Intelligence (Weavesight) check (DC = 10 + the and 19th level, you can increase one ability score of
weave's level) to see if you can understand which your choice by 2, or you can increase two ability
30
scores of your choice by 1. As normal, you cannot weaves, one 3rd level weave and one 5th level weave,
increase an ability score above 20 using this feature. one 6th level and one 2nd level weaves or one 1st and
Instead of an ability score increase, you may one 7th level weaves.
choose 1 feat. If the channeler possess the Exceptional
Channeler feat (which provides the Simultaneous
Composure Weaving ability as well), she can cast 3 weaves at
Your training allows you to maintain control of your the same time, with the same restrictions. For
emotions and maintain an inner calmness. Starting example, our 15th level channeler can now cast a 4th
at 5th level, you gain the Composure feat. level weave and two 2nd level weaves, two 3rd level
weave and one 2nd level weave, three weaves of 1st
Tie-off Weave or 2nd level, etc.
When you reach 9th level, you have learned to tie off
your weaves. Instead of maintaining a weave One Power Traditions
through concentration, you may use your action to
tie it off, leaving it in effect without holding on to it.
Aes Sedai
Trained at the White Tower in Tar Valon, Aes Sedai
Instant Embrace are feared, respected and sometimes hated. They
Once you have reached 10 level, your channeling
th see themselves as the sole authority on the One
instinct has grown to an extent that the power Power, always searching for women who can learn
simply leaps to your hands! Embracing the True to channel to take with them to the tower for
Source now requires a bonus action for you, instead training.
of an action. Aes Sedai look down on Wilders, their name for
any channeler not trained by the tower (even if they
Multiweave were trained in another tradition), believing their
Upon reaching 11th level, you may cast one more training to be superior.
weave while maintaining concentration on another. They are viewed as meddling by most rulers and
To do this, you must make a concentration check are mistrusted by most common folk. "Better to
(DC = 15 + the level of the new weave + the level of embrace the sun than anger an Aes Sedai", "Aes
the weave you currently concentrate on). If you Sedai help always comes with a hook" and "An Aes
succeed, you may cast one additional weave, so long Sedai never lies, but the truth she tells you isn't the
as its duration is instantaneous and does not one you think you hear" are common sayings
require concentration to hold the effect. among the common people.
Aes Sedai Presence
Simultaneous Weaving While not raised to full Aes Sedai yet, accepted
When you reach 13th level, you learn how to channel wear the golden snake ring which most people
one additional weave at a time. The combined level associate with Aes Sedai. Starting at 3rd level, you
of weaves you can cast may not exceed your highest are confident enough that people mistake your
available weave level, you must spend the mannerism to that of an Aes Sedai. You gain
appropriate weave slots for each weave separately advantage on all Charisma (persuasion) checks if
and only one of the weaves may require the person you are persuading is not familiar with
concentration. For example, the highest-level weave the Aes Sedai tradition (at the discretion of the GM).
a 15th level channeler can cast is 8th. Using her
Multiweave feature, she can cast two 4th level
31
The Three Oaths released from them by some means (though this is
At 7th level, an Initiate takes the test to be raised to
usually done either by stilling or by joining the Black
Aes Sedai. After the test, a woman must submit
Ajah).
herself to the Oath Rod, taking upon herself the
Ajah Affiliation
Three Oaths:
When a sister is raised to the shawl (i.e. raised
1. To speak no word that is not true.
as an Aes Sedai) at 7th level, she must choose one of
2. To make no weapon for one man to kill
the seven Ajahs to Join: blue, brown, green, grey, red
another.
white or yellow. Each Ajah provides different
3. Never to use the One Power as a weapon
effects, as its sisters are trained for different
except against shadowspawn, or in the last
purposes, as detailed in table 7: The Aes Sedai Ajah.
extreme of defending her life or that of her
If you are playing a darkfriend, you get the Black
Warder or another sister.
Ajah affiliation in addition to any Ajah you select.
These oaths are carved into her soul. She cannot
break them, even if she wants to, unless she is
Table 7: The Aes Sedai's Ajah
Ajah Purpose Effect
Blue Fight for a cause Choose one ability for which you do not have a saving throw proficiency. You gain saving
throw proficiency with that ability.
Brown Preserve knowledge Gain proficiency and advantage on all Intelligence (History) checks. If you are already
proficient in this skill, gain twice your proficiency bonus.
Green Prepare for the Last Cast any weave that deal HP damage up to 3rd level even if you do not possess its relative
Battle talent.
Grey Negotiate Gain proficiency and advantage on all Charisma (Persuasion) checks. If you are already
proficient in this skill, gain twice your proficiency bonus.
Red Capture male Gain advantage on all attack rolls, saving throws, ability checks, concentration checks and
channelers overchanneling checks against male channelers.
White Promote logic Gain proficiency and advantage on all Wisdom (Insight) checks. If you are already proficient
in this skill, gain twice your proficiency bonus.
Yellow Healing Gain proficiency in the Healing talent, even if you already possess two talents. Learn all
Healing weaves which do not have the "Lost" or “New” property.
Black Serve the Dark One You secretly swear fealty to the Dark One and are released from the Three Oaths. Choose
one “Lost” weave and add it to your list of known weaves.
32
Harness the Wind by Michael Dubisch
If you want to cast either weave at a higher level, different talent and gain proficiency in that talent
you must expend a weave slot as normal. instead.
Open Sky
Windfinder You have trained at weaving large, complex weaves
The Atha'an Miere keep their Windfinders secret. over wider areas than most channelers. Starting at
They occasionally send weak Initiates to the White 7th level, whenever you cast a weave from the Cloud
Tower to keep the Aes Sedai oblivious to the fact Dancing talent, you can double its range.
that they have talented channelers at daily use. Iron Will
Among the Atha'an Miere, channelers become Windfinders are trained hard, from low deck
Windfinders, channelers talented in controlling the hand to full Windfinder. At 11th level, you have
weather using the Cloud Dancing talent. They are learned to master your thoughts. You gain
part of the reason Atha'an Miere vessels are advantage on all Wisdom saving throws.
considered faster than westlander ones. Extra Affinity
Among their kin, Windfinders are often When you reach 13th level, your work with the One
consultants aboard trading ships, advising Power has made you proficient with another
Sailmistresses and Wavemistresses and providing affinity.
protection.
Cloud Dancing Expert
Cloud Dancing Talent You work with the Cloud Dancing talent has made
At 3rd level, you have advanced in your training and you an expert with its weaves. When you reach 20th
gain proficiency in the Cloud Dancing talent. If you level, whenever you cast a weave from the Cloud
are already proficient with it, you may choose a Dancing talent, you can use a weave slot one level
lower.
33
Wise One nightmares at will without a Wisdom (Insight)
Any Aiel woman who can channel is taken by the check. You cannot be forced to take another shape
Wise Ones and trained as one of them. Aiel Wise but your own and do not require any saving throw
Ones are masters of Tal’aran’rhiod, the World of to resist such attempts.
Dreams. Unlike other civilizations, Dreamwalking Additionally, you can attempt a DC 20
is not a lost ability to the Aiel, which makes them Concentration check to enter the World of Dreams
the greatest dreamwalkers since the breaking of the while maintaining a semi-conscious state in the real
world. world. If you succeed, you appear as a blinking,
While not all Wise Ones can channel (indeed, blurred image in the World of Dreams (though still
others can become dreamwalkers by choosing the able to speak and use your dreamwalking abilities),
Dreamer and Dreamwalker feats), all Aiel while able to be aware of your surroundings in the
channelers become Wise Ones. real world. In this state, you cannot say more than a
Iron Will few mumbled words, nor accomplish any act, in the
Wise One apprentices are trained harshly. At 11th real world.
level, you have already learned to master your
thoughts. You gain advantage on all Wisdom saving
Asha'man
throws. Since the Breaking of the World some 3,000 years
ago, men who can channel are feared and hated.
Dreamer
The taint on Saidin, the male half of the One Power,
Once you become a Wise One Apprentice, you are
makes male channelers go insane over time. Since
taught about the World of Dreams and its secrets.
the rise of the Dragon Reborn, the Black Tower
Starting at 3rd level, you
gathers such
gain the Dreamer feat.
channelers and teaches
Dreamwalker
them to harness their
Wise Ones train their
powers, to be used as
apprentices quickly and
weapons in the last
harshly, teaching them
battle before they go
in months what would
insane.
take others years to
Their black coats are
learn by themselves.
a mark for all to see,
Once you have reached
learned to be feared by
13th level, you gain the
all.
Dreamwalker feat.
Madness
Dreaming Mistress
Every male channeler
When you have
has a secret Madness
reached 20th level, you
rating kept by the GM.
have mastered the art of
At 1st level, the GM roles
dreamwalking like none
1d4 and determines
but a Wise One can. You
your starting rating.
gain advantage on all
Every time you
rolls made in the World
overchannel, your rating
of Dreams and can Asha'man by Paulo Parente
is increased by 1 point.
banish normal
24
When you gain a new level, the GM rolls 1d4 and Iron Will
By order of the Dragon Reborn, Asha'man are
adds the result to your rating. The effects of the
trained hard to reach maximum power in the least
Madness rating are described at length in chapter
amount of time. Starting at 5th level, you gain
9: Channeling.
advantage on all Wisdom saving throws.
Asha'man Presence
Men who can channel strike fear into the hearts of Combat Weaving
At 7th level, an Asha'man is already a deadly killing
any sane person, from Aes Sedai to a common
machine. You can cast any weave that deals HP
farmer. You gain proficiency in the Intimidation
damage up to 4th level, even if you do not possess its
skill. If you are already proficient, you gain twice
relative talent (but only if you are able to weave it at
your proficiency bonus instead of once.
lower levels. For example, you could weave
Fighting Style
Grenade as a 4th level weave without having the
The Dragon Reborn has ordered that all Asha'man
Earth Singing talent, because you could cast it
learn to fight in melee combat as well. Starting at
without a talent as a cantrip or 1st level weave
3rd level, you adopt a particular style of fighting as
anyway, but you can't cast Riven earth, since it does
your specialty. Choose one of the following options.
not have a 1st level weave version).
You cannot take a Fighting Style option more than
Additionally, you gain advantage on all
once, even if you later get to choose again.
concentration and overchannel rolls.
Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 Sense Saidar
Starting at 9th level, you feel a tingle sensation if a
bonus to damage rolls with that weapon.
woman is channeling within 100 ft. per weave level
Great Weapon Fighting. When you roll a 1 or 2 on
of you.
a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you Power Jump
can reroll the die and must use the new roll, even if Starting at 13th level, your training improves your
the new roll is a 1 or a 2. The weapon must have the channeling ability exponentially. When determining
two-handed or versatile property for you to gain this weaves per day, you are considered one level higher
than your Aha'man level. Starting at 17th level, you
benefit.
are considered two levels higher. This includes
Two-Weapon Fighting. When you engage in two-
weaves of higher levels than your current initiate
weapon fighting, you can add your ability modifier
level would normally allow.
to the damage of the second attack.
35
Noble
Table 8: The Noble
Level Proficiency Reputation Features
Bonus
1 +2 3 Bonus Skill Proficiency, Call in Favor
2 +2 4 Authority
3 +2 4 Noble paths
4 +2 5 Ability Score Improve
5 +3 5 Coordinate
6 +3 6 Call in favor 2
7 +3 6 Ability Score Improve
8 +3 7 Inspire Confidence
9 +4 7
10 +4 8 Ability Score Improve
11 +4 8 Persuading Reputation, Call in favor 3
12 +4 9
13 +5 9 Ability Score Improve
14 +5 10 Inspire Confidence 2
15 +5 10
16 +5 11 Ability Score Improve, Call in favor 4
17 +6 11
18 +6 12
19 +6 12 Ability Score Improve
20 +6 13 High Noble, Call in favor 5
You can make a Noble quickly by following these • (a) A crossbow and a quiver with 20 bolts or (b)
36
Call in Favor Noble Paths
Starting at 1 level, you may call on contacts and
st
While it may seem title and money open many
acquaintances to gain a favor from them. By using doors, they also raise expectations. Nobles are
this favor, you may gain valuable information, expected to follow prestigious paths that bring
resources, meetings with important people, honor to themselves and their house. Upon
and other things which are not regularly reaching 3rd level, you must choose how to
available to others. advance your carrier. You can either take the
To call in a favor, make a Charisma military path, becoming a Cavalier, lead others
(Persuasion) check and add half to combat as a Commander (found in the
your reputation score to the total. Armsman archetypes list) or choose the
The DC is dependent on the type aristocratic path of the Diplomat.
and size of the favor and is
determined at the discretion of
Ability Score Improvement
the GM. You may call in one When you reach 4th level, and again at 7th,
favor at a time. When reaching 10th, 13th, 16th and 19th level, you can
6th level, and again at 11th, 16th increase one ability score of your
and 20th levels, you can call in choice by 2, or you can increase two
one additional favor at a time, ability scores of your choice by 1. As
to a maximum of five favors at a normal, you cannot increase an
time, but never more than your ability score above 20 using this
Charisma modifier. If you wish to call feature.
on more favors after the fifth, you must Instead of an ability score increase, you
first return a previous one. If you attempt may choose 1 feat.
to ask more than 5 favors, you are
Coordinate
considered to have failed in returning a
previous favor. Upon reaching 5th level, you can coordinate your
Favors must be returned. If it is allies’ actions in combat. You can use your
learned that you have failed to return action to make a Charisma ability check (DC =
a favor, others might refuse you in the 15 + the number of targeted allies). If successful,
future. Returning a favor might be the the targeted allies gain a bonus equals to your
interest), the accomplishment of and attack rolls until the start of your next
37
Once within the next 10 minutes, an ally can roll the Bonus Proficiencies
As of choosing the Cavalier's path, you gain
die and add the number rolled to one ability check,
proficiency with the Animal Handling skill and with
attack roll or saving throw it makes, or use its
medium and heavy armor.
reaction to add the result to his AC until the start of
its next turn. The creature can wait until after it rolls Riding Master
Starting at 5th level, you gain advantage on any
the d20 before deciding to use the Confidence
Inspiration die but must decide before the GM says Wisdom (Animal Handling) check made to affect
whether the roll succeeds or fails. A creature can horses or other riding animals.
You can inspire your allies only once, after which When you reach 7th level, if you ride at least 20 ft.
you must replenish the use with a short or long rest. before attacking your foe, you can charge him,
Upon reaching 14th level, the number of times dealing an extra damage die from your weapon.
you can inspire your allies equals to your Charisma Mounted Combat
modifier and the inspiration die is raised to a d10. Once reaching 13th level, you gain advantage
whenever you attack from horseback and on saving
Persuading Reputation throws made to avoid falling or being dragged from
Starting at 11th level, your reputation precedes you. your horse.
If you make a Charisma (Persuasion) skill check, Armored Rider
you can use your reputation score instead of the When you reach 17th level, you have learned to
result if it is higher. make the best of your defenses while riding. When
on horseback, enemies cannot receive advantage to
High Noble attack rolls against you.
When you reach 20th level, you gain the status of a Cavalier
High Noble. You become the de facto ruler of your When you reach 20th level, you have mastered the
noble house, gaining almost unlimited financial art of mounted combat. You now need only 10 ft. in
resources. Your Inspire Confidence die is raised to order to charge a foe and now deal two extra
a d12 and you are no longer required to roll a damage dice.
Charisma ability check to use your Coordinate
feature. Commander
Some nobles choose to lead other men into battle.
Noble Paths You may choose the Commander martial archetype,
described under the Armsman class. If you do, you
Cavalier
receive the features listed there at their appropriate
Nobles who choose a military career often
level and gain proficiency with medium and heavy
differentiate between themselves and “common
armor.
soldiers” by choosing to fight from horse back.
Many nobles consider foot soldiers as lesser Diplomat
fighters. Many nobles choose the path of the diplomat.
Better stamina Whether officially representing your country,
The martial life led by a Cavalier boosts your practicing your diplomacy in hopes of becoming an
stamina. Once you choose the Cavalier's path, ambassador or simply representing your house in
change your hit die to d10 (including rolling d10 for trade negotiations, as a diplomat you harness your
HP on 3rd level).
38
charisma to advance your interests, and those of (DC = your skill check result) or use its action to
your allies. attack a different creature. Creatures you attacked
Politics have advantage on this saving throw.
You gain proficiency in the Deception skill. If you You can use this feature a number of times equal
are already proficient, add half your proficiency to your Charisma modifier and replenish any uses
bonus on top of your proficiency bonus. when you finish a long rest.
Linguist Aggressive Negotiations
When you reach 5 level, after traveling to distant
th
When you reach 13th level, you have learned that
lands, you gain the Linguist feat even if you do not negotiation is not always the best solution. You can
possess a Charisma score of 13. use a bonus action to allow any ally within 30 ft. of
Diplomacy you to use their reaction to make an attack against
When you reach 7 level, you are recognized as a
th an enemy within their threat range.
person with a diplomatic status by law enforcement Second Strike
agents. Whenever you call in a favor meant to avoid At 17th level, you can exploit a creature's momentary
trouble with local authorities, you do not need to lack of defense when it hits with an attack. If a
return it – it does not count against one of your creature within 5 ft. of you hits you or another
favors. You can only use this feature to get yourself creature with a melee attack, you can use your
and a number of allies equal to your charisma reaction to make an attack against it.
modifier out of trouble. Once you use this feature, Ambassador
you cannot use it again for 10 days. At 20th level, you are welcomed as an ambassador
Diplomatic Immunity wherever you go. You are usually hosted by the
Starting at 7 th
level, you are protected by your highest of nobles and royalty and your words draw
diplomatic status. When an enemy makes a melee close attention. Your Persuading Reputation
attack against you, you can use your reaction to feature now adds your full reputation score to your
make a Charisma (Intimidation) skill check. The Charisma (Persuasion) checks.
attacker must succeed on a Wisdom saving throw
39
Wanderer
Table 9: The Wanderer
Level Proficiency Reputation Features Sneak Attack
Bonus Score
1 +2 0 Illicit Barter, Sneak Attack, Trapfinding 1d6
2 +2 1 Cunning Action 1d6
3 +2 1 Wanderer Archetype 2d6
4 +2 1 Ability Score Improvement 2d6
5 +3 2 Uncanny Dodge 3d6
6 +3 2 Innuendo 3d6
7 +3 3 Evasion 4d6
8 +3 3 Ability Score Improvement 4d6
9 +4 3 Skilled 5d6
10 +4 4 Quick 5d6
11 +4 4 Reliable Talent 6d6
12 +4 5 Ability Score Improvement 6d6
13 +5 5 7d6
14 +5 5 Blindsense 7d6
15 +5 6 Slippery Mind 8d6
16 +5 6 Ability Score Improvement 8d6
17 +6 7 Skilled 9d6
18 +6 7 Elusive 9d6
19 +6 7 Ability Score Improvement 10d6
20 +6 8 The Dark One's Own Luck 10d6
40
• (a) A Burglar's pack, (b) a Dungeoneer's pack combat. This bonus action can be used only to take
or (c) an Explorer's pack. the Dash, Disengage, or Hide action.
• Leather armor, two Daggers and Thieves'
Tools.
Wandering Archetype
Starting at 3rd level, you
Illicit Barter must choose a more
Dealing with all sorts of merchants, specific direction to
legitimate or otherwise, you learned to haggle which your Wanderer's path
with anyone over anything. You gain leads. Some choose to take the
proficiency in the Persuasion skill. dangerous path of the Assassin or
a thief, while others choose the law
Sneak Attack enforcing path of the Thief Taker or the
Beginning at 1 level, you know how
st
joyous path of the Gleeman, warming
to strike subtly and exploit a foe’s the hearts of audiences everywhere.
distraction. Once per turn, you can
deal an extra 1d6 damage to one Ability Score
creature you hit with an attack if Improvement
you have advantage on the attack When you reach 4th level, and again
roll. The attack must use a finesse or at 8th, 12th, 16th and 19th level, you can
a ranged weapon. increase one ability score of your
You do not need advantage on choice by 2, or you can increase two
the attack roll if an ally is within 5 ability scores of your choice by 1. As
ft. of your target, that ally is not normal, you cannot increase an ability score
incapacitated, and you do not above 20 using this feature.
have disadvantage on the Instead of an ability score increase, you
attack roll. may choose 1 feat.
The amount of extra
damage increases as you gain
Uncanny Dodge
levels in this class, as shown in the Sneak Starting at 5th level, when an attacker that
Attack column of the Wanderer table. you can see hits you with an attack, you can
use your reaction to halve the attack’s
Trapfinding damage against you.
Always on the lookout for
Innuendo
traps or ambushes,
Andoran Wanderer by Adi Granov Avoiding the notice of
you gain advantage on
others has granted you
all Wisdom (Perception) checks meant to
the ability to deliver secret messages to others.
locate traps or detect foes.
Starting at 6th level, you gain proficiency in the
Innuendo skill.
Cunning Action
Starting at 2nd level, your quick thinking and Evasion
agility allow you to move and act quickly. You can
Your instinctive agility lets you quickly dodge out of
take a bonus action on each of your turns in
harm's way. Starting at 7th level, when you are
41
subject to an affect that allows you to make a hit. Alternatively, if you fail an ability check or a
Dexterity saving throw for half damage, you saving throw, you can treat the d20 roll as a 20.
instead take no damage if you succeed and only You can use this feature a number of times
half damage if you fail. equals to your Charisma modifier, and you regain
all uses once you finish a short or long rest.
Skilled
Living on the road, you pick up a lot of straying Wandering Archetypes
skills. At 9th level, and again at 17th level, you gain
Assassin
proficiency in one additional skill.
You focus your training on the grim art of death.
Quick Those who adhere to this archetype are diverse:
Once you reach 10th level, you are always ready for hired killers, spies, or bounty hunters. Stealth,
action. You have advantage on initiative rolls while poison, and disguise help you eliminate your foes
wearing light or no armor. with deadly efficiency.
In many large cities, Assassins are an expensive
Reliable Talent commodity, and therefore a profitable profession.
By 11 level, you have refined your chosen skills
th
Bonus Proficiencies
until they approach perfection. Whenever you When you choose this archetype at 3rd level, you
make an ability check that lets you add your gain proficiency with the disguise kit and the
proficiency bonus, you can treat a d20 roll of 9 or poisoner’s kit.
lower as a 10 (except for 1). Assassinate
Starting at 3rd level, you are at your deadliest when
Blind Sense you get the drop on your enemies. You have
Starting at 14th level, if you are not deafened, you advantage on attack rolls against any creature that
are aware of the location of any hidden or invisible has not taken a turn in the combat yet. In addition,
creature within 10 ft. of you. any hit you score against a creature that is
surprised is a critical hit.
Slippery Mind
Infiltration Expertise
By 15th level, you have acquired greater mental
Starting at 9th level, you can unfailingly create false
strength. You gain proficiency in Wisdom saving
identities for yourself. You must spend seven days
throws.
and 25gp to establish the history, profession, and
affiliations for an identity. You cannot establish an
Elusive
identity that belongs to someone else. For
Beginning at 18th level, you are so evasive that
example, you might acquire appropriate clothing,
attackers rarely gain the upper hand against you.
letters of introduction, and official looking
No attack roll has advantage against you while you
certification to establish yourself as a member of a
are not incapacitated.
trading house from a remote city so you can
The Dark One's Own Luck insinuate yourself into the company of other
wealthy merchants.
At 20th level, you have an uncanny knack for
Thereafter, if you adopt the new identity as a
succeeding when you need to. If your attack misses
disguise, other creatures believe you to be that
a target within range, you can turn the miss into a
person until given an obvious reason not to.
42
Impostor disguise kit and with two musical instruments of
At 13th level, you gain the ability to unerringly
your choice.
mimic another person’s speech, writing, and
Gleeman's Cloak
behavior.
The Gleeman's colorful patched cloak is a
You must spend at least three hours studying
trademark, recognized throughout the Westlands
these three components of the person’s behavior,
as the symbol of a Gleeman.
listening to speech, examining handwriting, and
Starting at 3rd level, you receive advantage on
observing mannerisms.
all Charisma (Persuasion) or Charisma
Your ruse is indiscernible to the casual
(Deception) checks, but a disadvantage on all
observer. If a wary creature suspects something is
stealth checks, whenever you are wearing a
amiss, you have advantage on any Charisma
Gleeman’s cloak.
(Deception) check you
Gleeman Lore
make to avoid detection.
Starting at 5th level – after
Death Strike
spending much of your time
Starting at 17th level, you
wandering – you are
become a master of instant
considered proficient in the
death. When you attack and
History skill.
hit a creature that is
Inspiring Performance
surprised, it must make a
Starting at 5th level, you can
Constitution saving throw
inspire others through
(DC 8 + your Dexterity
stirring words or music. To
modifier + your proficiency
do so, you use a bonus
bonus). On a failed save,
action on your turn to
double the damage of your
choose one creature other
attack against the creature.
than yourself within 60 ft. of
43
Your Inspiring Performance die changes when Second Story Work
When you choose this archetype at 3rd level, you
you reach certain levels in this class. The die
gain the ability to climb faster than normal;
becomes a d10 at 10th level, and a d12 at 15th level.
climbing no longer costs you extra movement.
Distracting advantage
In addition, when you make a running jump, the
Starting at 13th level, you have mastered ways to
distance you cover increases by a number of feet
distract your opponents and support the morale of
equal to your Dexterity modifier.
your allies. During your turn, you can use your
action to make a Charisma (Performance) check to Supreme Sneak
Starting at 9th level, you have advantage on a
either distract your foes or raise the morale of your
Dexterity (Stealth) check if you move no more than
allies. If you choose to support your allies, each ally
half your speed on the same turn.
within 60 ft. which can hear you receives an
advantage on all attack rolls, saving throws and Supreme Evasion
skill checks. If you choose to distract your enemies, At 13th level, you gain an uncanny sense of when
things nearby aren't as they should be, giving you
make a Charisma (Performance) check (DC = 10 +
an edge when you dodge away from danger.
the Intelligence modifier of the enemy with the
highest Intelligence score). If you succeed, all You have advantage on Dexterity saving throws
enemies within 60 ft. have disadvantage on all against effects that you can see, such as traps and
attack rolls, saving throws, skill checks and weaves. To gain this benefit, you cannot be blinded,
your Charisma modifier. When you reach 17th level, you have become adept
You can use this ability a number of times equal at laying ambushes and quickly escaping danger.
to your Charisma modifier. You regain any You can take two turns during the first round of any
expended uses when you finish a long rest. combat. You take your first turn at your normal
initiative and your second turn at your initiative
Thief minus 10. You cannot use this feature when you
You hone your skills in the larcenous arts. are surprised.
Burglars, bandits, cutpurses, and other criminals
typically follow this archetype, but so do wanderers
Thief Taker
who prefer to think of themselves as professional Thief Takers are law enforcing bounty hunters.
treasure seekers, explorers, delvers, and Unlike bodyguards and soldiers, Thief Takers use
investigators. In addition to improving your agility their prey's own methods to catch them and bring
and stealth, you learn skills useful for delving into them to justice. Stealthy, clever, well-armed and
ancient ruins, reading unfamiliar languages, etc. resourceful, Thief Takers are often employed by
officials to hunt down criminals in far-away lands
Fast Hands
Starting at 3rd level, you can use the bonus action where the government has no authority. Other
granted by your Cunning Action to make a prefer the more profitable nobility as their
employers.
Dexterity (Sleight of Hand) check, use your thieves'
tools to disarm a trap or open a lock, or take the Bonus Proficiencies
Use an Object action. Starting when you choose this archetype at 3rd
level, you gain proficiency with the net weapon as
well as with the disguise kit.
44
Brotherhood Contacts Dexterity (Acrobatics) check (DC = 15 or half the
You can contact others of your profession
damage suffered, whichever is higher). On a
wherever you go, to consult with them and receive
successful roll, you take only half the damage.
information. How other Thief Takers react to your
Once you use this feature you cannot use it
request depends on the GM and the story, but in
again until you finish a short or long rest.
general Thief Takers are expected to help one
Hog Tie
another. Of course, the same is expected of you if
Starting at 13th level, you gain the Grappler feat.
you are approached by others of your kind. If you
You can use your action to try and tie a creature
fail to help, others will refuse to help you as well,
restrained by you. Make a Dexterity (Slight of
until you "pay your dues."
Hands) contest against the creature’s Dexterity
Knockout blow (Acrobatics) check. If you win, you manage to tie
Starting at 5th level, you learn how to stun your
the creature’s hands with a rope, manacles, or
opponents. When you hit a target with a melee
something similar. You must have such a tool to
attack, it must succeed in a Constitution saving
use this ability.
throw (DC = 8 + your proficiency bonus + your
Crippling Strike
Strength or Dexterity Modifier) or be stunned until
When you reach 20th level, your sneak attacks are
the end of your next turn. You may use this ability
so precise that they cripple your opponents. When
a number of times equal to your Intelligence
dealing damage with your sneak attack ability, your
modifier. You regain any expended uses when you
target also suffers a -1 penalty to their Strength
finish a short or long rest.
ability. The maximum penalty a target may suffer
Defensive Roll from this ability equals to your Intelligence
Starting at 7th level, you can attempt to avoid at
modifier. The ability damage is healed at a rate of
least some of the damage that is dealt to you. When
one per day.
you are hit with a melee attack, you may attempt a
45
Wilder
Table 10: The Wilder
Level Proficiency Reputation Features -Weave Slots per Weave Level-
Bonus Score
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 0 Weaving, Block, 1 - - - - - - - -
Weavesight, Exceptional
Talent
2 +2 0 Learn New Weave 1 1 - - - - - - -
3 +2 1 Slow Aging, Weaving 2 1 1 - - - - - -
Instinct,
One Power Tradition
4 +2 1 Ability Score 2 2 1 - - - - - -
Improvement
5 +3 1 2 2 1 1 - - - - -
6 +3 2 Learn New Weave 3 2 2 1 - - - - -
7 +3 2 Exceptional Talent 3 3 2 1 1 - - - -
8 +3 2 Ability Score 3 3 2 2 1 - - - -
Improvement
9 +4 3 Tie Off Weave 4 3 3 2 1 1 - - -
10 +4 3 Weaving Instinct, Learn 4 4 3 2 2 1 - - -
New Weave
11 +4 3 Extra Talent 4 4 3 3 2 1 - - -
12 +4 4 Ability Score 4 4 4 3 2 1 1 - -
Improvement
13 +5 4 Multiweave 5 4 4 3 3 2 1 - -
14 +5 4 Learn New Weave 5 5 4 4 3 2 1 - -
15 +5 5 Exceptional Talent 5 5 4 4 4 2 1 1 -
16 +5 5 Ability Score 5 5 5 4 4 3 2 1 -
Improvement
17 +6 5 Weaving Instinct 6 5 5 4 4 3 2 1 1
18 +6 6 Learn New Weave 6 6 5 5 4 4 2 1 1
19 +6 6 Ability Score 6 6 5 5 4 4 3 2 1
Improvement
20 +6 6 Learn New Weave 6 6 6 5 5 4 3 2 1
While not being trained has its disadvantages, it Hit Dice: 1d6 per Wilder level
also releases one from the strict teaching methods, Hit Points at 1st Level: 6 + Con. mod.
and allows a more natural development of the Hit Points at Higher Levels: 1d6 (or 4) + con. mod.
Per Wilder level above 1st.
Wilder's talents.
Using the One Power without realizing it,
Wilders are considered to possess exceptional
talents. Many Wilders serve as Wisdoms and
healers and consult the locale population on
personal matters.
46
Proficiencies Affinities
Armor: Light armor. All Channelers have an affinity to some of the five
Weapons: Simple Weapons. powers: Air, Earth, Fire, Water and Spirit. Males
Tools: None. are usually stronger with Earth and Fire, while
Saving Throws: Wisdom, Charisma. women are usually stronger with Air and Water,
Skills: Choose two from Animal Handling, though there are exceptions to this rule. Both
Insight, Invert, Investigation, Medicine, sexes are equally proficient with Spirit.
Nature, Persuasion and Survival. Choose one affinity with which you are
Equipment proficient. When a weave is made only with
You start with the following equipment powers for which you have an affinity,
in addition to that granted by your the weave slot required to cast these
background: weaves is one level lower for you, to a
• (a) A club or (b) a dagger. minimum of 1. For example, a
• (a) Padded leather or (b) a Wilder with an affinity for Earth
crossbow with 20 bolts. weaving a 3rd level Earth Delving
• (a) A Scholar’s pack or (b) an weave can cast the weave with a
Explorer's pack. 2nd level slot.
You are limited to a maximum
Weaving of 2 affinities. This limit cannot be
Wilders learned to channel the overcome by any means.
one power instinctively, without Talents
an experienced tutor. A Wilder Every channeler is talented in
starts the game knowing four cantrips specific types of weaves. Choose
and one 1 level weave.
st
two talents. You can only cast
Read the Channeling chapter for weaves of 1st level or lower if you do
additional, general rules regarding not possess their talent. If a weave can be
channeling. cast at higher level, you may only use its 1st
Weave Slots level version or lower.
The Wilder table above shows how You are limited to a maximum of 3
many weave slots you have available to talents. This limit cannot be overcome by any
cast weaves of 1st level or higher. To cast means, except where noted specifically.
a weave, you must expend a slot of the weave's level Overchannel
or higher. You regain all expended slots once you All channelers may attempt an overchannel
finish a long rest. ability check to overchannel – cast more
Learning New Weaves weaves per day than they are allowed. See
There are only two ways to learn new the Overchannel section of the
weaves. You must either be taught by Tairen Wilder by Adi Granov
Channeling chapter for more details.
someone else who knows the weave, in which case Channeling ability
you do not require any check, but the weave must Wisdom is your channeling ability for your weaves,
be of a level for which you have weave slots. The your channeling relies on your inner instincts and
second is using an Intelligence (Weavesight) check, abilities. You use your Wisdom whenever a weave
as described below. refers to your channeling ability. In addition, you
47
use your Wisdom modifier when setting the saving same gender. If you are familiar with the weave, you
throw DC for a weave you cast and when making an can identify it. If not, you may attempt an
attack roll with one. Intelligence (Weavesight) check (DC = 10 + the
Weave save DC = 8 + your proficiency bonus + your Wisdom weave's level) to see if you can understand which
modifier
talent this weave belongs to. If your skill check score
Weave attack modifier = your proficiency bonus +
your Wisdom modifier is 10 points higher than the DC, you can learn the
weave, add it to your known weaves and cast it
Block yourself. You cannot learn weaves unless they are
The danger of meddling with the One Power of a level in which you have weave slots.
untrained creates a psychological "block" in a When you reach 7th level, you have become so
Wilder's mind. This block usually consists of a proficient at weavesight that you may see the
restriction of one kind or another on the Wilder's residue of weaves – a fading signature of the powers
ability to channel. It could be anything from left where they have been used by channelers of the
restricting a Wilder's ability to weave anything more same gender as you.
powerful than cantrips, restricting the maximum If a weave was cast within 30 ft. of your current
range to which a Wilder can channel her weaves or location in the last 24 hours, you can sense its
preventing her from touching the One Power at all, residue and attempt to decipher it. On a successful
unless a certain state of mind is achieved. For Intelligence ability check (DC = 15 + the weave
example, Nynaeve al'Meara could not channel a level) you can determine the weave if it is known to
trifle without being angry, Theodrin Dabei had to you. If it is not, you can determine its talent. If your
have a boy near her to touch the one power, and score is 10 points or higher than the DC, you can
Fedwin Morr could not make his weaves reach far add the weave to your known weaves list and cast it
beyond fifty paces. yourself. The weave must be of a level in which you
Overcoming your block is usually achieved by a have weave slots.
traumatic, unexpected event. For example,
Theodrin broke her block when the person she
Learn New Weave
thought to be a boy was revealed to be a girl in Channeling weaves comes instinctively to you, and
disguise, making her realize she was channeling you often learn weaves on your own. When you
without a boy near her at all. reach 2nd level, and again at 6th, 10th, 14th, 18th and
The GM can insert such an event anytime during 20th levels, you may learn one additional weave.
the game. This is an instinctive learning process. The weave
must be of a level which you may cast.
Weavesight Many channelers have secret weaves which they
Every channeler can see strands of powers used by have discovered by instinct. Consult you GM if you
other channelers of the same gender. If a woman is wish to create such a weave which does not appear
embracing the True Source, she is seen surrounded in the weave list in chapter 10: Weaves.
by a golden-white aura to any woman with the Normally, you must be taught or use the
weavesight ability. If a man is embracing the True Weavesight feature to learn new weaves.
Source, other men channelers sense dread and
threat from him.
Exceptional Talent
Additionally, Weavesight allows channelers to Unlike Initiatives, Wilders were not found before
recognize weaves used by other channelers of the they learned to channel. This allowed their talents
48
to manifest more naturally, without the limitations Careful Weave
When you cast a weave that forces other creatures
taught for generations by channeling traditions.
to make a saving throw, you can weave strands of
You learn exceptional ways to use the one power
the five powers to protect some of those creatures
based on your talents. The list of exceptional talents
from the weave's full force. To do so, you spend a
for each talent is detailed at the end of the class
weave slot of 1st level or higher and choose a
description. You can choose one exceptional talent
number of creatures up to your Wisdom modifier
from your talents at 1st level, and again at 7th and
(minimum of one creature). A chosen creature
15th levels. You can choose an exceptional talent of
automatically succeeds on its saving throw against
your level or lower from any one talent you possess,
the weave.
even if you did not choose the earlier exceptional
talent of that talent. For example, a 7th level wilder Distant Weave
When you cast a weave with a range of 5 ft. or
with the Healing and Cloud Dancing talents chose
greater, you can spend a weave slot of 1st level or
the Healing exceptional talent at 1st level but can
higher to double the range of the weave.
now choose the 7th level Cloud Dancing exceptional
talent. Empower Weave
If you start training as an initiate and gain an When you cast a weave from one of your talents that
initiate's One Power Tradition, you stop gaining deals HP damage, you can spend a weave slot of 1st
exceptional talents, but retain your existing ones. level or higher to reroll a number of dice equals to
your Wisdom modifier. You must use the new
Slow Aging result.
Using the one power slows your body's aging You can use Empowered Weave even if you have
process. Starting at 3rd level, you age slower than already used a different Weaving Instinct option
the average person. For each 5 years that pass, you during the casting of the weave.
age 1 year. Enlarge Weave
When you cast a weave within your talent that has
Weaving Instinct an area of affect, you can spend a weave slot of 1st
One of the advantages of not being taught at an early level or higher to increase that area of effect by an
age is the lack of restrictions. This instinctive additional 10 ft.
channeling ability within any Wilder allows you to Heighten Weave
adjust your weaves and channeling abilities. When you cast a weave within your talents that
Once you reach 3 level, and again at 10 and 17
rd th th
forces other creatures to make a saving throw, you
level, your instinctive channeling allows you to gain can spend a 3rd level or higher weave slot to give one
certain benefits. So long as you possess the target of the weave or in the weave's area of effect
prerequisites, you may choose one of the following. disadvantage on its first saving throw made against
You may choose a Weaving Instinct only once. the weave.
Bend Weave Quicken Weave
Your weaves are flexible and can be bent. You gain When you cast a weave within your talent that has a
advantage on Dexterity saving throws made to avoid weaving time of one action, you can spend a weave
the Cut Weave weave. If you succeed, you bend your slot of 2nd level or higher to cast it as a bonus action
weave and avoid your foe from cutting it. instead.
49
Strengthened Weave Extra Talent
When you cast a weave within your talents that
As a Wilder, you mastered your talents to fit
forces other creatures to make a saving throw, you
whatever occasion. You gain a new Talent when you
can spend a weave slot of 2nd level or higher to
reach 11th level.
increase the difficulty class for that saving throw
by 1 for all creatures within the area of effect. Multiweave
Upon reaching 11th
Ability Score
level, you may cast one
Improvement
more weave while
When you reach 4th level, and again at
maintaining
8th, 12th, 16th and 19th level, you can
concentration on
increase one ability score of
another. To do
your choice by 2, or you can
this, you must
increase two ability
make a
scores of your choice
concentration
by 1. As normal,
check (DC = 15 +
you cannot
the level of the
increase an
new weave + the
ability score
level of the weave
above 20 using
you currently
this feature.
concentrate on). If
Instead of an
you succeed, you
ability score
may cast one
increase, you
additional weave,
may choose 1
so long as its
feat.
duration is
Instant Embrace of weaves you can cast may not exceed your highest
available weave level, you must spend the
Once you have reached 10th level, your channeling
appropriate weave slots for each weave separately
instinct has grown to an extent that the power
and only one of the weaves may require
simply leaps to your hands! Embracing the True
concentration. For example, the highest-level weave
Source now requires a bonus action for you, instead
a 15th level channeler can cast is 8th. Using her
of an action.
Multiweave feature, she can cast two 4th level
weaves, one 3rd level weave and one 5th level weave,
50
one 6th level and one 2nd level weaves or one 1st and Cloud Dancing affinity
You instinctively recognize Cloud Dancing weaves.
one 7th level weaves.
Starting at 1st level, you have advantage on all
If the channeler possess the Exceptional
Weavesight skill checks made to recognize or learn
Channeler feat (which provides the Simultaneous
weaves of the Cloud Dancing talent.
Weaving ability as well), she can cast 3 weaves at
the same time, with the same restrictions. For Protection from Projectiles
Starting at 7th level, you have learned how to quickly
example, our 15th level channeler can now cast a 4th
protect yourself from incoming projectiles. When
level weave and two 2nd level weaves, two 3rd level
you are hit with a ranged weapon attack, you can
weave and one 2nd level weave, three weaves of 1st
use your reaction to weave strands of air and
or 2nd level, etc.
expend a 1st level weave slot to surround yourself
Exceptional Talents with a wall of swirling air until the end of your next
turn. Arrows, bolts, darts, and other small objects
Balefire that hit the wall are hurled downwards towards the
A rare and powerful talent, exceptional Balefire floor. The wall extends 5 ft. around you and counts
talents makes you sensitive to the time woven by the as difficult terrain for any creature trying to cross it.
wheel and glimpse into the past or the future. Potent Cloud Dancing
Balefire affinity When you reach 15th level, your weaves are harder
You instinctively recognize weaves of Balefire. to resist. Creatures have disadvantage on Saving
Starting at 1st level, you have advantage on all Throws against your weave from the Cloud Dancing
Weavesight skill checks made to recognize or learn talent.
weaves of the Balefire talent.
Time Stamp Conjunction
Starting at 7th level, you can sense when Balefire Conjunction Affinity
had changed time within 30 ft. of you within the last You instinctively recognize weaves of Conjunction.
24 hours. You can see visions of what time should Starting at 1st level, you have advantage on all
have been if Balefire was not used. You can use your Weavesight skill checks made to recognize or learn
action to make an insight check (DC = 10 + the level weaves of the Conjunction talent.
of Balefire weave used) to determine when exactly Manipulate the Mind
it was used and the level of the weave. Starting at 7th level, you can manipulate a person's
Time Anchor perception of you. You can use a bonus action to
When reaching 15 level, your sensitivity to time
th
expend one weave slot of 1st level to weave strands
makes you more able to dodge Balefire, as you of spirit and water to influence one creature within
sense it is about to be used. You gain advantage on 30 ft. of you. For the next 10 minutes you gain
Dexterity saving throws meant to avoid the Balefire advantage on all Charisma based skill checks
weave. directed at that creature.
Conjunction Expert
Cloud Dancing Starting at 15th level, you instinctively feel when
You have become exceptionally sensitive to the someone is trying to manipulate you. You gain
changes in the weather and are able to affect the advantage on saving throws against any weave from
weather around you. the Conjunction talent.
51
Earth Singing Durable Weaves
When you reach 15th level, your Elementalism
You have developed sensitivity to the earth around
weaves become more resilient. When you cast a
you and are able to feel and manipulate it with ease.
weave that requires a Dexterity saving throw to
Earth Singing Affinity
avoid half or all of the damage, the DC for the
You instinctively recognize weaves of Earth
saving throw is increased by 1.
Singing. Starting at 1st level, you have advantage on
all Weavesight skill checks made to recognize or Healing
learn weaves of the Earth Singing talent.
You have a natural inclination to heal people.
Earth Sensitivity
Healing Affinity
Starting at 7th level, you have learned to feel tiny
You instinctively recognize weaves of Healing.
vibrations in the earth around you. You can use your
Starting at 1st level, you have advantage on all
action to spend one 1st level weave slot, weaving
Weavesight skill checks made to recognize or learn
strands of earth. For the next minute, you can feel
weaves of the Healing talent.
other creatures within 60 ft. of you for as long as
Far Healing
they are in contact with the same ground and
Starting at 7th level, you learned to cast healing
substance as you.
weaves from further away. When casting a weave
Earthly instinct
from the Healing talent with a range of touch, you
When you reach 15th level, Earth Singing weaves
can cast it from a distance of 10 ft. instead. This
come so naturally to you, they are less tiring than
distance cannot be increased with Weaving
other weaves. You can cast an Earth Singing weave
Instincts.
of 4th level or lower without expending a weave slot.
Potent Healing
Once you use this ability, you cannot use it again
When you reach 15th level, you learn how to make
until you finish a long rest.
your healing more potent. When you heal hit points
52
after the roll was made, open until one creature
but before you know the steps through it or until
result. the end of your turn and
You can use this cannot be kept open.
feature a number of times Gate at a Glance
equal to your channeling Starting at 15th level, you
ability modifier and regain gain advantage on any
all uses after you finish a channeling ability check
long rest. made to open a gateway,
Realistic Illusion and your gateways never
Starting at 15 level, you
th
open more than one mile
learned how to use away from their intended
strands of air to give target location.
volume to your illusions,
making them feel real to
Warding
the touch. Touching your Your instinct to protect
illusions no longer yourself and others has
automatically makes the made you exceptionally
viewer succeed in efficient with the Warding
recognizing it, and all talent.
Wisdom (Perception) skill Warding Affinity
checks made against any You instinctively
weave of the illusion recognize weaves of
talent you weave are Warding. Starting at 1st
made with disadvantage. level, you have advantage
on all Weavesight skill
Traveling checks made to recognize
You have learned to or learn weaves of the
manipulate the space Warding talent.
around you using the One Shield
Power. When you reach 7th level,
Traveling Affinity you learned how to
You instinctively Ebou Dari Wilder by Matt Wilson quickly weave a protective
recognize weaves of Traveling. Starting at 1 level,
st
shield in combat. When you or another creature
you have advantage on all Weavesight skill checks within 30 ft. of you are hit with an attack, you can
made to recognize or learn weaves of the Traveling use your reaction to weave strands of air and spirit
talent. and expend a 1st level weave slot to create an
Whisk Away invisible shield around the target. Until the end of
Starting at 7 level, you can use an action and spend
th
your next turn, the target has a +5 bonus to AC,
a 4 level weave slot to open a gateway to a spot you
th
including against the triggering attack.
can see within 500 ft. of you. The gateway stays
53
Weave Resistance
Starting at 15th level, you have advantage on saving
throws against weaves and you gain resistance
against damage from weaves.
54
Woodsman
Table 11: The Woodsman
Level Proficiency Reputation Feature
Bonus Score
1 +2 0 Favored Enemy, Natural Explorer
2 +2 0 Fighting Style
3 +2 1 Woodsman Archetypes
4 +2 1 Ability Score Improvement
5 +3 1 Extra Attack
6 +3 2 Archetype feature
7 +3 2 Fleet of Foot
8 +3 2 Ability Score Improvement
9 +4 3 Natural Immunity
10 +4 3 Hide in Plain Sight
11 +4 3 Archetype feature
12 +4 4 Ability Score Improvement
13 +5 4
14 +5 4 Vanish
15 +5 5 Archetype feature
16 +5 5 Ability Score Improvement
17 +6 5
18 +6 6 Feral Awareness
19 +6 6 Ability Score Improvement
20 +6 6 Archetype feature
55
• (a) Two shortswords or (b) two simple melee • If you are traveling alone, you can move
weapons. stealthily at a normal pace.
• (a) A Dungeoneer's pack or (b) an Explorer's • When you forage, you find twice as much food
pack. as you normally would.
• A longbow and a quiver of 20 arrows. • While tracking other creatures, you also learn
their exact number, their sizes, and how long
Favored Enemy ago they passed through the area.
Beginning at 1 st
level, you have considerable
experience studying, tracking, hunting, and even Fighting Style
talking to a certain type of enemy commonly At 2nd level, you adopt a style of fighting as your
encountered in the wilds. specialty. Choose one of the following options. You
Choose a type of favored enemy: beasts, Ogier, cannot take a Fighting Style option more than
shadowspawn or one human origin. You gain a +2 once, even if you later get to choose again.
bonus to damage rolls with weapon attacks against Archery
creatures of the chosen type. Additionally, you have You gain a +2 bonus to attack rolls you make with
advantage on Wisdom (Survival) checks to track ranged weapons.
your favored enemies, as well as on Intelligence Defense
checks to recall information about them. While you are wearing armor, you gain a +1 bonus
When you gain this feature, you also learn one to AC.
language or dialect of your choice, typically one Dueling
spoken by your favored enemy. However, you are When you are wielding a melee weapon in one
free to pick any language you wish to learn. hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Natural Explorer
Two-Weapon Fighting
You are a master of navigating the natural world, When you engage in two-weapon fighting, you can
and you react with swift and decisive action when add your ability modifier to the damage of the
attacked. This grants you the following benefits: second attack.
• You ignore difficult terrain.
• You have advantage on initiative rolls. Woodsman Archetype
• On your first turn during combat, you have Woodsmen are diverse by nature, but some diverge
advantage on attack rolls against creatures to develop specific specialties. Once you've
that have not yet acted. reached 3rd level you can choose between the path
of the Beastmaster, the path of the Hunter or the
In addition, you are skilled at navigating the
path of the Scout.
wilderness. You gain the following benefits when
traveling for an hour or more: Ability Score Improvement
• Difficult terrain does not slow your group’s When you reach 4th level, and again at 8th, 12th, 16th
travel. and 19th level, you can increase one ability score of
• Your group can’t become lost except if your choice by 2, or you can increase two ability
sidetracked by weaves of the One Power. scores of your choice by 1. As normal, you cannot
• Even when you are engaged in another activity increase an ability score above 20 using this
while traveling (such as foraging, navigating, or feature.
tracking), you remain alert to danger.
56
Instead of an ability score increase, you may Feral Awareness
choose 1 feat. Starting at 18th level, you have become
exceptionally aware of your surroundings. You
Extra Attack gain advantage on all Wisdom (Perception) checks,
Beginning at 5th level, you can attack twice, instead and you cannot longer be surprised except by
of once, whenever you take the Attack action on creatures hidden with
your turn. weaves of the One
Power.
Fleet of Foot
Beginning at 8th level, you can use Woodsman
the Dash action as a bonus action Archetypes
on your turn.
Beast Master
Natural Immunity A Beastmaster is a
Starting at 9 level, your body had
th
woodsman that
become accustomed to poison and learned to harness the
disease. You receive resistance to savage natural world
poison damage and advantage on to his advantage. He
saving throws made to resist uses his faithful
poison. companion to hunt his
foes, much like his
Hide in Plain Sight companion hunts for
Starting at 10th level, you can spend Borderlander Woodsman by Paolo Parente
pray.
1 minute creating camouflage for
yourself. You must have access to fresh mud, dirt, Beastmaster's companion
plants, soot, and other naturally occurring At 3rd level, you can purchase or find, and train, a
materials with which to create your camouflage. faithful beast to support you while you hunt. Your
Once you are camouflaged in this way, you can beast can be a dog, a hawk, or a falcon. Your GM
try to hide by pressing yourself up against a solid might approve other beasts.
surface, such as a tree or wall that is at least as tall Add your proficiency bonus to the beast’s AC,
and wide as you are. You gain a +10 bonus to attack rolls, and damage rolls, as well as to any
Dexterity (Stealth) checks as long as you remain saving throws and skills it is proficient in. Its hit
there without moving or taking actions. Once you point maximum equals its normal maximum or
move or take an action or a reaction, you must four times your woodsman level, whichever is
camouflage yourself again to gain this benefit. higher.
The companion obeys your commands as best
Vanish it can. It will automatically use his action to attack
Starting at 14th level, you can use the Hide action anyone who attacks you unless you give him
as a bonus action on your turn. Also, you and your another verbal command (this requires no action).
party can’t be tracked except by weaves of the One It rolls for initiative like any other creature, but you
Power, unless you choose to leave a trail. determine its actions, decisions, attitudes, and so
on. If you are incapacitated or absent, your
57
companion acts on its own to help your allies as Offensive Tactics
At 3rd level, you learn how to apply your hunting
best as it can.
skills against foes in battle. Choose one of the
Coordinated Attack
following features:
Beginning at 6th level, you and your animal
Slayer. You know to hunt the weakest member of
companion form a more potent fighting team.
the pack. When you hit a creature with a weapon
When you use the Attack action on your turn, if
attack, the creature takes an extra ld8 damage if it
your companion can see you, it can use its reaction
is below its hit point maximum. You can deal this
to make a melee attack.
extra damage only once per turn.
If your companion is within 5 ft. of a creature
Giants killer. When a Large or larger creature
trying to attack you, it can use its reaction to
within 5 ft. of you hits or misses you with an attack,
distract the opponent, causing it to attack with
you can use your reaction to attack that creature
disadvantage.
immediately after its attack, provided that you can
Additionally, your companion now makes two
see the creature.
attacks when using the attack action, instead of
Pack Breaker. Once on each of your turns when
one.
you make a weapon attack, you can make another
Storm of Claws and Fangs
attack with the same weapon against a different
At 11th level, your companion can use its action to
creature that is within 5 ft. of the original target and
make a single melee attack against each creature
within range of your weapon.
of its choice within 5 ft. of it, with a separate attack
Defensive Tactics
roll for each target.
When you reach 6th level, you can choose one of the
Superior Beast’s Defense
following features:
At 15th level, whenever an attacker that your
Escape the Horde. Opportunity attacks against
companion can see hits it with an attack, it can use
you are made with disadvantage.
its reaction to halve the attack’s damage against it.
Multiattack Defense. When a creature hits you
Beastmaster’s Pack
with an attack, you gain a +4 bonus to AC against
At 20th level, you and your companion are as
all subsequent attacks made by that creature for
coordinated as a surgical strike team. Whenever
the rest of the turn.
you attack an opponent within 5 ft. of your
Steel Will. You have advantage on saving throws
companion, you gain advantage on the attack roll.
against being frightened.
If your companion attacks a creature you
Multiattack
attacked on your last turn, it gains advantage on the
When you reach 11th level, you can choose one of
attack roll.
the following features.
Hunter Volley. You can use your action to make a ranged
Hunters are pillars of the community, feeding attack against any number of creatures within 10
families, always traveling between the wilderness ft. of a point you can see within your weapon's
and civilization, and feeling at home in both. The range. You must have ammunition for each target,
Hunter utilizes his skill at the hunt in combat, as normal, and you make a separate attack roll for
58
Superior Hunter’s Defense Ambush Master
At 15th level, you gain one of the following features Starting at 11th level, you excel at leading
of your choice. ambushes. You have advantage on Dexterity
Evasion. When you are subjected to an effect that (Stealth) checks. Additionally, attacks against the
allows you to make a Dexterity saving throw to take first creature you hit during the first round of
only half damage, you instead take no damage if combat are made with advantage until the start of
you succeed on the saving throw, and only half your next turn.
damage if you fail. Easy to Miss
Stand Against the Tide. When a hostile creature Aware of your vulnerabilities while fighting, you
misses you with a melee attack, you can use your have learned to close openings in your defenses
reaction to force that creature to repeat the same after attacking. When you reach 15th level, you can
attack against another creature (other than itself) use your reaction to grant disadvantage on attacks
of your choice. against you until the start of your next turn.
Uncanny Dodge. When an attacker that you can Tactical movement
see hits you with an attack, you can use your When you reach 20th level, you have learned to
reaction to halve the attack's damage against you. move swiftly during combat. If you and an ally are
Hunter’s Eye within 5 ft. of a creature, you can use your reaction
When you reach 20 th
level, your hunting skills to move up to 10 ft. to flank the creature and make
become a legend. When you use the attack action, one attack. If the attack hits, it deals an extra 1d10
you attack three times instead of twice. damage. This movement does not provoke attacks
Additionally, if you hit one of your favored prey of opportunity if you leave another creature’s threat
types, you deal an extra 1d10 damage. range.
Scout
Scouts play a pivotal role in The Wheel of Time
world. They move ahead of every army; they patrol
all the borders and they track enemies for every
military unit.
Advanced Natural Explorer
When you reach 3rd level, you gain the following
benefits:
• If you are traveling alone, you can move
stealthily at a normal pace.
• You can use a bonus action to take the
Disengage action.
• If you are discovered while hiding, you can use
your reaction to take the Dodge action.
Skirmisher
Starting at 6th level, you are difficult to pin down
during a fight. If an enemy ends his turn within 5 ft.
of you, you can use your reaction to move up to half
your speed without provoking opportunity attacks.
Taraboner Woodsman by Jon Foster
59
C•H•A•P•T•E•R Chapter 4: Backgrounds
FOUR
Changed Background
Hermit – the Religion skill proficiency has been
replaced with Insight skill proficiency.
Sage – the Arcana skill proficiency has been
replaced with Insight skill proficiency.
New Backgrounds
The following are additional backgrounds related
to the world of the Wheel of Time.
Former Noble
You come from a noble family that lost its assets
and influence. This fall could come from betrayal,
wrong decision making, natural disasters or other
misfortunes.
As a former noble, you are familiar with the
nobility class and can easily mingle among those of
them who do not know of your family's misfortune.
You also have a greater than average knowledge of
nobility affairs such as politics, economics, and
geography.
Skill Proficiency: Deception, performance.
Equipment: A ragged noble outfit, a small trinket
from your old life, a pouch with 10 silver marks, a
dagger.
Feature: Return the favor
Someone owes you a favor from your noble days.
Though you have no real guarantee that your favor
will be returned, you know where to find whoever
owes you, and knows some secret about them that
will make them more likely to repay it.
Suggested Characteristics
You remember your family's glory days and yearn
to return to them. You are trying to earn wealth but
are careful not to return the mistakes of the past.
You are also proud and headstrong, used to people
60
doing as you say and hesitant to get help, as you women who come to the White Tower to be taught
know all favors come at a cost. do not possess sufficient strength in the One
d8 Personality Trait
1 I keep up the facade of nobility even if I no longer
Power to become full Aes Sedai. They are taught
hold a title. enough to use the power safely without
2 My family earned its misfortunes fairly and I work
to correct their past mistakes. endangering themselves or others and are sent on
3 I resent those nobles who still succeed where my their way. Many of them join the Kin or become
family has failed.
4 I work tirelessly to regain my status in society. wisdoms or healers, though they can be found
5 I pursue the ones who brought my family down and
will have my revenge on them. anywhere and in any profession.
6 I believe amassing wealth is my way back to the Skill Proficiency: History, Insight
ranks of nobility.
7 I believe my family's enemies still pursue me and Equipment: A white novice dress from your days
wish me harm. at the tower, a small pouch with 10 Tar Valon silver
8 I like to buy expensive things I can no longer afford.
marks, a small trinket smuggled from the White
d6 Ideal Tower as a souvenir.
1 Responsibility. I cannot blame anyone else for my
misfortunes. My redemption will come from my Feature: White Tower Novice
own hands. (Lawful) If you remained at the white tower, you have
2 Revenge. I must exact swift and harsh vengeance
against those who have brought me down. (Evil) continued your studies as a novice. You have a
3 Opportunity. I will do everything I need to regain
my status. (Chaotic)
place in the White Tower, as well as some modest
4 Family. Blood runs thicker than water. (Any) funding to perform your duties, but you must obey
5 The Common Good. Now that I have seen how
the lower classes live, I understand the need to any Aes Sedai you come across.
improve life for all. (Good)
6 Elitism. My situation is temporary, and I am still
Feature: Kinwomen
better than the commoners around me. (Evil) After leaving the White Tower, The Kin – centered
in Ebou Dar – locate and contact women who
d6 Bond
1 I have a responsibility to the rest of my family. trained in the White Tower but did not finish their
2 My old servants are like family to me. training. These women are taken care of, set up
3 I am still meeting my love from my previous life.
4 My family's symbol is still the most important with a new life and guided. In every city and large
thing to me.
5 My loyalty to my country does not rely on my title.
enough town, you can contact a member of the Kin.
6 I still have contacts within my family's allies. These contacts will supply you with a modest
lifestyle.
d6 Flaw
1 Though I am now one of them, I think the common Barely channeling
folk are beneath me. During your time at the White Tower, you learned
2 I was the one who ruined my family.
3 I cannot help but spend money I no longer have. to control your channeling. While you are barely
4 I cannot help but act superior to those around me,
even when it gets me into trouble. able to channel, you have learned to use what little
5 I boss people around out of habit. power you have in order to accomplish the simplest
6 I have trouble accepting my new position.
of weaves.
Novice You can weave two of the following Cantrips:
Your talent for weaving was discovered at an early Create Fire, Foretell Weather, Harness the Wind,
age, and you were taken to the White Tower for Light, Polish or Warmth.
training. The path of a novice is not easy – your Suggested Characteristics: Novice
days were filled with chores, studies, and training, Studies at the White Tower is demanding and long.
leaving you exhausted every day. Novices are expected to do a lot of manual work –
Training at the White Tower does not mean one cleaning and cooking, for example – on top of their
will become an Aes Sedai. In fact, many of the
61
studies. Most novices are hardworking and learn to Two-Rivers Man
follow the orders of their superiors. There are many secluded areas in the Westlands,
Suggested Characteristics: Kinswoman but none so as the Two-Rivers. Located in western
Most Kin women consider women in higher regard Andor and bordering the Mountains of Mist, the
than men, and Aes Sedai above all. They have a Two-Rivers rarely see outsiders other than the
strict hierarchy by age and are used to have seasonal peddler or two. If you tell a Two-Rivers
authority over others not of the Kin and are most man that he is the subject of a kingdom and its
often lawful. rules, he probably won’t believe you. Most Two-
Rivers men are farmers or skilled artisans of
d8 Personality Trait
1 I work hard to become the best. metals or woods, yet they are the descendants of
2 Being in the White Tower is already proof enough the great nation Manetheren.
of my abilities.
3 I revere Aes Sedai as much as the light itself. Two-Rivers men are often wide-eyed when they
4 Aes Sedai caution hold me back from achieving
leave their home, seeing many things for the first
greatness.
5 I appreciate every moment in the White Tower. time. To them, a large village is a city of legend.
6 I see the White Tower as a prison and cannot wait
to leave. They are often surprised by prices in the outside
7 I want to prove myself to my Aes Sedai teachers world, unfamiliar with customs and are excited by
and novice sisters.
8 I want to learn so I can become more powerful. things which are natural and regular to others.
Skill Proficiency: Animal handling, Nature.
d6 Ideal
1 Serve. Aes Sedai are servants of all. (Good) Weapon Proficiency: Two-Rivers Longbow
2 Protect. I must protect the world from the shadow. Equipment: a small trinket that is passed down in
(Lawful)
3 Respect. When I will be Aes Sedai, everyone will your family for generations, possibly from the days
have to show me the proper respect. (Evil) of Manetheren itself, a Two-Rivers Longbow, a
4 Model. I wish to lead by example. (Lawful)
5 Ambition. I will become Amyrlin Seat one day, by sack, a set of Snakes and Foxes game, a set of
any means necessary. (Chaotic)
6 Tradition. I am part of a grand tradition that must modest clothes, a pair of sturdy working boots, a
be upheld. (Lawful) walking staff that can also be used as a quarterstaff
and a small pouch of Two-Rivers Tabac.
d6 Bond
1 I look up to the Aes Sedai who found me and Old Blood
brought me to the White Tower.
2 My roommate and I are pillow friends.
The Old Blood of Manetheren is strong in any Two-
3 My family meant everything to me and supported Rivers man or woman. In times of extreme
me when I left to the White Tower.
4 I have no home, aside from the White Tower pressure or of great danger, the old blood might
5 My Great Serpent ring is my most valuable come out in a burst of heroic glory. This burst may
possession.
6 I will complete my training and help the common gain you an advantage on a roll, allow you to reroll
people.
a failed attack or saving throw, provide you with
62
Suggested Characteristics
Two-River folk are known for their stubbornness
and lack of fear. They strive to do what is right and
just and are not quick to use violence. When they
are brought to it, however, they are fearless and
never give up.
They are quick to trust, as they cannot imagine
why anyone would harm another person, and their
memory is long to forget a wrongdoing.
d8 Personality Trait
1 I am fast to trust, even if some call me naive.
2 I prefer a humble, simple life away from the world's
trouble.
3 I distrust urban folk and their politics.
4 A simple building in a large city makes me gap in
wonder. Surely, it must be a palace!
5 It is difficult for me to believe someone would want
to harm another person.
6 I want to see the world outside my small village.
7 Everywhere I go I am looking for simple, Two Rivers Archer by Wayne England
homemade food.
8 I am insecure due to my inexperience in the world. Wisdom
Wisdom is a general name for healers in various
d6 Ideal
1 Altruism. I try to help anyone I meet, even if I never parts of the Westlands, whether they are Wisdoms
heard of their country before. (Good)
2 Might. These city folks are as weak as ants. They of small villages or possessing small apothecary
deserve whatever comes their way. (Evil) shops in cities and towns.
3 Sincerity. There is no good in pretending to be
something I am not. (Neutral) While some are Wilders without knowing it,
4 Destiny. The light must has brought me out of my
other Wisdoms are simply women who deal with
village for a reason. I just need to figure out what it
is. (Any) herbs and medicine. The ability to channel the One
5 Protection. I fight in the outside world so those
trouble will not reach my home and family. (Good) Power is not a prerequisite of this background.
6 Survive. The world is a hectic place. I will need to Skill Proficiency: Insight, Medicine.
do anything to survive in it. (Chaotic)
Tool Proficiency: Herbalism kit.
d6 Bond Equipment: Five empty vials and two doses of
1 The family I left behind means everything to me.
2 I cling to the ideals my father taught me. healall, a healer’s kit, the favor of an influential
3 My childhood memories are precious to me. person whose family member you saved.
4 I miss my old sweetheart, left behind at home.
5 My old pair of sturdy boots are the only thing I have Healer’s Secret
left from home.
Wisdoms usually deal with medicines from a young
6 I still resent an insult from the first noble I met.
age. Many come across special recipes, herbs, and
63
Table 12: Healer's Secrets d8 Personality Trait
d6 Healer’s Secret 1 I have no patience for woolheaded fools.
2 As difficult as it may be, I concentrate on healing
1 Choose a specific poison. You can make a special those that can be saved, not those who are too far
antidote that grants an immediate saving throw gone.
with advantage against that poison. 3 I am always researching new mixtures
2 You can make a special vaccine that grants an 4 Wherever I go, I search for other wisdoms to learn
immediate saving throw with advantage against from.
diseases. 5 I develop a motherly concern for anyone I healed
3 You can add a special herb to your healing 6 It angers me when I need to heal the same
mixtures, making them restore an extra 1d4+2 hit woolhead for the same injury.
points. 7 Most people I heal deserve a bitter dose of
4 A special mixture you brew allows a target to ignore dogweed for foolishly injuring themselves.
one level of exhaustion. 8 I actively search for people to heal wherever I go.
5 You brew a special mixture that grants the drinker
1d6 temporary hit points.
6 You do not require a Wisdom (Medicine) check to d6 Ideal
stabilize a dying human or Ogier. 1 Community. We all need to take care of each other
and our neighbors. (Good)
2 Leadership. Woolheaded fools need guidance, for
Feature: Healer of the community their own good. (Lawful)
As a Wisdom, you are respected as a healer of the 3 Redemption. All men deserve to be saved. You
never know what good someone will do in the
body and an authority on moral issues. Many world. (Good)
4 Order. We all have our place in the world. Mine is
people approach you as an unbiased judge to solve to heal the sick and injured. (Lawful)
disagreements of a financial nature, as well as 5 Greed. People will pay good money for me to save
their lives. (Evil)
border disputes between neighbors and even 6 Aspiration. I seek to prove myself to my family and
marital problems. Therefore, a Wisdom is an my community. (Any)
64
Rand Al'Thor
by Matt Peterson
Model Kyle Paul
https://www.mattpetersonphotography.com/wot#e-1
Chapter 5: Skills
C•H•A•P•T•E•R
FIVE
While most of the skills from the PH remain
Wisdom (Innuendo)
Innuendo allows a character to deliver messages to
other characters, while appearing to talk about
completely different subjects. To transfer a
message, you and the recipient must make a
Wisdom (Innuendo) contest. The result of your
Wisdom (Innuendo) check is the DC for others to
understand your message. The person for whom
your message is meant receives advantage when
he attempts to understand it.
A DC 15 Wisdom (Insight) check allows a
person to understand a secret message has been
delivered, without understanding its meaning.
Intelligence (Invert)
Inverting is the art of turning your weaves so that
they are invisible to other channelers. The Invert
skill is a contest between you and other channelers.
Whenever you tie off a weave (see the “Tie Off
Weave” ability for Initiates and Wilders), you can
use your bonus action to make an Intelligence
(Invert) check. Your check result is the DC for other
channelers to detect your weaves using a Wisdom
(Perception) check.
66
Dance with Jak o' the Shadows by endive on DeviantArt:
https://www.deviantart.com/endave/art/Dance-with-Jak-o-the-
Shadows-Mat-Cauthon-457911596
Chapter 6: Feats
C•H•A•P•T•E•R
SIX
Canceled feats
Elemental Adept
Magic Initiate
Ritual Caster
War Caster
Changed feats
Mage Slayer = Channeler Slayer
New Feats
Composure (Rare)
You learned how to control your body through
control of your emotions.
• Your Intelligence or Wisdom score is increased
by 1, to a maximum of 20.
• You are no longer subject to the effects of mild
heat or cold – you do not sweat, shake, etc.
• You gain advantage in contests when others use
the Insight, Intimidation or Persuasion skills
against you.
• After you finish a long rest, you gain temporary
hit points equal to your character level.
68
A party attacked by Trollocs by Sam Wood
• Creating an Angreal requires a channeling ability involved in the process gains 2 levels of
check, the DC of which equals 20 + the power exhaustion.
level of the Angreal you're trying to create, as • Male channelers can only create Angreal for
well as a suitable object. The object must be of a Saidin, while female channelers can only create
solid substance (ivory, metal, glass, etc.). Angreal for Saidar.
Traditionally it is shaped as a small statue, a • Despite the name, this feat allows the channeler
piece of jewelry, a small rod, or another small, to create Sa'angreal as well. If the power level of
easily portable object. the artifact exceeds 3, it is a Sa'angreal.
• Creating an Angreal takes one hour for every
Create Ter'angreal (Lost)
power level of the Angreal. A channeling ability
Prerequisites: Channeler level 12+
check is required every hour, and the DC
You have rediscovered the ancient art of creating
increases by 1 every hour. The power level must
Ter'angreal, or you were taught by someone
be decided at the start of the creation process
already possessing the knowledge.
and cannot be changed. This channeling ability
• If you spend 24 hours studying an existing
check is in addition to the overchanneling check
Ter'angreal, you can create a copy of it. To do so,
required by any channeler holding the power for
you must succeed in a DC 20 channeling ability
a long period of time (see chapter 9: Channeling).
check. A result of up to 25 allows you to create a
• Creating objects of power is a tiresome ordeal.
weaker version of the Ter'angreal, while a result
After creating an object of power, any channeler
of 30 or higher allows you to create an exact
replica.
69
• You can attempt to create original Ter'angreal, Dreamwalker (Lost)
but this procedure is dangerous and should not Prerequisites: Dreamer, level 12+.
be attempted lightly. To do so, you must succeed You have mastered controlling the World of
in a concentration check of DC 25. You gain a +1 Dreams and gain the following benefits:
bonus for each of your affinities used to create • You are no longer limited in the distance you may
the Ter’angreal. If the effect of the Ter'angreal is travel while in Tal’aran’rhiod. You can cover
within one of your talents (as determined by the great distances with a few steps and move
GM), you gain advantage on the roll. yourself instantly to any place you know and can
If you succeed, you create the Ter'angreal picture in your mind.
successfully. If you fail, the attempt fails and the • You gain advantages on all Wisdom (Insight)
object breaks. If you fail with a 10 points margin, checks made to resist and destroy nightmares.
you to become nauseated for 1d3 days. If you fail • You may change your appearance at will. You
with a 20-point margin you must make an must make a Charisma (Deception) skill check.
overchannel check. If you fail, you are burned, Your result is the DC for other creatures to
unable to touch – or even feel – the One Power realize you are in disguise using a Wisdom
anymore. If you succeed on the overchannel (Insight) check.
check, you become nauseated for 1d6 days. • You gain advantage on all Wisdom (Insight)
checks made to transfer you based on need.
Dreamer (Lost)
Prerequisites: Level 8+ Exceptional Channeler
You have learned to enter, and to some level Prerequisites: Channeler level 12+
control, the World of Dreams. Through vigorous training, you became
• While sleeping, you may enter the World of exceptionally proficient at channeling.
Dreams at will. • Whenever you cast a weave, you may cast an
• You can change the details of your own additional one of a lower level at the same time,
appearance (such as clothes, jewels, hair style or the total level of both cannot exceed half your
color, subtle changes to your nose, lips, and eyes, channeler level.
etc.) but not your whole body. • You gain advantage on overchanneling checks.
• While in Tal’aran’rhiod, you can appear in any
The Flame and the Void (Rare)
location you can see within 1,000 ft. of your
Prerequisites: Wis 13+, trained by someone
current location. You do not need to walk there –
possessing this feat
you simply appear at that location.
You learned how to feed your emotions to a mental
• You can attempt a Wisdom (Insight) check to try
flame, burning them away and leaving you in a
and move yourself to a location based on
calm state absent of fear, pain and all other
desperate need. For example, if you need to find
emotions or feelings which may impair you in
a dangerous darkfriend, Tal’aran’rhiod might
combat. You may use your action to make a DC 12
teleport you to the city, if not the specific room,
Wisdom check, with the following modifiers:
in which he is currently residing. The DC for the
Table 13: The Flame and the Void Modifiers
check is determined by the GM.
Condition modifier
In threat range of a foe +10
Under mental or physical fatigue or +5
exhaustion
Bound or otherwise confined +5
70
If you succeed, you "enter the void". Once in the • Increase your Constitution score by 1, to a
void, nothing but a devastating physical or mental maximum of 20.
shock may pull you out. This includes taking • You gain an advantage on all saving throws made
damage equals to half your maximum HP, failing a to prevent gaining a level of exhaustion or being
Wisdom save against compulsion or other charm poisoned or diseased.
effects, hearing shocking news or witnessing • When you roll a 1 on your
shockingly surprising events, etc. Death saving throws, it only
While in the void, you can add your counts as 1 fail (instead of the
Wisdom modifier to all attack normal 2).
rolls (melee and ranged) and • You have advantage on all
you gain advantage on all Strength (Athletics)
Wisdom saving throws. checks. If you are using
the optional Endurance
Focus skill, you gain advantage on all
Prerequisites: Channeler level
Constitution (Endurance)
4+
checks.
You may choose an object small
enough to be carried in one Read Ter'angreal
hand, preferably transparent to (Lost)
some degree. You may use this Prerequisites: Channeler level
object as a focusing tool while 8+
weaving. By studying a Ter'angreal for 1 hour,
• You may use your action to you understand its purpose and
An Ogier Tree Singing by Kev Walker
make a DC 15 channeling may use it safely. This requires a
ability check to focus on the object until the end successful channeling ability check (The DC is
of your next turn. While focusing, you may not determined by the GM).
take any action, bonus action or reaction.
Sense Shadowspawn
• Once you have managed to gain the necessary
Prerequisites: Channeler
focus, you can maintain it for a number of rounds
Channelers' connection to the One Power allows
equal to your channeling ability modifier without
them to feel shadowspawn as they draw near.
making another channeling ability check, unless
You can use a bonus action to make a
you are attacked or otherwise distracted, in
channeling ability check. The DC depends on the
which case you must make a concentration
distance of the shadowspawn:
check to maintain your focus.
Table 14: Sense Shadowspawn
• While focused, the range of cantrips and 1st level
weaves is doubled, and 1st level weaves cost you Distance DC
300 ft. or lower 10
no weave slots. 1,500 ft. or lower 15
3,000 feet or lower 20
1 mile or lower 25
Great Fortitude
Prerequisites: Constitution 16+ If you are occupied or otherwise distracted, you
Your body is a masterpiece of physical supremacy. have disadvantage on the check.
You gain the following benefits: • This ability does not allow you to know the
direction or distance of the shadowspawn, only
71
that they are somewhere near you (though Weave Without Gestures (Rare)
obviously you know they are within 1 mile of your Prerequisites: Must have learned from someone
location). who possesses this feat
Different channelers learn the same weaves in
Sniffer (Lost) different ways. For example, Aes Sedai tend to
A sniffer can smell the foul stench of violence that throw fireballs with a hand gesture, while Aiel
occurred in his current location as clearly as other simply form them in front of them.
people smell flowers. The more violent the nature • You may learn to cast weaves without using the
of the act and the more recently it occurred, the gestures. However, once a weave is learned with
fouler it smells. a gesture, it is impossible to unlearn it.
• You do not require a Wisdom (Survival) check Therefore, this feat only affects weaves you learn
when tracking a foe who has done violence from the moment you chose this feat.
within the last 10 days. You can track him by his • If you attempt to use the Weavesight ability to
foul, violent stench. learn a weave from a channeler using gestures,
• You receive advantage on Intelligence (Insight) the DC to learn it without the gestures is
checks. increased by 5. If the weave is taught to you
• You can differentiate between different violent specifically, you can deduce how to cast it
foes by their distinctive violent smell. without gestures, even if your teacher is using
gestures himself.
Treesinger
Prerequisites: Ogier, Charisma 13+ Wolfbrother (Lost)
While all Ogier share a bond with growing things, A Wolfbrother is a person that can communicate
some have the rare talent to communicate with with wolves telepathically. This connection is
trees and shape them to their will. usually frightening at first, and possibly maddening
• You can sing to trees for a number of minutes as the person becomes more and more like a wolf
equal to your Charisma modifier (minimum 1 himself.
minute), strengthening them and accelerating
their growth and healing. Trees you are singing
to gain +50 maximum hit points, as well as
recover 5 hit points per minute of song. The tree
is also healed of disease and grows an additional
5 ft. per minute of singing, to a maximum of 20
ft.
• Only living trees can be subject to tree singing,
not wooden objects.
• You can shape the wood of a tree into crafted
objects, as described in the original Treesinger
feat in the RPG, by making a Charisma check,
adding your proficiency bonus, instead of a Craft
skill check.
73
Chapter 7: Equipment
C•H•A•P•T•E•R
SEVEN
Coinage
For simplicity, this system uses four main types of
coins (in opposed to the six types in the novels):
Copper Penny (CP) and Silver Penny (SP) are by
far the most common coins. The day to day lives of
most people include these coins, and they are
sufficient to buy food, modest clothing, pay for
supplies and rent rooms at inns. The Silver Mark
(MK) is the equivalent of D&D’s “gp”, and is the
standard for adventurers using the services of
specialized craftsmen, armorers, weapon smiths,
etc.
The Gold Crown (GC) is only used by nobles
and the higher classes – bankers, Tairen horse
merchants, etc. Most people, including common
inn keepers, will not have change for these coins.
The following table shows the exchange rate for
each type of coin:
Table 15: Exchange Rate
CP SP MK GC
Copper Penny (CP) 1 1/10 1/100 1/1,000
Silver Penny (SP) 10 1 1/10 1/100
Silver Mark (MK) 100 10 1 1/10
Gold Crown (GC) 1,000 100 10 1
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Table 17: Weapons
Name Price Damage Weight Properties
Simple Melee Weapons
Club - 1d4 bludgeoning 2 lb. Light
Dagger 2 mk 1d4 piercing 1 lb. Finesse, light, thrown (20/60)
Greatclub 5 mk 1d8 bludgeoning 10 lb. Two-handed
Handaxe 6 mk 1d6 slashing 2 lb. Light, thrown (20/60)
Light hammer 2 mk 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Light mace 5 mk 1d6 bludgeoning 4 lb. -
Heavy mace 12 mk 1d8 bludgeoning 12 lb. -
Quarterstaff - 1d6 bludgeoning 4 lb. Versatile
Sickle 6 mk 1d6 slashing 3 lb. Light
Spear, Aiel* 5 mk 1d6 piercing 3 lb. Finesse, thrown (30/120), versatile (1d8)
Spear, Seanchan 10 mk 1d8 piercing 5 lb. Thrown (30/120), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 35 mk 1d8 piercing 6 lb. Ammunition (range 80/320), loading, two-
handed
Shortbow 30 mk 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling - 1d4 bludgeoning 0 lb. Ammunition (30/120)
Martial Melee Weapons
Ashandarei* 80 mk 1d6 slashing 10 lb. Finesse, special, versatile (1d8)
Axe, hafted 20 mk 1d12 slashing 12 lb. Heavy, two-handed
Battleaxe 10 mk 1d8 slashing 4 lb. Versatile (1d10)
Bill 9 mk 2d4 slashing 10 lb. Heavy, reach, two-handed
Hammer, smith’s 12 mk 1d8 bludgeoning 8 lb. Versatile (1d10)
Lance, light 6 mk 1d6 piercing 5 lb. Reach, special
Lance, heavy 10 mk 1d8 piercing 10 lb. Reach, special
Longsword 15 mk 1d8 slashing 4 lb. Versatile (1d10)
Pike 5 mk 1d10 piercing 10 lb. Heavy, reach, two-handed
Poleaxe* 10 mk 1d10 slashing 15 lb. Heavy, reach, special, two-handed
Rapier (3) 20 mk 1d8 piercing 3 lb. Finesse
Sap 1 mk 1d6 bludgeoning 3 lb. Finesse, light
Scimitar, Seanchan 15 mk 1d6 slashing 4 lb. Finesse, light
Scythe* 18 mk 2d4 piercing/slashing 12 lb. Special
Scythesword, Trolloc* - 2d4 slashing 16 lb. Heavy, special, two-handed
Shortsword 10 mk 1d6 piercing 3 lb. Finesse, light
Sword, Blademaster’s* 100 mk 1d8 slashing 4 lb. Finesse, special, versatile
Sword, Warder’s* 35 mk 1d10 slashing 10 lb. Heavy, special, versatile (2d6)
Swordbreaker 25 mk 1d6 piercing 3 lb. Finesse, light, special
Trident 15 mk 1d8 piercing 5 lb. Heavy, reach, two-handed
Whip 1 mk 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Crossbow, heavy 50 mk 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading,
two-handed
Longbow 75 mk 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-
handed
Longbow, Two-Rivers* 100 mk 1d8 piercing 3 lb. Ammunition (range 200/800), heavy, special,
two-handed
Net* 20 mk - 3 lb. Special, thrown (5/15)
* These weapons have special requirements or rules. Read the weapon description for details.
Longbow, Two-Rivers: The Two-Rivers have a Strength check, freeing itself or another creature
larger, heavier type of bow. You must have a within its reach on a success. Dealing 5 slashing
Strength score of 13 to use this bow. damage to the net (AC 10) also frees the creature
Poleaxe: The Poleaxe is considered a polearm for without harming it, ending the effect and
the purpose of the Polearm Master feat. destroying the net.
Net: A Large or smaller creature hit by a net is When you use an action, bonus action, or reaction
restrained until it is freed. A net has no effect on to attack with a net, you can make only one attack
creatures that are formless, or creatures that are regardless of the number of attacks you can
Huge or larger. A creature can use its action to normally make.
make a DC 10
77
Scythe: This weapon can be used to either stab or damage you wish to deal, striking with the sharp
slash the target. You can choose what type of point or the blade itself.
Table 18: Adventuring Gear
Item Price Weight Item Price Weight
Ammunition Ink pen 1 sp *
Arrows (20) 1 mk 1 lb. Jug or pitcher 3 cp 4 lb.
Crossbow bolts (20) 1 mk 1 ½ lb. Ladder (10 ft.) 5 cp 20 lb.
Sling bullets (20) 4 cp 1 ½ lb. Lamp, common 1 sp 1 lb.
Backpack 2 sp 2 lb. Lantern, hooded 7 mk 2 lb.
Barrel (empty) 5 sp 30 lb. Lock
Basket (empty) 4 sp 1 lb. Simple 2 gc 1 lb.
Bedroll 1 sp 5 lb. Average 4 gc 1 lb.
Bell 5 sp * Good 8 gc 1 lb.
Blanket, winter 5 sp 3 lb. Amazing 15 gc 1 lb.
Block and Tackle 5 sp 5 lb. Looking glass 100 gc 1 lb.
Book 25 mk 5 lb. Manacles 15 mk 2 lb.
Bottle, glass 2 mk 2 lb. Magnifying glass 10 gc
Bucket (empty) 5 cp 2 lb. Mess kit 2 sp 1 lb.
Candle 1 cp * Mirror, small steel 10 mk ½ lb.
Canvas (square yard) 1 sp 1 lb. Oil (1-pint flask) 3 mk 1 lb.
Case, crossbow bolts 1 mk 1 lb. Paper (sheet) 4 sp *
Case, map or scroll 1 mk ½ lb. Parchment (sheet) 2 sp *
Chain (10 ft.) 10 mk 10 lb. Perfume (vial) 5 mk *
Chalk, 1 piece 1 cp * Pick, miner’s 3 mk 10 lb.
Chest (empty) 5 mk 25 lb. Piton 1 sp ½ lb.
Climber’s kit 80 mk 5 lb. Playing cards (deck) 10 mk *
Clothes, artisan’s outfit 1 mk 4 lb. Pole (10 ft.) 2 sp 8 lb.
Clothes, Cold weather 8 mk 7 lb. Pot, iron 5 sp 10 lb.
Clothes, courtier’s outfit 30 mk 6 lb. Pouch, belt 5 sp 1 lb.
Clothes, gleeman’s outfit 3 mk 4 lb. Quiver 1 mk 1 lb.
Clothes, explorer’s outfit 10 mk 8 lb. Ram, portable 10 mk 35 lb.
Clothes, noble outfit 8 gc 10 lb. Rations (per day) 5 sp 1 lb.
Clothes, peasant outfit 1 sp 2 lb. Rope, hempen (50 ft.) 1 mk 10 lb.
Clothes, royal outfit 20 gc 15 lb. Rope, silk (50 ft.) 10 mk 5 lb.
Clothes, scholar outfit 5 mk 6 lb. Sack (empty) 1 sp ½ lb.
Clothes, traveler outfit 1 mk 5 lb. Scale, merchant 2 mk 3 lb.
Crowbar 2 mk 5 lb. Sealing wax 1 mk 1 lb.
Dice, set 5 sp * Sewing needle 5 sp *
Firewood (per day) 1 cp 20 lb. Signal Whistle 5 sp *
Fishhook 1 sp * Signet ring 5 mk *
Fishing net, 25 square ft. 4 mk 5 lb. Sledge 1 mk 10 lb.
Flask and tankard 3 cp 1 lb. Soap (per lb.) 5 sp 1 lb.
Flint and Steel 1 mk * Spade or shovel 5 sp 5 lb.
Grappling hook 1 mk 4 lb. Spikes, iron (10) 1 mk 5 lb.
Hammer 5 sp 2 lb. Tent, two-person 10 mk 20 lb.
Healer’s kit 5 sp 3 lb. Torch 1 cp 1 lb.
Hourglass 25 mk 1 lb. Vial, empty 1 mk *
Hunting trap 5 mk 25 lb. Waterskin 1 mk 5 lb. (full)
Ink (1 oz. vial) 8 mk * Whetstone 2 cp 1 lb.
Scythesword: Trollocs use a large weapon, too big a special type of sword. This sword can be used
to be used by medium-sized creatures. You must with one or two hands like a longsword; however,
have a Strength score of 18 or a size of Large or its structure is rather different. A Blademaster’s
above to use this weapon. sword has a slightly curved blade. The inner side of
Spear, Aiel: The Algai’d’siswai use a shorter, the curve is slightly wider than the outer side.
lighter version of a spear. This gives the spear the Despite its name, the Blademaster’s sword can
finesse property. An Aiel spear requires its own be used by anyone proficient with Longswords, but
proficiency to use. only a Blademaster can use its full potential with
Sword, Blademaster’s: To perform his sword forms. If anyone other than a Blademaster
complicated sword forms, a Blademaster must use
78
uses this sword, they cannot use the weapon’s Table 18: Adventuring Gear lists commonly
finesse property. available equipment. The description for each item
Sword, Warder’s: Warders use a heavier type of can be found in the RPG or the PH. The healer’s
long sword. You must have a Strength score of 16 kit description is listed below, as it has changed.
to use this sword regularly, otherwise it is a two- Healer’s Kit: This kit is a leather pouch containing
handed weapon that deals 1d10 slashing damage. Bandages and herbs. The kit has ten uses. As an
Swordbreaker: The sword breaker is a action, you can expend one use of the kit to
particularly nasty device. Similar to a short sword, stabilize a creature that has 0 hit points, without
the sword breaker contains deep notches down needing to make a Wisdom (Medicine) check.
one side of the blade, meant to catch and break an In addition, the kit contains two doses of Andilay
opponent’s blade. This sword requires special root, Boneknit, Dogwart and Feverbane.
training, but all Thief Catchers are trained with its
use. Tools
There are several tools described in the PH that
Adventuring Gear are not available in the world of the Wheel of Time,
Each town and city in the world usually offer basic and some that have been changed from their
equipment for travelers, peddlers, passing nobles, original description. Please see table 18: Tools for
etc. However, not every commodity is available in a list of available tools.
every town. The Gamemaster can adjust this list
appropriately.
79
Table 19: Tools Poisoner's kit: A poisoner's kit includes the vials,
Tool Price Weight chemicals, and other equipment necessary for the
Artisan’s Tools
Brewer's supplies 20 mk 9 lb. creation of poisons. To extract poison or venom
Calligrapher's supplies 10 mk 5 lb. from plants or animals, the user of this kit must
Carpenter's tools 8 mk 6 lb.
Cartographer's tools 15 mk 6 lb. make an Intelligence skill check (DC = the poison's
Cobbler's tools 5 mk 5 lb.
Cook's utensils 1 mk 8 lb.
saving throw DC) and spend one hour refining
Glassblower's tools 30 mk 5 lb. them from their source for each dose. Proficiency
Jeweler’s tools 25 mk 2 lb.
Leatherworker's tools 5 mk 5 lb. with this kit lets you add your proficiency bonus to
Mason's tools 10 mk 8 lb. the check.
Painter's supplies 10 mk 5 lb.
Potter's tools 10 mk 3 lb.
Smith’s tools 20 mk 8 lb. Herbs, medicines, and poisons
Tinker's tools 50 mk 10 lb.
Weaver's tools 1 mk 5 lb. There are many herbs, medicines and poisons that
Woodcarver's tools 1 mk 5 lb.
can be grown or gathered in the wilds. Some might
Disguise kit 25 mk 3 lb.
Forgery kit 15 mk 5 lb. be available as services in villages or cities, while
Herbalism kit 5 mk 3 lb.
Musical instrument others are rarer and must be gathered. Table 20:
Drum 6 mk 3 lb. Poisons and Venoms and table 21: Herbs and
Flute 2 sp 1 lb.
Harp 1 gc 9 lb. Medicine provide lists of these items. If they are
Horn 3 mk 2 lb.
Navigator's tools 25 mk 2 lb.
available as a commodity, a price will be given for
Poisoner's kit 50 mk 2 lb. them. Descriptions for these and more of generic
Thieves' tools 25 mk 1 lb.
plants is given in chapter 8: A Living World.
Herbalism kit: This kit contains a variety of
instruments such as clippers, mortar and pestle, Special Items
and pouches and vials used by herbalists to create
There are several unique items in the world of the
remedies. Proficiency with this kit lets you add
Wheel of time, some of which cannot be bought.
your proficiency bonus to any ability checks you
Table 22: Special Items includes those items
make to identify or apply herbs. If an herb's
which can be commonly found. If an item does not
description in table 21: Herbs and Medicines
have a price, it cannot be bought on the open
requires a mixture with other herbs, the user must
market and must be specially made. More items
first use an action to mix them together using this
may be found on the Trade Goods table in the RPG,
kit.
page 113.
Table 20: Poisons and Venoms
Name Saving Throw Application Effect
Asping Rot Constitution DC 21 Ingested Death after 1 hour, or 15d6 poison damage on successful save
Blacklance venom* Constitution DC 14 Contact 2d6 poison damage, or half as much on a successful save
Bloodsnake venom* Constitution DC 10 Contact 2d4 poison damage, or half as much on a successful save
Crimsonthorn root Constitution DC 16 Ingested Paralyzed for 1d10 minutes, taking 1d6 poison damage each turn
on fail, or 3d6 poison damage on success
Forkroot Constitution DC 20 Ingested Paralyzed for 1d4 hours and unable to touch the One Power on fail,
or stunned for 1d4 rounds on success
Gara venom* Constitution DC 15 Contact 2d6 poison damage, or half as much on a successful save
Grey Fennel Constitution DC 18 Contact Drop to 0 hit points, or 6d6 poison damage on success.
Tarchrot Constitution DC 13 Ingested 1d10 poison damage, or half on a successful save
* a poison from a creature of the same name
80
Table 21: Herbs and Medicines
Name Saving Throw Application Effect Price Limitations
Herbs and Medicines
Andilay root - Ingested Removes the effect of one level - Short or Long rest
of fatigue
Blue Goatflower - Contact Half time to heal broken bones 2 sp Must be used after Boneknit
with Boneknit
Boneknit - Ingested Heals broken bones in 20 days 1 sp Applied daily
Chora - Sit under Remove 1 level of fatigue and Short or long rest
gain 2d6 temporary hit points
Corenroot - Ingested Regain 1d6 hit points 5 sp Below max hit points, Long rest
Crimsonthorn root - Ingested Gain 1d10 temporary hit points Short rest
Dogwart - Ingested Regain 1d6 hit points 5 sp Below max hit points, short or
Long rest
Feverbane - Ingested Gain advantage on saving 3 cp Long Rest
throw vs. disease for 24 hours
Five-Fingers - Contact Gain 2d8 temporary hit points Below max hit points, mixed
with ground Icy and Sunburst
root
Flatwort - Ingested Remove one level of fatigue Long rest
Ground Ivy - Contact Gain 2d8 temporary hit points Below max hit points, mixed
with Five-Fingers and Sunburst
root
Healall - Ingested or Regain 1d4 hit points Short rest
Contact
Heartleaf - Ingested Infertility for 1d4 days Women only
Lionheart - Ingested Gain 2d8 temporary hit points Below max hit points, short or
Long rest
Mardroot - Contact Regain 1d6 hit points Below max hit points, short or
Long rest
Sorfa - Contact Regain 1d6 hit points Below max hit points, short or
Long rest
Sunburst root - Contact Gain 2d8 temporary hit points Below max hit points, mixed
with Five-Fingers and Sunburst
root
Worrynot root - Ingested Gain advantage on saving Long Rest
throw vs. disease for 24 hours
81
complicated array of tiny wheels and weights. They Snakes and Foxes set: A set of the child's game
are usually found in noblemen mansions or Snakes and Foxes. This game is played by children
successful inns. Clocks cannot be carried around – until they grow to realize that
they are calibrated on the spot and lose their the game cannot be won
accuracy (or stop working without cheating.
all together) if moved. Stones set: Stones is a two-
Dice set: A well-made set of player game using a small
six-sided dice, usually board with black and white
carved from bone or wood, stones. Each opponent
are used to determine attempts to capture the stones
random outcomes in games of the opponent, much like a
of chance, such as Crowns, game of Go.
Top, Threes, and Compass. Stones is popular across
Dice are usually thrown the Westlands and
from a cup. A set usually the Seanchan Empire,
consists of five dice. meaning it pre-dates Artur
Gleeman's cloak: The Hawkwing's time. It is
Gleeman's colored patched considered a gentleman's
cloak is a trademark, game, like chess, and is valued
recognized throughout the by generals, nobles, and
Westlands as the symbol of rulers.
the Gleemen. If any other Domani Armsman by Adam Rex Two-Rivers Tabac: Pipes
character who isn't a are common in the Wheel of
Gleeman attempts to wear the cloak, all Gleemen Time world. Different types of Tabac exist, but none
who recognize the deception will likely become are as rare in their quality as that from the Two-
hostile. Rivers. The small quantity grown makes it rare and
Ice peppers: The spicy Ice peppers are one of expensive.
Saldaea's most profitable exports. Table 22: Special Items
Item Price Weight
Illuminator's flare: Illuminators keep their Clock 50 gc 4 lb.
fireworks formula secret yet are prepared to sell the Drinks
Kaf, powder jug* 3 gc 1 lb.
finished goods to the public. These flares are Oosquai, jug of 5 mk 2 lb.
expensive, vary in the color and shape of the Gaming sets
Blacksmith's puzzle 2 cp 1 lb.
explosion and are considered prestigious at parties Snakes and Foxes set 5 cp -
Stones set 2 sp 1 lb.
and holidays. Gleeman's cloak - 1 lb.
The flares are also extremely dangerous and can Ice peppers 5 mk 1 lb.
Illuminator's flare 5 mk 1/2 lb.
cause anything between 1d6 and 4d6 fire damage, Two-Rivers Tabac, pouch 5 mk 1/2 lb.
depending on the size. Warder cloak - 1 lb.
Warder cloak: Warder's cloaks are made of the
Kaf: Kaf is a coffee-like drink brought to the
mystical Fancloth, woven by a unique Ter’angreal
wastelands by the Seanchan.
at the White Tower. Although they by no means
Oosquai: An Aiel made corn liquor legendary for its
make the wearer invisible, they do seem to blend
potency.
oddly into the background, making the wearer
82
Warder cloaks are not available on the open columns in table 23: Mounts and Related Gear
market. They are issued at no cost to the Warders details the price and weight difference for such
of Aes Sedai, and all are considered property of the armor. For example, fitting a horse with full mail
White Tower. Any available for sale would have to armor would cost 30 gc and it will weigh 80 lb.
have been stolen (a tricky proposition for any thief) (twice the price and weight of human full mail
or scavenged from the body of a dead Warder. In armor).
either case, the wearer risks confrontation with any This armor is also subject to any stealth
Aes Sedai who learns that she owns one. disadvantages as normal human armor. In addition,
Table 23: Food and Lodging the speed of animals wearing medium or heavy
Item Price Weight
Ale
armors is reduced by 10 ft.
Gallon 2 sp 8 lb. Exotic saddle: These saddles are used for exotic
Mug 4 cp 1 lb.
Banquet, per person 10 mk - Seanchan animals, such as the Corlm or Raken.
Bread, per loaf 2 cp 1/2 lb. They need to be made for each animal individually,
Cheese, hunk of 1 sp 1/2 lb.
Inn stay, per day hence their high price.
Noble 1 gc -
Good 2 mk - Table 25: Hauling Vehicles
Common 5 sp - Holds or Item Price Weight Carries
Poor 2 sp - Cart 15 mk 200 lb. 1/2 tons
Meals, per day Sled 20 mk 300 lb. 1 ton
Good 5 sp - Wagon 35 mk 400 lb. 2 tons
Common 3 sp -
Poor
Meat, chunk of
1 sp
3 sp
-
1/2 lb.
Military Expenses
Rations, per day 5 sp 1 lb. While a GM can decide to give certain discounts for
Wine
Fine (bottle) 10 mk 1 1/2 bulk expenses, it is also important to remember that
lb. buying in bulk can be extremely expensive if the
Common (pitcher) 2 sp 6 lb.
amount is too large for a craftsman to make on his
Table 24: Mounts and Related Gear
Item Price Weight own. This is especially true for the Armsman’s
Barding
Medium-sized creature X2 X2
Commander archetype.
Large creature X4 X3 For example, purchasing wagons for an entire
Bit and Bridle 2 mk 1 lb.
Donkey or Mule 8 mk - army will require hiring a team of specialized
Feed, per day 5 cp 10 lb. craftsmen to build and fix the army’s wagons. These
Horse
Heavy 20 mk hirelings are often required to go with the army,
Light 10 mk
Pony 5 mk leaving their families for an uncertain amount of
Heavy Warhorse 50 gc time.
Light Warhorse 15 gc
Saddle The pay for such services is described in table
Military 20 mk 30 lb. 27: Services. The column “Field pay” refers to the
Pack 5 mk 15 lb.
Riding 10 mk 25 lb. price of a service if the hireling is required to move
Saddle, Exotic
Military 60 mk 40 lb. with the army.
Pack 15 ml 20 lb. Some of the price can be covered by unskilled
Riding 30 mk 30 lb.
Saddlebags 4 mk 8 lb. laborers joining the military camp. For example,
Stabling, per day 5 sp -
spouses can be used as cooks, children as
Barding: Riding animals can be fitted with any
messengers in the camp, etc.
type of armor. The size of such armor is much
larger than human armor, and therefore the price
and weight are also greater. The Price and Weight
83
spouses can be used as cooks, children as Table 26: Services
Service Pay Field pay
messengers in the camp, etc. Coach cab
Between towns 3 cp per mile 4 cp per mile
Within a city 1 cp 2 cp
Hirelings
Skilled 2 mk per day 3 mk per day
Unskilled 2 sp per day 3 sp per day
Messenger
Between towns 2 cp per mile 3 cp per mile
Within a city/camp 1 cp 2 cp
Some services, such as passage on a ship, are
usually negotiated between the parties.
84
PART 2
Matrim Cauthon
by Samantha Johnson
https://www.therealmofsam.com/The-Wheel-of-Time
Chapter 8: A Living World
C•H•A•P•T•E•R
EIGHT
Heroic Characteristics
In this section, we explore ways to help you
personalize your character, make it more unique
and help you feel comfortable with it. This can help
you bring your character to life and make it feel as
a real part of the world of the Wheel of Time.
Name
You can invent a name for your character or choose
a name from the RPG or from the Geography
section below, which details example names of
characters from different countries of the
Westlands.
Pick a name you are familiar with, as that is the
name you will be referred to around the gaming
table whenever in-game roleplaying is taking place.
86
cultural gender roles. An Altaran man can move to The appearance of people from different
another country to own land there, for example, or countries is described in detail in the RPG. It is
a man can flee Far Madding to live up to his recommended to read the descriptions in chapter
potential away from the restricting gender culture. 2: Backgrounds of the RPG instead of relying on
Your character's sexual orientation is also up to the generic descriptions in chapter 6: Heroic
you. No culture in the Wheel of Time restricts one's Characteristics. The generic description group
sexual partners. Some cultures put more emphasis together characters of different backgrounds,
on lineage, but even those do not look down upon while some of them have extremely different
any sexual orientation. In the White Tower, for appearances. For example, all four borderland
example, novices are often "pillow friends" – kingdoms are grouped as Borderlanders in chapter
engaging in homosexual activities with their 6, while chapter 2 gives different descriptions for
roommates during their training. each country separately (though all are still under
"Borderlander").
Age and Appearance
You can decide your character's age as you see fit. Goals
Channeler live exceedingly long lives, but they are Select objectives for your character. They can be
not the only characters that can be effective and short or long-term goals that you wish to
interesting at older ages. Thom Merrilin, a accomplish.
gleeman, is as agile and handsome in his advanced You can create both in-game goals and
age as he was in his twenties. In some cultures, old roleplaying goals for your character. For example,
age is revered for experience and wisdom, while in you can decide your character has a goal of
others the age is ignored completely. amassing wealth, while setting a roleplaying goal
of having your character grow to look for more than
87
money in her life. These goals can help the GM might grant you advantage on Charisma
personalize your game experience. (Persuasion) or Charisma (Intimidation) rolls,
Remember that a character's goals can develop depending on the type of your reputation.
and change during the game, so do not be afraid to Followers and Cohorts
add, change or remove goals as your character One of the benefits of a high reputation score is the
develops during the game. ability to attract followers and cohorts. Cohorts are
characters with class level, such as Armsmen and
Reputation Woodsmen, who have
In the world of the Wheel of
come to support the
Time, a character's
character's goals.
reputation has a significant
Followers are general
impact on her life. Other
characters with no class
characters in the world will
levels, such as army
react differently to you
soldiers following a
based on your reputation,
Commander, whose
which will have both a
management does not
technical and a non-
follow the individual
technical effect.
character class rules. The
Each class' table lists its
GM manages them as he
base reputation score,
sees fit.
which rises at higher levels.
Table 27: Followers
As your character
shows how many followers
adventures through the
a character can attract by
world, she will gain a
HD based on their
reputation bonus at the
reputation score. Note that
GM's discretion. Add these
these are followers loyal to
bonuses to your character's Townsfolk recognize an Andoran Noble
the character personally. An
base reputation score to by Vince Locke
army, for example, will have
determine your reputation score.
paid soldiers, craftsmen, and hirelings in addition
Ignore the section on Reputation on page 105
to any followers a commander can attract.
in chapter 6: Heroic Characteristics of the RPG.
Table 27: Followers
Fame and Infamy Reputation Number of followers by HD
Score 1 2 3 4 5 6
Do not mistake high reputation for fame and low 10 5 - - - - -
reputation for infamy. Your reputation score 11 6 - - - - -
12 8 - - - - -
indicates how well known you are, not how that 13 10 1 - - - -
fame is regarded. A character can be famous for 14 15 1 - - - -
15 20 2 1 - - -
her cruelty as much as for her generosity. 16 25 2 1 - - -
17 30 3 1 1 - -
The way other characters will react to you is 18 35 3 1 1 - -
also culture dependent. An especially reputable 19 40 4 2 1 1 -
20 50 5 3 2 1 -
Aes Sedai will be treated differently in Tar Valon 21 60 6 3 2 1 1
22 75 7 4 2 2 1
than she will be in Tear, where the One Power is 23 90 9 5 3 2 1
feared and looked down on. 24 110 11 6 3 2 1
25+ 135 13 7 4 2 2
Your reputation score can affect certain game
mechanics. For example, a high reputations score
88
Unlike Followers, Cohorts are characters with Symbol: Two golden leopards one above the other,
class levels. They are meant to be closer to your on a four by four squared field of red and blue
character than followers – close confidants,
friends, deputies, an apprentice or a protégé, or
other characters who are more closely familiar
with your own character. For example, a
Blademaster or a gleeman might be training
another in their art, and that character can be their
cohort. The maximum number of cohorts your
character can have equals to her Charisma Main exports: Carpets, fish, lace, lacquerworks,
modifier, with a minimum of 1 cohort. Nacre (mother-of-pearl), olives, olive oil, pearls,
Followers and Cohorts can leave your salt, ships, tapestries
character’s employ if she starts acting differently Society: Women are dominant in Altaran society.
than she did when they were attracted to her goal. In many cases, a woman killing a man is not even
For example, a cruel bandit leader that starts questioned. In Ebou Dar and its proximity, women
redeeming himself might lose his bandit followers propose to men (proposals from men are
and cohorts. considered pushy and overbold). It is common for
The numbers in table 27 are the maximum women to arrange their husbands’ next wife should
number of followers, but the actual number she pass. These customs are less prominent the
depends on the GM's discretion and the further from the capital one travels.
circumstances of your game. Both men and women carry dueling knives and
fight over the slightest insults. During the wedding
Geography ceremony, Altaran men give a marriage knife to the
There are many kingdoms and countries in the woman, with the promise oath “To kill me if my
Wheel of Time, each with their own unique heart proves untrue.” These are later adorned with
structure and customs. It is the differences red and white stones – a red stone for each
between the nations of these places that make this daughter and a white stone for each son. A white
world vivid and lively. frame around a red stone represented a deceased
In this section, we will detail these places, and daughter, and a red frame around a white stone a
give more information for players who want to deceased son. Betrothed women carry only the
make their backgrounds richer and their roleplay knife’s necklace, without the actual blade which
fuller. This information is in addition to that has not yet been gifted to her. The color of the
presented in chapters two and twelve of the RPG. knife’s sheath signified a woman’s status – green
Each entry will detail the name of the country means the husband was alive, while white meant a
(and the demonym of the people in brackets), its widow unwilling to marry again. Blue means a
capital, form of government, symbol, major widow open to a second marriage, while red
economic goods, and various customs of the indicates the husband was thrown out. Red and
people living there. blue combined meant a divorced woman willing to
It is also recommended to see the languages remarry.
section below for more information on how people Certain crafts and property rights are different
in the world speak and express themselves. for men and women. Women can own land,
houses, and inns, while men may own ships,
Altara (Altaran)
taverns and alehouses that do not rent rooms.
Capital: Ebou Dar
Government: Monarchy
89
Women may butcher anything smaller than a cow, However, it is often said that if you are accused by
while men butcher cows. an inquisitor, your guilt had already been
Male names: Arnin, Baris, Beslan, Calwyn, Denal, determined, and the only question is how quickly
Jasfer, Jonan, Malalin, Masic, Nad, Nevin, Ross, you will break under their torture.
Speral, Toke, Vane. Male names: Abdel, Aeman, Aldin, Evan, Evon,
Female names: Adela, Ashelin, Caira, Cairen, Jaichim, Jorin, Noy, Sebban, Seve, Sharbon, Theril,
Davindra, Elynde, Haesel, Ibrella, Jera, Kathana, Therin.
Laren, Marah, Naiselle, Rahema, Saerin, Tylin. Female names: Akoure, Alainia, Alviarin, Dealda,
Surnames: Adley, Anan, Arnon, Asnobar, Eldrith, Jharen, Laurain, Luci, Marewin, Rina,
Berengari, Crossin, Elonid, Fearnim, Feir, Furlan, Silviana, Teran, Vanora.
Mitsobar, Neres, Sarat, Shoran, Sutoma, Todande, Surnames: Arene, Balwar, Brehon, Carridin,
Carnel, Freidhen, Jhondar, Lugay, Macura,
Amadicia (Amadician) Omerna, Senhold, Shendar, Torvald, Vayet.
Capital: Amador
Government: Monarchy Andor (Andoran)
Symbol: A red thistle leaf over a silver six-pointed Capital: Caemlyn
star Government: Monarchy (queens)
Symbol: A white lion on a field of red
90
sent for training in the White Tower, even if she Male names: Abar, Alin, Azil, Balat, Burin,
does not possess the ability to channel. Creedin, Durhem, Hafeen, Lidrin, Machir, Mezar,
Male names: Abelle, Aemin, Ara, Arin, Athan, Ban, Rajar, Teacal, Votabek.
Basel, Bili, Dar, Dav, Denezel, Eben, Elegar, Eram, Female names: Aeldra, Caiden, Chisaine, Demira,
Finndal, Fitch, Gareth, Gawyn, Get, Hahn, Hu, Jac, Duhara, Ferane, Inala, Jeaine, Larelle, Meashan,
Jaim. Osana, Resara, Shahal, Vasha.
Female names: Adine, Adora, Alsbet, Berowyn, Surnames: Bakuvun, Comanly, Cutren, Dubaris,
Bromas, Brune, Coline, Deni, Doral, Ealsin, Elise, Eriff, Fatamed, Kurin, Mareed, Neheran, Nurbaya,
Elmindreda, Gilda, Hilda, Ishara. Saeed, Tarsi.
Surnames: al’Lora, al’Seen, Candraed, Coplin,
Flinn, Gode, Haslin, Kinch, Lewin, Maran,
Arafel (Arafellin)
Capital: Shol Arbela
Renshar, Thane.
Government: Monarchy
Arad Doman (Domani) Symbol: Red and white roses on opposite fields
Capital: Bandar Eban
Government: Elected monarchy
Symbol: A silver hand grasping a silver sword over
stripes of green and white
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Cairhien (Cairhienin) Surnames: Alwain, Annallin, Damodred,
Capital: Cairhien Gomaisen, Marendevin, Nolaisen, Osiellin, Riatin,
Government: Monarchy Silvin, Tarsin.
Symbol: Golden rising sun on a field of blue
Far Madding (Maddiner)
Capital: Far Madding (city-state)
Government: Matriarchal Counsel
Symbol: An open woman's palm raised up
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Ghealdan (Ghealdanin)
Capital: Jehannah
Government: Elected monarchy
Symbol: three silver stars on a field of red
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Female names: Aisha, Emara, Ester, Hattori, Female names: Anya, Carlinya, Edarna, Elis,
Magla, Medanor, Moria, Morvrin, Nieda, Teslyn, Falion, Ines, Jarene, Kamile, Lelaine, Mikio,
Valinde. Nesune, Pevara, Rianna, Shevan, Yabeth.
Surnames: Drapaneos, Eramandos, Gatano, Surnames: Akashi, Dorelmin, Gorovni, Marcasiev,
Karentanis, Narettin, Nathenos, Semaris, Sidoro, Noramaga, Okatomo, Rath, Tazanovni, Vinchova.
Vevanios.
Mayene (Mayener)
Kandor (Kandori) Capital: Mayene (city state)
Capital: Chachin Government: Monarchy
Government: Monarchy Symbol: Golden hawk on a field of blue
Symbol: A rearing red horse on a field of light
green
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Murandy (Murandian) Main exports: Diamonds, furs, ice peppers, iron,
Capital: Lugard iron products, silverwork, steel, steel products,
Government: Monarchy timber, wood products
Symbol: A red bull on a field of vertical blue and Society: Saldaea has a king or queen, advised by
white stripes the Council of Lords. The title is hereditary, passed
to the eldest child or eldest and nearest relative. If
the child is younger than 15, the aunt or uncle are
named regent until they reach that age. The
monarch's spouse is almost an equal ruler.
Saldaean children have both their parent's
family names, but only the father's name is kept
upon marriage, when they add their spouse' family
Main exports: Beef, lace, leather, mutton, wool name to their own. For example, Fail si Ghaline
Society: Murandy is ruled by a king or queen, the Bashere became Fail ni Bashere t'Aybara when
crown passing to the eldest living child. The ruler, she married Perrin Aybara, and he became Perrin
however, rarely has real authority outside the t'Bashere Aybara. Men propose to women, and
capital – the allegiance of the people is to the local women expect men to court them for a long time
lord or lady ruling their land. Those lords and before accepting or denying their proposal.
ladies raid each other, make alliances, and betray Saldaean women are fierce, and they expect
them with equal ease if they think it would better their spouse to be strong enough to be able to stand
their position. Along the borders, raids to other up to them.
countries is also common, especially to steal cattle Male names: Adrin, Avar, Davram, Eran, Fen,
and horses. Hachari, Hadnan, Kashgar, Mazrim, Rakim,
Male names: Alaabar, Culen, Cyril, Danil, Donel, Rissen, Taeric, Triben, Yoeli.
Ehvin, Fager, Ledron, Mardry, Padan, Pedron, Female names: Adelorna, Beldeine, Deira,
Roedran, Sedrin, Teryl. Einone, Janira, Keraille, Maenadrin, Natasia,
Female names: Careme, Chilares, Elaida, Pritalle, Sheriam, Toveine, Varilin, Zarine.
Gabrelle, Haesel, Katrine, Letice, Maglin, Nisain, Surnames: Aldragoran, Azeri, Bashere, Chavana,
Seaine, Sharina. Cheade, Dianatkhah, Gazal, Kosaan, Ramsin.
Surnames: a'Conlin, Arman, Brawley, Fain,
Harnesh, Mowly, Murow, Riven, Rochaid, Wynn. Seanchan (Seanchan)
Capital: Seandar
Saldaea (Saldaean) Government: Empire
Capital: Maradon Symbol: A golden hawk grabbing three
Government: Monarchy thunderbolts on a white field with blue borders
Symbol: Three silver fish atop one another over a
field of blue
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Society: Seanchan refer to themselves as A list of known omens:
Hailene – Those who come before, in the old • Albatross - A symbol of victory.
tongue, first of the Corenne – the return. They • An owl hooting at dawn or hooting two times -
believe the Westlands belong to them by right as A prediction of death.
heirs to Artur Paendrag Tanreall – Artur • An owl hooting and not flying away when
Hawkwing. They have a strict hierarchy of classes, looked at - An omen indicating great care
led by those of "the blood", supposed descendants should be taken, that the next few days would
of Luthair Hawkwing, though their laws allow be ones of important decisions.
people to "ascend" to the blood, usually those who • Birds circling overhead more than once -
have proven their worth to the empress. The Signifies a storm approaching.
empress sits on the Crystal Throne. • A bird entering indoors during the day - An
Below the blood are free men and women, and extremely bad omen, the evil of which is
below them are the slaves, or Da'covale. averted by a night in prayer and contemplation.
Interaction between the classes is strictly • Three porpoises rising only once - Stay on your
regimented. One of a lower class is not allowed to chosen course.
look one of a higher class in the eye. Those of • Two dead rats on their back, one with a tail in
higher rank use a slave called "voice" to the other's mouth - A chillingly terrible omen,
communicate with those of lower status. Some one of the worst.
slaves to the blood, the So'jhin, are often • Lightning on a day without rain - Tread very
considered higher than free men and women. lightly and be careful what you speak.
Seanchan collar women who can channel – • A new spring rose dropping three petals - An
Damane, or Leashed One – with special omen of great victory.
Ter’angreal called A'dam, connecting to the wrist • A hawk with a white head flying away - An
of a Sul'dam – Leash Holder. Unleashed omen of great power.
channelers are referred to as Marath'damane – • Rain without clouds - Expect an unexpected
those who need to be leashed. The Damane are visitor.
used for warfare, but also for civil service such as • A burst of wind revealing the skull of a rodent -
mining, building, etc. Though they are often treated Danger.
as pets, Sul’dam often have a mother-like fondness • Peach blossoms - The most powerful omen
for their Damane, so long as they behave. Most known.
Damane have been in their position for their entire Among the Seanchan, few people carry a surname.
lives, and often panic at the mention of being freed. Male names: Abaldar, Algwyn, Bakayar, Chianmai,
The Seanchan are a superstitious people, who Daruo, Furyk, Gurat, Jadranka, Ma'combe, Mikhel,
see omens everywhere around them and live their Tiras, Turak, Varek, Yulanwho, Zaired.
lives according to those omens. Everything from Female names: Alivia, Bethamin, Catrona,
the passing of a flying bird to an owl hooting in the Cerandin, Egeanin, Falendre, Gregana, Jillari,
night is considered a sign one will change his Malian, Neferi, Ravashi, Suroth.
actions upon. They have a variety of daily Surnames: Emain, Faloun, Galgan, Jarath,
superstitious traditions. A hand gesture for Meldarath, Mishima, Najirah, Noichin, Sabelle,
warding off evil – folding the middle fingers and Shumada, Tamarath, Yamada, Zarbey.
extending the other two – is required whenever
someone puts a hat on a table or clearing
spiderwebs with the spider still inside it, for
example.
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Shienar (Shienaran) Tar Valon (Tar Valonian)
Capital: Fal Moran Capital: Tar Valon (city state)
Government: Monarchy Government: Aes Sedai council
Symbol: A black hawk on a field of three blue and Symbol: The flame of Tar Valon – a white teardrop
two white horizontal stripes surrounded by curving colors of the seven Ajahs.
Main exports: Furs, gems, gold, silver, timber Society: Tar Valon is the only place where Aes
Society: Shienar is always ruled by a king, though Sedai hold real administrative power in the daily
his wife is considered a queen and has lives of the people. This makes Tar Valonians
considerable authority. The king's banner and sigil trusting of Aes Sedai. They know they are in no
are also considered national symbols. threat of invasion or incursions and are protected
A Shienaran woman's quarters are sacred, even by the Aes Sedai with their One Power and the
for her spouse. Men cannot enter uninvited, and city's tall white walls, known as the Shining Walls.
never armed unless the quarters are under attack. The city withstood a siege by Artur Paendrag
A man can send a message, but the woman decides Tanreall himself.
when to answer it. Because people come to the city from across the
Nudity is not considered taboo or obscene in Westlands, Tar Valonians are exceptionally
Shienar. Men and women often bath together, and tolerant to outsiders and their different customs.
even help each other scrub. Such encounters are They are urban folk, more educated than
not a sign of friendship – one would not talk to commoners in most nations. The city is also home
someone who scrubbed their back in the bath if to an Ogier grove, and Ogier are a more common
they met in the hallway if they did not know each sight than in other places, which makes Tar
other otherwise. Valonians more believing in what might be
Male names: Agelmar, Blaeric, Chaena, Changu, considered tales in other places – Ogier, trollocs
Easar, Ingtar, Kayen, Masema, Nengar, Rinnin, and the likes.
Thulin. There are plenty of wealthy people in the city,
Female names: Alesune, Anasai, Bennae, Berana, but since Aes Sedai hold all the real power, there
Berenicia, Delana, Kumira, Merean, Nisura, are no real nobles to speak of, and no noble titles.
Suana. The city gains most of its income from taxation
Surnames: Chulin, Dagar, Dhoran, Dragand, on ships docking in its two large ports or crossing
Jagad, Mosalaine, Negina, Shemon, Shinowa, its huge bridges, as well as banking services –
Togita, Yokata. being one of the oldest institutions in the world,
their banks are considered safe and secure. The
Aes Sedai also receive tributes from almost all
nations, and provide certain services in mediations
and counseling.
Male names: Chin, Naorman.
Female names: Carlya, Mada, Saal.
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Surnames: Ellisor, Mashinta. Female names: Aeldrine, Aludra, Annoura,
Beonin, Calindin, Collaris, Ispan, Laigin, Leilwin,
Tarabon (Taraboner) Liandrin, Merise, Rendra, Tesan.
Capital: Tanchico
Surnames: Amadia, Arnault, Bornhald, Guirale,
Government: Monarch, Panarch and Assembly
Haindehl, Larisen, Marinye, Maseed, Shefar.
Symbol: A golden Avendesora tree on a field of
four red and three white vertical stripes Tear (Tairen)
Capital: Tear
Government: High lords
Symbol: Three white crescent moons set
diagonally on a field of diagonal red and gold.
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by the estuary of the river Erinin. The poorer The Old Tongue
sections are muddy, forcing people to wear wooden In previous ages, mankind spoke a language now
clogs on their boots when walking outside, while referred to as “The Old Tongue”. Today, this
the richer parts of the city are cobbled and cleaner. language is mostly used by scholars, Aes Sedai,
These clogs are left outside the door or just inside some of the nobility and gleemen.
when walking into buildings. Despite this class Though it is not in common use, it plays a key
separation, the people of Tear are often fiercely role in the world of the Wheel of Time. Many
loyal to their high lord or lady. common titles and places are named in the Old
Tairen noblemen grow short, oiled beards Tongue (Aes Sedai, for example, means Servants
drawn to a point. Both men and women wear of All). The Karaethon Cycle, which contain the
embroidery and silk cloths. Commoners wear Prophecies of the Dragon, is written entirely in the
loose pants and flat hats against the rain. Old Tongue – the translation of which has been
Male names: Admira, Agardo, Aracome, Bernherd, much debated.
Carlon, Darlin, Edorion, Harnan, Istaban, Juilin, Syntax
Meilan, Nalesean. The Old Tongue has a different set of rules than the
Female names: Anaiyella, Belcelona, Cabriana, new tongue, but those seem to be more flexible and
Celestin, Estanda, Fionnda, Ivara, Kera, Leitha, changeable. Though not enough examples exist in
Mara, Rafela. the novels to be sure, it is possible that the
Surnames: Eguilera, Mecandes, Narencelona, language follows a more contextual structure. For
Sandar, Saranche, Selorna, Sisnera, Tomanes, example, Far Aldazar Din will be literally
Toranes. translated as “of the Eagle Brothers”, though the
meaning would be “Brothers of the Eagle”.
Languages Example of Old Tongue Phrases
The people of the world of the Wheel of Time all Deyeniye, dyu ninte concion ca'lyet ye – “Majesty,
speak the same language – the New Tongue, or the by your summons do I come.”
Common Tongue, known simply as Common. Dovie'andi se tovya sagain – “Time to Toss the
However, there are many different dialects spoken Dice,” used by Matrim Cauthon.
across the land. Mia dovienya nesodhin soende – “Luck carry me
Characters without knowledge in a specific through.”
dialect receive disadvantage on all Charisma Sene sovya caba'donde ain dovienya – “Luck is a
(Deception), Charisma (Diplomacy), Charisma horse to ride like any other.”
(Intimidation) and Charisma (Performance) skill Tia mi aven Moridin isande vadin – “The grave is
checks when speaking with persons who have no no bar to my call,” inscription on the Horn of
common dialect with them. Valere.
Though there are several “global” sayings, A dictionary of the Old Tongue can be found on
curses, etc., there are also culturally specific ones. page 550 of the COM.
For example, the commoners of Tear tend to use
fishing metaphors, while the nobles would use Trolloc Tongue
more examples from horse grooming and trade. Trollocs, a type of hybrid human and animal
Farmers tend to use such insults as “woolheaded”, shadowspawn, are unable to produce human
while Aiel use metaphors with water and shade, speech with their muzzles. Their language is more
which are scarce in the Aiel Waste. animalistic, guttural. Little is known about it, and
humans are seldom able to understand or even
mimic it. One of the few words that are known is
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"Ba'alzamon", which means "Heart of Darkness", Light-blinded fool – A term used to describe a
their name for the Dark One. righteous, ignorant, or naïve person. Sometimes
A Character cannot choose Trolloc as a known used by Darkfriends to describe non-Darkfriends.
language since there is no one to teach her. Light send it so – A phrase illustrating hope.
Lightskirt – A women who is easy to bed.
Phrases, Idioms and Curses Lummox – An idiot or clumsy man.
Global Milk-faced – Used to describe a woman using her
Blasted – A common, negative enhancer to other looks to seduce men.
words or curses (Blasted Whitecloaks).
Mule-headed – Stubborn.
Bloody – A common, negative enhancer to other Ogier’s Oath – An especially binding oath, referring
words or curses (Bloody Aiel, Bloody fool). Often to the trustworthiness of Ogier.
used twice as “Blood and bloody ashes” The Shadow Take Your Souls – A phrase of
Bloody Ashes/Blood and Ashes – Used to express damnation others, usually out of anger.
anger, disgust, or other negative emotions. The Wheel Weaves as the Wheel Wills – probably
Boneheaded – Stubborn or idiotic. the most famous saying from the novels, this
Burn – Used as a general expression of anger at phrase is often used by Aes Sedai, nobles and
another person, wishing them ill (Burn you, Burn scholars to describe their content of a situation, or
that fool). to try and help others accept it. Referring to the
Burn Me – Used in response to bad or surprising idea that events are controlled by the Wheel, not
news. the people.
Chit – Derogatory term for women, similar to Wind in a Bucket – An unsubstantiated rumor.
“bitch”.
Woolheaded – Wool is often used to describe
Crackbrain – Idiotic or crazy. stupidity (Woolhead, Wool-headed, Wool-brain,
Dance – used in many cultures as a euphemism for etc.).
Battle or Combat.
Aiel
Dance with the Dark One – Take a risk.
I See You – A friendly greeting.
The Dark One’s Eyes – A name for a losing roll of
May You Find Shade – A friendly parting greeting.
1 pip in two dice.
Milk-hearted – Used to describe Wetlanders,
The Dark One’s Own Luck – Used to describe an
meaning cowards.
extremely lucky person, or a specific lucky
My Water is Yours – A friendly greeting to a friend
occurrence.
or guest.
Darkfriend – A term used to describe a person who
Shade of my Heart – A phrase uttered to a loved
swore allegiance to the Dark One.
one.
The Dragon’s Fang – A term describing the black,
Water Oath – A binding Aiel oath, made over water
tear shape half of the ancient symbol of the Aes
to illustrate its commitment.
Sedai, which is used accusatorily to mark
Wetlanders – Aiel name for non-Aiel.
Darkfiends’ houses.
Altara
Flaming – A common, negative enhancer to other
Lean Back on your Knife – A phrase used to allow
words or curses (Flaming Aiel, Flaming Aes
people to speak their mind without fear of insult
Sedai).
resulting in a duel.
Jack o' the wisps – A phrase illustrating a
Borderlands
misperception, illusion or a mirage.
The Look of the Eyeless is Fear – A phrase used to
Leg – Usually means to bow, “Make a leg”.
describe the gripping fear of a Myrddraal’s gaze.
Light – Usually used as an exclamation.
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Peace – A Shienaran word, often used for Flora
exclamation, surprise or assurance. Many plants are described in the Wheel of Time
Illian novels. Some are simple weeds, while other
Fortune Prick Me – A phrase illustrating dismay or possess qualities that can be used to heal or hinder.
surprise. Following is a list of the common plants and
Sea Folk their use. If a plant has a game mechanic, it will be
Bilge stone – An insult referring to the refuse listed in chapter 7: Equipment.
aboard a ship. General Flora
Daughter/Son of the Sands – a grave insult among This is a list of plants with no special properties.
the Atha’an Miere, usually followed by violence. Bluespine – A bitter herb found in the Aiel Waste.
Fish-loving scavenger – A generic, though not mild, It has no special properties but is often used by Aiel
sea folk insult. Wise Ones to make tea meant to soften stubborn
Shienar or sulking people.
Peace Favor your Sword – A blessing among Bluewort – A herb used to ease an aching stomach.
warriors, used either as a greeting or parting. It can also be used as a dye, producing a purple-
Tear blue color.
Saddlestuff – A generic threat to use a person’s Catfern – A herb found in the Two-Rivers. Mixed
parts for horse saddle (I will have your guts for a with Mavinsleaf, it creates a sickly green liquid
saddle girth, I will have your hide for a saddlecloth, with horrendous taste that is used as punishment
etc.). for people caught lying.
Silverpike – Used to describe a swarm of small Chainleaf – A herb found in Tear and the Two-
troubles that together create a larger problem. Can Rivers, used to ease an aching stomach.
mean a persistent problem. Dogweed – A herb found in the Two-Rivers. It can
Thieving fisher-bird – Thief. be used to make tea with an unpleasant taste that
103
Marisin - Marisin can be mixed with Foxtail to almost extinct and cannot be found in the
create a sleeping aid without making the user Westlands.
groggy. Chora were grown by a combined song of the
Marshwhite – A herb found in Tear and made into Ogier and Nym and are considered a living
tea to ease an aching stomach. creature.
Mavinsleaf - A herb found in the Two-Rivers. Chora trees were an important part of the
Mixed with Catfern, it creates a sickly green liquid history of the Westlands. The keys to opening
with horrendous taste that is used as punishment waygates are shaped as a Chora leaf. The tree is
for people caught lying. also displayed on the flag of Tarabon, and it was
Rannel – When mixed with Sheepstongue root, the cutting of the Chora tree in Cairhien that led to
this herb creates a horrible lasting taste. This the Aiel war.
mixture is used as punishment. Corenroot – Found in the Two-Rivers,
Red Daisy – A bitter tasting herb that can be used Corenroot is used to help an injured person
to make tea. reproduce blood.
Red Fennel – A herb used to ease upset stomachs Crimsonthorn Root – A white root with a sweet
and sea sickness. flavor that can be used as a painkiller but can be
Sheepstongue - When mixed with Rannel root, used as a poison in higher doses.
this herb creates a horrible lasting taste. This Dogwart – A herb that helps the body knit flesh in
mixture is used as punishment. an open wound.
Silverleaf – A tea of this herb mixed with Timsin Feverbane – A herb used to lower fever.
root can ease headaches. Five-Fingers – A five-leaved herb, mixed with
Sleepwell root – A herb that clears headaches but Ground Ivy and Sunburst root to create ointment
causes drowsiness, used to aid with good sleep. to treat pain and inflammation in bruises.
Timsin root - A tea of this herb mixed with Flatwort – A herb used in tea to ease fatigue and
Silverleaf can ease headaches. headaches.
White Henpepper – This herb is used to ease Ground Ivy – A low-growing ivy that, mixed with
toothache. It can also be used as black hair dye. Five-Fingers and Sunburst root to create ointment
Whitefennel – This herb is given to women during to treat pain and inflammation in bruises.
particularly painful labors to ease their pain. Healall – This herb can be ingested or applied to
Willowbark – A common herb used to treat pains open wounds and cuts to speed up healing.
and headaches. Heartleaf – A tea made from this herb is used as a
Herbs and medicines contraceptive for women.
Andilay root – This root can be used to ease fatigue Lionheart – A Seanchan herb used to ease pain.
and minor aches. While it removes the effects of Mardroot – Oil made from this herb is used to
fatigue, it does not remove the fatigue itself. mend wounds.
Blue Goatflower – A root used with Boneknit to Sorfa – A Seanchan herb that aids in the healing
better heal broken bones. of wounds.
Boneknit – A herb used to help mend broken Worrynot root - A herb used to lower fever.
bones. Poisons
Chora – Chora trees, also known as Avendesora by Asping rot – A potent, painless poison.
the Aiel (meaning “Tree of Life” in the Old Crimsonthorn Root - A white root with a sweet
Tongue), are huge, trefoil-shaped leaved trees that flavor that can be used as a painkiller but can be
were common in the Age of Legends and are now used as a poison in higher doses.
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Forkroot – A herb that can be used to render
channelers unable to touch the One Power. In
larger doses can be used as a powerful sedative.
Grey Fennel – This herb is a fast-acting poison
used on weapons. Victims of this poison have
abnormal tongues and eyes.
Tarchrot – A bitter tasting plant with poisonous
leaves. Its bitter taste makes it easy to detect in
large doses, but small doses over time will make a
person die of what seems as natural causes.
Fauna
The Wheel of Time novels describe many animals,
some familiar and natural, others exotic and
foreign. Some animals are not even natural to the
world they are in, having been brought from mirror
worlds by the Seanchan, such as the Grolm.
Creatures with a challenge rating are described
in chapter 13: Encounters. However, there are
many animals that are not meant to be
encountered in combat, including bats, cats,
chickens, cows, crows, deer, dogs, falcons, fish,
frogs, hawks, horses, lions, mules, owls, rats,
ravens, etc.
Biteme. Small insects that suck blood, like
mosquitoes.
Cosa. A small animal that scampers up trees, like
squirrels.
Dhurrans. A particularly large and tough draft
horse, common in Ghealdan but also found
elsewhere. Some reach a large enough size that
even Ogier can ride them.
Razor. A breed of horses from Arad Doman,
named for the precise way black and white stripes
meet on their coat.
Shellback. Shellback, known to the Aiel as
Gaoerant, is a small herbivore native to the Aiel
waste and covered in hard shell. Its legs are
covered in scales and end in sharp claws. It can use
its claws to burrow tunnels and move
underground.
Sorda. Sorda is a small type of rat, native to the
Aiel waste. Its meat is so rank, that even cats rarely
eat it.
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Chapter 9: Channeling
C•H•A•P•T•E•R
NINE
106
Weaving channeler becomes exhausted for other reasons
Unless the channeler possess the Multiweave (such as overchanneling), she is still considered of
feature, she can only cast one weave that requires a lower level, and therefor can cast less weaves.
concentration at a time. If she casts a new weave Subtract weaves already cast from the new
with a duration of concentration, the first weave is channeler level, if possible. For example, a 6th level
released, and its effect stops. initiate weaved a 3rd level weave, and then became
exhausted after a forced marched. Her effective
Cantrips
chenneler level is reduced to 5. As a 5th level
All channelers can cast 0 level weaves at no cost,
initiate, she can only cast one 3rd level weave,
as many times a day as they wish. The only
which she already did that day, so she can cast no
exception is that a channeler cannot cast 0 level
more 3rd level weaves until her exhaustion runs off.
weaves while exhausted, as detailed below.
Affinities
Transferring Weaves
Though it is called the "One" Power, it actually
Once a weave is cast, it can be passed between
consists of five different powers – Air, Earth, Fire,
different channelers of the same gender – a female
Water and Spirit. An Affinity to one of these powers
channeler can pass a weave of Saidar to other
means a channeler can draw more power from it.
channelers using Saidar, and a male channeler can
Most channelers have an affinity to at least one of
pass a weave of Saidin to another channelers using
the powers, as described in the Affinities section
Saidin.
for each channeler class description.
Passing a weave to another channeler is a
When a channeler casts a weave which only
willing action – a weave cannot be snatched from
uses powers for which she has an affinity, she may
the channeler weaving it. The channeler must use
use a weave slot 1 level lower, to a minimum of 1st
her action to transfer the weave to the new
level weave slot. This does not allow the channeler
channeler, and the new channeler must use her
to cast a weave lower than its minimum weaving
reaction to accept the weave.
level. For example, a channeler with an affinity for
To take possession of a weave, the new
air and fire can cast a 3rd level Fireball using a 2nd
channeler must be able to cast weaves of the same
level weave slot, but not a 2nd level Fireball using a
level or higher, though taking over the weave does
1st level weave slot, since the Fireball weave has a
not spend a new weave slot. The channeler does
minimum weaving level of 2.
not need to possess the talent for the weave she is
If the channeler has no affinity for any of a
taking, since she does not need to cast it – only fuel
weave's powers, she must use a weave slot 1 level
it with the One Power after she takes possession of
higher to cast it.
it. An exhausted channeler cannot take possession
Channelers are limited in the number of
of a weave cast by another.
affinities they may possess. An Initiate may have up
The number of weaves a channeler can cast each affinities. This restriction cannot be lifted by any
107
her talents, and a Wilder may channel up to 2nd Channeling with armor
level weaves outside her talents. These restrictions It is possible to channel with any type of armor if
apply to weaves with several levels as well. For one is proficient. However, channeling with armor
example, an initiate without the is tiring and difficult. Whenever you cast a weave
Healing talent may cast Heal while wearing an armor, you must make a
only as high as a 1st level Concentration check. The DC of the
weave, while a wilder may check is 8 + your
cast it as high as a 2 nd armor's AC + the
level weave. level of the weave
you are attempting
Overchanneling to cast. For example,
Overchanneling allows a Wilder attempting
a channeler to cast to cast a 4th level
more weaves per day, Fireball while
or at higher levels, wearing leather
than she would armor will face a DC
normally be able to. of 8 + 11 + 4 = 23. If
To overchannel, a you fail the saving
channeler must throw, your weave is
succeed in a channeling lost, and the weave
ability check. The DC for the slot is expended.
check is 15 + the level of the Additionally, if
weave you are attempting to the total number of
cast + your current exhaustion weaves attempted to
level. Whether or not you be cast in armor –
succeed, you gain a level of successfully or not –
exhaustion after you is equal to or greater
overchannel a total A learned Ogier imparts his wisdom by Vance Kovacks
than your caster level,
number of times equal to your channeling ability you gain one level of exhaustion. The total resets
modifier. The total resets when you finish a long when you finish a short or long rest.
rest. For example, our 7th level Wilder in leather
The table at page 163 of the RPG describes the armor cast the 4th level Fireball and now casts a 5th
effects of failing an overchanneling check. These level Harden Air weave. She will gain 1 level of
effects depend on how far from the DC your roll is. exhaustion, since she cast a total of 9 weave levels,
more than her current level.
Angreal and Sa'angreal
Angreal and Sa'angreal add to the power level of Multiclassing
weaves. For example, using an Angreal with a Only a Wilder can multiclass to Initiate, since
power rating of 2 allows a channeler to weave a 5th someone who touched the power naturally can still
level Touch of Death as a 7th level weave. However, be taught, but someone taught can never
a weave can never be weaved using a lower slot retroactively teach herself on her own.
than its minimum. So, a 5th level Touch of Death As a rule, when multiclassing, a Wilder uses
cannot be cast using a 3rd level slot, since the the Wilder table, and her level is determined by
minimum weave level of that weave is 5. adding her channeler class levels. For example, if
108
a 3rd level Wilder adds a level of Initiate, she uses other channelers simply add their power to hers.
the Wilder weave table as a 4th level character. Table 28: Circles describes the minimum and
If a character multiclass to a class without the maximum number of male channelers in a circle,
channeling ability, she adds one third of her levels and the additional channeler levels with which the
from nonchanneling classes to determine her leader casts her weaves:
channeler level. For example, a 3 Wilder/3 Table 28: Circles
Woodsman is a 4 level channeler and uses the
th Circle Min Max number Additional
Size number of of men levels
Wilder table for 4th level characters. men
When multiclassing, the maximum number of 2 0 1 +1
3 0 2 +2
affinities and talents the Wilder can have does not 4-6 0 Less than half +3
7-13 0 Less than half +4
change. 14-27 1 Less than half +5
28-36 2 Less than half +6
Linking 37-45 3 Less than half +7
46-54 4 Less than half +8
Linking is the process of combining the power of 55-63 5 Less than half +9
64-72 6 Less than half +10
several channelers to cast more powerful weaves.
To link (or form a "circle"), channelers must stand
Linking is the only exception which allows a
within 25 ft. of each other. Linking requires all the
channeler to cast higher level weaves outside her
channelers except the leader to be on the verge of
talent. For example, a circle of 5 lead by an Initiate
touching the One Power. This requires each
can weave a 4th level Heal weave even if the leader
participant to succeed in a channeling ability check
does not possess the Healing talent (the Initiate
(DC = 25 – channeler class level). Failing the check
can cast as high as 1st level, +3 levels for the circle).
means the channeler embraced the source and
must release it and try again before she can be Saidin and Madness
linked.
In retaliation of the Dragon imprisoning him in the
Only women may link to one another. Men can
bore, the Dark One tainted Saidin, the male aspect
only link if other women are in the circle. However,
of the One Power. The taint is like a layer of oil
the structure of a circle is extremely limited. 13
through which male channelers must pass to touch
women may form a circle, but more than that
Saidin (though dread lords, the name given to
requires a man as well. If a man is linked, 13 more
darkfriend channelers, are not affected by it).
women can join the circle, for a total of 27
The Dark One’s taint on Saidin drives any man
channelers, before another man is needed. If the
who can channel insane over time. Some succumb
circle is larger, only 8 more women can be linked
early, while others can take years, but their fate is
for each additional man, up to a total of seventy-two
always the same – madness, destruction, and
channelers.
death, usually of those closest to them.
Another restriction is that the number of men
Each male channeler has a madness rating,
must always be less than half the total of
kept secretly by the GM. The first time a male
channelers in a circle. This restriction has three
channeler touches the One Power, the GM rolls
exceptions:
1d4 to determine that channeler’s starting
1. A circle of one man and one woman.
madness rating, as touching the One Power
2. A circle of two women and two man.
through the oily taint for the first time is a
3. A circle of two men and one woman.
traumatizing experience. This rating is increased
A circle adds to the effective channeler level
by 1d4 each time the character gains a level in any
with which the leader of the circle casts her
class, and by 1 each time the character
weaves. Only the leader may cast the weaves, the
109
overchannels. The GM can also raise the rating at Threat. Whenever the character makes any saving
her discretion. throw, rolls for initiative or at other stressful times
The madness affects a character’s behavior, determined by the GM.
though each channeler might show different Constant. The character rolls on table 30:
reactions to it. A character might see constant Madness Symptoms and ignores the Duration
figures following him in every shadow, think he is column of that table. He must roll again every 1d4
a young child or see other peoples’ faces as twisted days and add the symptom to his existing ones.
monstrosities. However, a common symptom of
characters’ madness is bursts of uncontrolled Symptoms
paranoia and violence. Some conditions trigger Each time a channeler is subject to a trigger,
these outbursts, as shown in table 29: Trigger they must roll on table 30: Madness Symptoms. To
Conditions. These conditions are cumulative – if a do this, the character must roll a d20 and subtract
character is subject to a condition from table 29: the result from his madness rating, suffering a
Trigger Conditions with a madness rating equal to, condition as described in table 30: Madness
or lower than, his own madness rating, he must Symptoms based on the result.
make a Wisdom saving throw or suffer a madness Table 30: Madness Symptoms
Madness Rating-d20 Symptoms Duration
attack. For example, a channeler with a madness 5 or lower Delusion 2d6 minutes
6-15 Suspicion 2d6 hours
rating of 31 must roll on table 29: Trigger
16-25 Panic 2d6 rounds
Conditions whenever they are subject to the Injury, 26-35 Withdrawal 2d6 hours
36-45 Fury 2d6 rounds
Wisdom saving throw or Weaving or using 46-55 Disease See text
Ter’angreal conditions described below. The DC 56+ Dementia See text
equal his madness rating - his channeling Delusion. The character suffers from
Table 29: Trigger Conditions difficult to convince that these delusions are not
Madness Rating Trigger Condition real.
0-8 -
9-16 Injury Suspicion. The character has a deep distrust of
17-24 Wisdom saving throw everyone, even friends, and suspects them of
25-32 Weaving or using a Ter’angreal
33-40 Threatened secretly plotting against him, causing him harm,
41+ Constant
even being Darkfriends in extreme cases. He gains
disadvantage on any Wisdom (Insight) and
Conditions
Wisdom (Perception) skill checks.
Injury. Every time the channeler suffers HP
Panic. The character is convinced that he is in
damage, suffers the poisoned condition, or is
mortal danger and does his best to flee the
inflicted with a disease (excluding the rotting
threatening situation. He gains the Frightened
illness caused by the madness itself, as described
condition and must use his action to Dash towards
below).
what he perceives as safety. If the way is blocked,
Wisdom saving throw. Each time the character is
he desperately attacks any creature or object in its
subject to a condition that requires it to make a
way.
Wisdom saving throw for any reason.
Withdrawal. The character becomes depressed,
Weaving or using a Ter’angreal. Each time the
argumentative, stubborn, and unwilling to interact
character casts a weave of any level (including
with the world. He has disadvantage on any
cantrips) or uses a Ter’angreal that requires
Intelligence, Wisdom and Charisma ability checks.
channeling to activate.
Fury. The character flies into an insane fit of
temper. He lashes out at the nearest available
110
target if in combat or goes on a violent rampage in points of Constitution damage each day thereafter.
other situations. Thereafter, he overreacts Unlike normal diseases, this rotting affliction
dangerously to events that would make others continues until the victim reaches 0 Constitution
irritated, frightened, or otherwise stressed. and dies and cannot be healed by natural means or
Disease. When madness has progressed this far, weaves of the one power.
the channeler falls prey to a horrible rotting illness Dementia. The character's personality has been
(Constitution saving throw DC 20). His very body lost entirely to madness. A character becomes an
decays around him, and the stress of this situation NPC and is forever beyond saving. Death usually
is often enough to propel him to final destruction. comes not long after this point.
The disease incubates for one week and causes ld3
A proud Tairen armsman demonstrates his prowess at mounted combat with a Seanchan invader by Adi Granov
111
Chapter 10: Weaves
C•H•A•P•T•E•R
TEN
This chapter describes the weaves available for
format:
Each weave description follows the same
Canceled weaves
The Blade of Fire, Cutting Lines of Fire and Seal
weaves from the RPG have been cancelled.
112
Weave Description Arms of Air
Elementalism cantrip [Air] (Common)
Aligning the Matrix Weaving time: 1 action
3 rd level Earth Singing [Earth, Fire, Water] (Lost) Range: 30 ft.
Weaving time: 1 minute Target: One creature or object
Range: 5 ft. Duration: Concentration
113
Arrows of Fire A pencil-thin ray of white-hot light, so bright that it
7 Elementalism [Air, Fire] (Lost)
th
makes the sun seem dark, leaps from your
Weaving time: 1 action stretched finger. The balefire slices neatly and
Range: 30 ft. hotly through any material or object (except
Cuendillar), until it hits a living creature.
Area: Cone
When a creature is struck by balefire, it seems
Duration: Instantaneous
as though its colors invert for a split second before
Saving Throw: Dexterity half
it disappears, erased retroactively from the pattern
6 seconds before it was hit. Everything the creature
A 30 ft. cone made of score of thin, thread like lines
did over that period and everything that resulted
of red fire erupts from your fingertips, igniting
from those actions is undone, leaving only the
flammable objects and dealing 12d6 points of fire
memories of those who witnessed the target's
damage to any creature or object in the area.
actions. For instance, if a Trolloc were hit with
At Higher Levels. When you cast this weave
balefire a few seconds after hitting an armsman,
with a weave slot of 8th level or higher, the size of
the armsman's wounds would disappear.
the code increases by 10 ft. for each slot level above
Extensive use of balefire, which would require
7th level.
large, retroactive fixes to the pattern, can cause a
Balefire “balescream” – a sound of the pattern itself
8 th level Balefire [Air, Earth, Fire, Spirit, Water] straining to repair itself around a sudden, large
gap. Such areas also show “cracks” in reality –
(Rare)
thin, pitch-black cracks on surfaces, that usually
Weaving time: 1 action
turn into regular cracks in the object on which they
Range: 50 ft.
appear, but extreme use of balefire can widen
Duration: Instantaneous them, making them consume reality around them.
Saving Throw: Dexterity negates
114
At Higher Levels. When you cast this weave The channeler creates a fist wide, 10 ft. tall red
using a weave slot of 9th level or higher, the range pole. This pole deals 8d6 fire damage to enemies
is doubled for each slot level above 9th. within 5 ft. As an action, you can Add a thread of
Additionally, the length of time from which a air, causing a 30 ft. radius blast of fire and ending
creature is retroactively erased increases to 1 the weave. Creatures in the area must make a
minutes for a 9 level slot, 10 minutes for a 10
th th
dexterity saving throw, suffering 8d6 fire damage
level slot, 2 hours for an 11 level slot, 1 day for a
th
on a failed save, or half of that on a successful one.
12 level slot and 10 days for a 13 level slot.
th th
Bond as First
Barrier to Sight 5 th level Conjunction [Spirit] (Rare)
1 st level Warding [Air, Fire, Spirit] (Common) Weaving time: 10 minutes
Weaving time: 1 round Range: Touch
Range: 30 ft. Target: 2 or more persons touched
Area: 5 ft. radius dome Duration: Instantaneous
Duration: Concentration Saving Throw: Wisdom Negates
Sometimes, bonds are formed between two
You create a 5 ft. radius, dome-shaped weave
individuals which are stronger than blood. The Aiel
around an area, through which nothing can be
call these relationships “Near-brother/sister,”
seen. People outside the dome see a dome-shaped,
which describe a friendship as close as true
wavering image of the area as it appeared when the
brother or sisters (called First Brother/sister).
weave was case.
In such cases, the Aiel sometimes choose to
Transient objects (such as people, small carried
conduct a special ritual and, using the One Power,
items, etc.) within the dome are barely visible in
bond the friends as family. The Bond as First
this image. More permanent objects such as tents,
weave is a different form of the Warder Bond,
crates, buildings etc. are seen more clearly. People
allowing the new siblings to always feel the
within the dome see the same image when looking
direction and general distance of their sibling, as
out. Physical objects can freely enter and leave the
well as a general feeling of the other’s wellbeing or
dome without affecting the weave.
mental state.
You can change the shape of the dome, but the
This weave is never used lightly by the Aiel, and
radius of the area is determined by the level of the
it requires many conditions to ensure that the
weave.
involved parties truly wish to become family.
At Higher Levels. When you cast this weave
The ceremony is conducted by an Aiel Wise
using a weave slot of 2nd level or higher, the radius
One capable of channeling and includes a
increases by 10 ft. for each slot level above 1st.
reenactment of a birth. All participants’ clothes are
removed, while the weave itself makes them feel as
Blossoms of Fire
though they are being born again.
6 th level Elementalism [Air, Earth, Fire] (Lost)
While usually performed between two
Weaving time: 1 action
individuals, this weave is not restricted to that
Range: 150 ft. number.
Area: 15 ft. cube centered on the location
Duration: Concentration
Saving Throw: Dexterity half
115
Bond Spouse Connection. You and your warder can use your
5 level Conjunction [Spirit](Rare)
th
bonus action to sense the direction, general
Weaving time: 1 minute distance, and the emotional and physical wellbeing
Range: Touch of the other. There is no distance limit to this
connection, but the greater the distance between
Duration: Instantaneous
you, the less vivid the feeling becomes.
Saving Throw: Wisdom Negates
If you want you warder near you, he feels it and
is compelled to travel towards you by the fastest
The Bond Spouse weave was discovered and used
reasonable means. He can resist this pull with a
by Asha’man of the Black Tower as a means to stay
wisdom saving throw, and gains advantage if the
close to their wives. This weave is a weaker form
distance between you is greater than 100 miles.
of the Warder Bond, allowing the bonded parties to
Energy. You and your warder can share your life
share all the physical and psychological
energy with one another. If you are within 300 ft. of
information the Warder Bond allows, without the
each other, either of you can use your bonus action
physical effects. The bonded partners can feel each
to transfer hit points from one to the other. The
other’s mental and physical condition, their
number of hit points transferred can never exceed
distance and direction, but no other side effect
the recipient’s maximum hit points.
takes place, including the suicidal insanity upon a
Hit points can only be transferred voluntarily;
bonded person’s death.
they can never be forced out of the lender, nor can
Bond Warder they be forced upon the recipient.
5 level Conjunction [Spirit] (Common)
th Resistance. If you are within 5 miles of each other,
Weaving time: 1 action you and your warder can use each other’s Wisdom
and Constitution saving throw if they are higher.
Range: Touch
Target: One creature, see text The bond ends if one of you dies, or if you cast this
Duration: Instantaneous weave again to release the warder from the bond
(in which case, the range of the weave becomes
Saving Throw: Wisdom negates
self, the warder need not even be near) or in case
You create a permanent bond between yourself the bond is transferred using the Pass Bond weave.
and the target. The most common use of this weave The death of either of you is a powerful emotional
is between Aes Sedai and warders. and physical blow, causing 1d4 psychic damage
The bond grants you and your warder several per level of the deceased. Warders who outlive
special abilities: their bond feel a powerful urge to end their lives,
Slow Aging. Warders age slower than normal throwing themselves into hopeless battles in hope
people. For every 3 years that pass, the warder of finally ending their own lives.
ages by one year.
Compulsion. The channeler can compel her
warder to obey her commands. This acts as a 6th
level compulsion weave, to which the warder can
resist with a wisdom saving throw.
Since warders are usually willing and
cooperative companions, the use of this ability is
often frowned upon by Aes Sedai.
116
Bridge Between Worlds Circle of Silence
7 level Traveling [Earth, Spirit] (Lost)
th
1 st level Warding [Air, Fire, Water] (Common)
Weaving time: 1 round Weaving time: 1 round
Range: 30 ft. Range: 30 ft.
Duration: Instantaneous Area: 5 ft. radius dome
Duration: Concentration
You create a 5 ft. wide, 10 ft. tall gateway
between the real world and Tel’Aran’Rhiod, You create a 5 ft. radius, dome-shaped weave
allowing you to physically enter or exit the world of around an area, through which no sound can pass.
dreams. The gateway stays open for up to 2 rounds. Creatures outside the dome cannot hear any sound
You can close the gateway at will. Your from within, and creatures inside cannot hear any
dreamwalker self cannot enter the real world and sound from outside. Physical objects can easily
cannot pass through a gateway if you open one enter and leave the dome without affecting the
while sleeping. weave.
At Higher Levels. When you cast this weave You can change the shape of the dome, but the
using a weave slot of 8 level or higher, the width
th
radius of the area is determined by the level of the
and height of the gateway increases by 5 ft. and is weave.
stays open for 1 more round for each slot level At Higher Levels. When you cast this weave
above 7 . th
using a weave slot of 2nd level or higher, the radius
increases by 10 ft. for each slot level above 1st.
Caressing the Child
3 rd level Healing [Earth, Fire, Spirit] (Rare) Cleanse
Weaving time: 1 minute 3 rd level Healing [Spirit, Water] (Common)
Range: Touch Weaving time: 1 minute
Duration: Instantaneous Range: Touch
Duration: Instantaneous
Saving Throw: Wisdom Negates
Saving Throw: Wisdom Negates
Caressing the Child is used by Aiel Wise Ones to You touch a target, slowly cleansing its body from
check the condition of unborn babes in their poison and disease. You must touch the target for
mother's womb. Touching the pregnant woman, the duration of the weaving time.
the channeler can sense the condition of the child. The target can make an immediate saving
This weave works best if cast while the mother is throw with advantage, ending the effect of any
warm. During the weaving of this weave, the poison or disease inflicting it on a successful save.
mother feels as though her body is humming. The weave fails on a failed save, and the target
At Higher Levels. When you cast this weave cannot be targeted again by this weave for 24
using a 4th level weave slot, you heal of some minor hours.
117
Compulsion long as the weave is in place, or until his death. If
6 -8 level Conjunction [Air, Spirit, Water] (Rare)
th th
the weave is tied off, the subject may reroll his
Weaving time: 1 action Wisdom saving throw once a day.
Range: 30 ft. Additionally, a person repeatedly exposed to the
weave tends to become obedient even if not under
Duration: Concentration
the influence of compulsion.
Saving Throw: Wisdom negates (see text)
Create Cuendillar
Compulsion is a powerful weave, subjugating 9 th level Earth Singing [Air, Earth, Fire] (Lost)
another person’s will to your own using the One
Weaving time: 1 minute
Power. Used too forcefully or frequently, it may
Range: Touch
cause permanent damage to the subject’s mind.
The weave has several possible effects, depending Duration: Instantaneous
anything you desire. The subject will see you as its of Cuendillar.
trusted master and will follow your instruction to The method for the creation of Cuendillar, or
the best of his ability. Heartstone, has been lost since the age of legends,
Control: At 7th level, you can control a person’s life until it was rediscovered by Egwene al'Vere.
in the long term. You dictate his decisions, his Cuendillar is an indestructible material (though
plans, and his actions. He will do nothing if it exceptions have been seen, with The Dark One's
conflicts with your interests. influence). Even Balefire cannot erase Cuendillar
Control might damage a person’s mind. Once from existence, though it is unclear if the material
you've cast the weave, and every day the weave is blocks or deflects the beams.
in effect after that, the subject must make a It is said that anything meant to hurt the
Constitution saving throw (DC = half of caster’s Cuendillar only makes it stronger, though as it
level + Charisma modifier + the number of days the already is the strongest material known, that
weave is in effect). Failure will permanently drain theory is far from proven.
1 point of wisdom from the subject, to a minimum Since Cuendillar requires a lot of power to
score of 3, at which point he will become a broken create, only small items are usually made. Objects
man, unable to do anything on his own ever again. larger than a fist's size require the weaves to be
Dominate: At 8th level, the subject will worship the cast at higher levels, while extremely large objects
caster, follow her every command and do nothing may require the use of powerful Sa'angreal or a
Dominate might damage a person’s mind. Each Due to the Heartstone's complete lack of
round the weave is in effect, the subject must make flexibility, the objects made of it must be simple. A
a Constitution saving throw (DC = caster level + necklace can be made of Cuendillar, but it will
Charisma modifier + the number of rounds the simply be a stiff circular object. An armor of
weave is in effect). Failure will permanently drain Cuendillar will be like a statue, unable to move at
score of 3, at which point he will become a broken At Higher Levels. When you cast this weave
man, unable to do anything on his own ever again. with a weave slot of 10th level or higher, you can
A compulsion weave can be tied off, leaving the turn an additional 10 pounds for each slot level
118
Create Fire Condition DC
Modifier
Elementalism cantrip [Fire] (Common) Intimately familiar with the location (living -8
there, visiting often, etc.)
Weaving time: 1 action Camped in the location for 8 hours prior -5
to weaving a gateway
Range: 100 ft. Study the location for 1 hour before -2
weaving a gateway
Area: 5 ft. square
Duration: Concentration How close your gateway opens to your intended
Saving Throw: Dexterity half destination depends on your channeling ability
check result:
You create a small fire in a 5 ft. square or infuse an
Range from Distance from target location
existing fire. The fire lasts as long as you DC
concentrate on the weave and ignites flammable <0 0 ft.
=0 Up to 5 ft.
materials. 1-3 5-20 ft.
4-6 21-50 ft.
When the fire appears, each creature within its 7-10 51-100 ft.
area must make a Dexterity saving throw. A 11-14 101 ft.-200 ft.
15-17 201 ft.-500 ft.
creature suffers 1d6 fire damage or half as much 18-19 500 ft.-1 mile
on a successful save. A fire always starts small and >20 Up to 50 miles
119
Cut Weave At Higher Levels. When you cast this weave
3 level Elementalism [Spirit] (Common)
rd
using a weave slot of 9th level or higher, you create
Weaving time: 1 reaction, which you take when one additional deathgate for each slot level above
you see a creature within 60 ft. of you casting 8th level, to a maximum of three. Each Deathgate
a weave can be sent to a different direction and moves at a
Range: 60 ft. pace of 30 ft. per turn.
Duration: Instantaneous
Delve
Saving Throw: Dexterity negates Healing cantrip [Spirit] (Common)
You weave a thread of spirit and try to cut another Weaving time: 1 minute
channeler's weave. Make an ability check using
Range: Touch
your channeling ability and add your weave slot
Target: 1 creature
level to the result. If you use Saidar and try to cut a
weave of Saidin or use Saidin and try to cut a Duration: Instantaneous
weave of Saidar, you have disadvantage on this Saving Throw: Wisdom negates
ability check.
The target may attempt a Dexterity saving You touch the target and weave strands of Spirit to
throw (DC = your check result) to try and avoid the learn what injuries, diseases, poisons or other
effect. If she fails, you cut the weave and it effects influence him or has influenced him
dissolves. recently.
The type of affliction you can detect depends on
Deathgate the level of weave you are using:
8 level Traveling [Earth, Fire, Spirit] (Lost)
th Level Affliction detected
Cantrip Wounds or injuries
Weaving time: 1 round 1st Disease
2nd Poison
Range: 150 ft. 3rd Weaves or other unnatural effects
Duration: Concentration If you are using a weave of a lower level, you can
Saving Throw: Dexterity negates tell that something else is wrong with the target,
but not what it is. For example, if you cast the
You create a gateway that opens and closes rapidly weave as a Cantrip and the target is poisoned, you
as it moves along the ground. Each time the gate can sense that something is wrong, but not
opens, it opens to a new location. Each creature hit specifically that he was poisoned.
by a gate has a chance to be transported to the The weave can indicate an appropriate course
random location, or to be hit with the edge of the of action if the source of the target's problem is
closing or opening gate for 10d6 slashing damage. unknown, and grants advantage on any Wisdom
A shadowspawn passing through a Deathgate is (Medicine) skill checks meant to treat the affliction.
instantly killed, as shadowspawn are unable to The weave can be cast on a corpse (to learn the
travel by gateways. The size of a Deathgate is cause of death, for example), but only within 24
determined by the same conditions of a normal hours of death.
gateway.
You must set the direction of the Deathgate as
you create it, and it cannot be changed once it is
set. The Deathgate will continue to move at the
selected direction until it moves out of range, at
which point it will wink out of existence.
120
Disguise Distant Eye
1 level Illusion [Air, Fire, Spirit] (Common)
st
4 th level Illusion [Air, Spirit] (Common)
Weaving time: 1 action Weaving time: 1 action
Range: Touch Range: 30 ft.
Duration: Concentration Duration: Concentration
Saving throw: Wisdom negates
You create a tendril of the one power that hovers in
You weave a complex illusion around the target the air for the duration. The tendril can fit into tiny
which alters its appearance. You cannot change a spaces such as keyholes or gaps under doors, as
target’s form or structure – number of limbs, size long as they are at least ¼ inch high or wide.
category, etc. You can use your action to move the tendril up
The weave does not change the target’s to 30 ft. in any direction, but it cannot move more
abilities, mannerism, voice or equipment – though than 300 ft. from you. You cannot move the tendril
equipment can be hidden by the illusion, so long as if you tie the weave, but you can still see through it.
it is small enough. You can use a bonus action to see through the
The target and the nature of the change tendril as if it was your own eyes. While you do so,
determines the requires weave level. A creature you are only vaguely aware of your normal
can make an Intelligence saving throw to notice the surroundings. You must make a Wisdom
illusion. However, if you make a major change, the (Perception) skill check to notice anything not
creature has disadvantage on the role: visible through the tendril.
Level Target changed Saving throw
1st Minor change to self Normal Dream Shielding
2nd Major change to self Disadvantage
3rd Minor change to another Normal 1st level Warding [Spirit] (Common)
creature
4th Major change to another Disadvantage Weaving time: 1 round
creature
Range: 30 ft.
Disguise Channeling Area: 5 ft. radius dome
4 level Warding [Spirit] (Rare)
th
Duration: Concentration
Weaving time: 1 action
Range: 30 ft. You create a 5 ft. radius dome-shaped weave
around an area. The dome creates an invisible
Duration: 1 hour
barrier that protects the dreams of everyone who
Saving Throw: Wisdom (Harmless)
sleeps within. Dreamwalkers cannot enter the
dream of those inside, and those who attempt to
Disguise Channeling is a weave used to conceal a
directly observe the dreams of those within, by any
channeler's ability. While under the effect of this
method, see only indistinct images at best.
weave, other channelers cannot sense the target's
You can change the shape of the dome, but the
ability to channel or see the light surrounding her.
radius of the area is determined by the level of the
Male channelers possessing the Sense Channeling
weave. If you case the weave in an enclosed area,
feat do not feel a female channeler using the one
such as a room or a cave, it tends to take the shape
power.
of the space in which it is cast.
This weave does not mask weaves cast by the
The ward protects only normal dreams. It does
disguised channeler, only her ability. A channeler
not extend any protection to dreamwalkers who
must still use the Invert skill to conceal her weaves.
enter the space between dreams, other people’s
dreams or Tel’Aran’Rhiod.
121
At Higher Levels. When you cast this weave Range: 300 ft.
with a weave slot of 2nd level or higher, the radius Area: 100 ft. cube
increases by 10 ft. for each slot level above 1 .
st
Duration: 1 round
122
This is also true for natural structures such as You point to a direction, and a 25 ft. trail of scent
caves, cliffs, etc. and footprints lead from you in that direction. If you
Water. Fissures opened underneath water drain it travel in a different direction, you leave no scent or
away from that area, leaving behind muddy ground. footprints for 25 ft. from where you cast the weave.
Soggy marsh or swampland becomes quicksand You can create a false trail for a number of
for the duration, sucking down creatures and creatures equal to your channeling ability modifier.
structures. Creatures must make a Dexterity At Higher Levels. When you cast this weave
saving throw (DC 15) or sink down in the mud and using a weave slot of 1st level or higher, you can
quicksand. At the end of the duration, the rest of double the number of people for whom you create
water rushes in to replace the drained water, a false trail and the length of the trail is extended
possibly drowning those caught in the mud. by 500 feet for each slot level above 0.
123
Finder Fireball
3 rd
level Conjunction [Spirit] (Common) 2 nd level Elementalism [Air, Fire] (Common)
Weaving time: 1 action Weaving time: 1 action
Range: Touch Range: 150 ft.
Duration: See text Area: 10 ft. radius sphere
A Trace weave is placed on an object. Similar, yet Duration: Instantaneous
far less complex, the Finder weave creates a Saving Throw: Dexterity half
connection between a person and an object. As
long as the person still holds the object, the A pea-sized red bead speeds from you and
channeler can sense the direction and distance of detonates into a 10 ft. radius ball of fire with a loud
the object on which the weave was cast. If the roar. All creatures and objects within the burn
person no longer holds the object for any reason, radius must make a Dexterity saving throw or
the caster can no longer feel the object. Only the suffer 4d6 fire damage and be ignited, or half on a
channeler who wove the Finder weave can sense successful save.
the connection. The weave lasts for 1 year on
objects made of leather or fabric, and indefinitely
on metal objects.
The closer the channeler is to the object, the
more accurate his sense of direction towards it.
Fire Trap
3 rd level Warding [Air, Fire, Spirit] (Common)
Weaving time: 1 round
Range: Touch
Target: One object
Duration: Concentration
Saving throw: Dexterity half
If anyone but you touch the warded object or area, You can choose where the fireball will detonate
a 5 ft. radius blast of fire explodes into the air within range. It detonates upon collusion with a
around it. Any creature in the blast area must make material body or solid surface, or when it reaches
a Dexterity saving throw, suffering 4d6 fire the point you chose, at which point it blossoms into
damage, or half on a successful save. The burst a fireball. The bead might pass through breakable
combusts flammable objects in the area. objects, such as glass or thin sheets of wood.
At Higher Levels. If you cast this weave with a If you try to pass the bead through a narrow
weave slot of 4th level or higher, the radius of the passage, you must succeed on a ranged weave
blast increases by 5 ft. and the fire damage by 1d6 attack, or risk the bead hitting the walls and
124
Aes Sedai creating a Grenade by Puddnhead
Fly You create a 10 ft. tall, 10 ft. wide screen to hide a
5 th level Elementalism [Air, Spirit] (Lost) specific person, object or group of people or objects
Weaving time: 1 action behind it. You choose the direction from which the
Range: Touch screen provides cover and must choose the targets
which are affected by it.
Target: One creature
When behind the screen, the targets are
Duration: Concentration
invisible from the other side, so long as they remain
Saving Throw: Wisdom negates
stationary. Movement on the other side cause a
slight blur, which can be spotted by observers with
The target gains a flying speed of 60 ft. (60 ft. if they
a successful DC 20 Wisdom (Perception) skill
are wearing any armor). The subject can ascend at
check. The screen does not block sound or smell.
half speed and descend at double speed.
Should the weave end while the subject is still Foretell Weather
aloft, the effect fails slowly. The subject drops 60 ft. Cloud Dancing cantrip [Air, Water] (Common)
per round for ld6 rounds. If she reaches the ground Weaving time: 1 minute
in that amount of time, she lands safely. If not, she Range: Self
falls the rest of the distance. Duration: Instantaneous
125
changes to the weather within one week for every You harden the air around a creature or an object
slot level above 0. you can see within range. A creature must succeed
The further into the future you sense, the less on a Dexterity saving throw to dodge out of the way
distinct information you gather. For example, you or be restrained.
can sense a storm a few hours away, but you can The weave can be used to catch falling objects
only sense that it will be colder than usual this or creatures, in which case a creature can choose
coming season. to fail his saving throw. It can also be used to block
objects from passing through it and act as a barrier,
Grenade shield, or even a bridge.
Earth Singing cantrip [Earth, Fire] (Common)
At Higher Levels. When you cast this weave
Weaving time: 1 round with a 2nd level weave slot, you can target one more
Range: Touch creature or object for each slot above 1st level. The
Target: One stone farthest distance between each two object or
126
Because the weave uses the body's own Immolate
strength, healing grave wounds take longer and 4 th level Elementalism [Fire, Spirit] (Common)
can cause exhaustion. Weaving time: 1 action
At Higher Levels. When you cast this weave Range: 60 ft.
with a weave slot of 2nd level or higher, you heal an Target: One creature or object
extra 1d8 hit points for each weave slot above 1st. Duration: Instantaneous
The weaving time in rounds and the number of Saving Throw: Constitution half
exhaustion levels suffered equal one third of the
You cause one creature or object to combust from
slot level used, rounded down.
the inside. The target suffers 4d8 fire damage or
Heal the Mind half on a successful Constitution saving throw.
1 level Healing [Air, Spirit, Water] (Common)
st
If the creature is wearing flammable objects, or
Weaving time: 1 minute the target object is flammable, it catches fire. A
Range: Touch creature on fire takes 1d8 fire damage at the start
of each of its turns until an action is used to put it
Target: Touched creature
out.
Duration: Instantaneous
If the target is large or larger, the damage is
Saving throw: Wisdom negates decreased by 1d8 for each size category above
medium.
You place your hands on another person's head,
At Higher Levels. When you cast this weave
temporarily reliving madness symptoms. As you using a weave slot of 5th level or higher, the damage
cast the weave, the target may attempt a Wisdom increases by 1d8 for each slot level above 4th.
saving throw to end an attack of madness.
Influence
At Higher Levels. When you cast this weave
3-4 th level Conjunction [Air, Earth, Fire, Spirit,
with a weave slot of 2nd level or higher, they can
Water] (Rare)
make an immediate wisdom saving throw, and you
reduce the madness rating of the target by 1d6 for Weaving time: 1 action
127
Insect Control This weave does not clear away other objects
1 level Conjunction [Spirit, Water] (Rare)
st
that might cause the difficult terrain, such as
Weaving time: 1 action plants, debris, etc.
Range: 30 ft. At Higher Level. When you cast this weave
Area: 5 ft. square using a weave slot of 2nd level or higher, you can
Duration: Concentration extend the area by an additional 10 ft. square, as
long as it is adjacent to a previous affected area.
You attract or repel a swarm of insects to a 5-ft.
square within range. You do not gain control over Light
the insects – you cannot make them sting, bite or Elementalism cantrip [Air, Fire] (Common)
climb any creature or object in the area. Weaving time: 1 action
At Higher Levels. When you cast this weave Range: Self
using a weave slot of 2nd level or higher, you can
Duration: Concentration
increase the area by one additional 5-ft. square for
Saving Throw: Dexterity negates
each slot level above 1st, as long as the squares are
adjacent to each other.
You create a ball of bright light that floats a few feet
Keeping above the ground near you. The ball sheds bright
1st level Warding [Air, Spirit, Water] (Common) light in a 30 ft. radius and dim light for the same
distance after that.
Weaving time: 1 action
You can use your bonus action to move the ball
Range: 30 ft.
up to 20 ft. in any direction. If place it in front of a
Duration: See text
creature's face, the creature must succeed in a
Saving Throw: None Dexterity saving throw or be blinded until the end
of its next turn.
You preserve an amount of food to sustain 5 people
At Higher Levels. When you cast this weave
for one week, preventing it from spoiling.
with a weave slot of 1st level or higher, the radius of
At Higher Levels. When you cast this weave
the light increases by 30 ft. for each slot above 0,
using a weave slot of 2nd level or higher, you can
and the target gets disadvantage on the saving
preserve an additional 5 rations for one week or
throw.
extend the preservation of 5 rations for an
additional week for each slot level above 1st. Lightning
5 th level Cloud Dancing [Air, Fire] (Common)
Leveling the Ground
Weaving time: 1 action
1st level Earth Singing [Earth] (Common)
Range: 300 ft.
Weaving time: 1 action
Range: 60 ft. Area: 15 ft. cube
Area: 10 ft. square Duration: Instantaneous
Duration: Instantaneous Saving Throw: Dexterity half, see text
Saving throw: Dexterity negates
You call lightning from the sky, focusing on a point
You use strands of earth to level or disrupt a 10 ft. you can see within range. If there are no open skies
square of ground to remove or create difficult within range, the weave is lost, and the slot is
terrain in the area. Creatures currently in the area wasted.
must make a Dexterity saving throw or be knocked Any creature on that spot must make a dexterity
prone. saving throw. A creature standing on that point
128
takes 8d6 lightning damage, and each creature Mirror of Mists
within 5 ft. of it takes 2d6 lightning damage. Each 1st level Illusion [Air, Fire, Spirit] (Common)
creature must also succeed in a Constitution Weaving time: 1 action
saving throw or be deafened for 1 minute. Range: Self
At Higher Levels. When you cast this weave
Duration: Concentration
with a weave slot of 6th level or higher, the damage
Saving throw: Wisdom negates
radius increases by 5 ft. and the damage by 1d6
lightning damage for each slot level above 5th.
You create the illusion of yourself growing,
Master Ward shrouded in a veil of lights, and your voice becomes
4 th level Warding [Air, Earth, Fire, Spirit, Water] richer and deeper.
You gain advantage on all Charisma
(Common)
(Intimidation) skill checks.
Weaving time: 1 round
At Higher Levels. If you cast this weave using
Range: 30 ft. a 2nd level weave slot, any hostile creature within
Area: See text 30 ft. of you that can see or hear the illusion must
Duration: Concentration make a wisdom saving throw or be stunned until
the end of your next turn.
You create a 5 ft. radius dome-shaped weave
around an area, through which no physical object,
nor the One Power, can pass. The weave is
impervious to damage and cannot be crossed by
any person or creature, including the channeler.
Ever air does not flow through the dome, and those
within could conceivably suffocate eventually.
Channelers outside the dome cannot cast weaves
into it or directly affect targets inside it with the
One Power; channelers inside cannot weave
through it or affect targets outside of it. The dome
is nearly transparent, visible only as a slightly
darkened or tinted area. Sounds are muffled when
they pass through it.
You can change the shape of the dome, but the
radius of the area is determined by the level of the
weave.
Mirror of Mists by Puddnhead
At Higher Levels. When you cast this weave
using a weave slot of 5th level or higher, the radius
increases by 10 ft. for each slot level above 4th.
129
Move Water Tarnish, rust, and corrosion disappear from an
3 level Elementalism [Water] (Common)
rd
item of metal you touch, leaving its surface clean
Weaving time: 1 action and shiny. Heavy rust transmogrifies back into
Range: 30 ft. solid metal. Weapons that have been heavily pitted
Duration: Concentration are repaired, and hinges caked by solid rust after
Saving Throw: Dexterity negates years of disuse function easily with hardly a
squeak.
You move up to 50 gallons of water. You can use
your bonus action to lift the water up to 20 ft. Protective Cocoon
through the air or flow it across a surface, even 3 rd level Warding [Air, Earth, Fire] (Rare)
uphill. Weaving Time: 1 reaction, which you take when
If you move the water into another creature’s you are hit with a weave
square and leave it there, the creature must make Range: Self
a Dexterity saving throw or start drowning. Duration: Instantaneous
At Higher Levels. When you cast this weave
using a weave slot of 4th level or higher, you can You spring a cocoon that blocks harmful effects
move an additional 50 gallons of water. The water creates by weaves of the one power. The cocoon
occupies 1 square per 100 gallons. wraps you and the air around you, granting you
resistance to damage caused by the weaves of
Pass Bond other channelers until the end of your next turn.
7 th level Conjunction [Spirit] (Common)
Raise Fog
Weaving time: 10 minutes
1 st level Cloud Dancing [Air, Water] (Common)
Range: Touch
Weaving Time: 1 action
Duration: Instantaneous Range: 120 ft.
Saving Throw: Charisma negates Duration: Concentration
You touch a willing channeler, who becomes the A 20 ft. radius dense fog raises around a point you
future recipient of a bond you previously created can see within range. The fog raises in a height of
with a single creature using the Bond Warder 5 ft. per round.
weave. When you die, your warder's bond passes You can use a bonus action to move the focal
to the target. Your warder does not suffer the point of the fog to a new spot within range. If you
psychic damage associated with a broken bond, but do so, the starts to rise at the same rate, and
still feels the need to end his life, though the need existing fog outside the area of effect of the new
is lesser than that caused by a broken bond. focal point starts to decrease at the same rate.
This weave affects only one warder. If you are The fog extends around corners, and its area is
bonded to multiple warders, you must cast this heavily obscured. It lasts for the duration or until a
weave separately for each warder bonded to you. wind of moderate or higher speed (at least 10 miles
per hour) disperses it.
Polish At Higher Levels. When you cast this weave
Earth Singing cantrip [Earth] (Common) with a 2nd level weave slot or higher, the fog's
Weaving Time: 1 action
radius is increased by 20 ft. for each weave slot
Range: Touch
above 1st.
Target: One metal object
Duration: Instantaneous
130
Rend Restore
Healing cantrip [Air, Spirit, Water] (Rare) 1 st level Healing [Earth, Spirit, Water] (Common)
Weaving time: 1 action Weaving time: 1 minute
Renew (Lost)
131
Riven Earth Sever
4 level Earth Singing [Earth, Fire] (Common)
th
6 th level Healing [Spirit] (Common)
Weaving time: 1 round Weaving time: 10 minutes
Range: 100 ft. Range: 30 ft.
Area: 10-ft. cube Target: One shielded channeler
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Dexterity half Saving Throw: Weaving ability negates
You cause a 10-ft. cube area of ground to erupt in a You target one channeler that you can see within
shower of dirt and fire. Creatures in the area must range which is under the effect of the Shield weave
succeed of a Dexterity saving throw or be knocked or is incapacitated. The target must make a saving
throw using her weaving ability and has advantage
prone and suffer 3d6 bludgeoning damage + 3d6
on the save. If she fails, she is severed, unable to
fire damage or half as much damage on a
channel the One Power or even sense the True
successful save. At Higher Levels. When you cast Source.
this weave using a weave slot of 5 level or higher,
th
This process is called “Stilling” for women, and
the damage increases by 1d6 bludgeoning and 1d6 “Gentling” for men, though the term severing was
fire and cube increases by 5 ft. for each slot level used for both genders during the Age of Legends.
For a long time, it was believed that severing
above 4th.
was permanent. The lost weave “Restore the
Power” can reverse the effect.
Shield
3 rd level Warding [Spirit] (Common)
Weaving time: 1 action
Range: 30 ft.
Target: One channeler
Duration: Concentration
Saving throw: Channeling ability negates
132
If the shield is held by a circle, the DC is The platform appears different for each
increased by +1 for each channeler in the circle. If channeler, and though it usually appears
the shield is tied off, the shielded channeler has instinctively, it can also be changed if the channeler
advantage on the saving throw. wishes it and succeeds in a DC 15 Wisdom check.
At Higher Levels. If you cast this weave using The platform glides through the void. Though
a weave slot of 4 level or higher, the DC to break
th
there is no wind, people on the platform feel
the shield increases by +1 for each slot level above themselves move – or the space moving around
3 .
rd
them – until the platform reaches its destination, at
which point another gateway opens so that they
Skimming may step out.
6th level Traveling [Air, Earth, Spirit] (Lost)
At Higher Levels. When you cast this weave
Weaving time: 1 action
with a 7th level weave slot or higher, you can choose
Range: 30 ft.
to enlarge the width and height of the gate by 5 ft.,
Duration: Until the end of your next turn
the size of the platform by an additional 5ft. and
keep it open until the end of your turn for one more
You open a gateway to a void outside the world,
turn for each slot level above 6th.
creating a 10 ft. square platform on which you can
stand on. The gate remains open until the end of Sky Lights
your next turn. You need only about half an hour of 2 nd level Illusion [Air, Fire] (Rare)
familiarity with your surroundings to skim. Make a
Weaving time: 1 round
DC 10 channeling ability check. Apply the
Range: 300 ft.
following modifiers to the roll:
Condition DC Area: 20-ft. cube
Modifier
Intimately familiar with the location (living -8 Duration: Instantaneous
there, visiting often, etc.)
Camped in the location for 8 hours prior -5
Saving Throw: Constitution negates (see text)
to weaving a gateway
Study the location for half an hour before -2
weaving a gateway You create a stunning visual effect, like that created
by an illuminator’s fireworks, in a 20 ft. cube area
The length of time it takes to skim from one within range.
location to another is not dependent on the Each creature within the area must make a
distance between the locations in the real world. In Constitution saving throw or be blinded until the
fact, there is no way to calculate how long such a end of its next turn.
voyage will take, though usually it is not more than At Higher Levels. If you cast this weave using
a few minutes at most. The GM must determine a weave slot of 3rd level or higher, the cube's area
how long each skimming took. increases by 5 ft. for each slot level above 2nd.
How close your skimming gate opens to your
intended destination depends on your channeling
ability check result:
Range from Distance from target location
DC
<0 0 ft.
=0 Up to 5 ft.
1-3 5-20 ft.
4-6 21-50 ft.
7-10 51-100 ft.
11-14 101 ft.-200 ft.
15-17 201 ft.-500 ft.
18-19 500 ft.-1 mile
>20 Up to 50 miles
133
Strike of Death by Sam Wood
Strike of Death You do not need a line of sight to the target
8-th level Warding [Air, Fire, Spirit] (Rare) creatures or even be aware that they are there. The
Weaving time: 1 round bolts are blocked by solid barriers, but if there is
Range: Self any way around the barrier within range, the bolts
will find it.
Area: 25 ft. cube centered on you.
At Higher Levels. When you cast this weave
Duration: Concentration
using a weave slot of 9th level or higher, the cube
Saving throw: Dexterity, see text
size increases by 5 ft. for each slot level above 8th.
134
Stunning Amyrlin Seat, during the Last Battle. The flame,
4 level Healing
th
forming as a clear-white crystal, is used to repair
[Female: Air, Fire, Spirit, Water] (Common) the damage to the pattern created by excessive use
[Male: Fire, Spirit] (Common) of Balefire. These holes look like black veins, tiny
bottomless gorges, in the surface of the earth.
Weaving time: 1 action
The weave repairs all the damage to an area,
Range: 60 ft.
the diameter of which is measured in ft. and
Target: 1 creature
depends on the level of the weave and the
Duration: Concentration
concentration time:
Saving Throw: Constitution negates
Weave level Range Per round concentrated
You attempt to stun one creature you can see 8 25 ft. +5 ft.
9 75 ft. +10 ft.
within range. The creature must succeed on a 10 150 ft. +20 ft.
Constitution saving throw or become paralyzed. It 11 300 ft. +40 ft.
12 600 ft. +70 ft.
can repeat the saving throw at the end of each of its 13 1200 ft. +100 ft.
turns, ending the effect on himself on a success. While used to repair the damage to the fabric of
reality, the Flame of Tar Valon cannot resurrect
Suggestion people burnt by Balefire, since they no longer exist
4 th level Conjunction [Air, Earth, Fire, Spirit,
and cannot be targeted.
Water] (Rare)
Weaving time: 1 action Thunderclap
Target: 1 creature 3 rd
level Cloud Dancing [Air, Spirit, Water]
Range: 30 ft. (Common)
Duration: Instantaneous Weaving time: 1 action
Saving Throw: Wisdom negates Range: 150 ft.
Suggestion is a weaker form of compulsion. You Area: 30-ft. radius sphere
suggest a course of action to the target, though a Duration: Instantaneous
rational motivation must be given. If you dealt Saving throw: Constitution negates
damage to it or any of its allies within the last day,
or it the suggestion is against the target’s best You create a thunderous crack in the air, deafening
interests, it has advantage on the saving throw. all people within a 30 ft. radius of the focus point
On a failed save, the target is compelled to unless they succeed in a Constitution saving throw.
follow your suggestion to the best of its ability
within a reasonable time frame.
135
Tool of Air Turning
Elementalism cantrip [Air] (Common) 7 th
level Conjunction [Air, Earth, Fire, Spirit,
Weaving time: Bonus action Water] (Rare)
Range: 60 ft. Weaving time: See text
Duration: Concentration Range: 30 ft.
Target: One channeler
You create a small tool or weapon made of air, such Duration: Instantaneous
as a knife, hammer, wedge, or clamp. The item
Saving throw: Wisdom negates
floats next to you. You can use your bonus action to
move the weapon up to 20 ft. and make a single Turning is a method of turning channelers to the
weave attack, causing 1d4 bludgeoning, piercing or shadow against their will. It is an extremely
slashing damage based on the shape you choose complex weave which requires a circle of 13
for the weapon. channelers to weave into 13 Myrddraal. An attempt
At Higher Levels. When you cast this weave to turn may be resisted, but a Wisdom saving throw
using a weave slot of 1st level or higher, the size and against the circle’s leader’s save DC is required
damage of the weapon changes, as described in the each round the attempt is taking place. The longer
table below. under the influence of the weave, the harder it is to
Level Damage Example size
1st 1d6 Shortsword resist. Each minute, the DC is increased by 1.
2nd 1d8 Longsword
3rd 1d10 Warhammer Additionally, certain conditions make the attempt
4th 2d6 Warder's Sword harder:
Condition DC modifier
Touch of Death The victim is in an +2
unknown environment
5 th level Healing [Earth, Fire, Spirit, Water] (Lost)
The victim is familiar with +1 per known channeler
Weaving time: 1 round any channeler in the circle
The victim is of the +3
Range: 60 ft. opposite sex of the circle's
Duration: Concentration leader
Even a successful save has a heavy emotional
Saving throw: See text
toll on the victim, which may result in a broken
You send tendrils of the One Power into the body spirit or mind, suicidal or dark thoughts regarding
of a living creature, manipulating it from the inside the victim's life, etc.
and causing severe damage without external The turning does not change the person's
The target must make a Constitution saving the light a victim was, the more devoted to the
throw at the end of each of your turns for the shadow a person will become. It also does not
duration, taking 8d8 bludgeoning damage on a affect mental issues such as insanity from Saidin.
failed save, or half as much on a successful save. A turned person is usually described as having
At Higher Levels. When you cast this weave a black, soulless emptiness behind his eyes. Those
with a weave slot of 6th level or higher, the damage exposed to such people often believe their soul has
increases by 1d8 for each slot level above 5th. been taken from them.
Channelers who have been stilled or gentled, or
under channeling impairing effects (such as
forkroot) are unable to be turned, but a shielded
channeler is still able to feel and theoretically touch
the One Power, and therefor can be turned.
136
Use Portal Stone be burning, it deals an extra 1d6 fire damage upon
4 level Traveling [Spirit] (Rare)
th
a successful melee attack.
Weaving time: 1 round You do not suffer damage for touching the
Range: Touch object, but you cannot pass it to others. Any other
creature holding the weapon will suffer the fire
Duration: Instantaneous
damage at the start of their turn.
Voice of Power
Illusion cantrip [Air, Fire] (Common)
Weaving time: 1 action
Range: Touch
Portal Stone by Adi Granov
Duration: Concentration
Ward Against Channelers
Saving throw: Wisdom negates
2 nd level Warding [Air, Fire, Spirit] (Common)
Weaving time: 1 round
One creature you touch can project its voice loud
Range: 30 ft.
enough to easily address a crowd, call commands
Area: 5 ft. radius dome
across a noisy battlefield or make its shouts
Duration: Concentration
audible for up to four miles away, granting
advantage on Charisma (Intimidation) skill checks. You create a 5 ft. radius, dome-shaped weave
around an area, through which channelers of the
Wand of Fire
same gender as you cannot pass. Channelers
1 st level Elementalism [Earth, Fire] (Common)
outside the dome cannot enter it, and channelers
Weaving time: Bonus action
inside the dome cannot exit. Channelers of the
Range: Touch
opposite gender, objects, non-channelers and other
Duration: Concentration creatures can pass through the dome without
affecting the weave.
You imbue a weapon, wand, branch, or other items You can change the shape of the dome, but the
that can be used as improvised weapons with radius of the area is determined by the level of the
burning fire. Though the object does not appear to weave. If you case the weave in an enclosed area,
137
such as a room or a cave, it tends to take the shape You can change the shape of the dome, but the
of the space in which it is cast. radius of the area is determined by the level of the
The area of the weave cannot overlap, contain, weave. If you case the weave in an enclosed area,
or be contained within another warding weave. such as a room or a cave, it tends to take the shape
At Higher Levels. When you cast this weave of the space in which it is cast.
using a weave slot of 3 level or higher, the radius
rd
The area of the weave cannot overlap, contain,
increases by 10 ft. for each slot level above 2 . nd
or be contained within another warding weave.
At Higher Levels. When you cast this weave
Ward Against People using a weave slot of 2nd level or higher, the radius
2 nd
level Warding [Air, Fire, Spirit] (Common)
increases by 10 ft. for each slot level above 1st.
Weaving time: 1 round
Range: 30 ft.
Ward against the One Power
3 rd level Warding [Air, Earth, Fire, Spirit, Water]
Area: 5 ft. radius dome
(Common)
Duration: Concentration
Weaving time: 1 round
You create a 5 ft. radius, dome-shaped weave Range: 30 ft.
around an area. The dome creates an invisible Area: 5 ft. radius dome
barrier that only you and other people inside the Duration: Concentration
area when you create it can pass. For any other
person, the done is an invisible barrier that they You create a 5 ft. radius, dome-shaped weave
cannot cross. around an area, through which the One Power
You can change the shape of the dome, but the cannot pass. Channelers outside the dome cannot
radius of the area is determined by the level of the weave into it or directly affect it or the targets
weave. If you case the weave in an enclosed area, within it via the One Power; channelers inside
such as a room or a cave, it tends to take the shape cannot case weaves out through it or directly affect
of the space in which it is cast. targets outside with the One Power. Physical
The area of the weave cannot overlap, contain, objects and people can pass through the dome
or be contained within another warding weave. without affecting the weave.
At Higher Levels. When you cast this weave You can change the shape of the dome, but the
using a weave slot of 3rd level or higher, the radius radius of the area is determined by the level of the
increases by 10 ft. for each slot level above 2nd. weave. If you case the weave in an enclosed area,
such as a room or a cave, it tends to take the shape
Ward against Shadowspawn
of the space in which it is cast.
1 st level Warding [Air, Fire, Spirit] (Common)
The area of the weave cannot overlap, contain,
Weaving time: 1 round
or be contained within another warding weave.
Range: 30 ft. At Higher Levels. When you cast this weave
Area: 5 ft. radius dome using a weave slot of 4th level or higher, the radius
Duration: Concentration increases by 10 ft. for each slot level above 3rd.
138
Ward Bore swimming creatures, ships, and similar vessels
4 th
level Warding [Air, Earth, Fire, Spirit, Water] downwards, preventing them from leaving by
(Lost) normal means. The target body of water must be
Weaving time: 1 action large enough to contain the whirlpool, or the weave
Range: 60 ft. fails.
Target: A Warding weave The whirlpool forms a vortex that is 5 ft. wide at
Duration: Instantaneous the base, up to 50 ft. wide at the top, and 25 ft. tall.
You weave a probe made of the five powers, with Any creature or object in the water and within 25
which you test a structure of a weave of the ft. of the vortex is pulled 10 ft. toward it. A creature
Warding Talent that you have detected learning can swim away from the vortex by making a
what the ward shields from. Strength (Athletics) check.
You can make a Weavesight check (DC is 20 + When a creature enters the vortex for the first
weave level + channeling ability modifier of the time on a turn or starts its turn there, it must make
weaver) to open a hole in the ward. If you succeed, a Strength saving throw. On a failed save, the
you rip a hole in the ward which is no larger than creature takes 2d8 bludgeoning damage and is
10 ft. by 10 ft. caught in the vortex until the weave ends. On a
If you fail, your weave is wasted but you can try successful save, the creature takes half damage
weaving again. If you fail by a margin of 10 or more and is not caught in the vortex. A creature caught
and the ward is not tied, the weaver can feel the in the vortex can use its action to try to swim away
tempering with the ward and its location, though from the vortex as described above but has
the feeling does not tell her who is responsible. disadvantage on the Strength (Athletics) check to
do so. If the creature fails its saving throw by 10 or
Warmth
more, it is sucked underwater and starts drowning.
Cloud Dancing Cantrip [Air, Fire] (Common)
The first time each turn that an object enters the
Weaving Time: 1 round
vortex or starts its turn there, the object takes 2d8
Range: 30 ft.
bludgeoning damage; this damage occurs each
Area: 15 ft. radius
round it remains in the vortex.
Duration: Concentration
At Higher Levels. If you cast this weave using
a weave slot of 4th level or higher, the whirlpool's
You cause the temperature in a 15 ft. radius of a
radius is increased by 10 ft. and the damage by an
point you can see within range to grow comfortable
additional 1d8 for each slot level above 3rd.
for the duration. If you cast this weave in a closed
space such as a room or a tent, it takes the shape
Whirlwind
of the space instead, as long as it is small enough
1st level Cloud Dancing [Air] (Common)
to contain the area of effect.
Weaving time: 1 action
139
Weaves by Talents
Balefire
Level Name Powers Weave time Range Duration Save Effect
8 Balefire (R) A,E,F,S,W 1 act 50 ft. Inst. Dex. Erase a person from existence
neg.
9 The Flame of A,E,F,S,W 1 round See text Conc. None Repair an area of the pattern
Tar Valon (L) damaged by the use of balefire
Cloud Dancing
Level Name Powers Weave time Range Duration Save Effect
0 Foretell A,W 1 min. Self Inst. None Feel future changes in the
Weather (C) weather
0 Harness the A,W 1 act 300 ft. Conc. None Conjure a wind over an area
Wind (C)
0 Warmth (C) A,F 1 round 30 ft. Conc. None Warm the air around you
1 Raise Fog (C) A,W 1 act 120 ft. Conc. None Raise fog over an area
1 Whirlwind (C) A 1 act 30 ft. Conc. None Create a whirlwind that
protects from projectiles
2 Thunderclap A,S,W 1 act 150 ft. Inst. Con. Neg. Create a deafening noise
(C)
5 Lightning (C) A,F 1 act 300 ft. Inst. Dex. half Call a bolt of lightning
Conjunction
Level Name Powers Weave time Range Duration Save Effect
0 False Trail (C) A,E,S 1 round Self Conc. Wis. Neg. Create a false trail for
creatures to follow
1 Insect Control (R) S 1 act 30 ft. Conc. None Attract or repel insects in a 5-
ft. square area.
3 Finder (C) S 1 act Touch See text None Track a person
3 Influence (R) A,E,F,S,W 1 act 30 ft. 1 hour Wis. Neg. Suggest target takes an
action
4 Suggestion (R) A,E,F,S,W 1 action 30 ft. Inst. Wis Neg. Suggest a course of action to
a creature
5 Bond as First (R) S 10 minutes Touch Inst. Wis. Neg. Bond as first brothers/sisters
5 Bond Spouse (R) S 1 minute Touch Inst. Wis. Neg. Share physical and mental
condition
5 Bond Warder (C) S 1 action Touch Inst. Wis. neg. Bond a person as your warder
6 Compulsion (R) A,S,W 1 act 30 ft. Conc. Wis. Neg. Force someone to carry out
your commands
7 Pass Bond (C) S 10 minutes Touch Inst. Cha. Neg. Pass your warder to another
channeler
7 Turning (R) A,E,F,S,W See text 30 ft. Inst. Wis neg. Forcefully turn a channeler to
the shadow
Earth Singing
Level Name Powers Weave time Range Duration Save Effect
0 Earth Delving (C) E 1 act Self Conc. None Sense metals in the
ground
0 Grenade (C) E,F 1 round Touch Inst. Dex. half Create an exploding stone
0 Polish (C) E 1 act Touch Inst. None Polish metal objects
1 Leveling the Ground E 1 act 60 ft. Inst. Dex. Neg. Level or disrupt a 10 ft.
(C) square, removing difficult
terrain
3 Aligning the Matrix (L) E,F,W 1 minute 5 ft. Inst. None Make metals stronger
4 Riven Earth (C) E,F 1 round 100 ft. Inst. Dex. half The ground erupts in a
shower of earth and fire
7 Earthquake (C) E 1 round 300 ft. 1 round Dex. Half Create an earthquake
9 Create Cuendillar (L) A,E,F 1 minute Touch Inst. None Transform iron to
Cuendillar
140
Elementalism
Level Name Powers Weave time Range Duration Save Effect
0 Arms of Air (C) A 1 act 30 ft. Conc. Str. Neg. Move or hold object or person
0 Create Fire (C) F 1 act 100 ft. Conc. Dex. half Create or enhance flame
0 Current (C) S,W 1 act 300 ft. Conc. None Create a current in a body of
water
0 Light (C) A,F 1 act Self Conc. Dex. Neg. Create a globe of cool white
light
0 Tool of Air (C) A Bonus act 60 ft. Conc. None Create a tool made of air
1 Dry (C) W 1 act 30 ft. Inst. Wis. Neg. Dry wet objects
1 False Wall (C) A,E 1 act 100 ft. Conc. None Create an opaque wall
1 Harden Air (C) A 1 act 60 ft. Conc. Dex. Neg. hold objects or people
1 Wand of Fire (C) E,F Bonus act Touch Conc. None Imbue wand with fire damage
2 Fiery Sword (C) A,F,S 1 act Self Conc. None Create a fire weapon
2 Fireball (C) A,F 1 act 150 ft. Inst. Dex. half Throw a fireball
3 Cut Weave (C) S Reaction 60 ft. Inst. Dex. neg. Cut another channeler's weave
3 Move Water (C) W 1 act 30 ft. Conc. Dex. Neg. Move a volume of water
3 Whirlpool (C) S,W 1 round 100 ft. Conc. None Create a whirlpool
4 Immolate (C) F,S 1 act 60 ft. Inst. Con. half Creature or object burst in
flames
5 Fly (L) A,S 1 act Touch Conc. Wis. Neg. Gain a 60 ft. flying speed
6 Blossoms of Fire A,E,F 1 act 150 ft. Conc. Dex. half Create an exploding pole of fire
(L)
7 Arrows of Fire (L) A,F 1 act 30 ft. cone Inst. Dex. half Create a burst of fire tendrils
Healing
Level Name Powers Weave time Range Duration Save Effect
0 Delve (C) S 1 min Touch Inst. Wis. Neg. Learn the physical condition of a creature
0 Rend (R) A,S,W 1 act 30 ft. Inst. Con. half Destroy flesh
1 Heal (C) A,S,W 1 round Touch Inst. Wis. Neg. Restore 1d8 hit points
1 Heal the A,S,W 1 minute Touch Inst. Wis. Neg. Reduce madness rating for a limited time
Mind (C)
1 Renew (C) A,S,W 1 act Touch 1 hour Wis. Neg. Removes the effects of exhaustion
1 Restore (C) E,S,W 1 minute Touch Inst. None Restore 1d4 ability points
3 Caressing E,F,S 1 minute Touch Inst. Wis. Neg. Check the condition of a pregnant
the Child woman and her fetus.
(R)
3 Cleanse (C) S,W 1 minute Touch Inst. Wis neg. Cleanse poison and disease from target
4 Stunning Male: S,F 1 act 60 ft. Conc. Con. Neg. Paralyze or stun a target
(C) Female:
A,F,S,W
5 Touch of E,F,S,W 1 round 60 ft. Conc. See text Severely injure a target with no outward
Death (L) sign
6 Restore the A,E,F,S,W 1 minute Touch Inst. Wis. Neg. Restore a stilled or gentled channeler's
Power (L) ability
6 Sever (C) S 10 minutes 30 ft. Inst. Weaving Still or gentle a channeler
ability
neg.
Illusion
Level Name Powers Weave time Range Duration Save Effect
0 Voice of Power (C) A,F 1 act Touch Conc. Wis. Neg. Project and enhance your voice
1 Disguise (C) A,F,S 1 action Touch Conc. Wis. Neg. Alter the appearance of a person
1 Eavesdrop (C) A,S 1 act 30 ft. Conc. None Hear people speaking in the
distant
1 Folded Light (C) A,F 1 act 30 ft. Conc. Wis. Neg. Create a screen hiding people or
objects
1 Mirror of Mists (C) A,F,S 1 act Self Conc. Wis. Neg. Create a majestic illusion of
yourself
2 Sky Lights (R) A,F 1 round 300 ft. Inst. Con. Neg. Create fireworks
4 Distant Eye (C) A,S 1 round 30 ft. Conc. - See from a distance
141
Traveling
Level Name Powers Weave time Range Duration Save Effect
4 Use Portal Stone (R) S 1 round Touch Inst. None Use a portal stone to travel
6 Hold Gateway (L) S 1 act 100 ft. Conc. None Keep a gateway open
6 Skimming (L) A,E,S 1 act 30 ft. 1 round None Create a gateway for
skimming
7 Bridge Between E,S 1 round 30 ft. Inst. None Create a gateway to
Worlds (L) Tel'aran'rhiod
7 Create Gateway (L) S 1 act 30 ft. 1 round None Create a gateway to another
location
8 Deathgate (L) E,F,S 1 round 150 ft. Conc. Dex. Neg. Send a gateway over the
ground
Warding
Level Name Powers Weave time Range Duration Save Effect
1 Circle of Silence A,F,W 1 round 30 ft. Conc. None Create an area of
(C) complete silence
1 Barrier to Sight A,F,S 1 round 30 ft. Conc. None Create a barrier to
(C) conceals an area
1 Dream Shielding S 1 round 30 ft. Conc. None Protect dreams from
(C) dreamwalkers
1 Keeping (C) A,S,W 1 act 30 ft. 1 week None Preserve food
1 Ward against A,F,S 1 round 30 ft. Conc. None Block shadowspawn
Shadowspawn
(C)
2 Ward against A,F,S 1 round 30 ft. Conc. None Block channelers of the
Channelers (C) same gender
2 Ward against A,F,S 1 round 30 ft. Conc. None Block people
People (C)
3 Fire Trap (C) A,F,S 1 round Touch Conc. Dex. half Create an exploding trap
3 Protective A,E,F Reaction Self Inst. None Gain resistance to
Cocoon (R) damage from weaves
3 Shield (C) S 1 act 30 ft. Conc. Channeling Prevent a channeler from
ability neg. touching the One Power
3 Ward against the A,E,F,S,W 1 round 30 ft. Conc. None Block the One Power
One Power (C)
4 Disguise S 1 act 30 ft. 1 hour Wis. Conceal the ability to
Channeling (R) harmless channel
4 Master Ward (C) A,E,F,S,W 1 round 30 ft. Conc. None Block physical objects
and the One Power
4 Ward Bore (L) A,E,F,S,W 1 act 60 ft. Inst. None Test a warding weave
8 Strike of Death A,F,S 1 round Self Conc. Dex. See Lightning Strikes
(R) text. shadowspawn of a certain
type
(C) = Common, (L) = Lost, (R) = Rare, Act = action, Conc = Concentration, Inst = Instantaneous, Neg = Negates,
Powers: A = Air, E = Earth, F = Fire, S = Spirit, W = Water.
142
Weaves by Minimum Level
Cantrips
Name Tal Powers Weave time Range Duration Save Effect
Arms of Air (C) EL A 1 act 30 ft. Conc. Str. Neg. Move or hold object or person
Create Fire (C) EL F 1 act 100 ft. Conc. Dex. half Create or enhance flame
Current (C) EL S,W 1 act 300 ft. Conc. None Create a current in a body of
water
Delve (C) HE S 1 min Touch Inst. Wis. Neg. Learn the physical condition of
a creature
Earth Delving (C) ES E 1 act Self Conc. None Sense metals in the ground
False Trail (C) CO A,E,S 1 round Self Inst. Wis. Neg. Create a false trail for creatures
to follow
Foretell Weather (C) CD A,W 1 min. Self Inst. None Feel future changes in the
weather
Grenade (C) ES E,F 1 round Touch Inst. Dex. half Create an exploding stone
Harness the Wind (C) CD A,W 1 act 300 ft. Conc. None Conjure a wind over an area
Light (C) EL A,F 1 act Self Conc. Dex. Neg. Create a globe of cool white
light
Polish (C) ES E 1 act Touch Inst. None Polish metal objects
Rend (R) HE A,S,W 1 act 30 ft. Inst. Con. Half Destroy flesh
Tool of Air (C) EL A Bonus act 60 ft. Conc. None Create a tool made of air
Voice of Power (C) IL A,F 1 act Touch Conc. Wis neg. Project and enhance your voice
Warmth (C) CD A,F 1 round 30 ft. Conc. None Warm the air around you
143
2nd Level Weaves
Name Tal. Powers Weave time Range Duration Save Effect
Fiery Sword (C) EL A,F,S 1 act Self Conc. None Create a fire weapon
Fireball (C) EL A,F 1 act 150 ft. Inst. Dex. half Throw a fireball
Folded Light (C) IL A,F 1 act 30 ft. Conc. Wis. neg. Create a screen hiding people or
objects
Sky Lights (R) IL A,F 1 round 300 ft. Inst. Con. Neg. Create fireworks
Thunderclap (C) CD A,S,W 1 act 150 ft. Inst. Con. Neg. Create a deafening noise
Ward against WA A,F,S 1 round 30 ft. Conc. None Block channelers of the same
Channelers (C) gender
Ward against WA A,F,S 1 round 30 ft. Conc. None Block people
People (C)
144
5th Level Weaves
Name Tal. Powers Weave time Range Duration Save Effect
Bond as First (R) CO S 10 minutes Touch Inst. Wis. Neg. Bond as first
brothers/sisters
Bond Spouse (R) CO S 1 minute Touch Inst. Wis. Neg. Share physical and mental
condition
Bond Warder (C) CO S 1 action Touch Inst. Wis. Neg. Bond a person as your
warder
Fly (L) EL A,S 1 act Touch Conc. Wis. Neg. Gain a 60 ft. flying speed
Lightning (C) CD A,F 1 act 300 ft. Inst. Dex. half Call a bolt of lightning
Touch of Death (L) HE E,F,S,W 1 round 60 ft. Conc. See text Severely injure a target with
no outward sign
6th Level Weaves
Name Tal. Powers Weave time Range Duration Save Effect
Blossoms of Fire (L) EL A,E,F 1 act 150 ft. Conc. Dex. half Create an exploding pole
of fire
Compulsion (R) CO A,S,W 1 act 30 ft. Conc. Wis. Neg. Force someone to carry
out your commands
Hold Gateway (L) TR S 1 act 100 ft. Conc. None Keep a gateway open
Restore the Power (L) HE A,E,F,S,W 1 minute Touch Inst. Wis. Neg. Restore a stilled or
gentled channeler's
ability
Sever (C) HE S 10 minutes 30 ft. Inst. Weave Still or gentle a channeler
ability
neg.
Skimming (L) TR A,E,S 1 act 30 ft. 1 round None Create a gateway for
skimming
7th Level Weaves
Name Tal. Powers Weave time Range Duration Save Effect
Arrows of Fire (L) EL A,F 1 act 30 ft. cone Inst. Dex. half Create a burst of fire
tendrils
Bridge Between TR E,S 1 round 30 ft. Inst. None Create a gateway to
Worlds (L) Tel'aran'rhiod
Create Gateway (L) TR S 1 act 30 ft. 1 round None Create a gateway to
another location
Earthquake (C) ES E 1 round 300 ft. Inst. Dex. Half Create an earthquake
Pass Bond (C) CO S 10 minutes Touch Inst. Cha. Neg. Pass your warder to
another channeler
Turning (R) CO A,E,F,S,W See text 30 ft. Inst. Wis. Neg. Forcefully turn a
channeler to the
shadow
8th Level Weaves
Name Tal. Weave time Range Duration Save Effect
Balefire (R) BF A,E,F,S,W 1 act 50 ft. Inst. Dex. neg. Erase a person from
existence
Deathgate (L) TR E,F,S 1 round 150 ft. Conc. Dex. Send a gateway
negates souring over the
ground
Strike of Death (R) WA A,F,S 1 round Self Conc. Dex. See Lightning Strikes
text. shadowspawn of a
certain type
9th Level Weaves
Name Tal. Powers Weave time Range Duration Save Effect
Create Cuendillar (L) ES A,E,F 1 minute Touch Inst. None Transform iron to
Cuendillar
The Flame of Tar Valon (R) BF A,E,F,S,W 1 round See text Conc. None Repair an area of
the pattern
damaged by balefire
(C) = Common, (L) = Lost, (R) = Rare, Act = action, Conc = Concentration, Inst = Instantaneous, Neg = Negates,
Tal = Talent, Res = Resistance. BF = Balefire, CD = Cloud Dancing, CO = Conjunction, ES = Earth Singing, EL
= Elementalism, HE = Healing, IL = Illusion, TR = Traveling, WA = Warding.
145
Rand Al'Thor
by Rob Christianson
https://dragonmount.com/gallery/image/5201-rand-
weaving-saidin/
PART 3
Perrin Aybara
by Samantha Johnson
https://www.therealmofsam.com/The-Wheel-of-Time
C•H•A•P•T•E•R
ELEVEN Chapter 11: Hazards
Hazards Tel'aran'rhiod
Tel'aran'rhiod, the world of dreams, is a world
existing alongside, and affected by, reality. For
example, a house built in the real world would
appear in the world of dreams as well, but less
permanent objects might change at a glance – a
flower vase could suddenly change to a hand
mirror or blacksmith's puzzle.
A more extensive description of Tel'aran'rhiod
appears in chapter 13 of the RPG.
Hazards of Tel'aran'Rhiod
Sometimes, a regular person drifts into
Tel'aran'rhiod while he sleeps, usually only for a
few moments. However, sometimes they drift to
the world of dreams while having a nightmare.
This nightmare moves freely in the world of
dreams, changing the location it inhabits at the
moment, and sometimes latching into a specific
place, pulling unwary dreamwalkers into them.
As anything else in Tel'aran'rhiod, everything
that happens in these nightmares affects the
dreamer outside the world of dreams, making
them extremely dangerous. As a nightmare is
148
extremely vivid, they distract the dreamer from the Bubbles of Evil
fact that he is dreaming. The bore in the Dark One's prison affects the
To escape a regular nightmare, a dreamer must world. Like a rotting corpse at the bottom of a
first use her action to make a Wisdom (Insight) pond, bubbles of chaotic vileness rise
check (DC 15) to understand she is from it and drift across the pattern,
trapped in a dream. She until they burst. The effect of
can repeat the save at the such bursts varies, but they
end of each of her turns are always lethal and horrific
while trapped in the – people can go into a
nightmare. If successful, homicidal rage, cloths
the dreamer may can suddenly strangle
attempt a Wisdom their wearers,
saving throw to escape furniture try to
the nightmare. assassinate those around
Table 31: Escaping a them, strange shadowspawn
Nightmare describes can appear out of thin air and
the difficulty class for entire villages can sink into the earth
escaping nightmares based along with their entire populace.
on their origin. Like everything else in the pattern,
If a dreamer's result is higher by 10 the bubbles are attracted to Ta'veren, and
or more than the required are more likely to burst in
A Bridge Between Worlds by Rebecca Guay
DC, he may eliminate the their vicinity.
nightmare, thus making the location safe for other There is no way to predict or prevent such
dreamers in the future. bursts. Once the characters encounter them, they
Table 31: Escaping a Nightmare can only fight through them.
Nightmare origin DC
Started by a random visitor to Tel'aran'rhiod 15
Shadar Logoth
Purposefully started by a dreamwalker The evil of Shadar Logoth is corrupting to both
20
Started by a dreamer with the Dreamwalker feat 25 people and objects. Anything removed from the city
is corrupted, making people mistrustful, paranoid
Tips for the GM: Nightmares are a great plot tool and eventually cruel and violent. Anyone
to spice up your players' Tel'aran'rhiod experience. possessing an object from the city for more than 1
While they can as simple as being cooked by day must make a Wisdom saving throw at the dawn
trollocs, they can also be as complicated and scary of each day. On a failed save, the character must
as you wish. One can be caught in an unending roll 1d100 and succumb to a Short-Term Madness
maze, chased by dead relatives or solving riddles effect as described on pages 258-260 of the DMG.
asked by Aes Sedai. Being trapped in a nightmare Carrying the object for more than one month
can be the basis of an adventure in and by itself. means rolling on the Long-Term Madness table
In such cases, it might not be possible to escape instead, and for over a year – the Indefinite
or destroy the nightmare with a mere saving throw. Madness table. In addition to the madness effects
The creatures in the nightmare might have to described in the tables, the bearer also becomes
complete a series of trials, puzzles, or riddles, or hateful and mistrusting of others, even his closest
defeat a powerful enemy. friends and family.
149
The longer a person held the object, the harder
the connection is to break. If carried for over a
month, the bearer becomes dependent on it.
Removing the object from his possession without
first severing his connection to it will inflict a
wasting sickness, causing it to lose 1 point of
constitution per month, until death.
This connection, and the madness it causes,
can only be healed by weaves of the One Power.
The longer the user had the object in his
possession, the harder the connection is to break.
For each month the object was in the character's
possession, a weave slot of the same level must be
expended. In certain cases, a circle must be used,
as a single channeler might not be strong enough
to sever the connection on her own.
150
The Bowl of the Winds
by Julie Bell
https://www.borisjulie.com/product/path-of-daggers/
C•H•A•P•T•E•R
TWELEVE
Chapter 12: Encounters
Shadow-Linked Vermin
Often, the Shadow uses rats and ravens as spies.
You can use the Rat, Raven, Swarm of Rats and
Swarm of Raven statistics from the Monster
Manual for such vermin, except that they have
advantage on all Wisdom (Perception) skill checks
and an Intelligence score of 4.
These vermin must report back, usually to a
Myrddraal, of what they sawm unless linked to a
channeler using the True Power.
152
Creature Statistics A-Z
statistics of a swarm, see Swarm of Viper Bats. Hit Points 54 (6d8 + 24)
Speed 40 ft.
They are distinguished from normal bats by their
STR DEX CON INT WIS CHA
red-tinted wings and long, thin tails.
19 (+4) 13 (+1) 19 (+4) 3 (-4) 12 (+1) 8 (-1)
Viper Bat
Senses darkvision 30 ft., passive Perception 10
Tiny Beast, unaligned (solitary or pair)
Languages –
Armor Class 12 Challenge 3 (700 XP)
Hit Points 1
Keen Smell. The Cave Bear has advantage on Wisdom
Speed 5 ft., fly 40 ft.
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3) Actions
Multiattack. The Cave Bear makes three attacks, two with its
Saving throws Dexterity +4
claws and one with its bite.
Senses blindsight 120 ft., passive Perception 14
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Languages –
target. Hit: 13 (1d8+8) slashing damage and the target is
Challenge 1/8 (25 XP)
grappled (escape DC 17). Until this grapple ends, the King
Flyby. The Viper Bat does not provoke opportunity attacks Bear can attack only the grappled creature and has advantage
when it flies out of an enemy's reach. on attack rolls to do so.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Actions 14 (2d8+4) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage and the target's hit point maximum is Bear, King (DR p.37)
reduced by an amount equal to the damage taken. The hit
King bears, also known as Royal Bears or Great
point maximum is recovered after a long rest.
Black Bears, are marked with 1-3, downward
pointing, white chevrons on their chest. They can
Bears
reach a height of ten feet and a weight of up to
Bear, Cave (PD p. 34) 2,000 pounds, though such sizes are rare. They are
Cave bears can reach up to 2,000 pounds and remarkably quick for a creature their size, and
stand up to 12 ft. tall on its hind legs. Their fur while they are not often aggressive towards
ranges from dull brown to nearly gray. They are humans, they are prone to sudden, unprovoked
territorial and prone to attack anyone they consider attacks. They are most common in the forests of
153
King Bear Boars
Large Beast, unaligned (solitary or pair)
Actions
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8+4) slashing damage.
Actions
Multiattack. The Capar makes two attacks: one with its tusk
and one with its claws.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Capar by Scott Schomburg
Hit: 7 (2d4+1) slashing damage. Boar, Wild Pig (DR p.38)
Wild Pigs are found everywhere west of the Spine
Boar, Gensa (DR p.38) of the World and can reach up to 500 pounds, with
The Gensa (singular and plural), known commonly
tusks as long as eight inches. Their fur is stiff,
as Sand Pigs, are a small breed of pig native to the
ranging from deep brown to black. They are quick,
Aiel waste. Their common name comes from the
aggressive, and dangerous year-round, females
color of their dappled, light brown fur. They are not
even more dangerous when carrying a litter.
aggressive unless cornered or protecting their
Wild Pig
young. Medium Beast, unaligned (solitary)
Gensa
Small Beast, unaligned (group 4-10 or pack 12-36) Armor Class 14 (natural armor)
Hit Points 21 (3d8+6)
Armor Class 12 Speed 40 ft.
Hit Points 6 (1d8+1)
STR DEX CON INT WIS CHA
Speed 30 ft. 2 (-4) 13 (+1) 4 (-3)
19 (+4) 12 (+1) 15 (+2)
STR DEX CON INT WIS CHA
Senses passive Perception 11
10 (+0) 15 (+2) 12 (+1) 2 (-4) 14 (+2) 4 (-3)
Languages –
Damage Immunities poison Challenge 1/2 (100 XP)
Senses passive Perception 12
Charge. If the Wild Pig moves at least 20 ft. straight toward a
Languages –
creature right before hitting it with a tusk attack, the target
Challenge 1/4 (50 XP)
takes an extra 3 (ld6) slashing damage and must succeed on a
Charge. If the Gensa moves at least 20 ft. straight toward a DC 10 Strength saving throw or be knocked prone.
creature right before hitting it with a tusk attack, the target
Keen Smell. The Wild Pig has advantage on Wisdom
takes an extra 3 (ld6) slashing damage and must succeed on a
(Perception) checks that rely on smell.
DC 10 Strength saving throw or be knocked prone.
155
Cats
C Kori
Large Beast, Unaligned (solitary or pair)
checks that rely on smell. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Pounce. If the Caisid moves at least 20 ft. straight towards a Hit: 10 (1d8+5) slashing damage. If the target is a medium or
creature and then hits it with an attack on the same turn, that smaller creature, it is grappled (escape DC 16). Until this
target must succeed on a DC l0 Strength saving throw or be grapple ends, the Kori has advantage on attack rolls against the
156
Leopard/Black Leopard Keen Smell. The Maerid has advantage on Wisdom
Medium Beast, Unaligned (solitary) (Perception) checks that rely on smell.
Armor Class 17 (Natural Armor) Pounce. If the Maerid moves at least 20 ft. straight towards a
Hit Points 21 (3d8+6) creature and then hits it with an attack on the same turn, that
Speed 40 ft., Climb 20 ft. target must succeed on a DC l3 Strength saving throw or be
knocked prone.
STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Rake. If the Maerid grapples a creature with its maw, it can use
a bonus action to make two attacks with its claws.
Skills Acrobatics +7, Stealth +8
Senses passive Perception 13 Actions
Languages – Multiattack. The Maerid makes three attacks, one with its bite
Challenge 2 (450 XP) and two with its claws.
Keen Smell. The Leopard has advantage on Wisdom Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
(Perception) checks that rely on smell. 9 (1d6+5) slashing damage. If the target is a medium or smaller
Pounce. If the Leopard moves at least 20 ft. straight towards a creature, it is grappled (escape DC 15). Until this grapple ends,
creature and then hits it with an attack on the same turn, that the Maerid has advantage on attack rolls against the creature.
target must succeed on a DC l3 Strength saving throw or be Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
knocked prone. Hit: 8 (1d4+5) slashing damage.
The Maerid is a type of Ridgecat that lives in the Skills Acrobatics +6, Stealth +7
Aiel waste. Their fur ranges from sandy gray to Senses passive Perception 13
pale yellow and can weigh between 200 and 250 Languages –
Challenge 1 (200 XP)
pounds.
Maerid Ridgecat Keen Smell. The Ridgecat has advantage on Wisdom
Medium Beast, Unaligned (solitary) (Perception) checks that rely on smell.
157
Actions Actions
Multiattack. The Ridgecat makes three attacks, one with its bite Multiattack. The Mountain Cat makes three attacks, one with
and two with its claws. its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d6+4) slashing damage. If the target is a medium or smaller 8 (1d6+4) slashing damage. If the target is a medium or smaller
creature, it is grappled (escape DC 15). Until this grapple ends, creature, it is grappled (escape DC 15). Until this grapple ends,
the Ridgecat has advantage on attack rolls against the creature. the Mountain Cat has advantage on attack rolls against the
creature.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d4+4) slashing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Mountain Cat (RPG p. 243) Hit: 7 (1d4+4) slashing damage.
Medium Beast, Unaligned (solitary or pair)
158
Keen Smell. The Swamp Cat has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack. The Swamp Cat makes three attacks, one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
1 piercing damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (1d8+4) piercing damage.
159
Gara
G Grolm (RPG p. 241)
Gara is a two-foot-long lizard found in the Aiel Medium Beast, Unaligned (solitary or pack, 2-11)
waste, with a bite strong enough to pass through Armor Class 14 (Natural Armor)
boots and a deadly poison. The Aiel eat its meat, Hit Points 55 (8d8+15)
which tastes like chicken. Speed 30 ft.
160
Lopar (RPG p. 242)
L Raken (RPG p. 245)
R
Large Beast, Unaligned (solitary or pair) Huge Beast, Unaligned (solitary or flight, 2-4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+5) 13(+1) 20 (+4) 4 (-3) 14 (+2) 12 (+1) 16 (+3) 10(+0) 21 (+5) 2 (-4) 13 (+1) 7 (-2)
Actions Actions
Multiattack. The Lopar makes two attacks with its claws. Multiattack. The Raken makes three attacks, two with its claws
and one with its tail.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (1d12+4) slashing damage. If the target is a large or Claw. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
smaller creature, it is grappled (escape DC 17). Until this Hit: 7 (1d6+3) slashing damage.
grapple ends, the Lopar has advantage on attack rolls against
the creature. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 6 (1d4+3) bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Darkhounds by Carl Critchlow
Hit: 50 (7d8+15) piercing damage, and the target must make a
DC 15 Constitution saving throw, taking 8 (2d6) poison damage
on a failed save, or half as much on a successful one.
162
Poisoned Blood. Any creatures that hits the Darkhound with Draghkar (RPG p. 238)
an attack and is standing within 5 ft. of it must make a DC 17 Medium Shadowspawn, Chaotic Evil (solitary)
Constitution saving throw, reducing 1d8 of its Strength score
on a failed save, or 10 (2d8) poison damage on a successful Armor Class 15 (natural armor)
one. The reduction lasts until the creature finishes a long rest. Hit Points 145 (20d10+25)
Speed 50 ft.
Regeneration. The Darkhound regains 20 hit points at the start
of its turn. If the Darkhound takes damage from weaves of the STR DEX CON INT WIS CHA
One Power, this trait doesn't function at the start of the 10 (+0) 17 (+3) 11 (+0) 15 (+2) 14 (+2) 22 (+6)
Actions
Multiattack. The Draghkar makes two attacks with its talons.
Kiss. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
The target is grappled, and its Wisdom score is reduced by 1d6
for each turn it remains grappled. If the creature's Wisdom is
reduced to 0, it dies, its soul destroyed.
Draghkar by Brom
163
Ter'angreal vulnerability. The Gholam is vulnerable to certain
types of Ter'angreal. Touching these items causes 1d8 necrotic
damage to the Gholam, making his skin burn and smoke.
Actions
Multiattack. The Gholam makes two attacks with its longsword
or its claws.
Claw. Melee Weapon Attacks: +11 to hit, reach 5 ft., one target.
Hit: 9 (1d6+5) piercing damage.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 10 (1d8+5) slashing damage, or 11 (1d10+5)
slashing damage if used with two hands.
Armor Class 12
Hit Points 50 (8d8+10)
Speed 30 ft.
STR DEX CON INT WIS CHA Death Strike. If the Gray Man hits a surprised creature with a
20 (+5) 20 (+5) 20 (+5) 15 (+2) 15 (+2) 14 (+2) melee attack, the target must succeed on a DC 14 Constitution
saving throw, dropping to 0 hit points on a failed save, or half its
Saving Throws Strength +11, Dexterity +11, Constitution +11
remaining hit
Skills Stealth +15
points on a
Damage Resistances Bludgeoning, Piercing and Slashing from
successful one.
non-Ter'angreal or power-wrought weapons
Senses passive Perception 17 Actions
Languages Common, The Old Tongue
Shortsword.
Challenge 15 (13,000 XP)
Melee Weapon
Boneless. The Gholam can pass through any crack 1/16-inch- Attack: +5 to hit,
wide and is immune to sneak attacks and critical hits. reach 5 ft., one
target. Hit: 6
Improved Initiative. The Gholam has advantage on Initiative
(1d6+2) slashing
rolls.
damage.
Weave Immunity. The Gholam is immune to weaves of the one
power. If targeted by a weave, the strands fail and disappear. It
can pass through any barrier created by the One Power with no
effect. It can still be affected by weave that do not directly target
it, such as a fireball explosion near it or howling rocks at it.
Gray Man by Puddnhead
164
Myrddraal (RPG p. 243) Shadow Walk. When the Myrddraal is in a shadowed area. It
Medium Shadowspawn can use a bonus action to teleport to any other shadow with no
Chaotic Evil (solitary or band, 2-4) distance limitation.
Armor Class 22
Actions
Hit Points 115 (15d10+25)
Speed 40 ft. Multiattack. The Myrddraal makes two attacks with its
Shadow-Blade.
STR DEX CON
Shadow Blade. Melee Weapon Attack: +12 to hit,
18 (+4) 22 (+6) 18 (+4)
reach 5 ft., one target. Hit: 12 (1d10+6)
INT WIS CHA
slashing damage and the target must
15 (+2) 14 (+2) 16 (+3)
make a Constitution saving throw
Skills Perception +6, Stealth +10 (DC 18) each day at midnight. On a
Senses Blindsight 200 ft. fail, the target contracts a
passive Perception 16 Shadow Disease (see above).
Languages Common, Trolloc Hit points lost to the Shadow
Challenge 13 (10,000 XP) Blade cannot be healed except by
165
Trolloc (RPG p. 248) Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
Large Shadowspawm, Chaotic Evil (Gang, 2-6, Band, 11-20 or one target. Hit: 5 (1d6+1) piercing damage.
Fist 100-200)
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d8+2) slashing damage or 8 (1d10+2) slashing
damage if used with both hands.
166
Walking Eye Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Medium Shadowspawn, chaotic evil (solitary or group 2-11) Hit: 7 (1d8+2) piercing damage.
Armor Class 15 (natural armor) Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 28 (4d8+8) Hit: 6 (1d6+2) piercing damage.
Speed 30 ft., climb 20 ft.
Regeneration. The Walking Eye regains 10 hit points at the Senses blindsight 10 ft., passive Perception 10
start of its turn. If the Walking Eye takes fire damage, this trait Languages –
does not function at the start of the Walking Eye's next turn. Challenge 1/8 (25 XP)
The Walking Eye dies only if it starts its turn with 0 hit points
and does not regenerate. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Actions
1 piercing damage, and the target must make a DC 14
Multiattack. The Walking Eye makes three attacks, two with its
Constitution saving throw, taking 8 (2d6) poison damage on a
talons and one with its beak.
failed save, or half as much on a successful one.
Mountain King
The Mountain King is a red headed snake with red
and white rings striping its body. It is found in the
mountainous areas of the Aiel Waste.
Use the Blacklance statistic.
168
S’redit (RPG p. 246) Trample. The S’redit moves up to 10 ft. Each creature in its
path must make a Dexterity saving throw, taking 6d10
Huge Beast, Unaligned (solitary or herd, 6-30)
bludgeoning damage and pushed 10 ft. out of the S’redit’s
Armor Class 15 (Natural Armor) space, or half as much damage and pushed 5 ft. on a successful
Hit Points 176 (21d10+50) one. If the creature has nowhere to be pushed, it is crushed for
Speed 40 ft. an additional 10d10 bludgeoning damage.
Keen Hearing. The S’redit has advantage on Wisdom STR DEX CON INT WIS CHA
(Perception) checks that rely on sound. 5 (-3) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3)
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Flyby. The Swarm of Viper Bats does not provoke opportunity
Hit: 14 (2d6+6) bludgeoning damage. attacks when it flies out of an enemy's reach.
Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 14 (2d6+6) bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 8 (2d4+2) piercing damage or 5 (1d4+2) if the swarm has
half of its hit points or fewer, and the target's hit point
maximum is reduced by an amount equal to damage taken.
The hit point maximum is recovered after a long rest.
169
To’raken (RPG p. 246)
T Torm (RPG p. 247)
Huge Beast, Unaligned (solitary) Large Beast, Unaligned (solitary)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 2 (-4) 10 (+0) 6 (-2) 22 (+6) 15 (+2) 17 (+3) 4 (-3) 12 (+1) 6 (-2)
170
Wolf (RPG p. 249)
The Wolves in the world of the Wheel of Time are
W Wolfspeech. Wolves can communicate telepathically with other
wolves up to 100 miles away. Wolfspeech is both simpler and
richer, since their thoughts include emotions, smells, and
more intelligent and perceptive than the usual memories.
wolves described in the Monster Manual. Keen Hearing and Smell. A wolf has advantage on Wisdom
They communicate with each other using a type (Perception) checks that rely on hearing or smell.
of telepathy, made possible by their connection to Pack Tactics. The wolf has advantage on attack rolls against a
Tel'aran'rhiod – like the Heroes of the Horn, creature if at least one of the wolf's allies is within 5 ft. of the
wolves who die wait to be reborn in the World of creature and the ally is not incapacitated.
Dreams. Actions
Wolf Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Medium Beast, Unaligned (solitary or pair) 6 (1d6+2) piercing damage. If the target is a medium or smaller
creature, it must make a DC 11 Strength saving throw or be
Armor Class 14
knocked prone.
Hit Points 15 (2d8+5)
Speed 50 ft.
171
C•H•A•P•T•E•R
THIRTEEN
Chapter 13: Optional and Alternative Rules
Optional &
alternative
While the mechanics presented in this document
reflect the essence of the Wheel of Time, there are
certain aspects in the novels that are not reflected
rules
in the D&D 5th edition rules.
In this chapter, we will explore optional and
alternative rules that deviate from the official D&D
rules to make the game resemble the novels more
closely. These rules are slightly more complicated
but can insert a sense of realism to your game.
Coinage
Currency
While coins from all countries and regions are
accepted in all others, the value of coins differ
greatly and is usually based on the amount of silver
and gold in them, as different countries have
different alloys and weigh for their coins.
If you wish to insert these differences into your
game, assume that the prices in this document are
using the Andoran currency. Instead of calculating
different values of each country, you can use table
32: Price Fluctuations to calculate the suggested
fluctuations in prices based on the coins of the
listed countries. These fluctuations might change
based on global or local events. For example, a civil
war might greatly increase the prices within the
country, or even within neighboring countries if
refugees cross the borders in droves. As the
Gamemaster, you have sole discretion over the
accurate value of commodities.
Table 32: Price Fluctuations also lists
suggested differences between rural and urban
prices for each country. If you do not wish to
complicate the game further, choose one of these
columns as a reference (the urban column is
suggested). A value of N/A means it is unlikely
172
anyone in said area will have such coinage – or
change for it – available.
Table 32: Price Fluctuations
Urban Rural
Country Copper Silver Silver Gold Copper Silver Silver Gold
Penny Penny Mark Crown Penny Penny Mark Crown
Altara -15% -15% -20% -20% -20% -20% N/A N/A
Amadicia -5% -5% -5% -10% -10% -5% -5% N/A
Andor -0% -0% -0% -0% +10% +5% -5% N/A
Arad Doman -15% -15% -20% -20% -20% -20% N/A N/A
Arafel -10% -10% -15% -15% -15% -15% -20% -20%
Cairhien -5% -5% -5% -5% -10% -5% -5% -2%
Falme -20% -20% -15% -15% -30% -30% -35% -35%
Far Madding -10% -10% -15% -15% -15% -15% -20% -20%
Ghealdan -15% -15% -20% -20% -20% -20% N/A N/A
Illian -5% -5% -5% -5% -10% -5% -5% -2%
Kandor -10% -10% -15% -15% -15% -15% -20% -20%
Mayene -10% -10% -15% -15% -15% -15% -20% -20%
Murandy -15% -15% -20% -20% -20% -20% N/A N/A
Saldaea -10% -10% -15% -15% -15% -15% -20% -20%
Shienar -10% -10% -15% -15% -15% -15% -20% -20%
Tar Valon -0% -0% -0% -0% -0% -0% -0% -0%
Tarabon -15% -15% -20% -20% -20% -20% N/A N/A
Tear -5% -5% -5% -5% -10% -5% -5% -2%
173
Skills points for weaves of various levels. If restricting
herself to lower-level weaves at higher levels, the
Optional Skill: Endurance channeler may cast more weaves than in the
The Endurance skill measures your stamina. It original system. For example, using a 9th level
is one thing to lift the bars of a gate and let a party weave slot to cast a 1st level weave would have cost
crawl under it, and another to keep it up long the channeler a 9th level weave slot. Under the
enough to allow dozens of soldiers to pass. The point pool system, he still uses only 1 point, which
Endurance skill is Constitution based and should saves him 8 points to cast other weaves with.
be used whenever you attempt a long, tiring Disadvantages. In the novels, channelers are
exercise. For example, you can use it to see how generally more powerful than nonchannalers.
long you can run before gaining a level of The Pool Point system gives them an even
exhaustion. Alternatively, you can use a greater advantage than the one they
Constitution (Athletics) check. already have compared to their nonchanneler
The Algai’d’siswai, Armsman and Woodsman group members.
can choose Endurance as a skill during character Exhaustion
creation. This optional rule makes exhaustion a more
gradual process than the core of the system. Each
Alternative Channeling channeler gains an exhaustion threshold based on
his or her Constitution modifier times her
System
channeler level (meaning the character level of
To allow further flexibility for channelers, as well
channeler classes only). For example, a 4 noble/4
as making the system closer to that described in
Wilder/2 Initiate will have a channeler level of
the novels, I am providing several alternatives to
4+2=6. If he has a Constitution of 14, he will
the official channeling system.
receive a +2 modifier, which means an exhaustion
Weave Points system threshold of 2*6 = 12.
With this system, each channeler has a pool of The threshold determines how many weave slot
Weave Points instead of Weave slots. To levels/weave points a channeler can use before
determine the amount of points a channeler has in gaining a level of exhaustion. Besides being
her pool, simply combine all the slot levels she exhausted, which gives all the normal penalties of
receives per level. For example, a 7th level Wilder the exhausted condition described in the PH, an
receives three 1st and 2nd level weaves, two 3rd level exhausted channeler can only use weaves of her
weaves and one weave of 4th and 5th levels. She will highest possible weave level – her exhaustion level.
receive 3*1+3*2+2*3+1*4+1*5 = 24 points to her For example, after casting weaves with a combined
Each weave costs as many points as its level. If channeler can now only use weaves of 3rd level or
the channeler has an affinity for all the powers lower, as her highest possible weave level is 4.
used for that weave, the cost is lowered by one Once the channeler cast a combined 12 level
point. If he has none, the cost is raised by 1 point. weaves (or 12 weave points) again, she gains
Talents and the restrictions on weave levels another level of exhaustion, which means her
174
Advantages. The biggest advantage of the only cast it at a level as high as your current power
exhaustion system is that it is closer to the level without overchanneling.
description in the novels. It also means that higher There are two alternative rules for determining
level weaves are more exhausting to cast than Power Level for channelers:
lower-level ones.
Additionally, at lower levels, a channeler might
Consistent Power Level
To determine your character's maximum power
use all her weave slots without being exhausted at
level, roll 1d8+1 or consult with the GM. Once your
all.
Maximum Power Level is determined, it cannot be
Disadvantages. A channeler must now be
changed unless you are the recipient of the Restore
careful with planning her weaves throughout the
the Power weave (see chapter 10: Weaves), and
day. If she becomes exhausted early on, she might
even then, it can only be lower, never higher.
not be able to use more powerful weaves when
Your current power level equals half your
needed later.
channeler level (rounded up) but can never exceed
Power Level your Maximum Power level.
While all channelers can draw upon the One
Flexible Power Level
Power, not all of them can draw the same amount
To determine your character's current power level,
of it. Different channelers have a different level of
combine her weaving ability modifier and her
strength in the One Power. That strength is
Charisma modifier. For example, an Initiate with
measured in levels ranging from two to nine. This
an Intelligence of 16 and Charisma of 12 will have
scale has several advantages:
a maximum power level of 4. She can raise this
1. The highest-level weaves Wilders can cast
score by rising her Intelligence or Charisma scores
without a talent is 2, which means a Wilder
using her Ability Score Improvement class feature.
with a minimum power level can still reach
This will allow a character's power level to rise
this maximum.
throughout the game, but the minimum is still 2
2. The highest-level weave a channeler can cast
and the maximum is still 9.
without linking or overchanneling is 9, which
is also the maximum power level a channeler
can reach.
3. Robert Jordan created a power level system
for channelers, ranging between 1 and 72; the
lower the level, the more powerful a
channeler was.
72 also divides by 8, which means it is
possible to convert the original system to this
one – every 9 levels will be one level in this
system. For example, all channelers of 1-8th
levels in the original system, will have a power
level of 9.
You cannot cast weaves with a level higher than
your current power level without overchanneling.
If a weave can be cast with higher levels, you can
175
Additional Suggested
Materials
Age of Illusions
Bekah’s Book of Backgrounds
D&D tools
D&D Wiki
Jesse's DnD Wheel of Time Handbook V1
Under the Dragon's Banner
The Wheel of Time Wiki
The World of Robert Jordan's The Wheel of Time
The Wheel of Time Companion
176
Index Running Two-River Man, Equipment, 17, 26,
Endurance, 16, 76 32, 33, 36, 41, 46,
Ability Score 18 Wisdom, 12, 13, 51, 59, 69, 90, 91,
Improvement, 16, Seia Doon, 22 14, 15, 20, 21, 96, 97, 144, 209
18, 25, 27, 35, 39, Shae'en M'taal, 23 22, 34, 36, 41, Adventuring Gear,
47, 50, 52, 57, 58, Sha'mad Conde, 42, 43, 44, 45, 2, 4, 94, 96
62, 68, 70, 211 23 46, 48, 51, 52, Armor, 2, 15, 17,
Action Surge, 25, 27 Societies, 17, 19 58, 59, 60, 61, 25, 26, 27, 36,
Age, 105 Sovin Nai, 24 68, 71, 77, 78, 45, 51, 59, 69,
Aiel, 15, 16, 17, 18, Tain Shari, 24 80, 85, 86, 87, 91, 92, 181,
19, 20, 22, 23, 32, Unarmored 89, 96, 127, 182, 183, 184,
38, 42, 43, 54, 88, Defense, 18 131, 132, 137, 186, 187, 188,
90, 91, 92, 93, 95, Altara, 107, 123, 208 138, 139, 140, 189, 191, 192,
100, 121, 122, Altaran, 104, 105, 141, 143, 144, 193, 195, 196,
123, 124, 125, 107 145, 146, 149, 197, 199, 200,
137, 138, 139, Amadicia, 33, 108, 150, 151, 152, 201, 202, 203,
183, 184, 186, 208 154, 156, 158, 204, 205
187, 191, 201, 202 Amadician, 108 160, 161, 162, Ashandarei, 92, 93
Algai'd'siswai, 3, 10, Andor, 12, 76, 109, 177, 180, 181, Coinage, 90, 91,
14, 15, 16, 17, 18, 208 182, 183, 184, 207
19, 21, 92, 95, Andoran, 12, 109, 186, 187, 188, Currency, 90,
209, 210 207 189, 190, 193, 207
Aethan Dor, 20 Angreal, 83, 84, 129, 195, 197, 198, Wealth, 4, 91,
Aiel Unarmed 134, 191 199, 200, 203, 209
Fighting, 16, 17 Appearance, 105 204, 206 Food and Lodging,
Buckler training, Arad Doman, 109, Blind Sense, 52 101
16, 18 208 Borderlander, 9, 25 Herbs, 97, 98
Cadin'sor, 16, 18, Domani, 11, 109, Bravery, 12, 25, 27 Kaf, 100
19 120 Bubbles of Evil, 177 medicines, 97
Cor Darei, 20 Arafel, 110, 208 Buckler, 16, 17, 18, Medicines, 98
Dance the Spears, Arafellin, 110 91, 92 Military Expenses,
16, 18 Armor Training, 25, Cairhien, 32, 113, 101
Duadhe Mahdi'in, 27 125, 208 Mounts and
20 Armsman, 3, 14, 15, Chairhienin, 11, Related Gear,
Far Aldazar, 21, 25, 26, 32, 47, 48, 113, 114 101
121 101, 209, 210 Camouflage, 16, 19 poisons, 97
Far Dareis Mai, Atha’an Miere, 123 Composure, 35, 39, Poisons, 97
19, 21 Backgrounds, 74, 57 Services, 102
Fast movement, 105, 213 Ebou Dar Special Items, 97,
18 Former Noble, 74 Ebou Dari, 12 100
Hama N'dore, 22 Novice, 75 Elusive, 50, 52 Tools, 96, 97
Rahien Sorei, 22 Venoms, 97
177
Weapons, 2, 4, 17, Feral Instinct, 16, 19 Illianer, 12, 114, Noble, 3, 14, 15, 45,
26, 36, 46, 51, Fighting Style, 25, 115 46, 47, 48, 101,
59, 65, 69, 92, 26, 31, 44, 68, 69 Illuminator, 100 121, 209
93, 155 Flora, 123 Indomitable, 25, 27 Authority, 33, 45,
Evasion, 16, 19, 50, Gender, 104 Initiate, 3, 6, 14, 15, 47
52, 72 Geography, 107 35, 36, 37, 38, 40, Call in Favor, 45,
Extra Attack, 16, 18, Ghealdan, 114, 208 58, 63, 83, 129, 46
25, 27, 68, 70 Ghealdanin, 114 130, 131, 209, Coordinate, 45,
Far Madding, 105, Goals, 106 210, 211 47, 48
113, 208 Herb, 4, 97, 98, 124, Kandor, 115, 208 Inspire
Maddiner, 113 125 Kandori, 115 Confidence, 45,
Fauna, 123, 125 Andilay root, 96, Languages, 121 47
Feats, 15, 43, 83 98, 124 Curses. See Noble Path
Composure, 2, 39, Blue Goatflower, Phrases Cavalier, 47, 48
83 98, 124 Idioms. See Noble Paths, 47,
Create Angreal, 2 Boneknit, 96, 98, Phrases 48
Create 124 Phrases, 3, 122 Cavalier, 48
Ter'angreal, 2, Corenroot, 98, 125 The Old Tongue, Diplomat, 46,
84 Dogwart, 96, 98, 3, 121 47, 48
Dreamer, 2, 43, 125 Trolloc Tongue, Persuading
85, 86 Feverbane, 96, 98, 122 Reputation, 45,
Dreamwalker, 2, 125 Martial Archetype, 47, 49
43, 86, 177 Five-Fingers, 98, 27 Ogier, 13, 78, 88,
Exceptional 99, 125 Blademaster, 3, 119, 122, 124
Channeler, 2, Flatwort, 98, 125 27, 28, 29, 90, One Power
39, 63, 86 Ground Ivy, 98, 93, 95 Tradition, 35, 36,
Flame and the 125 Champion, 27, 31 38, 57
Void, The, 2, 3, Healall, 99, 125 Commander, 3, Aes Sedai, 3, 12,
28, 86 Heartleaf, 99, 125 27, 32, 47, 48, 14, 25, 38, 40,
Focus, 2, 86 Lionheart, 99, 125 101, 106, 108 41, 44, 75, 88,
Great Fortitude, 2, Mardroot, 99, 125 Inquisitor, 27, 33, 101, 106, 119,
87 Sorfa, 99, 125 34 120, 121, 122,
Read Ter'angreal, Sunburst root, 98, Mayene, 32, 115, 123, 177
87 99, 125 208 Ajah, 3, 40, 41
Sense Worrynot root, 99, Mayener, 115 Asha'man, 38, 43,
Shadowspawn, 125 medicine, 77, 78, 97, 44, 138
2, 3, 87 Heroic 124 Windfinder, 38,
Sniffer, 2, 87 Characteristics, Midlander, 9, 12 41, 42
Treesinger, 2, 88 104 Multiclassing, 130 Wise One, 10, 38,
Weave Without Illian, 32, 114, 115, Murandy, 116, 208 42, 43, 138
Gestures, 2, 88 123, 208 Murandian, 116 One Power, the, 6,
Wolfbrother, 2, 88 Name, 104 12, 14, 15, 33, 34,
178
36, 37, 40, 42, 43, Sa'angreal, 84, 129, Invert, 36, 59, 80, The Wind Blows
58, 60, 69, 71, 75, 134, 141 144 Over the Wall,
77, 87, 98, 106, Saidin, 43, 84, 104, Slippery Mind, 50, 30
120, 125, 127, 128, 131, 161 52 Threading the
128, 130, 131, Madness, 131 Slow Aging, 35, 38, Needle, 30
138, 140, 153, Saldaea, 100, 116, 57, 61 Whirlwind on the
161, 162, 163, 181, 208 Sword Forms, 3, 28, Mountain, 31
169, 171, 193, Saldaean, 116, 29 Tar Valon, 32, 40,
194, 196, 198, 211 117 Apple Blossoms in 106, 109, 119,
Origins, 9 Sea Folk. See the Wind, 29 124, 160, 166,
Aiel, 9, 10 Atha'an Miere Cat Dances on the 173, 209
gai'shain, 10 Seanchan, 12, 15, Wall, 29 Tar Valoner, 12
ji'e'toh, 9, 10 32, 90, 92, 93, Hummingbird Tar Valonian, 119
Ji'e'toh, 9 100, 101, 117, Kisses the Tarabon, 13, 120,
Atha’an Miere, 10 118, 125, 127, Honeyrose, 29 125, 209
Borderlander, 11 133, 186 Kissing the Adder, Taraboner, 12, 73,
poison, 24, 97, 143 omens, 117, 118 30 120
Poison Second Wind, 25, 27 Leopard in High Tear, 32, 106, 115,
Asping Rot, 97 Sexual Orientation, Grass, 29 120, 121, 123,
Blacklance venom, 104 Lizard in the 124, 127, 209
97 Shadar Logoth, 3, Thornbush, 30 Tairen, 12, 120,
Bloodsnake 177 Lotus Closes its 121, 133
venom, 97 Shadowspawn Blossom, 29 Tel'aran'rhiod
Crimsonthorn Myrddraal, 5, 91, Parting the Silk, Nightmares, 177
root, 98 92, 123, 161, 29 Tel'aran'Rhiod, 176
Forkroot, 98, 125 180, 197, 198 Plucking the Low- Ter'angreal, 2, 84,
Gara venom, 98 Shadow-Linked hanging Apple, 85, 87, 101, 113,
Grey Fennel, 98, Vermin, 180 30 117, 131, 132, 196
125 Trolloc, 93, 197, Rain in High Wind, The Dark One's Own
Tarchrot, 98, 125 198, 199 30 Luck, 50, 53, 122
Quick, 17, 26, 36, 45, Shienar, 119, 123, Rat Gnawing the The Heron spreads
50, 51, 52, 58, 68, 208 Grain, 30 its wings, 28
127 Shienaran, 119 River of Light, 30 The Old Tongue,
Reputation, 16, 25, Skilled, 50, 52, 102 Shake Dew from 121, 123, 196, 197
32, 35, 45, 50, 57, skills, 5, 14, 15, 52, the Branch, 30 Two-Rivers, The,
68, 106 68, 71, 72, 80 The Boar Rushes 76, 94, 100, 124,
Cohorts, 106, 107 Skills Down the 125
Fame and Infamy, Endurance, 21, 24, mountain, 29 Uncanny Dodge, 50,
106 87, 210 The Cyclone 52, 72
Followers, 4, 106, Innuendo, 46, 50, Rages, 29 Vanish, 16, 19, 68,
107 52, 80 The Viper Flicks 71
its Tongue, 29
179
Wanderer, 3, 14, 15, Weavesight, 35, 37, Simultaneous Land's Stride, 68,
50, 51, 52, 209 38, 39, 57, 59, 60, Weaving, 39 70
Illicit Barter, 50, 61, 88, 164 Talent, 42, 50, 57 Natural Explorer,
51 Weaving, 59 Talents, 2, 3, 36, 68, 69, 72
Reliable Talent, 52 Weaving, 35, 36, 37, 37 Track, 68, 166,
Sneak Attack, 50, 57, 58 Tie-off Weave, 39 171
51 Affinities, 3, 37 Wilder, 3, 14, 15, 57, Woodsman
Trapfinding, 50, Affinity, 42 58, 59, 60, 61, 62, Archetype, 70
51 Cantrips, 41 129, 130, 209, Beast Master,
Wandering Combat Weaving, 210, 211 71
Archetype, 52 44 Block, 57, 60, 94, Hunter, 70, 71,
Assassin, 52, 53 Instant Embrace, 169, 170, 171 72
Gleeman, 14, 35, 39 Woodsman, 3, 14, Scout, 70, 72
52, 54, 90, Learn New Weave, 15, 68, 69, 70, 71, World of Dreams,
100 35, 39, 57, 58 73, 130, 209, 210 the. See
Thief Taker, 52, Multiweave, 35, Feral Awareness, Tel'aran'rhiod
55 39, 58 68, 71
Overchannel, 37, Hide in Plain
38 Sight, 68, 70
180
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Skills
Abilities
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Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF. &)&163"
) Animal Handling (WIS)
BONUS
PROFICIENCY Athletics (STR)
STR BONUS +
8+
STRENGTH
Deception (CHA)
DEXTERITY
?PbbXeT?TaRT_cX^]
/,#& &"+ 6 History (INT)
,+20 Innuendo (WIS)
CON Insight (WIS)
CONSTITUTION ,163,5$7,21
Intimidation (CHA)
INT &*&1"! "12/"0 Invert (INT)
INTELLIGENCE
)($785( 0$;86$*(6 5(&29(5<
86(' Investigation (INT)
WIS Medicine (WIS)
WISDOM
Nature (INT)
CHA Perception (WIS)
CHARISMA
Performance (CHA)
Persuasion (CHA)
BPeX]VCWa^f0SeP]cPVTb3XbPSeP]cPVTb Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
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Opportunity Attack
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Features Background
?4AB>=0;8CHC
CA08CB
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1>=3
Feats
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Equipment
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Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet
Proficiencies
68%727$/ 68%727$/
ARMOR: ;867C <438D< 740EH B784;3B >C74A) (1&80%(5(' +($9,/<(1&80%(5(' 386+'5$*/,)7
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WEAPONS: B8<?;4 <0AC80; >C74A) 10 FT SPEED 20 FT SPEED 63((' 5 FT
',6$'9675'(;&21
Status Possessions
Exhaustion "/h+$/")
LEVEL EFFECT (CUMULATIVE) 7HU DQJUHDO:___________________________________________________________________________________
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
7HU DQJUHDO___________________________________________________________________________________
4 Hit Point maximum halved ________________________________________________________________________________________________________________
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage. 7HU DQJUHDO___________________________________________________________________________________
Enemy attacks have advantage. ________________________________________________________________________________________________________________
Incapacitated
Can’t take actions or reactions. ________________________________________________________________________________________________________________
Stunned
Incapacitated. Can’t move. Can speak only ________________________________________________________________________________________________________________
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious 7HU DQJUHDO___________________________________________________________________________________
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str ________________________________________________________________________________________________________________
of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have ________________________________________________________________________________________________________________
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits. ________________________________________________________________________________________________________________
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a weave requires concentration.
Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Character History
Click Here
to change
this Icon
Character Portrait
Appearance
Enemies
Click Here
to change
this Icon
Organization Symbol
;NZR' 6T]STa) 0VT)
Companion >aXVX]) BXiT) Ch_T)
7TXVWc) FRVTUa' 0[XV]\T]c)
STR Acrobatics Invert $77$&.'(6&5,37,21 PROF ABILITY 5$1*( 72+,7 '$0$*( '$0$*(7<3(
Animal Investigation
STRENGTH Handling
Athletics Medicine
DEX
Deception Nature
DEXTERITY
Endurance Perception
CON History Performance
CONSTITUTION
Innuendo Persuasion
INT Insight Sleight of
Hand
INTELLIGENCE
Intimidation Stealth +&1&1&3"
SPEED
WIS
'(; 0,6&
"#"+0" Survival ")1%
WISDOM
CHA
CHARISMA
CURRENT
HP
"+0"0 3$66,9(
3(5&(37,21
MAX HIT POINTS
"12/"0 /&10
/,#& &"+ 6
,+20
Notes
Companion's Appearance
Equipment
Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)
&+$5$&7(5
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL Weave List by Level
Weave
Slots
1st Level
Weave name Description Tal Save Time Range Powers Duration PG.
Barrier to Sight (C) Create a 5-ft. radius opaque dome around an area that hides creatures within it WA ——— 1 r 30 ft A,E,S Concentration 115
Circle of Silence (C) Create a 5-ft. radius dome around an area, through which sound cannot pass WA ——— 1r 30 ft A,F,W Concentration 117
Disguise (C) Slightly alter the appearance of one creature IL Wis. n 1a Touch A,F,S Concentration 121
Dream Shielding (C) Create a 5-ft. radius dome around an area that protects the dreams of creatures inside of it WA ——— 1 r 30 ft S Concentration 121
Dry (C) Dry wet creatures or objects, making the water drip to the floor EL Wis. n 1a 30 ft W Instantaneous 122
Eavesdrop (C) Create a tendril and use a bonus action to listen through. Bonus action to move up to 30 ft IL ——— 1 a 30 ft A,S Concentration 123
False Wall (C) Create a 5 ft. by 5 ft. stone-gray wall made of air. Requires Strength (Athletics) check to pass through EL ——— 1 a 100 ft A,E Concentration 123
Harden Air (C) Restrain people or hold objects in place EL Dex. n 1a 60 ft A Concentration 126
Heal (C) Restore 1d8 hit points/slot level + channeling ability modifier. Gain exhaustion levels 1/3 of slot level HE Wis. n 1r Touch A,S,W Instantaneous 126
Heal the Mind (C) Allow a mad channeler a Wisdom save. Temporarily reduce madness levels at higher levels HE Wis. n 1 min Touch A,S,W Instantaneous 127
Insect Control (R) Attract or repel insects to a square 5 ft. by 5 ft. per slot level CO ——— 1 a 30 ft S Concentration 128
Keeping (C) Preserve rations for 5 people for 1 week/slot level WA ——— 1 a 30 ft A,S,W 1 week 128
Leveling the Ground (C) Remove or create difficult terrain in a square 10 ft by 10 ft./slot level, knocking people prone ES Dex. n 1a 60 ft E Instantaneous 128
Mirror of Mists (C) Make yourself frightening and big. Grants advantage on Charisma (Intimidation) checks IL Wis. n 1a Self A,F,S Concentration 129
Raise Fog (C) Create dense fog in a 20 ft. radius, rising in height by 5 ft. each round CD ——— 1 a 120 ft A,W Concentration 130
Renew (C) Temporarily remove the effects of exhaustion without losing the exhaustion levels HE Wis. n 1a Touch A,S,W 1 hour 131
Restore (C) Restore 1d4 points/slot level to one or more ability scores He ——— 1 min Touch E,S,W Instantaneous 131
Wand of Fire (C) Imbue an improvised weapon with fire, dealing an extra 1d6 fire damage EL ——— 1 r 30 ft E,F Concentration 137
Ward a.Shadowspawn(C) Create a 5-ft. radius dome that Shadowspawn cannot pass through WA ——— 1 r 30 ft A,F,S Concentration 138
Whirlwind (C) Create a whirlwind that grants 75% miss chance against projectiles CD ——— 1 a 30 ft A Concentration 139
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
2nd Level
Weave name Description Tal Save Time Range Powers Duration PG.
Fiery Sword (C) A blade of fire leaps from your hand, causing 1d10 fire damage on hit EL ——— 1 bns Self A,F,S Concentration 123
Fireball (C) Create a small bead of fire that explodes in a 10 ft. radius, causing 4d6 fire damage + 1d6/slot level EL Dex. h 1a 150 ft A,F Instantaneous 124
Folded Light (C) Create a 10 ft. by 10 ft. invisible wall the hides creatures behind it IL Wis. n 1a 30 ft A,F Concentration 125
Sky Lights (R) Create fireworks-like lights in a 20-ft. cube that blind people in the area IL Con. n 1r 300 ft A,F Instantaneous 133
Thunderclap (C) Make a 30-ft. radius deafening noise that deafens creatures within it CD Con. n 1a 150 ft A,S,W Instantaneous 135
Ward a.Channelers (C) Create a 5-ft. radius dome that blocks channelers from passing WA ——— 1 r 30 ft A,F,S Concentration 137
Ward Against People (C) Create a 5-ft. radius dome that blocks humans and Ogier from passing WA ——— 1 r 30 ft A,F,S Concentration 139
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67
3rd Level
Weave name Description Tal Save Time Range Powers Duration PG.
Aligning the Matrix (L) Strengthen one metal object weighing up to 5 pounds, granting +1 to attack and damage or +1 to AC ES ——— 1 min 5 ft E,F,W Instantaneous 113
Caressing the Child (R) Check the physical condition of a pregnant woman and her fetus HE Wis. n 1 min Touch E,F,S Instantaneous 117
Cleanse (C) Grant an immediate saving throw against poison or disease HE Wis. n 1 min Touch S,W Instantaneous 117
Cut Weave (C) Cut another channeler's weave while it is being cast, preventing its effect EL Dex. n 1 rea 60 ft S Instantaneous 120
Finder (C) Use a small object to track another creature who is holding it CO ——— 1 a Touch S See text 124
Fire Trap (C) Create an exploding trap on an object or surface, dealing 4d6 fire damage+1d6/slot level within 5 ft. WA Dex. h 1r Touch A,F,S Concentration 124
Influence (R) Make a creature more susceptible to suggestions, granting disadvantage on several rolls (see text) CO Wis. n 1a 30 ft All 1 hour 127
Move Water (C) Move up to 50 gallons of water up to 20 ft. to a 5 ft. by 5 ft. square, drowning creatures inside EL Dex. n 1a 30 ft W Concentration 130
Protective Cacoon (R) You surround yourself with a cacoon of the one power, gaining resistance to damage from weaves WA ——— 1 rea Self A,E,F Instantaneous 130
Shield (C) Block another channeler from touching the One Power WA CA. n 1a 30 ft S Concentration 132
Ward a. One Power (C) Create a 5-ft. radius dome that prevents weaves of the One Power from passing WA ——— 1 r 30 ft All Concentration 138
Whirlpool (C) You create a 25-ft. radius whirlpool in the water, creatures are pulled 10 ft., taking 2d8 blud. damage EL ——— 1 r 100 ft S,W Concentration 139
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
4th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Disguise Channeling (R) Conceal a channeler's ability to channel WA Wis. n 1a 30 ft S 1 hour 121
Distant Eye (C) Use bonus action to see through a tendril of power. Bonus action to move 20 ft., up to 300 ft. IL ——— 1 r 30 ft A,S Concentration 121
Immolate (C) The target bursts into flames from the inside, causing 4d8 fire damage/slot level and ignite flammable EL Con. h 1a 60 ft F,S Instantaneous 127
Master Ward (C) You create a 5-ft. radius dome through which physical objects cannot pass WA ——— 1 r 30 ft All Concentration 129
Riven Earth (C) A 10 ft. cube or ground erupts with earth and fire, causing 3d6 bludgeoning + 3d6 fire damage ES Dex. h 1a 100 ft E,F Instantaneous 132
Stunning (C) The target is paralyzed for the duration HE See text 1 a 60 ft see text Concentration 135
Suggenstion (R) You suggest a course of action to the target, which he feels compel to take within a reasonable time CO Wis. n 1 a 30 ft All Instantaneous 135
Use Portal Stone (R) Use a portal stone to teleport to a different place or world TR ——— 1 r Touch S Instantaneous 137
Ward Bore (L) You test, and possibly bore a hole, into a weave of warding WA ——— 1 a 60 ft All Instantaneous 139
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
5th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Bond as First (R) Bond two individuals as first brothers/sisters CO Wis. n 10 min Touch S Instantaneous 115
Bond Spouse (R) Create a bond between spouses CO Wis. n 1 min Touch S Instantaneous 116
Bond Warder (C) Bond a person as your warder CO Wis. n 1a Touch S Instantaneous 116
Fly (L) 1+1/SL willing creatures gain fly 60 ft speed EL Wis. n 1a Touch A,S Concentration 125
Lightning (C) A bolt of lightning falls from the sky, causing 8d6 lightning damage and 2d6 to targets within 5 ft. CD Dex. h 1a 300 ft A,F Instantaneous 128
Touch of Death (L) Crush a person's inside, causing 8d8 damage without external injury HE See text 1 r 60 ft E,F,S,W Concentration 136
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
____________________ ___________________________________________________________________________________ ___ ______ ______ _________ ______ ___________ ___
6th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Blossoms of Fire (R) Create a pole of burning fire, causing 8d6 fire damage to creatures within 5 ft. or 20 ft. radius blast EL Dex. h 1a 150 ft A,E,F Concentration 115
Compulsion (R) Force a person to follow you orders CO Wis. n 1a 30 ft A,S,W Concentration 118
Hold Gateway (L) Keep another channeler's gateway open TR ——— 1a 100 ft S Instantaneous 127
Restore the Power (L) You restore a stilled or gentled channeler's ability to sense and channel the One Power HE Wis. n 1 min Touch All Instantaneous 131
Sever (C) Still or gentle another channeler HE CA. n 10 min 30 ft S Instantaneous 132
Skimming (L) Create a gateway for skimming TR ——— 1a 30 ft A,E,S 1 round 133
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7th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Arrows of Fire (L) Tiny arrows of red hot fire burst from your fingertips in a 30 ft. cone, causing 12d6 fire damage EL Dex. h 1 min 30 ft A,F Instantaneous 114
Bridge b.Worlds (L) You open a gateway into Tel'Aran'rhiod, allowing you to enter the world of dreams with your body TR ——— 1 r 30 ft E,S Instantaneous 117
Create Gateway (L) Open a 5 ft. wide, 10 ft. tall gateway to another location TR ——— 1 a 30 ft S 1 round 119
Earthquake (C) The ground shakes in a 100 ft. cube, knocking people prone and causing 5d6 bludgeoning damage ES Dex. h 1 r 300 ft E Instantaneous 122
Pass Bond (C) You pass the bond of a creature bonded to you to another person, either now or when you die CO Cha. n 10 min Touch S Instantaneous 130
Turning (R) You lead a circle in turning a person to the shadow without their consent CO Wis. n Conc. 30 ft All Instantaneous 136
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8th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Balefire (R) You erase a person from existence 6 seconds ago, undoing anything they did during that time BF Dex. n 1a 50 ft All Instantaneous 114
Deathgate (L) You send a gateway hurling in any direction, causing 10d6 slashing damage to creatures in its path TR Dex. n 1 a 150 ft E,F,S Concentration 120
Strike of Death (R) Streaks of lightning shoot from your body, killing all shadowspawn of one type within 10 ft./round WA See text 1 r Self A,F,S Concentration 134
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9th Level
Weave name Description Tal Save Time Range Powers Duration PG.
Create Cuendillar (L) Transform 10 pounds of iron into 1 pound of Cuendillar ES ——— 1 min Touch A,E,F Instantaneous 118
Flame of Tar Valon (L) You repair a 25-ft. radius area damaged by balefire + 5 ft. per round BF ——— 1 r See text All Concentration 135
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Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67
&+$5$&7(5
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL Weave List by Talent
Weave
Slots
Cloud Dancing
Level Weave name Description Save Time Range Powers Duration PG.
0 Foretell Weather (C) Feel changes in the weather in the area around you in the next 24 hours ——— 1 min Self A,W Instantaneous 125
0 Harness the Wind (C) Conjure a wind over an area to knock down people or objects or propel ships ——— 1 a 300 ft A,W Concentration 126
0 Warmth (C) Warm the air in a 15 ft. radius around you, making it comfortable ——— 1 a 30 ft A,F Concentration 139
1 Raise Fog (C) Create dense fog in a 20 ft. radius, rising in height by 5 ft. each round ——— 1 a 120 ft A,W Concentration 130
1 Whirlwind (C) Create a whirlwind that grants 75% miss chance against projectiles ——— 1 a 30 ft A Concentration 139
2 Thunderclap (C) Make a 30-ft. radius deafening noise that deafens creatures within it Con. n 1a 150 ft A,S,W Instantaneous 135
5 Lightning (C) A bolt of lightning falls from the sky, causing 8d6 lightning damage and 2d6 to targets within 5 ft. Dex. h 1a 300 ft A,F Instantaneous 128
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Conjunction
Level Weave name Description Save Time Range Powers Duration PG.
0 False Trail (C) Create a false trail that leads up to 25 ft. away from your current location in any direction Wis. n 1r Self A,E,S Instantaneous 123
1 Insect Control (R) Attract insects to or repel insects from a square 5 ft. by 5 ft. per slot level ——— 1 a 30 ft S Concentration 128
3 Finder (C) Use a small object to track another creature who is holding it ——— 1 a Touch S See text 124
3 Influence (R) Make a creature more susceptible to suggestions, granting disadvantage on several rolls (see text) Wis. n 1r 30 ft All 1 hour 127
4 Suggenstion (R) You suggest a course of action to the target, which he feels compel to take within a reasonable time Wis. n 1a 30 ft All Instantaneous 135
5 Bond as First (R) Bond two individuals as first brothers/sisters Wis. n 10 min Touch S Instantaneous 115
5 Bond Spouse (R) Create a bond between spouses Wis. n 1 min Touch S Instantaneous 116
5 Bond Warder (C) Bond a person as your warder Wis. n 1a Touch S Instantaneous 116
6 Compulsion (R) Force a person to follow you orders Wis. n 1a 30 ft A,S,W Concentration 118
7 Pass Bond (C) You pass the bond of a creature bonded to you to another person, either now or when you die Cha. n 10 min Touch S Instantaneous 130
7 Turning (R) You lead a circle in turning a person to the shadow without their consent Wis. n Conc. 30 ft All Instantaneous 136
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Earth Singing
Level Weave name Description Save Time Range Powers Duration PG.
0 Earth Delving (C) Sense metal deposits in a 5 ft. radius in the ground around you ——— 1 a Self E Concentration 122
0 Grenade (C) Imbue a rock with fire, causing 1d4 bludgeoning + 1d4 fire damage when hitting a creature or object Dex. h 1r Touch E,F Instantaneous 126
0 Polish (C) Remove corrosion from metal object ——— 1 a Touch E Instantaneous 130
1 Leveling the Ground (C) Remove or create difficult terrain in a square 10 ft by 10 ft./slot level, knocking people prone Dex. n 1a 60 ft E Instantaneous 128
3 Aligning the Matrix (L) Strengthen one metal object weighing up to 5 pounds, granting +1 to attack and damage or +1 to AC ——— 1 min 5 ft E,F,W Instantaneous 113
4 Riven Earth (C) A 10 ft. cube or ground erupts with earth and fire, causing 3d6 bludgeoning + 3d6 fire damage Dex. h 1a 100 ft E,F Instantaneous 132
7 Earthquake (C) The ground shakes in a 100 ft. cube, knocking people prone and causing 5d6 bludgeoning damage Dex. h 1r 300 ft R Instantaneous 122
9 Create Cuendillar (L) Transform 10 pounds of iron into 1 pound of Cuendillar ——— 1 min Touch A,E,F Instantaneous 118
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Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67
Elementalism
Level Weave name Description Save Time Range Powers Duration PG.
1 Barrier to Sight (C) Create a 5-ft. radius opaque dome around an area that hides creatures within it ——— 1 r 30 ft A,E,S Concentration 115
1 Circle of Silence (C) Create a 5-ft. radius dome around an area, through which sound cannot pass ——— 1 r 30 ft A,F,W Concentration 117
1 Dream Shielding (C) Create a 5-ft. radius dome around an area that protects the dreams of creatures inside of it ——— 1 r 30 ft S Concentration 121
1 Keeping (C) Preserve rations for 5 people for 1 week/slot level ——— 1 a 30 ft A,S,W 1 week 128
1 Ward a.Shadowspawn(C) Create a 5-ft. radius dome that Shadowspawn cannot pass through ——— 1 r 30 ft A,F,S Concentration 138
2 Ward a.Channelers (C) Create a 5-ft. radius dome that blocks channelers from passing ——— 1 r 30 ft A,F,S Concentration 139
2 Ward Against People (C) Create a 5-ft. radius dome that blocks humans and Ogier from passing ——— 1 r 30 ft A,F,S Concentration 139
3 Fire Trap (C) Create an exploding trap on an object or surface, dealing 4d6 fire damage+1d6/slot level within 5 ft. Dex. h 1r Touch A,F,S Concentration 124
3 Protective Cocoon (R) You surround yourself with a cacoon of the one power, gaining resistance to damage from weaves ——— 1 rea Self A,E,F Instantaneous 130
3 Shield (C) Block another channeler from touching the One Power CA. n 1a 30 ft S Concentration 132
3 Ward a. One Power (C) Create a 5-ft. radius dome that prevents weaves of the One Power from passing ——— 1 r 30 ft All Concentration 138
4 Disguise Channeling (R) Conceal a channeler's ability to channel Wis. n 1a 30 ft S 1 hour 121
4 Master Ward (C) You create a 5-ft. radius dome through which physical objects cannot pass ——— 1 r 30 ft All Concentration 129
4 Ward Bore (L) You test, and possibly bore a hole, into a weave of warding ——— 1 a 60 ft All Instantaneous 139
8 Strike of Death (R) Streaks of lightning shoot from your body, killing all shadowspawn of one type within 10 ft./round See text 1 r Self A,F,S Concentration 134
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Healing
Level Weave name Description Save Time Range Powers Duration PG.
0 Delve (C) Learn the physical condition of a creature Wis. n 1 min Touch S Instantaneous 120
0 Rend (R) Destroy the flesh and wrenching bones of living creatures, causing 1d10 slashing damage Con. h 1a 30 ft A,S,W Instantaneous 131
1 Heal (C) Restore 1d8 hit points/slot level + channeling ability modifier. Gain exhaustion levels 1/3 of slot level Wis. n 1r Touch A,S,W Instantaneous 126
1 Heal the Mind (C) Allow a mad channeler a Wisdom save. Temporarily reduce madness levels at higher levels Wis. n 1 min Touch A,S,W Instantaneous 127
1 Renew (C) Temporarily remove the effects of exhaustion without losing the exhaustion levels Wis. n 1 min Touch A,S,W 1 hour 131
1 Restore (C) Restore 1d4 points/slot level to one or more ability scores ——— 1 min Touch E,S,W Instantaneous 131
3 Caressing the Child (R) Check the physical condition of a pregnant woman and her fetus Wis. n 1 min Touch E,F,S Instantaneous 117
3 Cleanse (C) Grant an immediate saving throw against poison or disease Wis. n 1 min Touch S,W Instantaneous 117
4 Stunning (C) The target is paralyzed for the duration See text 1 a 60 ft See text Concentration 135
5 Touch of Death (L) Crush a person's inside, causing 8d8 damage without external injury See text 1 r 60 ft E,F,S,W Concentration 136
6 Restore the Power (L) You restore a stilled or gentled channeler's ability to sense and channel the One Power Wis. n 1 min Touch All Instantaneous 131
6 Sever (C) Still or gentle another channeler CA. n 10 min 30 ft S Instantaneous 132
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Illusion
Level Weave name Description Save Time Range Powers Duration PG.
0 Voice of Power (C) Enhance and project your voice over great distances Wis. n 1a Touch A,F Concentration 137
1 Disguise (C) Slightly alter the appearance of one creature Wis. n 1a Touch A,F,S Concentration 121
1 Eavesdrop (C) Create a tendril and use a bonus action to listen through. Bonus action to move up to 30 ft ——— 1a 30 ft A,S Concentration 123
1 Mirror of Mists (C) Make yourself frightening and big. Grants advantage on Charisma (Intimidation) checks Wis. n 1a Self A,F,S Concentration 129
2 Folded Light (C) Create a 10 ft. by 10 ft. invisible wall the hides creatures behind it Wis. n 1a 30 ft A,F Concentration 125
2 Sky Lights (R) Create fireworks-like lights in a 20-ft. cube that blind people in the area Con. n 1r 300 ft A,F Instantaneous 133
4 Distant Eye (C) Use bonus action to see through a tendril of power. Bonus action to move 20 ft., up to 300 ft. ——— 1 r 30 ft A,S Concentration 121
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Traveling
Level Weave name Description Save Time Range Powers Duration PG.
4 Use Portal Stone (R) Use a portal stone to teleport to a different place or world ——— 1 r Touch S Instantaneous 137
6 Hold Gateway (L) Keep another channeler's gateway open ——— 1 a 100 ft S Instantaneous 127
6 Skimming (L) Create a gateway for skimming ——— 1 a 30 ft A,E,S 1 round 133
7 Bridge b.Worlds (L) You open a gateway into Tel'Aran'rhiod, allowing you to enter the world of dreams with your body ——— 1 r 30 ft E,S Instantaneous 117
7 Create Gateway (L) Open a 5 ft. wide, 10 ft. tall gateway to another location ——— 1 a 30 ft S 1 round 119
8 Deathgate (L) You send a gateway hurling in any direction, causing 10d6 slashing damage to creatures in its path Dex. n 1a 150 ft E,F,S Concentration 134
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Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67
Warding
Level Weave name Description Save Time Range Powers Duration PG.
1 Barrier to Sight (C) Create a 5-ft. radius opaque dome around an area that hides creatures within it ——— 1 r 30 ft A,E,S Concentration 115
1 Circle of Silence (C) Create a 5-ft. radius dome around an area, through which sound cannot pass ——— 1 r 30 ft A,F,W Concentration 117
1 Dream Shielding (C) Create a 5-ft. radius dome around an area that protects the dreams of creatures inside of it ——— 1 r 30 ft S Concentration 121
1 Keeping (C) Preserve rations for 5 people for 1 week/slot level ——— 1 a 30 ft A,S,W 1 week 128
1 Ward a.Shadowspawn(C) Create a 5-ft. radius dome that Shadowspawn cannot pass through ——— 1 r 30 ft A,F,S Concentration 138
2 Ward a.Channelers (C) Create a 5-ft. radius dome that blocks channelers from passing ——— 1 r 30 ft A,F,S Concentration 139
2 Ward Against People (C) Create a 5-ft. radius dome that blocks humans and Ogier from passing ——— 1 r 30 ft A,F,S Concentration 139
3 Fire Trap (C) Create an exploding trap on an object or surface, dealing 4d6 fire damage+1d6/slot level within 5 ft. Dex. h 1r Touch A,F,S Concentration 124
3 Protective Cocoon (R) You surround yourself with a cacoon of the one power, gaining resistance to damage from weaves ——— 1 rea Self A,E,F Instantaneous 130
3 Shield (C) Block another channeler from touching the One Power CA. n 1a 30 ft S Concentration 132
3 Ward a. One Power (C) Create a 5-ft. radius dome that prevents weaves of the One Power from passing ——— 1 r 30 ft All Concentration 138
4 Disguise Channeling (R) Conceal a channeler's ability to channel Wis. n 1a 30 ft S 1 hour 121
4 Master Ward (C) You create a 5-ft. radius dome through which physical objects cannot pass ——— 1 r 30 ft All Concentration 129
4 Ward Bore (L) You test, and possibly bore a hole, into a weave of warding ——— 1 a 60 ft All Instantaneous 139
8 Strike of Death (R) Streaks of lightning shoot from your body, killing all shadowspawn of one type within 10 ft./round See text 1 r Self A,F,S Concentration 134
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Based on MorePurpleMoreBetter's D&D 5th edition Character Record Sheet '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67
Change log v1.2
1. All weaves now have descriptions instead
of a reference to the RPG.
2. Exceptional Talent paths were added for
Wilders.
3. Streamlined all weaves, abilities,
and features to D&D 5th edition rules.
4. Fixed spelling and grammar errors.
5. Added art.
6. Creatures are now grouped by type and
sorted alphabetically.
7. Added Shadar Logoth and Bubbles of Evil
as hazards.
8. Streamlined optional rules.
9. Added printed character sheets based on
MPMB character sheets (partially fillable).
10. Updated Index.
11. Added missing weaves.
12. Madness rating streamlined and scaled.
13. More detailed Fauna.
14. Added Trollocs Tongue.
15. Added images of coins.
16. Added more backgrounds.
17. Rebalanced Wilder’s Exceptional Talent
features.
192