Draenian: Phyllida.
Many Thorath names are usually unisex.
### Thorath Traits
**Ability Score Increase.** Your Constitution score increases by 1.
**Age.** Despite their insectoid appearance, Thorath are somewhat longlived. Most Thorath live to be about 180 years of age.
**Alignment.** Depending on the Sect, Thorath could be polar opposites of one another. Most Gunnath Thorath are among the chaotic side of an alignment while Vannath Thorath tend to stick around either the neutral or lawful side of an alignment.
**Size.** Depending on the Insectoid Ancestry, Thorath size can vary. Some can be Small, such as the Hivestians, while others are quite tall, such as the Draenians.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read and write in Common, Gnomish and a language of your choice.
#### Thorath Subraces: Insectoid Ancestry
Many Thorath, despite being of the same origin, have adapted to their environments to better suit the needs of a certain area, ensuring survival.
#### Insectoid Ancestry: Beetalians
These Thorath have evolved beetle-like physiques. For what they lack in finesse, they make up for it with their sheer strength. They are famous for inventing the art of wrestling.
**Ability Score Increase.** Your Strength score is increased by 2.
**Size.** Your size is Medium.
**Herculian Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also take half damage from non-magical attacks from any creatures that you are grappling or restraining as long as their size is Medium or smaller, and as long as you are not incapacitated or unconscious.
**Armored Chitin.** You gain +1 to your Armor Class.
#### Insectoid Ancestry: Hivestians
Often taking on the appearance and physique of hive insects such as ants or bees. Though individually weak, Hivestians are powerful when working with others.
**Ability Score Increase:** Your Charisma and Intelligence scores are increased by 1.
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.
**Size.** Your size is Small.
**Infallible Cooperation.** You have a bonus equal to your Proficiency Bonus on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
**Hivestian Sense.** Your Hivestian mind warns you of any impending dangers that may befall an ally. As a reaction, if an attack roll is made against an ally within 5 feet of you, you may warn them, granting them a bonus to their Armor Class equal to half your Proficiency Bonus rounded up against that attack. After you use this trait, you can't use it again until you finish a short or long rest.
**Cursed Solidarity.** If you are alone or left in solidarity for longer than one day, you cannot benefit from short or long rests. If you are alone for longer than three days, you die and cannot be resurrected without the use of a *true resurrection* or *wish* spell, as your soul becomes plagued with negative thoughts of living alone.
#### Insectoid Ancestry: Floraedians
Floraedians, with the appearance of butterflies or moths, are viewed as elegant and graceful thanks to their slender physiques. With their wings, they can easily maneuver their way through obstacles.
**Ability Score Increase.** Your Dexterity and Wisdom scores are increased by 1.
**Size.** Your Size is Medium.
**Pollenation.** Your body is covered in tiny pollen particles that can assist you when in dire situations. As a reaction or action, you harness the healing properties of the pollen, regaining health equal to one of your Class' hit die. Alternatively, you may use your pollen for offense, causing an allergic reaction. Up to 3 creatures within melee range of you must succeed on a Constitution saving throw of 8 + Your Proficiency Bonus + Your Constitution Modifier or take poison damage equal to your Class level. After you use this trait, you can't use it again until you finish a long rest.
**Graceful Flight.** Your flight speed is 30. You must use a bonus action to spread your wings.
#### Insectoid Ancestry: Draenians
Thought to be among the most ancient of Thorath, Draenians resemble dragonflies and damselflies in terms of physique. Thin, tall and alien-like, Draenians are widely respected and believed to be the most wise and intelligent of all Thorath.
**Ability Score Increase.** Your Wisdom and Intelligence scores are increased by 1.
**Size.** Your Size is Large.
**Draenian Heritage.** You know one cantrip of your choice from the Druid spell list. At 3rd Level, you gain a 1st Level spell of your choice from the Druid spell list and can cast this spell once per day. Your Wisdom is your spellcasting ability for it.
**Fortitude of Mind.** Your Draenian heritage brings peace to your mind and soul. You have advantage on all Wisdom saving throws against magic.












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## Venterial
*During the dead of night, the Venerial could finally spread his wings and hunt for what he so desperately needed: blood. Having starved himself while trying to keep his identity a secret, the Venerial took flight as he scoped the city beneath him for a victim which he can attack. Walking along the alley was a lone woman holding a basket of food, rushing towards the end of the alley. Her brisk pace, delicate frame and flushed face only tempted the Venterial even more as he extended his wings and tilted them downwards, gliding ever so closer to the woman. The unsuspecting person, nearing her destination, could hear the very air being cut behind her as she dared to not look back, evolving her pace to that of a mad dash. The Venterial, crazed by his unsatiated thirst for blood, began flapping furiously and soon caught up to the woman, pinning her down to the cold gravel pavement. Bearing his fangs, he muttered, "Oh, how I've yearned for prey this deliciously morbid. I shall ease your fear, my lovely meal."*
Venterials are bat-like Beastmen that are both rare and dangerous due to their innate thirst for blood. While they retain their grotesque, bat-like appearance during the night as an evolutionary trait that allows them to strike fear into their prey, Venterials are shapeshifters and change their forms into that of humanoids, closely resembling humans. However, the best way to differentiate Venterials in disguise and normal humans is by their pale, snow-like complexion and large canines. Originating from the depths of numerous Eallin caves, Venterials are believed to be the descendants of an Eidolon that was supposedly erased from history. From within these caves, vast underground caverns that connect with each other to form underground cities that many speculate to be at least a couple of miles large, which makes the Venterial excellent at architecture and manipulating earth aether. Though they are very much a race that dwells deep beneath the surface, they venture out in packs or as individuals to hunt, with some viewing hunts as necessary evil while others view hunts as a mere sport.
### Bloodlines
Venterials, just like many other races, have their own customs and norms which creates a hierarchical society. Closely resembling the society of elves, Venterials highly value ancestry, family and bloodlines. Those that are descended from kings and queens are valued and seen as gods among mortals, while those with "tainted blood" are considered to be nothing more than peasants and dirt under the feet of those who are more well off. A circle of nobles known as the Full Moon created an oligarchical government where all laws are created by them and no one else; their words are absolute and, due to the ignorance of some Venterials, they go uncontested and many happily accept their oppressiveness. Meanwhile, those who are of the tainted blood are born poor, and die poor. Rarely do their statuses rise, and many who are peasants go to the surface to commit thievery, often pillaging entire towns just to survive. For this reason, there are a few Venterials that attempt to marry into higher classes to better their lives.
### The Underground and Surface
Life in the underground and surface, to the common Venterials, is literally as different as night and day. While the underground contains normalized oppression and oligarchical oppression, the surface views Venterials as
irredeemable monsters incapable of feeling any remorse for their actions, or inactions. Due to the reputation that Venterials have created for themselves in the past and present, future generations of Venterials are unable to live freely as normal people if they wish to remain on the surface. For this reason, all Venterials have evolved to shapeshift, changing their appearance to that of a human's in order to both avoid detection and attacks from those who fear them and the reputation of their ancestors. Though some Venterials can shapeshift at will, there are a select few that cannot control this trait without practice and are forced to change at daybreak and when the moon rises. Most people are also aware of the weaknesses of Venterials.
### Venterial Names
Venterials often have names that resemble that of humans, except theirs are more gothic in nature.
**Male Names:** Damien, Lazarus, Payne
**Female Names:** Desdemona, Luna, Morgana
### Venterial Traits
**Ability Score Increase.** Your Dexterity and Charisma scores are increased by 1.
**Age.** Venterials live about as long as humans.
**Alignment.** Many Venterials are usually on the chaotic side of alignments.
**Size.** Your size is Medium.
**Speed.** Your walking speed is 30 feet.
**Darkvision.** You can see in darkness within 60 feet as if it were bright light. You cannot discern color in darkness, only shades of grey.
**Fangs.** You can use your fangs as natural weapons. Your fangs count as unarmed attacks. Your fangs deal 1d4 piercing damage. Once per short rest, you may regain hit points equal to the damage you dealt with your Fangs.
**Shapechanger.** You have two forms: Bat and Humanoid. While it is day, you are forced to remain in your humanoid form, and vice versa at night. At Level 5, you may shapeshift to the opposite form once per short rest. You are still affected by spells that reveal shapechangers.
**Bat Form: Flight.** You have a flight speed of 30 feet.
**Bat Form: Echolocation.** Being blinded does not impose penalties on perception checks made by you. You also have advantage on perception checks that rely on hearing.
**Bat Form: Nightstalker.** You are proficient in the Stealth skill.
**Bat Form: Fire Weakness.** You are vulnerable fire damage and taking fire damage gives your attack rolls disadvantage for one round.
**Humanoid Form: Identity Shift.** You are indistinguishable from a human unless a creature succeeds on an Intelligence (investigation) check of 8 + Your Proficiency Bonus to determine whether you are human or not.
**Humanoid Form: Spellcasting.** You can cast *Poison Spray* freely while in your Humanoid Form. Charisma is your spellcasting ability for it.
**Humanoid Form: Fear Numbness.** You have advantage against being frightened.
**Humanoid Form: Radiant Weakness.** You are vulnerable to radiant damage and taking radiant damage removes your proficiency on saving throws for one round.
**Languages.** You can speak, read and write in Common and Undercommon.
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## Viera
*Gathering around the Zuu that had slain their elder chief, the Viera gain an insatiable and unbridled rage against the monstrous avian creature. Cornering it against a crevice in the mountainous ranges of the Peaks of Creation, the rabbit-folk hiss at it, showing a side of their nature that is seldom seen. As the wounded Zuu attempts to whirl away some Viera with a gust of wind, a lone Viera swings her poleaxe at the gust, dispelling the gales with a single cleave. Similar to the mythical Dragoons of millenia long past, she jumps high enough to touch the very clouyds and comes crashing down on to the Zuu, driving the poleaxe's spearhead into the skull of the monster. As the dust settles, the Viera stands proudly and triumphantly over her kill. With the attention of her fellow tribe members, she announces,"Clansmen and Clanswomen, I am your new Chief."*
Viera, sometimes known as Lupus to those outside of Eallin and Deas Talamh, are rabbit-like humanoids that are nimble, dexterous and acrobatic. Their bodies are slender and elegant for ease of movement. While their frames can be considered wiry, many tend to underestimate the capabilities of this Beastman Tribe. Easily one of the speediest races in all of Plainead Cre, Viera are unparalleled when it comes to speed, often outpacing even chocobos during dashes. Though Viera are very similar appearance-wise to rabbits and hares, they are actually more closely related to Lycanthropes than actual animals, with some resembling their human-like appearances more than others. The Viera that resemble humans are considered "Pure-Bloods", as they are more closely related to the true origins of the Viera which was lost to time. Pure-Bloods are more coveted and desired for breeding purposes. The Viera's xenophobia is often mistaken for shyness, however there are rare cases of Viera abandoning their tribes and way of life in search of grand adventures.
### Folk of the Mountains
Viera live in the various mountain ranges of Eallin and Deas Talamh, specifically the Gohrran Alps and Peaks of Creation in Eallin. Thanks to their naturally thick skin or dense fur, Viera can easily survive in altitudes where temperatures are known to dip below the freezing point. Also, because of the lack of oxygen at such high altitudes, Viera have adapted a fascinating ability which slows down their metabolism, allowing for oxygen to be absorbed at a much slower rate and in return, rendering them immune to hypoxia in virtually all environments and terrains. Many Viera make their homes at various summits throughout mountain ranges, putting large distances between tribes to avoid wars. In the mythical island of Tir Na Nog where all Yuan Ti, with the exception of Ananta, make their home, lies the tallest mountain in the World of Light; this mountain, otherwise known as Mount Ordeal, is the home of the oldest Viera tribe in existence, which is said to be as old as time itself.
### Dimorphism
Viera are a rare case of humanoids with very extreme dimorphism, as female Viera are on average 2 feet taller than their male counterparts. Female Viera are often hunter-gatherers, while male Viera are foragers. Though female Viera are well adapted to physical strain, male Viera outshine female Viera with their sheer endurance. Male Viera are built for endurance, while female Viera are built
for sheer power and athleticism to conquer prey. Since Viera are omnivores, this dimorphism easily suits their needs as a Beastman Tribe.
### Viera Names
Viera have an odd naming convention, which requires most names to be double-barreled or have an apostrophe. This is more apparent in male Viera names.
**Male Names.** Har-Rian, Vol'Sialyn, Wil'Am
**Female Names.** Fran, Por-Cinne, Ysh'Tra
### Viera Traits
**Ability Score Increase.** Due to biological differences between male and female Viera, both genders have different attributes. As a male Viera, your Constitution score is increased by 2 and your Dexterity score is increased by 1. As a female Viera, your Dexterity is increased by 2 score and your Strength score is increased by 1.
**Age.** Viera are long-lived creatures that know how to care for themselves, even after their prime. You reach physical and mental adulthood at 18 years and can live to be about 220 years.
**Alignment.** Viera are lawful to the laws of their lands, and righteous to those who seek assistance. Most Viera are either good or neutral if it benefits them.
**Size.** You are about the same height and build as a human. Your size is Medium, with female Viera being about 7 feet tall while male Viera average at around 5 feet tall.
**Speed.** All Viera are nimble and quick. Your base walking speed is 35 feet.
**Viera Mountaineering.** You are proficient in the Acrobatics skill.
**Martial Weapon Training.** You are proficient with longbows and claws.
**Altitudal Shift.** Thanks to the millennia of evolution while in the mountains, you are resistant to cold damage except when you are in arid or hot regions, such as a desert. Additionally, you are not affected by cold or snowy areas, such as mountains or tundras.
**Speed Freak.** You can temporarily raise your movement speed by 5 feet for 1 minute. Once you do so, you cannot use this trait again until you complete a long rest.
**Languages.** You speak, read and write in Common and another language of your choice.






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## Wisteryads
*A human, hiding behind a shrub, watches in amazement as he bears witness the dance of the Wisteryads. The plant-like humanoids dance around a circle next to a Wisteria tree, performing a ritual as they hum what the human can only describe as the most beautiful song he has ever heard. Enamored by the mysterious hum of the Wisteryads, the human willingly announces his presence to the oblivious Wisteryads. The man, slowly waltzing over as if entranced by the dance and lullaby of the Wisteryads, says, "Fear not, people of flora. I mean no harm. I was merely seeking passage through the forest and had found myself disoriented by the forest. Though your kind is rather odd to me, mayhaps you could assist me in overcoming this dilemma?" The Wisteryads, having listened to the confession and plea of the man, stood silently. However, one Wisteryad, a moss-covered elder, approaches the man and speaks to him in a raspy, wooden voice. "Human, the calls of nature welcome you to our abode. Though you may have interrupted a ceremony which sees our loved ones to the afterlife, we shall not punish you. Now then, you must be famished; rest for a spell before heading out."*
Wisteryads, sometimes known as Mor Roinn Dryads, are a race of plant-like humanoids that originate from a single Wisteria tree speculated to have existed thousands of years ago in the continent of Mor Roinn. Wisteryads are tall, thin, wood-clad humanoids whom have pale green skin and are often the host a multitude of different plant species, from flowers to even vines. While male Wisteryads are often more "stocky", chiseled and have a bark-like skin, female Wisteryads are usually slender and usually have more fair, pronounced features which differentiate them from their male counterparts.
As with other plant-like creatures, Wisteryads are dependent on forests for survival. Even in towns and cities with abundant flora and plenty of sunlight, Wisteryads cannot survive for long without a certain artifact. For this reason, some Wisteryads are wary of ever travelling out of their native forests.
### Bound To Home
Though they are vastly different from other Dryads in terms of appearance, biology and intelligence, Wisteryads are still mostly forest-bound as forests serve as their major source of aether and power. This has not stopped some Wisteryads from leaving their homes, though. as long as a Wisteryad has a "homebound relic"- a memento of their forest of birth which is aetherically bound to that specific forest- Wisteryads can live normally and without issue like any other race. However, if a Wisteryad were to lose or have their homebound relic lost, they slowly start to wither away, slowly dying until they become mulch, giving life to future generations of plants.
### Nature's Defenders
To the Wisteryads, the earth is the most valuable thing they could have. To defile or corrupt the very earth one stands on is both an atrocity and a sin to the eyes of any Wisteryad. Even Wisteryads whom have embraced Magitek or any other type of technology are almost always wary of what a machine could do to the environment, be it good or bad. Thus, many Wisteryads have actually begun to attack factories, research facilities or power plants which serve as the power source to various towns and cities. These attacks, despite the odds, are usually successful because of an ability known as the "Call of the Wisteria", a state which
Wisteryads enter when in dire situations, where they seemingly ignore fatal attacks. However, upon closer inspection, when entering the "Call of the Wisteria", Wysteriads actually strengthen their bark-like skin and reinforce it to a point where it almost becomes iron-like, shrugging off slashes from swords or bullets from firearms. For this reason, some Wisteryads are shunned due to the fear of being attacked by a "feral Wisteryad".
### Wisteryad Names
Wisteryads will always name their children after either their favorite plant or flower to show devotion to nature.
- Male Names: Alder, Gladiolus, Sage
- Female Names: Lotus, Magnolia, Primrose
### Wisteryad Traits
**Ability Score Increase.** Your Wisdom score is increased by 2 and an ability score of your choice is increased by 1.
**Age.** You age at the same rate as humans, though life can be as fleeting as a rose or as long-lived as a tree for the Wisteryads.
**Alignment.** Wisteryads lead lives of peace and quiet, if one does not disturb their homes or sicken nature itself. Many Wisteryads are Lawful.
**Size.** Your Size is Medium.
**Speed.** Your walking speed is 30 feet.
**Darkvision.** You can see in darkness within 60 feet as if it were bright light. You cannot discern color in darkness, only shades of grey.
**Wisteryad Aether.** You can cast *Thorn Whip* with this trait. Starting at 3rd Level, you can cast *Entangle* with it, and starting at 5th Level, you can also cast *Spike Growth*. Once you cast a spell this way, you cannot do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
**Call of the Wisteria.** The Wisteria whispers to your soul and body as your body becomes tough like iron. As a bonus action, you may become resistant to either non-magical bludgeoning, piercing or slashing damage for an amount of hit points equal to your Class Level until the end of your next turn. Once you use this trait, you cannot use it again until you finish a short or long rest. Additionally, with this trait, you have an inherent resistance to poison damage.
**Homebound Relic.** If you are not within 25 feet of your homebound relic at all times, you begin to wither away and die after 3 days, turning into mulch when you die this way.
**Languages.** You can speak, read and write in Common and another language of your choice.






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# Part 2: Lore and Worldbuilding
### Creation Myth: Beliefs and Realities
*"It all began with a Crystal, or so the legends say... During the beginning of Time, naught but its companion Space existed. As both joined together to form one, they created the Crystal; the essence of all elements, life, and death. All was borne from the Crystal, and all would return to the Crystal when purposes were served. However, from the Crystal, many beings known as Eidolons would be brought from other existences and tasked with upholding the laws of the universe, creating what we now know as Plainead Cre... Despite this, many Eidolons soon grew opposed to one another and began a war that would leave Plainead Cre torn asunder; the Great Gods of Light and Great Gods of Darkness would split Plainead Cre in two, bringing each half to their own planes. Though separated, the World of Light and World of Darkness were still very much connected. As the Great Gods continued to war against one another for more power and strength, this connection would soon be lost, and the Crystal, heartbroken by the conflicts, would disappear, leaving both Worlds and their respective Eidolons alone for the rest of eternity... Yet, from depths of despair and hopelessness did the races known as the Enlightened rise, and began a new age of adventure, exploration and salvation. Surviving Cataclysms and always persevering, the Enlightened Races continued to struggle against the might of the Gods as slowly, but surely, they began understanding the laws of the land in hopes to one day end the eternal struggle between Light and Dark."*
This is the story of how it all began... At least, according to what has been passed down through generations. It is widely recognized that in the beginning of Time and Space, there was but a single Crystal known as the Mother Crystal that gave birth to all that is known in the current universe; from Eidolons to even the meekest of plants, the Mother Crystal brought life to that which had none previously. All planes of existence, all landscapes, and even space itself was created to fit the needs of all of the Mother Crystal's children. While the origin of the Mother Crystal is shrouded in mystery, most scholars and historians agree that the Mother Crystal has since lost all of its aetheric energy and no longer exists. Crystals of this day and age are but fragments of what was once the planet-sized Mother Crystal.
As the birth of Eidolons marked a new age in history, it also marked a new age of war and strife. With most Eidolons holding conflicting ideals and beliefs, warring between one another had become inevitable. This event came to be known as the War of the Great Gods, and it was what led to Plainead Cre being split into two different Worlds. From this split came multiple Cataclysms that had brought their respective eras to an end. While the Eidolons were powerful, most of these catastrophes were inevitable. There were three major Cataclysms in the past, and a Cataclysm that has yet to come to full fruition.
**First Cataclysm:** Fiends from the Void, such as the Durommnag, invaded the World of Light and World of Darkness. Multiple Black Knights controlling the Durommnag eradicated most of both planes’ civilizations and life. The Great Gods of Light and the Great Gods of Darkness fought back, and were successful in destroying
most Black Knights with the exception of one that retreated back into the Void. With nearly all life eradicated, the Worlds had essentially ended and the Life Aether that existed ceased to flow and stagnated, preventing any life from being born again for centuries.
**Second Cataclysm:** The Worlds began developing highly advanced magitek sciences, thrusting them into a new age of intelligence, as a form of recovery due to the previous Cataclysm. As technology advanced further, so too did the concerns that the new automatons that were being developed posed a threat to civilizations all across the planes. Ignoring these pleas for caution, researchers continued to advance these machines further and further until the machines were bestowed with sentience and AIs that allowed for these automatons to live by the orders of their masters unconditionally... The first sentient automaton, the Garrians, were created, and began developing their own civilization not too long after their creation. This was met with harsh discrimination, as many saw the Garrians as mere scraps of metal. After centuries of suffering mistreatment and attempting to commence any and all diplomacies to no avail, the Garrians felt cornered and, more importantly, angered. Then, one fateful day, the Garrians attacked and decimated an important city, plunging that country into chaos. After a quick and successful victory, the Garrians continued onto the next countries. One by one, each and every one of these countries fell due to the overall superiority that the Garrians possessed. Created to be perfect, the Garrians began to call themselves “Warforged”, and after only a decade, the entire World of Darkness was conquered. The Great Gods of Darkness attempted to annihilate the Warforged to save their people, but were unsuccessful due to the Warforged not possessing any Life Aether, rendering them immune to the wrath of the Gods’ influence and tempering of the soul. Unable to be stopped, the Warforged developed new technologies to traverse through Worlds in order to quell their seething anger and began conquering the World of Light as well. After taking over both Worlds, the Warforged began converting all living beings into machines, extracting their life aether and, as a result, essentially ridding both Worlds of any and all life in an attempt to make everything equal and devoid of discrimination. As all life had been turned into machinery, the Worlds had lost their aether and the Gods were at the mercy of the Warforged.
**Third Cataclysm:** The Worlds, Deities and mortals were reborn into a new world, unaware of their past. Unlike most other Ages, this period had been particularly peaceful and devoid of conflict for millennia. Both Great Gods of Light and Great Gods of Darkness lived in peace with each other, so much so that travel between both Worlds was easy. Cooperation was at an all-time high, and wars were sparse. Yet, one day, a being that claimed itself to be “the Creator” intervened, and began to observe all activity that happened between both Worlds. Seemingly having omnipotence, all activity and inactivity was viewed by the Creator. Becoming worried about what this being was capable of, the Great Gods of Light and Great Gods of Darkness convened and discussed a way to rid themselves of this being. However, the Creator knew what they would talk about even before being confronted. The Creator then simply stated that they must observe how their children are born, live, and die as it was fascinating to the Creator. The Great Gods perceived
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this as nothing but banter, and dismissed it. However, after the meeting, mortals began to be born and die much more quickly, with the population fluctuating wildly. Mutations within the Worlds became rampant, often subjecting those afflicted with the mutations to torturous, short lives. Then, in the blink of an eye, 90% of the entire population perished without any warning. The Great Gods of Light and Great Gods of Darkness reconvened with the Creator and found that it purposefully killed most life to observe how the living would react to death en masse. The cruelty of the Creator was much too great for the Great Gods to bear, and they warred with the Creator. Leaving only a fraction of life remaining, the Creator continued to observe as the sparse population slowly dwindle into nothing, akin to a weak candle flame flickering about in a breeze. As suddenly as the Creator appeared, it vanished, leaving the barren Worlds behind.
*During the War of the Great Gods, before the First Cataclysm, an eighth Great God of Darkness was born, one that was not anticipated; his name was Zodiark. So great was this deity’s power, that it took the combined efforts of all Great Gods of Light to defeat the fell god. After defeating Zodiark, the Great Gods of Light cursed Zodiark with eternal youth, trapping him in a perpetual state of infancy and sealing his seemingly infinite power, cutting it down to a tiny fraction of what it once was. Afterwards, Zodiark was sealed away in the Void, a pocket dimension between the World of Light and World of Darkness, that cannot be opened under normal circumstances. Yet, after the World of Light’s victory of the World of Darkness, the Great Gods of Darkness bore an unbridled hatred and rage towards their rivals after Zodiark’s toxic influence seeped into their very essences, possessing them. Although they were unable to break the seal of Zodiark’s prison, the Great Gods of Darkness were able to weaken it to the point of allowing Zodiark to spread his fell influence over both the World of Light and World of Darkness, corrupting many in the process. Seeing as Zodiark’s prison did little to prevent the already possessed from wreaking havoc, the Great Gods of Light focused all their aetheric energy into keeping Zodiark’s seal from being further tampered with by the Great Gods of Darkness and thus, started to become weaker and weaker as time passed by until the barriers between both Worlds became null, allowing Demons free passage through Worlds. A particular Enochian by the name of Mylon was corrupted to such an extent that not even magic could dispel Zodiark’s influence; this drove Mylon to insanity, forcing him to dedicate his entire life to the revival of the Eternal Youth. Gaining the ability to become undead, Mylon continued to offer sacrifices to Zodiark, even going as far as decimating entire villages and towns in the World of Darkness. With each and every sacrifice, Zodiark’s power grew more and more, allowing Demons to be born from any and all negative emotions that mortals endure.*
### Prophecy of the Warriors of Light
During the War of the Great Gods, when all hope had seemingly faded from the souls of the Enlightened Races, four individuals with righteous hearts, strong willpower and inhuman strength rose up to not only defend their loved ones from the onslaught of celestial wrath, but to also end the war that had ravaged the place they called home for centuries. These four warriors, from humble beginnings to near-Eidolon strength, fought against all threats that stood against their way and, eventually, gained enough influence to finally assist in putting an end to the bloody
war. While the names and appearance of the warriors has been lost to the sands of time, their deeds and actions have stood as a monument for all future adventurers and to-be heroes to take as examples. When four warriors take up a heroic mission that leaves the fate of all in their hands, it is believed that these warriors are the next Warriors of Light and they are destined to save their World.
*"Once upon a time, in a quaint little village, four orphans were called to action by the Mother Crystal; She yearned to them,'Children o' mine, heed mine call... I implore thee, take up arms for thy world and very existence lay in the hands of peril. The entities thine people call Great Gods war continuously, causing much pain to all whom live and all whom art to be born in the future. Moreover, a being known as Zodiark threatens all in existence, both in and out of this world... Thy Gods are but oblivious to this true threat. Though mine power is naught but a mere fragment of what it once was many moons ago, I bless thee with what is left of what I yet possess. Go forth, my flesh and blood... Stop this infernal war that will lay thine world in ruin, and prevent thy destruction for our survival is at stake. May the Light ever be in thy favor."*
*"After listening to the cries and pleas of the Mother Crystal, the four nameless orphans embarked on their journey to not only stop the War of the Great Gods that plagued their world for centuries, but to also stop the enigmatic Eidolon known as Zodiark from consuming all that has and ever would exist. From weak children to formidable heroes worthy of only the mightiest of battles, the Warriors of Light ventured forth towards their final quest: defeating Zodiark and ending the War of the Great Gods. While they did not singlehandedly end the War, Zodiark was felled by these four heroes. Four mortal beings against one seemingly invincible deity that not even the other Great Gods could defeat... The outcome could have only been in the favor of the Great God of Nil... Yet, through a miracle, and with the assistance of an incredible device known as the Ultima Weapon, the Great God of Nil was defeated and banished into the Void.*
### Aether
Aether is, in all essences and forms, what magic is called setting. Aether is the pure, untampered form of any type of energy, be it fire, psychic, or any other type of energy. Given this name by the Great God of Magic, Midgardsormr, Aether is also used to describe much more abstract or unconventional forms of magic that may or may not have had any formal descriptions or names given to them. Life Aether, for example, is the pure energy that grants all creatures the ability to live, persevere and survive. Death Aether is the pure energy which Life Aether eventually turns into, granting all living creatures death. Elemental Aether is the pure energy which grants the Worlds the ability to maintain balance between air, earth, fire, and water. Each and every form of magic, be they from a school of magic or of a celestial force, will almost always be described by the common people as Aether.
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### The World of Light and World of Darkness
Although both the World of Light and World of Darkness are different planes now, they were once a very much unified plane, Plainead Cre, that eclipsed the size of all other planes, excluding the expansive Void. Before the War of the Great Gods, both Worlds were one and all land formations, continents and tectonic plates, were much larger. However, with the end of the War came the eventual split of the Worlds and with the split came unprecedented natural disasters. However, once these events ceased to be, the Worlds had returned to normal and the Enlightened Races had begun to adapt to their new, alien Worlds. Today, there are remnants of the split that had happened thousands of years in the past; certain mountain ranges had been split in two, continents are missing large chunks of land, and many parts of most oceans contain unusual currents.
When the Worlds were stil one, there were only 3 continents. While knowledge of Plainead Cre is extremely sparse, many scholars agree that the names of the continents were as follows: Gan Emael, Juth Borael, Ves Tirael. While Plainead Cre is the name of World from long ago, it is a name that remains in use today when talking about both Worlds.
The World of Light has 4 continents, each with vastly different climates, biomes and geography.
- Eallin, the "Center of the World". The largest and most populated continent, Eallin is the epicenter of trade, commerce and agriculture. The continent is split into 4 different kingdoms: Doma, Dzemul, Gohrran and Medestahl. All kingdoms act independently, but have branched out into each other, establishing a rich and vibrant economy that can self-sustain itself without influence from other continents. Nevertheless, Eallin's geography is incredibly varied and is even home to a unique biome known as the Cloudlands, a region where clouds become solid.
- Deas Talamh, the "Roots of the World". A continent with an enormous tree in the middle known as Yggdrasil, the continent is mostly comprised of plains, plateaus and mountain ranges that surround the tree. The continent is split into tens of different states and city-states. Life and society revolves around Yggdrasil, as it is where the World of Light gets its aether and energy from. Deas Talamh contains some of the greatest spiritual temples and cities known in the lands, and is coveted as a holy land. The most important city, Keha Jul, is thought to be the origin and birth place of all Great Gods, and thus thousands of clerics make their pilgrimage to the city.
- Magemeshia, the "Land of Azure Horizons". A continent with a lake in the center that spans nearly one thousand miles across, Magemeshia is an incredibly difficult continent to traverse through due to the linearity of its land. Due to these difficulties, a kingdom gained forbidden ancient knowledge that propelled its technological prowess, matching the ancient Garrians of ages long ago. Thanks to this technology, the kingdom was able to expand throughout the continent, conquering most corners of the Azure Horizon and thus becoming a single entity known as the Magemeshian Empire. From the perilous Battlerock region to the Frostwhite region, Magemeshia is an incredibly dangerous continent that few dare to venture alone in.
- Mor-Roin, the "Nature's Bounty". Comprising of mostly natural areas such as rainforests, savannahs and chaparrals, Mor-Roin is a land known for its breathtaking natural beauty. Though industrialization has begun to take a toll on the life of these natural sanctuaries, Mor-Roinn still remains an incredible, and perilous, continent. The continent consists mostly of small city-states that dot the continent, each specializing in the extraction of certain resources. As Mor-Roinn's wilderness is unpredictable, it is unwise to travel alone and thus, ferries and gondola lift lines have been established to make traversing much more easy. The greatest of all city-states in Mor-Roinn, Halonius, is also the most populated city in the World of Light, and is where much of the World's politicians gather to discuss.
The World of Darkness has 3 continents, each with strange, otherworldly environments that force many of their inhabitants to seek sanctuary in certain areas.
- Falahsia, the "Land of Frost and Pyre". The largest continent in the World of Darkness, Falahsia is also the most barren in terms of civilization. Cities, towns and villages are sparse and stretches of uninhabited land are plenty. However, unlike most other continents in both the World of Light and World of Darkness, many of Falahsia's settlements are built around crystals, which grant them resources that would otherwise be impossible to obtain. While living in the tundra or pyrelands may be impossible to any who is not a beast or monster, villages that establish themselves around elemental crystals can survive quite easily, given that the crystal is not depleted completely before it is allowed to replenish itself. While Celathia City, Falahsia's largest city, holds a large amount of the population in the continent, many Triton make their homes deep in the oceans instead of on land, thus making the total population of the continent a mystery.
- Ga'an Yabael, the "Relic of Plainead Cre". The smallest continent in terms of land, Ga'an Yabael is a continent that holds much treasures from before the split of Plainead Cre. From ancient temples to lost cities, Ga'an Yabael is a font of ancient knowledge, and thus thousands have flocked to the continent in search of fame, fortune, glory or in search of the true origins of Plainead Cre, the birth of Eidolons and who exactly the "Creator" is. Hundreds of small outposts and settlements have been created all across Ga'an Yabael, and many have actually become influential or wealthy enough to gain the power to become towns, cities and even small city-states. Yabaeldaven is the largest city in Ga'an Yabael, and owns an expansive ancient city that has yet to be fully explored.
- Yon Doha, the "Gate of Worlds". Yon Doha, sometimes known as the Gate of Worlds, is the continent which contains the most aetheric energy, due to its innate connection with not only the World of Light, but also all other planes of existence, excluding Arubboth and Pandemonium. This is one of the few places in all of existence where interplanar travel is able to be done and thus, thousands arrive to this continent to conduct trade and other such commodities. Yon Doha is home to nearly all known races, including those that are believed to be from different stars altogether. While Yon Doha is not known for its cities, but rather its numerous wealthy settlements, the continent is believed to be one of the most important continents of all. Maduin, Great God of Mastery and Diligence, is thought to have handcrafted this continent so that all could view it as a home.
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### Arubboth and Pandemonium
When Death comes to claim those whose time has expired, the souls of the dead are then taken to either Arubboth or Pandemonium. Upon death, all souls are judged by Exodus, the Judge-Sal, also known as an Eidolon of Judgement. While Exodus judges the souls that are to be taken to their final destination, it is Mateus, the Corrupt, the Eidolon of Sin, that executes punishment to all whose souls bear the weight of the damned.
Arubboth, the plane of existence where the souls of the good and pure reside, is also known to some as the "Enlightened Land". It is here that most who have led good lives are destined for, alongside heroes of myths and legends. An eternal paradise of bliss and no suffering, Arubboth is what many strive for. Unlike Pandemonium, Arubboth consists of one seemingly infinite land that closely resembles the labyrinthian nature of the Feymarche, so those who have wandered into Arubboth may at first be confused as to where they may be. While it is not impossible for the living to enter Arubboth, despite the incredibly perilous journey to reach the gates, it is impossible for souls to be retreived from Arubboth without the permission of multiple Eidolons and Celestials. Additionally, a pact must be created between those who yet live and the soul that is to be brought to life; this pact often results in incredibly strict guidelines and rules that, if broken, could spell disaster for those that had signed under the pact and also their entire lineage. It is widely believed that when an entire family perishes at once, it is due to the breaking of a single rule in such a pact.
Pandemonium, the plane of existence where the souls of the wicked and malicious are left to rot, is also known to some as the "Hellish Circles". It is here that most who have committed unspeakable evils and caused the deaths of hundreds reside, and are tortured for all eternity for their misdeeds. Even when one is miles away from the gates of Pandemonium, the screams of agony and misery are heard from those that are forced to attone for their sins. In Pandemonium, there are nine separate "Circles", each holding a different punishment for sinners, depending on the severity of their soul's weight. From the First Circle's infamous lakes of magma to the Ninth Circle's infernally frigid tundras that can freeze anything in mere seconds, a mere glimpse of Pandemonium is enough to bring madness to the sane of mind. Similarly to Arubboth, it is not impossible for the living to enter Pandemonium, but one must be observed by Mateus itself in order to be deemed worthy enough to even step foot into Pandemonium. Retrieving a soul from Pandemonium, while slightly easier than retrieving a soul from Arubboth, also requires an equivalent exchange: for a soul of a dead person to be brought back, the soul of a living person must be left behind so that the punishment can continue to be carried out. Unwilling individuals cannot be forced to undergo this procedure.
### The Feymarche
One of the most enigmatic planes of existence, the Feymarche is a land of strange laws, dubious creatures and peculiar environments. Mirroring only the oddest of places from both the World of Light and World of Darkness, it is here that many monsters and creatures from legends reside. From gaelicats to anti-fairies, the Feymarche follows only one rule faithfully: it is kill or be killed. In this plane of existence, time flows incredibly slowly; for every minute in all other planes of existence, one week passes in
the Feymarche. An individual could live in the Feymarche for a year and once they return to their original land, decades could have passed and all loved ones may no longer live. In addition to the perilous creatures that make this land their home, it is believed that the Feymarche may very well have a mind of its own. Sometimes, even reality itself is warped to either hinder or assist a person, though usually it is to their detriment and results in an untimely death. Half of the Feymarche consists of forests, plains and prairies while the other half consists of mountains that surround the entire plane, preventing any from falling over the "edge of the plane". Although there has been no documentation of this "edge", it is believed that this is where the Void and the Feymarche meet.
### The Void/Interdimensional Rift
The Void, also known as the Interdimensional Rift, is a plane of existence where everything and nothing exists. The Void is the plane of existence which resides all planes, filling an empty (or not empty) space. Travel to and from the Void is impossible without the use of certain spells or Black Holes, dimensional portals that consume lands without cease. These Black Holes, while they do not necessarily destroy lands, they do trap all that is consumed and sometimes even suspend it, leaving both the living and inorganic trapped in time. While the Feymarche houses dangerous and mischievous creatures that may kill you, the Void is home to monsters and Eidolons far too dangerous to be sealed away in Pandemonium.
From eldritch atrocities such as mind flayers to wicked dragons like the Twintania, the Great Gods have made this plane of existence a prison for such monsters. While a majority of these creatures are not placed behind seals and are left to wander the vastness of nothingness for all eternity, those that pose a threat to existence as mortals know it are placed behind such seals, with the most notable example being Zodiark, the Great God of Nil. As time passed on, the Void became increasingly volatile, sometimes expelling banished monsters unto any plane, causing mayhem.
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# Part 3: Character Building: Backgrounds, Feats, & More
On certain occasions, what is available to you in the Player Handbook in terms of backgrounds, feats or other options may not mesh very well with what you envision your character's identity to be in this setting. Here are a few options which you may use for your character.
## Backgrounds
### Chocobo Wrangler
Chocobos, while they are usually docile creatures, they can also become rowdy. As they are the most common mode of transportation, chocobos need to be taken care of in the best way possible. Thus, you have spent a good portion of your life caring and maintaining chocobos, ensuring that their happiness and livelihood are at an all time high. Although it is messy and difficult working with chocobos, the life of a Chocobo Wrangler is satisfying.
Being a Chocobo Wrangler means that you are unlike most other farmers or wranglers; chocobos are highly intelligent and finnicky creatures that, if ignored, become aggressive and even dangerous to those who lack experience with chocobos. Many farms in all parts of the World of Light and World of Darkness have specialized Chocobo Wranglers that teach the ways of the chocobo to those willing to listen. You may choose whether you are a student or a full-fledged instructor, and you may also discuss with the DM as to where you may have worked or lived at while working as a Chocobo Wrangler.
**Skill Proficiencies:** Animal Handling, Survival
**Languages:** Although you cannot speak with Chocobos, you have an understanding as to how they feel and what they want through viewing their actions and behavioral patterns.
**Equipment:** A chocobo whistle, a guide on chocobo wrangling, a bag of gysahl greens used to feed chocobos, a wrangler's attire, and a coin purse containing 10 gp.
#### Feature: Farmhand
As a Chocobo Wrangler, you are recognized for your skills with chocobos and are seen as a valuable asset to any farm. You and your adventuring companions can expect to be employed as farmhands or assistants, and are paid accordingly. If available, you are also fed and provided with shelter. Additionally, if allowed, you may be provided with a chocobo that you are to care for.
#### Suggested Characteristics
Chocobo Wranglers are individuals that are selfless to not only chocobos, but to most forms of wildlife. Chocobos are essential to the every day life of the common person, but one must always appreciate what nature provides as well for, without nature, resources would be scarce. However, with their unwavering dedication to the art of wrangling, some may also be quite cocky and overambitious when it comes to handling chocobos. This can lead to unusual occurances that can cause mass panic amongst chocobos or farms.
| d4 | Traits |
|:----:|:-------------|
| 1 | I love chocobos through and through. They're better than people, most of the time. |
| 2 | I take what I do very seriously, and I deeply dislike fooling around. Farming and wrangling is serious business. |
| 3 | I hate other animals, especially horses. Horses suck. |
| 4 | I'm going to be the best damn Chocobo Wrangler in existence, and no one is going to stop me. |
| d4 | Ideals | Definition |
|:----:|:-------------|:------|
| 1 | **Impression** | While I do enjoy caring for chocobos, I do this to get the attention of ladies or men. (Neutral) |
| 2 | **Dedication** | If you dare make fun of what I do, or even so much as poke fun at chocobos, you're going to suffer. (Chaotic) |
| 3 | **Survival**| Chocobos are essential to our survival as a people. We need them, and they need us. (Good) |
| 4 | **Finances**| I see this whole Chocobo Wrangling thing as a way to make money because it comes naturally to me, but it's also rewarding in other ways. (Neutral) |
| d4 | Bonds |
|:----:|:-------------|
| 1 | Chocobos have always been there and never failed me, even during trying times. |
| 2 | I came from an impoverished home and was given sanctuary at a farm. I owe that farmer my life, and I would not be here today without their help. |
| 3 | I want to learn all that there is to learn from being a Chocobo Wrangler so that others may follow in my footsteps, including any potential children I may have later. |
| 4 | At the end of the day, I do this to support myself and others who may need it. |
| d4 | Flaws |
|:----:|:-------------|
| 1 | I'm extremely cocky when it comes to my status as a Chocobo Wrangler. If you're doing something wrong, I'm going to drive it into your skull that you're wrong. |
| 2 | I have a tendency to free chocobos from their reigns or make elaborate plans to steal them away from others, which often fails miserably. I only want to help them! |
| 3 | I spend my hard-earned money on chocobo merchandise and trinkets, and forget about everything else, including my own allies. |
| 4 | When someone mentions chocobos, I can't help but drone on and on about my knowledge on chocobos. There's no stopping the chocotrain. |
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### Kogan-born
In the knowledge-driven kingdom of Doma, there is a lone city-state that has remained solitary for centuries; this city-state is called Koga, and it is known as a place where assassins, ninjas and powerful shadow monks are born. While you are not necessarily any of those, you were born in Koga. Due to Koga's secluded nature and society, you have only just recently been able to venture out of the place you have called home for your entire life. Many others, including yourself, trek outside of Koga's walls in order to make their mark in the Worlds.
During your time in Koga, you have been taught the basics of being a ninja, in case you are to need espionage at any point in your life. The years of harsh training and difficult trials have hardened you into a person of strong resolve, wielding a steeled mind and sharp tongue. Although many people of the Underground, including crime lords, employ those who are of Koga, Kogan-born are still feared due to their inherent Kogan blood and potential as dealers of death. From either hiding in the shadows or simply blending in with the crowd, you are more than capable with many tasks. Yet, the righteous and lawful nature of your people sets boundaries; anything that you do must abide by the truth which your client speaks or the laws of the land.
**Skill Proficiencies:** Stealth, Perception
**Languages:** Sign Language
**Equipment:** One set of traditional Kogan Ninja attire, one set of common clothes, three sticks of incense, a gold pouch with 10 gp.
#### Feature: Kogan Connections
As a Kogan-born, you have ways to communicate with your family or anyone of deep, emotional importance to you. If you have incense, you may burn and use it to spiritually connect to them. You may speak freely to them as long as the incense continues to burn. Alternatively, you can use this feature to speak to any Kogans within 100 feet of you.
#### Suggested Characteristics
Kogan-born tend to mostly keep to themselves, though that does not prevent them from reaching out to others. Proud of their heritage and status as Kogan-born, you acknowledge that you are a cut above any others who may want to dip their toes into all that is espionage. While you are not cocky or narcissistic of your capabilities, you are aware that thanks to what you are and where you were born, others will not be as efficient as you. Nevertheless, you do have a sense of what is right and wrong and you recognize that you, and only you, have the ability to do what it is you believe is beneficial for not only you, but those around you.
| d4 | Traits |
|:----:|:-------------|
| 1 | If there's a way to do it, I'll make it possible. Nothing is impossible. |
| 2 | The thrill of hiding in the shadows is what makes me feel alive. |
| 3 | I'll remain quiet until it is appropriate for me to speak. Otherwise, I will bring bad blood between I and others. |
| 4 | I am loyal and, even if money is not involved, I will dedicate myself to defending others. |
| d4 | Ideals | Definition |
|:----:|:-------------|:------|
| 1 | **Contract Driven** | I only do what it is I am hired for, and that's that. (Lawful) |
| 2 | **Devotion** | I do this to prove to everyone that Kogans are worthy of any tasks and that we mean well. (Good) |
| 3 | **Bloodlust**| I appreciate my bloodline, but doing these tasks satiates my want to hurt people or inflict pain. (Chaotic) |
| 4 | **Family**| My family expects great things of me, and I will do my best to show them I am the best. (Neutral)|
| d4 | Bonds |
|:----:|:-------------|
| 1 | My teacher showed me everything he ever knew and, in turn, I must show the world everything I learned. |
| 2 | I'm searching for someone who I've not seen in years, and my journey has led me here. |
| 3 | I was sent by the King of Koga to retrieve something that is of great importance. |
| 4 | My family wants me to be the next head of the household. |
| d4 | Flaws |
|:----:|:-------------|
| 1 | If push comes to shove and my life is in great danger, I will abandon even my own allies. |
| 2 | I'll kill my best friend or closest ally for the right price, and I will have no remorse for doing so. |
| 3 | I'm far too proud for my own good and I often mistake this pride for honor. It has gotten me into a lot of trouble. |
| 4 | Sometimes, I drink while on the job and I end up fumbling everything. This has made me lose a substantial amount of money. |
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## Feats
### Board and Board
*Prerequisite: Strength score of 12*
You deem shields the ultimate weapon, and use them for any form of offense. While having a shield equipped on both hands, you gain the following benefits
- You temporarily gain the Two-Weapon Fighting style and the shields gain the Light property if their weight is 6 lbs or below.
- You become proficient with shields when attacking with them, shields count as improvised weapons, and if you hit with a shield, the shield deals bludgeoning damage equal to 1d4 + your Strength modifier.
- As a bonus action, you may create a makeshift form of cover with the help of your shields. Doing so grants you the benefits of half cover as long as you do not move or take a reaction until the beginning of your next turn.
### Combat Specialist
*Prerequisite: Dexterity or Strength score of 12*
After rigorous training, you have gained the ability to specialize in a type of fighting style during combat.
- Increase your Dexterity or Strength score by 1.
- You may choose one Fighting Style provided in the Fighter class's Fighting Style feature. You can't take the same Fighting Style option more than once, even if you get to choose again.
### Claw Master
*Prerequisite: Proficiency in Claws, Dexterity score of 14*
Claws are powerful weapons which only a master can utilize to its fullest potential. You gain the following benefits:
- You gain a Ki Point, with which you may spend to use the Monk class's base Ki feature. You regain the spent Ki Point after a short or long rest.
- Before you make an attack with a Claw weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, the creature takes 1d4 damage at the beginning of each of their turns for 1 minute.
### Muscle Mage
Your physique allows you to wield magic without the need of a vast intelligence, great wisdom, or lavish charisma.
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn a cantrip of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Instead of using the chosen class's spellcasting ability, you may choose to use your Dexterity or Strength ability score modifiers as your spellcasting ability; the ability score depends on your class. If your class already has a spellcasting ability, then you must use that instead.
- **Dexterity:** Fighter, Monk, or Rogue
- **Strength:** Barbarian, Monk, or Fighter
### Perfect Beast
*Prerequisite: Amalj'aa, Centauros, Moogle, Thorath, Venterial, Viera, or Wysteriad**
You are the pinnacle of your respective Beastmen Tribe, and are a paragon for all others to follow. Depending on your race, you gain the following benefits:
**Amalj'aa.** Increase your Constitution score by 1, to a maximum of 20. Whenever you take the Dodge action in combat. you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
**Centauros.** Increase your Strength modifier by 1, to a maximum of 20. Whenever you travel in a straight line for 10 feet or more, you may instead use your bonus action to Dash. You still gain the benefits of your Hooves racial trait's unarmed attack if you use Dash this way.
**Moogle.** Increase your Wisdom score by 1, to a maximum of 20. You learn the *Absorb Elements* spell, which you can cast once with this feat. You regain the ability to cast the spell in this way when you finish a long rest. Your choice of Charisma or Wisdom is your spellcasting ability for it.
**Thorath.** Increase an ability score of your choice by 1. You become proficient in either the Perception or Insight skill, you can see things that are directly behind you, and you cannot be surprised while you are conscious.
**Venterial.** Increase your Charisma score by 1, to a maximum of 20. While in your Bat Form, your passive perception while in darkness is increased by 3. While in your Humanoid Form, you can cast *Chill Touch* freely. Charisma is your spellcasting ability for it.
**Viera.** Increase your Dexterity score by 1 if you are a female Viera, or increase your Constitution score by 1 if you are a male Viera; maximum of 20. If you are a female Viera, after you use your Speed Freak racial trait, whenever you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. If you are a male Viera, you gain proficiency on Constitution saving throws; you may choose to become proficient on either Strength or Dexterity saving throws if you are already proficient in Constitution saving throws.
**Wysteriad.** Increase your Wisdom score by 1, to a maximum of 20. Whenever you use the Call of the Wisteria racial trait, you may instead choose to become resistant to two of the listed damage types. You also have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
### Surging Adrenaline
*Prerequisites: Dexterity or Strength score of 14*
When you fight you feel energy coursing inside you. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again.
If you have the Action Surge feature, you can use only one of the either feature on the same turn.
- *Credit goes to **NightxGamer***
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## Final Sacrifices
When all options fail, you may be left with no other choice but to sacrifice yourself to save those you wish to save. In such cases, you drive yourself beyond the brink of death and briefly tap into a mortal form of aether known as "Death Aether". Death Aether, while very rare, can also bring about one's doom; in exchange for your own preservation, you may use this special form of aether to execute a multitude of different sacrifices. After performing any sacrifice, you gain a failed death saving throw, or more, depending on the severity of the situation and the sacrifice that is to be performed. Before doing any Final Sacrifices, you must be at 0 hit points and must still have a reaction available. You make your Final Sacrifice the turn in which you have been reduced to 0 hit points. After executing a Final Sacrifice, you fall unconscious. Below are a few examples of what you can do as a last resort, along with the penalty you may suffer. You may only execute a Final Sacrifice once per long rest.
**1: Desperation Attack.** In an attempt to bring down a foe along with you, you strike at them with ferocity. You may make an attack roll at disadvantage against a creature within range of your weapon attack. This attack deals an extra damage die, and bypasses immunities and resistances. Afterwards, you gain a failed death saving throw.
**2: Primal Call.** Your cries for help spur the Eidolon you've attuned to to answer your call as you succumb to your wounds. You may use your reaction to summon any Eidolon you are currently attuned. If the Eidolon imposes attack rolls or any save DCs against its target or targets, the targets have a +2 bonus on the required saving throw or their Armor Class for this only. If you have already summoned an Eidolon before completing a long rest, or the required "cool-down", this ignores the "cool-down". Afterwards, you gain two failed death saving throws.
**3: Soulcast.** Staggering before the enemy that has brought you to your knees, you cast a final spell before falling. If you are a spellcaster, you may cast a spell that is 3rd Level or lower. If you cast a 1st Level spell, you gain a failed death saving throw; two failed death saving throws on 2nd Level spells and three failed death saving throws on 3rd Level spells, killing you instantly. You do not expend any spell slots this way, though material components are still used up. You cannot target yourself with spells that would save you from dying or restore your hit points; spells such as *Mass Healing Word* or *Spare the Dying* automatically fail on this way. You cannot cast spells that require you to maintain concentration this way.
**4: Lifestream.** To save those who have also fallen, you give some of your own life aether before losing consciousness. You may expend a hit die to restore the hit points of a creature within melee range of you. The creature regains hit points equal to what you rolled, excluding the constitution modifier. Afterwards, you gain a failed death saving throws. If you have used this Final Sacrifice on a creature, that creature cannot use this Final Sacrifice on you. Also, if a creature uses this Final Sacrifice on you, you cannot use this Final Sacrifice on the creature.
**5: Last Gasp.** Just before losing consciousness, you force your body to give out one last movement or quip. You may either make a single movement at half speed, speak for a brief moment, use a simple piece of equipment that is not a toolkit, weapon, or potion, or make a skill check at disadvantage. You do not gain a failed death saving throw this way.
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# Part 4: Eidolons
## Eidolons and Great Gods
During the first ages, naught existed but the Crystal and its disciples, the Great Gods, also known as Higher Eidolons. Though some were of one origin, many of the Great Gods did not agree with each other and thus, split Plainead Cre in two; the World of Light and World of Darkness were born from this disagreement. Both Worlds have their own respective Great Gods, which dictate and uphold the laws of their own World. Yet, sometimes, certain Great Gods travel to other planes to either cause mayhem or discuss with their brethren and sistren. Each Great God represents either an ideal or concept. Though Great Gods are separated and rule over their own lands, Great Gods, with some exceptions, can travel to any planes of their choosing.
### Great Gods of Light
**Arthur:** The Great God of Justice and Sanctity. Born as a mortal amongst gods, the Crystal tested his strength through a series of trials in order to deem him worthy of godhood for the sake of bringing equilibrium to an otherwise chaotic existence. Together, with his Knights of the Round, Arthur and his loyal warriors took on the form of a single Eidolon. Considered to be among most powerful of Great Gods, second only to Zodiark. Arthur granted the Enlightened Races the ability to recognize good from evil, and vice versa. The symbol of Arthur is a radiant sword in a stone.
**Cait Sith:** The Great Goddess of Mischief and Stratagem. Often taking the shape of a black housecat, Cait Sith has been known to play tricks on those that she recognizes as, in her own words, "unfit for a normal life". Although Cait Sith is physically the weakest of all Great Gods, and weak even among other normal Eidolons, her tricks are second to none, often placing traps where one would never expect them. For some strange reason, she bears cartoon-like physics and can bend reality to mimic cartoons. Cait Sith granted the Enlightened Races the ability to strategize and plan. The symbol of Cait Sith is a large tome with a cat on its cover.
**Fenrir:** The Great Goddess of Power and Strength. Once thought to have been a barbarian that imbibed from the draught of madness, Fenrir is a wolf-like Eidolon that is physically the second-most powerful Eidolon; so powerful are her swipes that it is believed she can sunder an entire mountain with a single claw. Many individuals that value action over words follow the principle of Fenrir's teaching, and those that are born under her star have been known to bear the monstrous strength. Fenrir granted the Enlightened Races the strength to overcome odds. The symbol of Fenrir is a bloody axe sundering a behemoth.
**Ifrit:** The Great God of Might and Bravery. A Djinn that wielded the holy flames which the Crystal bestowed upon Plainead Cre, Ifrit is attributed to granting courage to those who are near death. While Ifrit is of the Light, he is also known for being incredibly cruel, killing those that he considers weak and pathetic, unworthy of his blessings. Wherever one may see a bright, gold fire, Ifrit is there, watching over potential warriors. Ifrit granted the Enlightened Races courage that could be the thread between life and death. The symbol of Ifrit is a volcano at the point of eruption.
**Midgardsormr:** The Great God of Aether and Arcana. A great wyrm that was born as a lowly serpent, Midgardsormr spent thousands of years learning of the Crystal's limitless magics, gaining the ability to wield aether and cast spells. With this knowledge, Midgardsormr gifted all life in Plainead Cre with the ability to use magic freely, be it beneficial or detrimental. It is believed that only Midgardsormr has the ability to cast all known spells without any side effects, and can take away the ability to cast spells from anyone, even those that are born with the innate ability to cast magics such as sorcerers. Midgardsormr granted the Enlightened Races the all powerful magical energy known as aether. The symbol of Midgarsormr is a large serpent consuming a crystal.
**Ramuh:** The Great God of Willpower and Intelligence. A man of an unknown race, Ramuh studied the art of aether alongside Midgardsormr, gaining infinite wisdom and intelligence. With these boons, Ramuh became a king among mortals and ruled justly. Creating laws for Plainead Cre that were fair and just to all whom chose to follow the Light, Ramuh is thought of as the "father figure" among the Great Gods. Ramuh also wields the power to create devastating storms and tempests, which ravage the lands of those that are irredeemably evil. Ramuh granted the Enlightened Races the ability to use intelligence and wisdom to their advantage. The symbol of Ramuh is a staff in the shape of a lightning bolt.
**Shiva:** The Great Goddess of Love and Spirit. A woman left for dead during the first age in which the Crystal still existed in Plainead Cre, it is thought that Plainead Cre itself shifted its poles to allow ice and snow to embrace her during her final moments, yet lived and was transformed into an Eidolon that transcended death itself. Being a paragon of beauty, many people seek to perfect themselves by praying to her in hopes of one day awakening as a new person, in terms of both the body and spirit. Shiva granted the Enlightened Races the ability to appreciate and love all aspects of life. The symbol of Shiva is an elven woman encased in a glacier.
### Great Gods of Darkness
**Ark:** The Great God of Speed and Retribution. An enigmatic Great God that travels to the stars, Ark is part machine, part Eidolon, and is able to travel at nearly light speed. It is almost impossible to catch Ark, and it is also believed that Ark was once an airship that was given life by the Crystal in order to allow other Eidolons to travel quickly. However, Ark has been known to hold grudges for centuries and even millennia, then striking when his rage can no longer be quelled, sometimes killing descendants of those that wronged him, ignoring its domain of Speed. Ark granted the Enlightened Races the ability to be consumed by grudges and also maneuver easily, thanks to limbs. The symbol of Ark is an airship with cybernetic enhancements.
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**Diabolos:** The Great God of Malice and Treachery. A demon born from the negativity of those that perished early in the creation of Plainead Cre, Diabolos absorbed all of the malice and hatred that yet lingered. Revelling and rejoicing in the corruption of those that are easily manipulated, Diabolos clouds the minds of those that are between the line of good and evil, forcing them to carry out his biddings, no matter how malicious his intents are. Diabolos granted the Enlightened Races the ability to embrace evil and manipulate those that are weak and vulnerable. Diabolos is unpredictable, dangerous and unusually cruel, often toying with his victims for decades. The symbol of Diabolos is a decrepit hand reaching for a blood-red vortex.
**Glasya Labolas:** The Great God of Fortitude and Burdens. A Great God that took the shape of a train, it saved millions as it withstood attacks from both sides of the conflict during the War of the Great Gods, even going as far as ignoring friendly fire for the sake of saving those it cared for. Glasya Labolas endured and once the War of the Great Gods came to an end, it continued to protect those that rode it until it eventually broke down. While the train that was once Glasya Labolas no longer exists, it has been known to breathe life into other trains, transforming them into Doomtrains. Glasya Labolas granted the Enlightened Races the ability to endure and feel pain. The symbol of Glasya Labolas is a human shackled by thorny chains.
**Maduin:** The Great God of Mastery and Diligence. A grandmaster monk that ascended into godhood as a result of hundreds of years of training alone, honing the senses. Maduin was said to hold sparring matches with Fenrir as a past time. One of the deciding factors to the fate of Plainead Cre's eventual split, Maduin handcrafted both the World of Light and World of Darkness so that the Worlds could exist as their own planes. Very little of Maduin is truly known. Maduin granted the Enlightened Races the patience and strength of mind to hone any skills. The symbol of Maduin is a third eye on the forehead of a man.
**Titan:** The Great God of Rage and Fury. A maddened colossus made of pure earth given life, Titan rules over his lands from deep within the crust of the World of Darkness. Though Titan is seldom seen, his great rage can be felt whenever earthquakes and tremors occur. It is said that the more enraged Titan becomes, the more uncontrollable his power becomes. Some even believe that Titan's rage is so vast, it is seemingly infinite, thus bringing up the question: "How much more powerful can Titan become before he can feel naught but seething anger?" Titan granted the Enlightened Races the ability to both control and unleash anger, and even quelling the anger of those that could otherwise not quell it themselves. The symbol of Titan is a mountain split in half.
**Quetzalcoatl:** The Great God of War and Dominance. Brother serpent of Tlaloc, the Eidolon of Peace and Diplomacy, Quetzalcoatl was among the most savage of Eidolons, well before he transcended into godhood. Ushering emperors and tyrants towards battlefields in the name of conquest, Quetzalcoatl branded potential warriors as his own, using them as pawns in order to see which side of a war would result in the most casualties. Sometimes being blamed for the start of many wars, Quetzalcoatl simply does what he is best at: beckoning bloodthirst with the bells of war. Quetzalcoatl granted the Enlightened Races the ability to become powerful disciples of war, being able to fend for themselves while either slaying or protecting others. The symbol of Quetzalcoatl is a burning flag held by a warrior.
**Valigarmanda:** The Great Goddess of Temptation and Elements. Also known as Tritoch, Valigarmanda was once a beautiful human woman that was tempted by her peers to pursue the tantalizing control over the elements. While she obtained the ability to wield all essential aetheric elements, her temptations grew and soon, she found herself transformed into an otherworldly monster that no longer resembled her former self. Ashamed of what she had become, she banished herself. Yet, sometimes, she continues to submit to her lust for the elements, even robbing establishments of what little elemental influence they have. If one were to come across an area devoid of one of the six essential elements, this can be attributed to Valigarmanda's hunger for more aether. Valigarmanda granted the Enlightened Races the ability to either resist or submit to temptations, and becoming one with the elements. The symbol of Valigarmanda is a woman embracing an elemental orb.
**Zodiark:** The Great God of Nil. A being born from nothingness, Zodiark was the tipping point of the balance between both the World of Light and World of Darkness. Appearing hundreds of ages after the Crystal, Zodiark claimed to have been brought by the "Creator" to judge and save all who suffer terrible fates, attempting to absorb all life into the Void, a plane where time and space do not flow normally and where the nothingness persists for all eternity. Through the combined forces of all Great Gods and some brave Eidolons, Zodiark was banished and sealed away in the very thing that he sought out to use in order to save all from suffering any further. While the combined power of the Great Gods saved the very existence of not only their own Worlds but possibly even the universe, it did not come without a repercussion: the seal which prevented Zodiark from being resurrected and brought back to existence could only be powered by the Great Gods themselves, as it required massive amounts of aether. As thousands of years came and went, the power of the Great Gods slowly diminished until naught but a mere fragment of the seal remained. At this point, the Great Gods could only hope that Zodiark would not be awoken from his slumber... Zodiark granted the Enlightened Races the ability to feel abandonment and loss of purpose, while also recognizing the inner resolve to continue fighting. The symbol of Zodiark is a black hole consuming a planet.
### Eidolon Circles
All Eidolons, be they Great Gods or lesser Eidolons, fall under certain categories. Each Eidolon is placed under an Elemental category, and each Eidolon is also placed in domains to correctly identify them, such as alignment, concepts or ideals. These categories also determine what an Eidolon is capable of when one possesses their Summon-Type materia. In the following tables are but a few examples of such Eidolons.
##### Air
| Eidolon | Domain |
|:----:|:-------------:|
| **Adrammalech** | Evil, Rage, Revenge |
| **Ark** | Neutral, Retribution, Speed |
| **Bismarck** | Good, Tempests, Weather |
| **Odin** | Neutral, Death, Duels |
| **Ramuh** | Good, Intelligence, Willpower |
| **Quetzalcoatl** | Evil, Dominance, War |
| **Typhon** | Neutral, Monsters, Thievery |
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- **Examples of Abilities of Air Eidolons.** Most Air Eidolons can be used for air travel. All Air Eidolons can slightly alter the air around you, either bestowing gentle winds or cooling the temperature around you.
##### Earth
| Eidolon | Domain |
| :----:|:------------:|
| **Alexander** | Neutral, Castles, Sanction |
| **Atomos**| Neutral, Dimensions, Astral Travel |
| **Fenrir**| Good, Power, Strength |
| **Glasya Labolas**| Good, Burdens, Fortitude |
| **Hashmal** | Neutral, Balance, Order |
| **Sephirot** | Evil, Nature, Wrath |
| **Titan**| Neutral, Fury, Rage|
- **Examples of Abilities of Earth Eidolons.** Earth Eidolons can sense disturbances in the earth, and also grant you knowledge about the area around you. Many can also prevent certain earth-based attacks when summoned.
##### Fire
| Eidolon | Domain |
| :----:|:------------:|
| **Asura** | Good, Inspiration, Dexterity |
| **Belias**| Neutral, Pyres, Protection |
| **Ifrit**| Neutral, Might, Bravery |
| **Hades**| Good, Underworld, Souls|
| **Phoenix**| Neutral, Redemption, Rebirth|
| **Ravana** | Neutral, Combat, Glory |
| **Zurvan** | Evil, Duality, Demons |
- **Examples of Abilities of Fire Eidolons.** Fire Eidolons can stop small-scale fires or cause fires when summoned. Most Fire Eidolons can also grant you the ability to enter temporarily fires without harm, and even breathe harmful toxins released by fires.
##### Dark
| Eidolon | Domain |
| :----:|:------------:|
| **Anima** | Neutral, Pain, Suffering |
| **Barthandelus** | Evil, Infiltration, Espionage |
| **Cait Sith**| Neutral, Mischief, Stratagem |
| **Cuchulainn**| Evil, Gluttony, Impurity |
| **Diabolos**| Evil, Malice, Treachery|
| **Shinryu**| Neutral, Destruction, Rage|
| **Zodiark** | Neutral, Nil, Rifts |
- **Examples of Abilities of Dark Eidolons.** Dark Eidolons can grant you the ability to temporarily see in dim, or dark conditions, even that which is obscured by magic. Some Dark Eidolons can also prevent you from becoming frightened by an entity or being when summoned.
##### Light
| Eidolon | Domain |
| :----:|:------------:|
| **Altima** | Neutral, Astronomy, Space |
| **Arthur** | Good, Justice, Sanctity |
| **Bahamut**| Neutral, Dawn, Judgment |
| **Maduin**| Good, Diligence, Mastery |
| **Midgardsormr**| Good, Aether, Arcana|
| **Lakshmi**| Neutral, Prosperity, Love|
| **Sophia** | Evil, Balance, Equilibrium |
- **Examples of Abilities of Light Eidolons.** Light Eidolons can save you from becoming charmed by an entity or being when summoned. Some Light Eidolons can also shed light, which can illuminate otherwise dark areas.
##### Water
| Eidolon | Domain |
| :----:|:------------:|
| **Famfrit** | Good, Purification, Seas |
| **Leviathan**| Evil, Oceans, Whorls |
| **Mateus** | Evil, Corruption, Sin |
| **Selkie** | Neutral, Beauty, Navigation |
| **Shiva**| Good, Love, Spirit |
| **Siren**| Neutral, Charms, Music |
| **Susanoo**| Neutral, Duels, Reverly|
- **Examples of Abilities of Water Eidolons.** Water Eidolons can grant you the ability to temporarily breathe underwater, or swim faster, when summoned. Some Water Eidolons may also be used as water transportation when summoned.
### Summon-Type Materia
As you journey into the unknown, you may come across materia which contains the very being of Eidolons. This maeria is called Summon-Type Materia, and can be applied on any appropriate equpment, (as described in the Equipment of Eallin section, under Materia) granting you the ability to summon the corresponding Eidolon. However, it is not instantaneous; depending on the Tier of the Eidolon, applying the materia to the equipment may take either just a brief moment or possibly even days. Summon-Type Materia that contains Tier 1 Eidolons require only 8 hours of "attuning" to utilize, Summon-Type Materia that contains Tier 2 Eidolons takes 1 day to "attune" to, and Summon-Type Materia that contains Tier 3 Eidolons requires 4 days to "attune" to. While anyone can attune to these materia, not everyone can utilize them immediately; attuning to any Summon-Type Materia gives the respective Eidolon access to all of your emotions and memories, granting them the ability to view your very being. The Eidolon may either choose to lend you their strength right then and there, or deny you outright. Depending on the Eidolon's domain and circle, convincing them may either be easy or extremely difficult. Evil characters, for example, will never be able to summon good Eidolons properly, as good Eidolons will completely reject them.
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### Summoning Mechanics
All Eidolons require a casting time, just as a spell would when it is to be cast.
While most Eidolons require only an action and bonus action to summon, there are some whose power is much too great to summon in a brief period of time and thus, more than one action or bonus action is required in order to summon the Eidolon. For summoning, all Eidolons are placed in three different tiers of summoning strength. The higher the tier, the more actions are required to summon an Eidolon. Tier 1 Eidolons require only an action to summon, Tier 2 Eidolon requires an action and a bonus action to summon, and Tier 3 Eidolons require two actions and two bonus actions to summon. As summoning Tier 3 Eidolons requires more than two actions and bonus actions, it would be impossible to finish summoning these Eidolons in a single turn.
Additionally, after summoning, all Eidolons have a "cooldown"; this means that you must wait a certain period of time before being able to summon the Eidolon again. To summon Tier 1 Eidolons again, you must wait after a long rest. To summon Tier 2 Eidolons again, you must wait 3 days. To summon Tier 3 Eidolons again, you must wait a week.
As Summon-Type Materia taps into one's own life aether in order to summon Eidolons for a brief moment, it is highly advised to avoid attuning to more than 2 Summon-Type Materia. If you attune to more than 2 Summon-Type Materia, your maximum hit points are reduced by 5d10 every hour until you reach 0, at which point you perish. This hit point reduction resets after every long rest.
##### Tier 1 Eidolons
| Eidolon | Signature Move |
| :----:|:------------:|
| **Bismarck** | Breach Blast |
| **Carbuncle**| Reflect |
| **Ifrit** | Hellfire |
| **Sylph** | Whisper Wind |
| **Ramuh**| Judgment Bolt |
| **Shiva**| Diamond Dust |
| **Susano**| Arashinome |
| **Typhon**| Snort |
#### Tier 2 Eidolons
| Eidolon | Signature Move|
|:----:|:-------------:|
| **Ark**| Eternal Darkness |
| **Cait Sith** | Slots of Doooooooom!|
| **Fenrir**| Howling Moon|
| **Glasya Labolas**| Runaway Train|
| **Maduin**| Chaos Wave|
| **Quetzalcoatl**| Thunderstorm|
| **Raijin**| Mach 10 Burst |
| **Titan** | Gaia's Wrath|
| **Valigarmanda**| Elemental Wheel|
#### Tier 3 Eidolons
| Eidolon | Signature Move|
|:----:|:-------------:|
| **Knights of the Round**| Ultimate End|
| **Bahamut**| Megaflare |
| **Diabolos** | Dark Messenger|
| **Leviathan**| Tidal Wave|
| **Midgardsormr**| Aether Bind |
| **Omega**| Wave Cannon|
| **Shinryu** | Protostar|
| **Ultima, the High Seraph**| Redemption |
| **Zodiark**| Final Eclipse|
### Eidolon Familiar
On rare occasions, you may obtain a lesser Eidolon that may offer itself and its strength to you as a familiar rather than a true summon. In such cases, the Eidolon gains a stat block along with the ability for you to control it. It may assist you in certain simple tasks, such as scouting an enemy camp or foraging for materials in a forest. You may dismiss your Eidolon Familiar at any time, using your action to do so.
During combat, your Eidolon Familiar shares your turn in Initiative; it can only act after you have finished your turn. Your Eidolon Familiar may take an action, movement and reaction but cannot take bonus actions. Also, depending on the Eidolon Circle it is categorized under, its capabilities may change; an Air Eidolon Familiar may be more than an Earth Eidolon Familiar, but an Earth Eidolon Familiar may have higher endurance than its counterpart. All Eidolon Familiars have vulnerabilities and resistances, corresponding to their element. Fire Eidolon Familiars will always be vulnerable to cold damage but resistant to fire damage, while Dark Familiar Eidolons will always be vulnerable to radiant damage but resistant to necrotic damage.
While Eidolon Familiars act as familiars, there are certain things that restrict them.
1. Eidolon Familiars may not gain levels or ability scores in any way, even through magical means (with the exception of its own abilities). Your Eidolon Familiar also cannot benefit from any effects granted by magical items, potions, or other such pieces of equipment such as a potion of giant strength. If a spell or item were to grant the Eidolon Familiar a bonus to its Armor Class or a saving throw, the effect is ignored as well.
2. Eidolon Familiars may not regain hit points as a normal creature would. Spells such as Cure Wounds automatically fail on Eidolon Familiars. If the Eidolon Familiar is at 1 hit point or above, it remains that way until you complete a long rest and spend at least 10 minutes praying or focusing on your Eidolon Familiar after completing the long rest. Once you finish this ritual, your Eidolon Familiar regains all of its hit points.
3. You may not have more than one Eidolon Familiar at a time. You may also not have an Eidolon Familiar and a normal familiar at the same time. You must choose one or the other; choosing the normal familiar dismisses your Eidolon Familiar, and vice versa.
4. Eidolon Familiars still require the necessary amount of actions to summon them, shown in the Eidolon Tier tables.
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# Part 5: Job System
## Long ago, during the War of the Great Gods...
Many mortals cowered in fear as the Eidolons and Deities they worshipped warred against one another, razing towns and even cities along the way. Although one could never hope to match the omnipotent strength of Eidolons, there was an alternative: They could harness a fraction of residual aether that was left behind by the feuding Eidolons and create what are known as Soulstones. Soulstones are crystals imbued with the power of the gods and used to tap into the potential of oneself, enhancing capabilities and creating soldiers capable of fighting back during the bloody war.
However, there was but a single problem: Soulstones were useless as is. Though they had much aetheric strength, utilizing Soulstones was a different dilemma. So, multiple historical figures rose up and granted their abilities, gifts and magics to Soulstones. These same individuals gained followings, and those who wielded Soulstones were able to be on the same level as their masters thanks to the purpose given to their Soulstones. Those who followed their own distinctive masters and their teachings saw the proper utilization of their Soulstone as not only a means of fighting back against a seemingly bleak war, but also their "Job". The term "Job" was coined by a man by the name of Adalphus the Orator, a human whose words were so powerful, he could even make allies of enemies and vice versa.
From the simple Onion Knight, with limitless potential, to the all powerful dragon-slaying Dragoons, each Job served a specific purpose. No single Job was more important than another during the war, and each Job was specifically created to cater towards certain strengths and weaknesses. Although during the war, many stuck to the Jobs they first began with, some eventually ended up switching Jobs and a groundbreaking discovery was made: switching Jobs didn't remove the abilities that one would gain, and one could even utilize the abilities of Jobs that they had obtained through their training despite being under a different Job. After this discovery, switching Jobs was almost essential in order for many soldiers to fill as many roles as possible. However, those that stuck to their Jobs became masters of their crafts, and were paragons of success that were viewed as second only to Eidolons.
As with many good things, there are always those who would wish to possess such powers for maliciousness. As the Great Gods of Light were nearing victory and the soldiers of Light reclaimed lost territory, Diabolos, the Great God of Treachery and Malice, discovered that the soldiers of Light used Soulstones, which gave them unparalleled versatility. Angered and envious of such power, Diabolos began to corrupt the minds of those that had suffered, forcing them to commit treason and defect to the army of Darkness. Gaining knowledge on how to create Soulstones, Diabolos proceeded to provoke conflicts between other Eidolons, even going as far as provoking fights between his own side. Collecting residual aether that lingered after the conflicts, Diabolos created his own Soulstones and tempted soldiers of Light with "infinite power that only those who have suffered greatly can wield in retribution of the injustices that have befallen the Enlightened Races". Of course, many were influenced by
Diabolos' seductive words and promises of assisting with exacting revenge, yet the Great God never intended to go through with his promises, instead betraying the trust and hopes that were placed in his hand. Hungering for more territory to claim, Diabolos sent forth his "tempered" soldiers of Darkness, which had been corrupted beyond saving, and caused one of the greatest losses of lives to have ever been recorded.
A massacre that happened over the course of a single month, the Great Purging of Oilean saw the deaths of an entire island's population. Over one million had perished as a result of Diabolos' thirst for power, and it took this exact event for the other Great Gods to realize that mortals are not worthy of wielding such weapons of mass destruction, especially as long as Diabolos exists. A ceasefire was put in place, thus beginning the destruction of Soulstones; one by one, realizing their hypocrisies and wretchedness that had befallen them as a result of desiring more land, the Great Gods were forced to neutralize as many Soulstones as possible, rendering them useless. With the Soulstones having lost their power, and the possibility of Soulstones being used for evil being all but completely gone, the Great Gods had come to an agreement, and decided that it would be best to split Plainead Cre in half in order to avoid another war. With one half taken to another plane of existence and the other half remaining, each World was transformed into its own planet, with the help of Maduin. Because killing a Great God would bring discord and imbalance to the fabric of reality, the other Great Gods banished Diabolos into a pocket dimension, sealed away deep within a magic lamp, so that Diabolos would never again kill so many en masse.
### Purpose of the Job System
The purpose of the Job System is to grant a wider array of abilities that a conventional class would not. Used by soldiers of ancient times to fill multiple roles at once, the Job System gives you versatility without the need of multiclassing, sacrificing levels in a main class as a result, though you are still welcome to multiclass. Nevertheless, the Job System is entirely optional and exists to give you more options in and out of combat. It also allows you to "hybridize" yourself. For example, you may be a Fighter but you also aspire to cast magics in order to fill the range gap, in case there is distance between you and your target. The Black Mage, Red Mage or White Mage Jobs allow you to cast spells without taking a feat or levels in a spellcasting class, while also granting you a plethora of other abilities that may or may not have synergy with what you currently have as a Fighter. The Job System also grants you access to abilities that always give you something to do, both in and out of combat, so that your options are not as limited. It is up to you to discover what fits your playstyle the best, and what is thematically the best choice for you as well. It may also change your playstyle, granting you a different view on how to approach things. Remember, Jobs do not define what you are but rather, they define what you are capable of with training and perseverance. To undertake a Job of the Mythical Age is to dedicate oneself to the ancient arts of war. Be it protecting, healing or destroying, Jobs are powerful tools which one may utilize to assist them in becoming Warriors of Light or Darkness.
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## Jobs: Rules
### Soulstones
To gain the ability to wield Jobs, you must first attune to a Soulstone; otherwise, Jobs are unavailable. Soulstones are rare aetherically charged gems which contain the crystallized essence of all Jobs that have ever existed during the Mythical Age. Attunement is instantaneous, and you may not attune to any other Soulstone unless your Soulstone is unattuned. Once attuned to a Soulstone, you may equip a Job; as long as you have that Job equipped, you gain AP (ability points) towards leveling up the Job you have equipped. You may swap your Job for another one after completing a long rest. **Two player characters cannot equip the same Job under any circumstances; this does not apply if player characters use abilities from the same Job.** Soulstones and all of their effects, including Limit Breaks, are neutralized under anti-magic.
- Attuning to a Soulstone does not count towards your attunement slots. This means, if you attune to a Soulstone, you still have 3 attunement slots with which you can attune to other magic items.
### Job Abilities
As you level up your Job, you unlock new abilities which are either Passive or Equippable. As long as you are attuned to your Soulstone, you have two Ability Slots, which you may use to equip any combination of Equippable abilities but only two at any given time. As long as you have the corresponding Job equipped, you do not need to equip its respective Passive abilities and can be used freely, without restriction. Equippable abilities are abilities that must be equipped in order to use. If the Job is unequipped, Passive abilities become Equippable abilities. Equippable abilities can be swapped once per long rest.
### Job Checks and Saves
Most Jobs have special checks called **Job Checks**. These checks are used in place of skills and ability scores, and give access to a variety of different effects, becoming more potent the higher a Job's modifier is. Certain Abilities also impose saving throws that use your corresponding Job's modifier for the required save DC.
- **Job Checks: 1d20 + Corresponding Job's Modifier + Proficiency Bonus**
- **Save DC for certain Job Abilities: 8 + Corresponding Job's Modifier + Proficiency Bonus**
### AP (Ability Points)
AP, otherwise known as Ability Points, are a special type of experience that allows you to level up Jobs. AP can be obtained through a multitude of ways. A Job is considered mastered when you obtain its final ability. You cannot store AP and it must be used on your current equipped Job.
##### Ability Points Table
| AP Gain | Condition|
|:-|:------|
| 1 - 8 | Combat and Roleplay |
| 1 - 15 | Milestones |
| 5 x New Class Level | Class Level Up |
Once you reach the final ability of a Job, that Job is considered "Mastered". If you continue to have a "Mastered" Job equipped, you may transfer half of any AP you earn thereafter towards a different Job, as you can no longer gain AP on "Mastered" Jobs.
### Limit Breaks
Limit Breaks are abilities that allow one to temporarily transcend their limits, surpassing their own capabilities.
- Limit Breaks can only be used once per long rest and require an action to use. You cannot use a bonus action, Action Surge or any effect that would grant you an extra action to use your Limit Break.
- "Limit Break Gauges" are gauges that are gradually filled to unleash a Limit Break. In order to reach and be able to unleash a Limit Break Gauge, you must reach 20/20; you cannot exceed the maximum.
- Critical hits do not increase the damage of Limit Breaks. Instead, critical hits are automatic hits, whether the attack roll meets the opposing Armor Class or not.
- Job Limit Breaks can only be used if their respective Job is equipped.
- Limit Break Gauges are reduced by half (rounded up) whenever you take a long rest.
##### Limit Break Conditions
| Condition| Description|
|:----|-------------|
| Avenger | Your Limit Break Gauge is increased by **10** if player character other than you is knocked unconscious during combat. If a player character is killed, your Limit Break Gauge is filled to **(maximum)**.|
| Comrade | Your Limit Break Gauge increases by **1** for each time a player character other than you within 60 feet of you is damaged during combat.|
| Gladiator | Your Limit Break Gauge increases by **5** for each natural 1 or natural 20 you make on attack rolls and saving throws during combat; creatures that make attacks against you that are natural 1s or natural 20s also count.|
| Stoic | Your Limit Break Gauge is filled to **maximum** the first time your current maximum hit points fall below 20% during combat. |
| Support | Your Limit Break Gauge increases by **3** for each player character including yourself that you target with healing, or support effects and spells during combat. |
### Unattunement
In the case of wishing to unattune to a Soulstone, normal attunement rules do not apply to Soulstones. The *dispel magic* spell at 5th Level must be used in order to unattune to a Soulstone. Once unattuned, you lose access to all Jobs, abilities and Limit Breaks. However, you do not lose levels that you have gained on Jobs, and thus, when you attune to the same Soulstone, you regain all lost abilities and Limit Breaks. If you attune to a different Soulstone, you must start anew.
\pagebreak
### Job System Guide
The **Job System** acts independently from conventional classes and, thus, have different rules. Here is a basic guide on how to properly utilize **Jobs**.
1. When you have a **Soulstone** in your possession and after attuning, you may "equip" any **Job** available to you. Once you equip a **Job**, you may not switch to another **Job** until you complete a long rest.
2. While you have this **Job** equipped, you can level it up so that you gain more abilities while also strengthening these abilities, just like you would a conventional class. Leveling up **Jobs** requires "AP", otherwise known as Ability Points, which you gain at the end of every session, similarly to normal experience points. Different **Jobs** have different **AP** requirements towards leveling up. Any **AP** you gained on a certain **Job** remains on that **Job**, and any AP you gained on that specific **Job** does not reset, even if you unequip the **Job**. Check each **Job's Table** to see the required **AP** for each Job Level.
3. **Jobs** have two different types of abilities: **Passive** and **Equipped**. **Passive** abilities do not need to be equipped as long as you have that specific ability's **Job** equipped, while **Equipped** abilities must be equipped in order to be used. If you are not using a **Passive** ability's respective **Job**, it becomes an **Equipped** ability instead. You have two available **Ability Slots** with which you may equip any combination of abilities you have unlocked, both **Passive** (if you do not have the **Passive** ability's respective **Job** equipped or if it becomes an **Equipped** ability) and Equipped abilities. You may switch your **Equipped Abilities** once after completing a long rest; this also applies if you switch **Jobs** (in other words, you must still complete a long rest in order to switch **Equipped Abilities**).
4. When using any **Job Abilities**, your conventional ability scores and skills are not utilized when making **Job Checks** or imposing saving throws with **Job Abilities**. Instead, a special ability score tied to your **Job's Level** is used for these abilities. This special ability score is called your **Job Modifier**, and it becomes more potent the higher level the **Job** is. For example, a character with **Black Mage Job Level 6** has a **+4 Job Modifier** (according to the **Job Table** in the **Black Mage Job** entry). **Job Abilities** and their **Job Modifiers** are tied to their original **Jobs** and thus, you cannot use the **Job Modifier** of other **Jobs**. This means if your **Black Mage Job** has a **+4 Job Modifier** you cannot use this **+4 Job Modifier** on any **Paladin Job Abilities**. To check the modifier, refer to each Job's respective table at the top of their entries.
- **Job Checks**: 1d20 + Corresponding Job's Modifier + Proficiency Bonus
- **Save DC for certain Job Abilities**: 8 + Corresponding Job's Modifier + Proficiency Bonus
5. Check each respective **Job's** abilities and playstyle to get a sense of what you personally want for synergy. Each **Job** is categorized under 4 different playstyles: **Defense, Offense, Specialization, and Support**. **Defense** allows you to prevent damage and defend others by granting you fortitude. **Offense** prioritizes damage and augments the strength of your attacks or spells while sacrificing utility. **Specialization** focuses on unique abilities which can completely shift the flow of battle, and have a mix of
all playstyles. **Support** bestows you and your allies with powerful effects, and prioritizes the overall performance and synergy of the party by enhancing them. Some **Jobs** even have a mix of both. Mix and match to best fit your needs, for it may be crucial to your survival.
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# Bard
Possessing fantastic utility, the Bard Job specializes in using one's own voice to bestow allies with power and courage.
**Job Difficulty:** ★★ **/**
**Playstyle: Support**
##### Bard Job
| Job Level| Job Modifier | AP Requirement| Ability or Limit Break
|:---|:---|:---:|:---------:|
| 1 |+1| 20 AP| Dulcet Tone|
| 2 | +2|60 AP| Showstopper|
| 3 | +2|115 AP| Encore|
| 4 | +3|175 AP| Performer's Intuition, Big Band|
| 5 | +3 |240 AP| Duet|
| 6 | +4 | 325 AP | Performer's Concert|
## Abilities
### Level 1 (20 AP): Dulcet Tone (Passive)
You gain the ability to woo others of a certain gender with ease. The first time you equip Dulcet Tone, you must choose a gender of choice with which this ability can affect. Once you choose a gender of choice for this ability to affect; you cannot switch it, even if you unequip the Bard Job or this ability. Twice per short rest, you may make a Bard Check against a humanoid with the gender of choice. A check made this way counts as either a persuasion or deception check. Dulcet Tone also counts as a charm effect. Creatures become aware of being charmed by this ability after one minute. This only works with humanoids. At Bard Job Level 3, you gain an additional Dulcet Tone use.
- If you use Dulcet Tone against a creature of any other gender that was not chosen, you have disadvantage on Dulcet Tone.
- Dulcet Tone requires the use of your voice. If your voice is not available, this ability automatically fails. The target must also be able to understand your language.
### Level 2 (60 AP): Showstopper
Once per long rest, as a reaction, if an opposing creature within 40 feet uses a spell, attack or effect that uses vocal components and before any damage is rolled from said spell, attack or effect, you may choose one of the following effects listed below. You must state you are using this ability before any damage is rolled.
- You may give up to 3 creatures (you may include yourself) within 40 feet of you a bonus equal to your Job Modifier against the required saving throw. At Bard Job Level 4, you may give this benefit to 4 creatures instead.
- You may reduce the spell, attack or effect's total damage by an amount equal to 1d4 + Job Modifier. At Bard Job Level 4, the die is increased to 1d6.
Showstopper requires the use of your voice. If your voice is not available, this ability automatically fails.
### Level 3 (115 AP): Encore
Once per short rest, you may choose to store an attack roll, saving throw or skill check that uses Charisma which you have made within the past minute for up to one hour but must state that you are using this ability. You may use this exact roll for any Charisma spell, attack roll, saving throw or check once before the end of the duration.
### Level 4 (175 AP): Performer's Intuition
You begin performing as you imbue your lyrics, act or instrument imbued with aether. Once per long rest, as an action, you may begin using Performer's Intuition to bestow one of the effects listed below. Performer's Intuition requires the use of your voice and you must also maintain concentration while using Performer's Intuition. You may use a bonus action to temporarily stop the performance and you may use an action on your next turn to resume. For allies to benefit from these effects, allies must use a bonus action to hum, sing, or perform alongside you. All performances last for one minute. Your performance stops automatically once you are out of combat.
##### Performer's Intuition Table
| Performance | Performance Effects
|:-------------|:--------------------------:|
| **Aria** Di Mezzo Caratte| Three creatures of your choice within 30 feet of you who can hear you gain a bonus equal to your Job Modifier on one attack roll per turn as long as you are performing.|
| Mythic Army's **Paean** | Three creatures of your choice within 30 feet of you who can hear you gain a bonus to damage rolls equal to your Job Modifier as long as you are performing.|
| **Ballad** of Oppositions | Three creatures of your choice within 30 feet of you who can hear you gain a bonus equal to your Job Modifier when rolling saving throws against being charmed or frightened (your choice) as long as you are performing.|
| **Hymn** of Dawn and Dusk | Three creatures of your choice within 30 feet of you who can hear you gain resistance to non-magical bludgeoning, piercing or slashing damage but only one damage type at a time, and as long as you are performing. You can switch the resisted damage type on your next turn as an action.|
### Level 5 (240 AP): Duet
Once per long rest and as a reaction, before another ally or friendly creature within 30 feet is about to make an attack or spell attack, you may make a check corresponding to the ability score used for the attack or spell attack, while also adding your Job Modifier to the roll you make. The ally or friendly creature may add the number that was rolled by you to their attack or spell attack roll. If the total roll is 30 or higher, the damage from the attack or spell ignores immunities, resistances and absorption.
\pagebreak
# Bard
### Level 6 (325 AP): Performer's Concert
Your Performer's Intuition has reached its pinnacle, and you are able to combine performances for maximum effectiveness. Whenever you use Performer's Intuition, you may choose to combine two different performances. Effects of both performances are granted at the same time, but the duration of this double performance becomes 30 seconds instead of one minute. The rules of Performer's Intuition still apply.
### Limit Break: Big Band (Level 4)
You revel in your own skills and bestow allies with the courage to fight on by summoning many musical instruments that play an inspiring song. You grant up to 4 creatures of choice, including yourself, within 30 feet of you a single Bardic Inspiration (1d8) that must be used within the next minute. One Person Band requires the use of your voice. If your voice is unavailable or if the creatures are unable to hear you, this Limit Break automatically fails.
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# Black Mage
With the ability to augment spells to ensure overwhelming offense, the Black Mage Job prioritizes offense over all else.
**Job Difficulty:** ★ **/**
**Playstyle: Offense**
##### Black Mage Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---|:---|:---:|:---------:|
| 1 | +1|20 AP| Black Magic|
| 2 | +2|55 AP| Timed Aetherflux|
| 3 | +2|110 AP|Elemental Connection|
| 4 | +3|175 AP|Elemental Conversion, Fury|
| 5 | +3|245 AP|Megacast|
| 6 | +4|330 AP| Flare Star|
## Abilities
### Level 1 (20 AP): Black Magic (Passive)
Upon unlocking this ability, you gain access to one 1st Level **Sorcerer, Warlock, or Wizard (Classes)** spell of your choice. You also gain a spell slots for the chosen spell.
##### Black Magic Table
| Job Level | Spell Attack Modifier | Spell Save DC | Black Magic Spells and Spell Slots |
|:-------|-----|-------:|:---:|
| 1 | 1 + Proficiency Bonus | 9 + Proficiency Bonus| 1 |
| 2 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 2 |
| 3 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 2 |
| 4 | 2 + Proficiency Bonus | 11 + Proficiency Bonus | 3 |
| 5 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 3 |
| 6 | 4 + Proficiency Bonus | 12 + Proficiency Bonus | 3 + 1 Cantrip |
- The spells that you chose cannot be cast at higher levels until you reach Black Mage Job Level 3, provided your class and the spell allows you to cast at higher levels.
- If Black Magic is unequipped, you cannot use these spells or the spell slots; these spells can never be swapped. These spells are always considered prepared.
- At Black Mage Job Level 2 and 4, you gain an additional 1st Level spell from the chosen list, along with a spell slot for each and, at Black Mage Job Level 6, you gain a cantrip of your choice from the chosen list.
- Spells from the Warlock (Class) spell list can be chosen from any Pacts, provided you meet all requirements and they are still 1st Level.
### Level 2 (55 AP): Timed Aetherflux
You gain the ability to delay a spell temporarily, then activate it later. Once per short rest, you may cast a spell up to 3rd Level or lower and store it for up to 1 minute. You can activate it on your turn using an action. If you do not activate your delayed spell before the duration ends, the spell automatically fails and dwindles away. If the spell under the effects of Timed Aetherflux is a damaging or healing spell, it deals one extra die.
### Level 3 (110 AP): Elemental Connection
You gain the ability to speak, read and write in Primordial. Certain elementals will not attack you preemptively and if the elemental's CR is 1/4 or lower, you may make a Black Mage Check. The elemental must make an insight check. If your roll is higher than its insight check, you may befriend the elemental. If its insight check is higher, it becomes aggressive towards you. If it becomes aggressive towards you, it cannot be dissuaded, even with magic.
### Level 4 (175 AP): Elemental Conversion (Passive)
Twice per long rest, you may convert the damage type of the spell you are about to cast into another damage type. For example, the spell you are to cast deals fire damage. You may instead switch the damage type to radiant.
- You cannot switch the damage type to psychic.
- If the target resists the damage type after of the spell you used this ability on, you may add bonus damage equal to your Job Modifier after the damage is rolled.
### Level 5 (245 AP): Megacast
Once per long rest, as a bonus action, if you cast a spell at 3rd Level or lower (5th Level or lower for cantrips) that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell; the second target takes one extra damage die. A spell that can target more than one creature such as Magic Missile cannot be used with Megacast, but Fire Bolt can.
### Level 6 (330 AP): Flare Star
Once per long rest, as a bonus action, you may mark a creature within 60 feet of you with a flare star symbol. The next spell attack you make on it has a bonus to its attack roll equal to your Job Modifier, and becomes a critical hit if
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# Black Mage
the attack roll is 19 or 20. The spell deals one additional damage die and has a bonus to damage equal to your Job Modifier if it is cast using your Black Magic ability. Afterwards, the flare star symbol disappears.
### Limit Break (Level 4): Fury
You temporarily gain the aetheric prowess of the First Black Mage and unleash a spell of incredible power. You may cast one of your 1st Level spells at 6th Level and expend two 1st Level spell slots as the cost. If you have no spell slots available to be expended, you take half of the spell's total damage dealt, if you cast a damaging spell; if you have no spell slots available to be expended and the spell is a non-damaging spell, you are stunned until the beginning of your next turn.
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# Blue Mage
Possessing the power to learn the abilities and magics of monsters, the Blue Mage Job can become the ultimate encyclopedia of monster lethality.
**Job Difficulty:** ★★★★ **/**
**Playstyle: Specialization**
##### Blue Mage Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---|:---|:---|:---------:|
| 1 | +1| 10 AP| Blue Magic, Learn|
| 2 | +2| 45 AP| Monster Mimicry|
| 3 | +2| 100 AP| Turqoise Influence|
| 4 | +3| 160 AP| Aetheric Drain|
| 5 | +3| 240 AP| Aetherfont, Degenerator|
| 6 | +4| 330 AP| Mighty Guard|
## Abilities
### Level 1(10 AP): Blue Magic
You have a special reservoir of aether that allows the use of Blue Magic. Starting at Blue Mage Job Level 1, your Mana Pool is 3, which you must use to cast any obtained Blue Magic spells. You can only cast Blue Magic spells which you have obtained through the Learn or Aetheric Drain ability. Blue Magic spells are always considered prepared. The cost of Blue Magic spells vary from 1 to 9. Upon equipping this ability, you instantly gain access to *Aero* spell and at Blue Mage Job Level 4, you gain access to *Blue Armoire* spell, if it was not already obtained.
##### Blue Magic Table
| Job Level | Spell Attack Modifier | Spell Save DC | Mana Pool |
|:-------|-----:|-------:|:---:|
| 1 | 1 + Proficiency Bonus | 9 + Proficiency Bonus| 3 |
| 2 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 4 |
| 3 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 5 |
| 4 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 6 |
| 5 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 7 |
| 6 | 4 + Proficiency Bonus | 12 + Proficiency Bonus | 8 |
- The Blue Magic List will be provided on [Page 73](#p73).
### Level 1 (10 AP): Learn (Passive)
Your affinity with Blue Magic allows you to Learn them. You are able to Learn Blue Magics of creatures after experiencing them first hand. After ending an encounter in which you suffered the effects of any elligible Blue Magic, you may Learn it. You cannot Learn Blue Magics from other Player Characters.
### Level 2 (45 AP): Monster Mimicry
Once per short rest, as an action, you may simulate the bellow, roar or sound of a monster or creature you have encountered throughout your journey. The creature or monster's CR must be equal to or lower than your Job Modifier in order to mimic it. When mimicking a creature or monster, you must make a Blue Mage Check; depending on the situation you are currently in, Monster Mimicry can be used as an intimidation, performance, persuasion or deception check. Alternatively, you may also use this ability to cast Speak With Animals for free. The duration of Speak With Animals when using this ability is 5 minutes.
### Level 3 (100 AP): Turqoise Influence
Once per short rest, as an action, you may manipulate a creature within 60 feet to use an attack, spell or effect that can potentially be used as Blue Magic. You may make a Blue Mage Check; the opposing creature must succeed on an intelligence saving throw. If the creature fails the saving throw, on its next turn, it will attack using potential Blue Magic that may be Learned as an action or bonus action regardless of what it was planning to do.
### Level 4 (160 AP): Aetheric Drain
Twice per long rest, as an action or bonus action, you may imbue your weapon with a special magic. On the first weapon attack you make after activating this ability, you gain the following effects:
- You regain hit points equal to the amount of damage you deal.
- After regaining hit points with Aetheric Drain, you may make a Blue Mage Check; if you roll 15 or higher, you Learn a Blue Magic of your choice after the encounter ends.
- You cannot gain Blue Magic this way from other Player Characters.
- This weapon counts as magical only for the first attack you make against any creature after activating this.
### Level 5 (240 AP): Aetherfont
While Aetherfont is equipped, the Mana Cost of casting any Blue Magic that has been obtained by you is reduced by 1, to a minimum of 1. 0 Cost spells are unaffected.
### Level 6 (330 AP): Mighty Guard (Passive)
Your knowledge of obtained Blue Magics defends you from that which you are familiar with. Whenever you are attacked with or must make a saving throw against an obtained Blue Magic, you gain a bonus equal to your Job Modifier on your AC or the required saving throw against it.
\pagebreak
# Blue Mage
### Limit Break (Level 5): Degenerator
You call upon your inner monster and let loose a beam of unknown energy. You may cast the *Banishment* spell at the base level. If the creature's current maximum hit points are below an amount equal to four times your Job Modifier and the creature has taken damage, the creature automatically fails the saving throw.
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# Dark Knight
Brave enough to expend their own Life Aether, those who don the Dark Knight Job exchange health for high damage, making this Job very high risk versus high reward.
**Job Difficulty:** ★★ **/**
**Playstyle: Offense**
##### Dark Knight Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Dark Arts|
| 2 | +2| 60 AP| Euriditon of Dusk|
| 3 | +2| 110 AP| Shadow Mind|
| 4 | +3| 170 AP| Bloodbath, Wicked Overdrive|
| 5 | +3| 235 AP| Great Aetherwave|
| 6 | +4| 320 AP| Living Dead |
## Abilities
### Level 1 (20 AP): Dark Arts (Passive)
You harness the fell powers of the Dark to strengthen your attacks. Starting at Dark Knight Job Level 1, twice per long rest, as a bonus action, you may sacrifice hit points equal to one of your Class' hit die (excluding your Constitution modifier) to augment your attack's damage. For each hit die equivalent of hit points you sacrifice, you may increase the damage of one attack you make the same turn this was activated by one die. The maximum you may expend at Dark Knight Job Level 1 is the equivalent of two hit dice, while the minimum is one hit die. Dark Arts only works on the same turn it was activated. At Dark Knight Job Level 3, you may increase the hit point sacrifice by one more hit die and you also gain an additional Dark Arts use.
#### Dark Arts Table
|Job Level | Hit Points Sacrifice Minimum - Maximum | Damage Increase | Dark Arts Uses
|:----|:-------------:|:---------:|:---------:|
| 1 - 2 | 1 - 2 Hit Dice | 1 - 2 Extra Damage Dice| 2
| 3 - 6 | 1 - 3 Hit Dice | 1 - 3 Extra Damage Dice| 3
- If you expend the equivalent of three hit die in one round, you gain +3 to your next three attack rolls during this encounter only. This does not stack with other effects or abilities that add bonuses to attack rolls.
- Dark Arts only works with weapon and spell attacks; you may not use Dark Arts with any spells that do not make attack rolls.
- If you fall unconscious as a result of Dark Arts, you automatically gain one failed death saving throw.
- Dark Arts ignores temporary hit points.
### Level 2 (60 AP): Erudition of Dusk
You can speak, read and write in Infernal. You may also make a Dark Knight Check and use it as an arcana or religion check for any knowledge checks concerning the Void, fiends, and celestials.
### Level 3 (110 AP): Shadow Mind
Once per short rest, as an action, you may give yourself resistance against any spells or effects that require either a charisma, intelligence or wisdom saving throw until the end of your next turn. Afterwards, you gain disadvantage on the chosen saving throw for the same duration. You may expend a Dark Arts use to extend the duration of this ability by one round.
### Level 4 (170 AP): Bloodbath
Each time you kill or defeat an evil or aggressive creature, you regain hit points equal to your Job Modifier. If you kill more than 5 evil or aggressive creatures in a row within 1 minute during an encounter, you regain a Dark Arts use. This ability fails if you intentionally provoked the creature, leading it to its doom.
### Level 5 (235 AP): Great Aetherwave (Passive)
You conquer the wretchedness of your soul in order to fire a wave of dark energy at your foes. Once per short rest, as an action, you may create and fire a wave of dark energy which all creatures within a 20 foot cone of you must succeed on a dexterity saving throw. Great Aetherwave deals a base 2d6 force damage and deals 2d6 more damage for each additional creature within range. This deals half damage on a successful save. Creatures that take full damage must then succeed on a constitution saving throw or lose all resistances until the beginning of your next turn. Additionally, before any saving throws are rolled, you may expend Dark Arts uses to increase the save DC for Great Aetherwave, with 1 Dark Arts use granting +2 to the save DC. The save DC for Great Aetherwave cannot exceed 22 this way.
### Level 6 (320 AP): Delirium
Your body numbs itself to the side effect of Dark Arts for a brief moment. Before you use your Dark Arts, you may choose to ignore the hit points sacrifice. After using Dark Arts and after you use this ability as well, you may make the sacrifice on the next turn. You may continue to ignore the sacrifice until 2 rounds have passed, after which you take the maximum possible amount of damage from the sacrifice on the beginning of the 3rd round. You sustain two failed death saves instead of one if you fall unconscious if you use Dark Arts in tandem with Delirium.
### Limit Break (Level 4): Living Dead
You overcome the very limits of your body, mind and soul, pushing yourself to the brink of death. For two rounds, you can further boost Dark Arts and sacrifice hit points equivalent to five hit dice. You also gain temporary hit points equal to twice your Job Modifier after each Dark Arts use while under the effects of Wicked Overdrive. Delirium's duration is increased by 1 round while you are under the effects of Living Dead.
\pagebreak
# Dark Knight
\pagebreak
# Dragoon
An ancient Job which dedicated itself to the art of hunting and destroying Dragons, the Dragoon Job specializes in deadly and mobile Jumps, striking from above.
**Job Difficulty:** ★★★★ **/**
**Playstyle: Offense**
##### Dragoon Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 15 AP| Dragontongue|
| 2 | +2| 30 AP| Dragoon Jump|
| 3 | +2| 90 AP| Geirskogul, Shatterspine Dive|
| 4 | +3| 165 AP| Blood for Blood|
| 5 | +3| 230 AP| Fury of the Spear|
| 6 | +4| 310 AP| Nastrond |
## Abilities
### Level 1 (15 AP): Dragontongue
You can speak, read and write in Draconic. You may also make a Dragoon Check and use this as an arcana or history check for any knowledge concerning draconic history.
### Level 2 (30 AP): Dragoon Jump (Passive)
Twice per long rest, as an action, you may make a Dragoon Jump which takes you further than any normal jump would take you. You gain the following effects when you use Dragoon Jump:
- You immediately jump, ascending 60 feet straight in the air, and must descend on the beginning of your next turn as an action. This ignores effects that would augment your weight or make you magically bound to the ground.
- Until the beginning of your next turn and when you descend, you gain a bonus to your AC equal to your Job Modifier, and your movement speed is increased by five times your Job Modifier.
- When descending, you may make a melee weapon attack against a creature; this attack roll has a bonus equal to your Job Modifier. If you successfully hit the creature, your attack deals an extra damage dice. You do not sustain fall damage when using this ability.
- During Dragoon Jump, you are more susceptible to ranged attacks and ranged spell attacks and take one extra damage die from them.
### Level 3 (90 AP): Geirskogul
Twice per short rest, before you make a weapon attack, you may instead choose to attack all creatures in a 30 foot line and deal half damage to all creatures; make this attack roll with advantage if there are more than 2 creatures within
range. If 2 or more creatures are damaged this way, the creatures must succeed on a constitution saving throw. If the creatures fail, they become staggered and cannot make bonus actions until the end of your next turn.
### Level 4 (165 AP): Blood for Blood (Passive)
Once per long rest, as a bonus action, you may become bloodlusted. For 2 rounds, you are under the effects of Blood for Blood; you deal one more damage die on all attacks and spells but also take one more damage die from all attacks and spells. You also gain a penalty to constitution saving throws equal to your Job Modifier. If you have proficiency on constitution saving throws, you instead lose proficiency on constitution saving throws until Blood for Blood ends. During Blood for Blood only, Dragoon Jump increases the movement speed bonus to ten times your Job Modifier instead of the original movement speed bonus.
### Level 5 (230 AP): Fury of the Spear
You call upon the strength of the mythical Dragoons of ages long past to strengthen your affinity with polearm-type weapons. While this ability is equipped, you have proficiency with all polearm-type weapons such as spears and lances. All polearm-type weapons equipped by you become +2 magical weapons, but lose these properties when you unequip them or this ability. You may also use Proficiency Bonus + Job Modifier for attack rolls and Job Modifier for damage rolls while this ability is equipped when attacking with polearm-type weapons. You have disadvantage and lose proficiency with any other weapon types that are not polearm-type weapons while this ability is equipped.
### Level 6 (310 AP): Nastrond
Your Geirskogul is enhanced to the point where it can tear through creatures with ease. While Nastrond is equipped, Geirskogul becomes a twice per long rest ability. Damage dealt using Geirskogul while Nastrond is equipped is no longer halved, and the range of Geirskogul becomes 60 feet. Additionally, if you use this enhanced Geirskogul and attack with a polearm-type weapon, the range is increased to 120 feet and ignores up to three quarters cover.
### Limit Break(Level 3): Nidhogg Slayer's Onslaught
You augment your Dragoon Jump and gain enough power to stagger even an ancient dragon. You may make a free Dragoon Jump that descends on this turn; if you successfully deal damage using the free Dragoon Jump, you may make another Dragoon Jump with -3 to attack and damage rolls in the same turn as a free action. You continue making Dragoon Jumps until you miss. Each consecutive Dragoon Jump's attack roll lowered by -3, to a maximum of -15. If you successfully land 5 Dragoon Jumps with this Limit Break, you are immune to all damage and have advantage against spell saving throws until the beginning of your next turn.
\pagebreak
# Dragoon

\pagebreak
# Geomancer
Able to manipulate the very earth and terrain, the Geomancer Job can rend land and foes alike with ease. However, some effects may be unpredictable.
**Job Difficulty:** ★ **/**
**Playstyle: Specialization**
##### Geomancer Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 15 AP| Geomancy|
| 2 | +2| 55 AP| Whisper of the Earth|
| 3 | +2| 100 AP| Earthen Skin|
| 4 | +3| 165 AP| Natural Ward, Gaia's Wrath|
| 5 | +3| 235 AP| Terraform|
| 6 | +4| 310 AP| Geomantic Casting |
## Abilities
### Level 1 (15 AP): Geomancy (Passive)
Twice per long rest, as an action, you may summon the might of the very earth you stand on. The effects of Geomancy depend on what type of terrain you are in, be it organic terrain or inorganic terrain, meaning it even works in places such as factories or cities. Geomancy is always random, and is determined by rolling a d4; the outcome of the Geomancy is determined by the number that is rolled. You gain additional Geomancy uses at Geomancer Job Level 2, 4 and 6.
##### Geomancy Table
| Job Level | Spell Attack Modifier | Spell Save DC | Geomancy Uses |
|:-------:|:-----:|:-------:|:---:|
| 1 | 1 + Proficiency Bonus | 9 + Proficiency Bonus| 2 |
| 2 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 3 |
| 3 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 3 |
| 4 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 4 |
| 5 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 4 |
| 6 | 4 + Proficiency Bonus | 12 + Proficiency Bonus | 5 |
- The Geomancy Table can be found on [Page 80](#p80).
### Level 2 (55 AP): Whisper of the Earth
You can speak, read and write in Druidic. While you have Whisper of the Earth equipped, you automatically sense disturbances in the earth, such as quicksand or incoming earthquakes, within an 80 foot circle around you. Also, you may make a Geomancer Check and use this check as a nature or survival check for any knowledge concerning geography, geology, terrain or biomes.
### Level 3 (100 AP): Earthen Skin
While you have Earthen Skin equipped, you gain +1 to your Armor Class. Your Armor Class cannot exceed 20 this way. You also gain a bonus equal to your Job Modifier on any saving throws imposed by attacks or spells or effects that manipulate the earth, such as Wall of Stone.
### Level 4 (165 AP): Natural Ward
Once per long rest, as an action, you may choose to become resistant to one of the following damage types listed below for rounds equal to your Job Modifier:
- Acid
- Cold
- Fire
- Lightning
- Thunder
Also, while you have Natural Ward equipped, you are resistant to poison damage. If you are already resistant to poison damage, you also become immune to being poisoned.
### Level 5 (235 AP): Terraform (Passive)
You create a calm, natural space where the weary may rest. Once every two days and while out of combat, you may cast Tiny Hut for free; this Tiny Hut has a 15 foot radius. This Tiny Hut's atmosphere is that of a serene forest landscape which calms the mind. Tiny Hut rules must still be followed. After creatures inside of this specific Tiny Hut have completed a long rest, their maximum hit points is temporarily raised to an amount equal to your Job Modifier for 4 hours. After the duration, the creatures lose these hit points.
### Level 6 (310 AP): Druidic Geomancy
While this ability is equipped, you gain access to three druid cantrips of your choice. You may not swap them for other cantrips once chosen, even if you unequip this ability. Your Job Modifier is your spellcasting ability.
### Limit Break (Level 4): Gaia's Wrath
You command the earth and terrain to bend at your will, and they obey your whims. You may use up to 3 Geomancies without expending any Geomancy uses during this turn only. You must have Geomancy equipped for this Limit Break to work.
\pagebreak
# Geomancer


\pagebreak
# Judge
Those who partake in the Judge Job must be righteous, lawful and swift in execution, lest they bring false Judgments to the innocent.
**Job Difficulty:** ★★★★ **/**
**Playstyle: Specialization**
##### Judge Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 25 AP| Judgment|
| 2 | +2| 70 AP| Probation|
| 3 | +2| 135 AP| Eye for An Eye|
| 4 | +3| 190 AP| Jury, Executioner|
| 5 | +3| 255 AP| Solitary Confinement|
| 6 | +4| 335 AP| Supreme Justice |
## Abilities
### Level 1 (25 AP): Judgment
You don the harsh, judging nature of an ancient and powerful Judge and give your verdict. Once per long rest, as an action, you may make one of the following Judgments listed below. Judgment is considered a charm effect. At Judge Job Level 3 and 5, you gain an additional Judgment use. A creature cannot be under the effects of more than one Judgment. The range of Judgment is 30 feet.
- **Death Penalty**: You condemn a creature whom committed the most heinous of crimes to death. If you witnessed a creature within 90 feet of you kill another creature whom was friendly, innocent or otherwise previously unprovoked, using this Judgment, you gain +2 to your Armor Class, attack and damage rolls against that specific creature. You also gain +2 to saving throws imposed by that specific creature. This Judgment fails if the friendly, innocent or unprovoked creature was not killed. This also automatically fails against any other creatures of the same species or race as this Judgment only works on that specific creature. This Judgment can only be used within two rounds of the creature being killed. This Judgment lasts for 1 minute.
- **Guilty**: The creature is given the verdict of guilty and is condemned for crimes it may have committed. A creature within range must succeed on a wisdom saving throw. If the creature fails, you instill fear on it, frightening it for 1 minute. You also gain +1 to attack and damage rolls against that specific creature for the duration, as long as it is frightened. The creature may attempt the saving throw at the start of each of its turns or whenever it takes damage. If it succeeds, it overcomes its fear and you also lose the bonus to attack and damage rolls against it. This Judgment's bonus to attack and damage rolls stacks if used consecutively, but the affected creature is not frightened more than once. If the creature succeeds its saving throw after being
frightened, it is immune to being frightened against this Judgment for 1 day.
- **Innocent**: The creature is given the verdict of innocent and pardoned for any crimes it may have committed. A creature within range must succeed on a charisma saving throw. If the creature fails the saving throw, its alignment is temporarily changed to Lawful Neutral for 1 hour. If the creature was of the Good side of an alignment, then you may instead temporarily and forcibly attempt to extract information from the affected creature by making a Judge Check with advantage; the creature must make an insight check. If the creature rolls higher than your check, the creature refuses to give you any information. You may attempt to extract information for 1 minute. This Judgment fails if the creature is evil.
- **Insanity**: You deem the creature mentally unstable and condemn it to suffer with its torturous instability, subjecting the creature to cruel mind games. The opposing creature must succeed on an intelligence saving throw. If the creature fails, the creature begins sustaining psychic damage equal to your Job Modifier on either the beginning of your turns or the beginning of the creature's turns (you must choose one). This Judgment lasts for 1 minute.
### Level 2 (70 AP): Probation
You force a creature to always remain within your reach, unable to run away or hide from plain sight. Once per long rest, as an action, you may force an opposing creature within melee range to make a wisdom saving throw. If the creature fails its saving throw, you attach an invisible fetter which on the creature's ankles (or whichever limb it actively uses to move) which can stretch up to 60 feet, preventing the creature from going further. This ability only works on creatures whose Challenge Rating is equal to or less than your Job Modifier. Creatures that are large or above are immune to this ability. If the creature has no such limbs it uses to maneuver or has a flight speed instead of a walking speed, it is also immune to this ability. Only you and creatures with truesight are able to see the fetters. A creature may be freed from this ability if it travels to another plane, dispels it (considered a 3rd Level Spell), or if you deactivate it as an action. You act as an anchor and cannot be moved by the creature under any circumstances. This ability lasts for hours equal to your Job Modifier, or until it is removed by you or anything listed.
### Level 3 (135 AP): Eye for An Eye (Passive)
You endure an attack, then retaliate with ferocity. Once per short rest, as a reaction, if you were damaged by an attack or spell that dealt damage equal to or less than five times your Job Modifier, you may make a weapon attack against the attacker. You may use Job Modifier + Proficiency Bonus for this attack. If this attack hits, you deal damage equal to what you sustained to the attacker. Any secondary effects which the attack or spell may have imposed are also done to the attacker; you use either your Job Save DC or the attacker's Save DC, whichever is higher. Alternatively, you may make a Judge Check instead; if you roll 15 or higher, you reduce that attack or spell's damage by half on yourself.
\pagebreak
# Judge
### Level 4 (190 AP): Jury
You permit a comrade to share your verdict against a creature. Once per long rest, after you make a Judgment, up to 2 other creatures of choice within 40 feet of you may use a bonus action to gain your Judgment's benefits. This only grants one Judgment benefit.
### Level 5 (255): Solitary Confinement
You create a pocket dimension where criminals can be held in, after which you subject them to the accursed loneliness of isolation and sense deprivation. A creature within 30 feet of you must succeed on a charisma saving throw. If the creature fails, you cast the *Banishment* spell at the lowest level on the affected creature, sending them to a special Solitary Confinement dimensional chamber for 1 minute. While in this Solitary Confinement dimensional chamber, all time passes at an incredibly slow rate; 1 minute outside of the chamber is equivalent to 3 days inside of the chamber. All of the creature's senses are nullified as well. After the creature is released, you have advantage on the Insanity Judgment against the creature and the creature has -3 to wisdom saving throws imposed by you until the end of your next turn. This ability automatically fails on creature immune to being banished and creatures resistant or immune to being charmed.
### Level 6 (335 AP): Supreme Justice
You become a paragon of absolute justice and are above petty criminals. While you have this ability equipped, you cannot be charmed, intimidated, deceived or persuaded by humanoids that you have seen committing crimes. Additionally, once per long rest, you may cast the *Hold Person* spell at the lowest level on a humanoid that you have seen committing a crime. If the creature succeeds the saving throw, you may cast the spell one more time, but you have disadvantage on concentration checks with the spell; you have disadvantage on concentration checks, even if an effect would grant you advantage or eliminate disadvantage.
### Limit Break (Level 4): Executioner
You begin to glow blood red and demonstrate the true power of an ancient Judge. For 18 seconds, you gain the ultimate strength of a Judge. During Executioner, you gain the following effects listed below. After Executioner ends, you sustain necrotic damage equal to three times your Job Modifier that cannot be resisted or reduced in any way.
- You gain a +3 bonus to Judge Checks
- If you are wielding a versatile weapon, you temporarily gain an extra copy of that weapon in your other hand and also temporarily gain the properties of Two-Weapon Fighting with it.
- You gain resistance to force damage. You also gain resistance against being charmed, frightened and paralyzed.
- Your attacks and spells may instead deal force damage instead of their normal damage type.
- +1 to Armor Class.
- You may make an extra attack per turn as a bonus action.
\pagebreak
# Machinist
Utilizing advanced turrets, the Machinist Job brings forth unparalleled offense and support.
**Job Difficulty:** ★★★ **/**
**Playstyle: Offense and Support**
##### Machinist Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 25 AP| Turret Deployement|
| 2 | +2| 55 AP| Aimbot|
| 3 | +2| 95 AP| Role Shift|
| 4 | +3| 150 AP| Garrian Intuition, Empirical Mech Suit|
| 5 | +3| 235 AP| Hypercharge|
| 6 | +4| 325 AP| Overdrive |
## Abilities
### Level 1 (25 AP): Turret Deployment (Passive)
Once per long rest, as a ritual of at least 5 minutes, you may summon a Turret which fights at your side.
| | Rook Turret | Bishop Turret |
|:---:|:---:|:---:|
| **Targets/Range** | Single Target: 60/100 Feet | Area of Effect: 10 Foot Circle |
| **Armor Class** | 7 + Job Modifier + Proficiency Bonus| 8 + Job Modifier + Proficiency Bonus|
| **Hit Points**| (4 x Job Modifier) + Proficiency Bonus| (4 x Job Modifier) + Proficiency Bonus|
|**Speed**| Flying speed of 40 feet|Flying Speed of 30 feet|
|**Attack/Damage**| Bonus to hit equal to your Job Modifier + Proficiency Bonus, 1d4 + Job Modifier magical piercing damage.| Dexterity Saving Throw, 1d4 + Job Modifier lightning damage (half damage on successful save)|
|**Skills/Saving Throw**|Proficiency equal to Job Modifier on Dexterity saving throws, Investigation skill and Perception skill.|Proficiency equal to Job Modifier on Strength saving throws, Insight skill and Athletics skill.|
|**Size/Type**| Small Machine| Small Machine|
|**Ability Scores**| 10 in all ability scores, as Turrets cannot gain levels.| 10 in all ability scores, as Turrets cannot gain levels.
- Damage die is increased to 1d6 at Machinist Job Level 3.
- If the Turret falls below 1 hit point, it is rendered broken and disabled.
- Turrets rely on their master for instructions, thus they are not considered familiars.
- Turrets act on your turn during combat, but can only make one attack, movement, and reaction.
- Turrets do not regain hit points like other creatures. You may make a Machinist Check in order to diagnose your Turret; if you roll 10 or higher, your Turret regains 1d6 hit points. The DC increases by 2 for each successful diagnosis. Alternatively, you may use the *Mending* cantrip, which can restore 1d4+1 hit points only twice per long rest.
- You may swap your Turret for the other type once per short rest and as a ritual of at least 5 minutes. This Turret has the same hit points as the previous Turret.
### Level 2 (55 AP): Aimbot
You instruct your Turret to focus its reticles on a target, ensuring direct hits. Once per long rest, as a bonus action, you may instruct your Turret to focus its aim for a number of rounds equal to your Job Modifier on a single creature within range. If the target is within range, all of the Turret's attacks hit automatically; no attack roll is made. If the target is hiding behind half cover, three quarters cover or has used the Dodge action, your Turret instead has -2 to its attack rolls against the target and ignores disadvantage on attack rolls. Aimbot automatically fails if the target is hiding behind full cover. While Aimbot is active, you also gain a bonus to one attack per round equal to your Job Modifier.
### Level 3 (95 AP): Role Shift
You instruct your Turret to temporarily assume a supportive role. Once per long rest, as a bonus action, you may transform your Turret into a Knight Turret for an amount of turns equal to your Job Modifier. While your Turret is a Knight Turret, it gains the following effects:
- Its Armor Class becomes 10 + Job Modifier + Proficiency Bonus, flying speed becomes 35 feet, range becomes 60 feet, and it cannot attack.
- Your Knight Turret use its action to grant +3 to one creature's Armor Class until its next turn, +2 to one of a creature's saving throw until its next turn or temporary hit points equal to your Job Modifier to one creatures within range.
After Role Shift ends, the Turret reverts to its original form. You may manually revert it back as a bonus action.
### Level 4 (150 AP): Garrian Intuition (Passive)
You gain the ability to freely communicate with machines that otherwise are unable to speak for themselves which are autonomous, can act freely without an owner or master and as long as you don't bear any ill will towards it. Certain machine-type creatures will not attack you preemptively. Once per short rest, you may attempt to befriend a machine-type creature whose Challenge Rating is lower than 1/4 by making a Machinist Check; the opposing creature must make an insight check. If you are successful,
\pagebreak
# Machinist
you befriend the creature. If you are unsuccessful, the creature becomes aggressive towards you. This ability does not work against creatures immune or resistant to being charmed.
### Level 5 (235 AP): Hypercharge
You instruct your Turret to fire at an increased rate, unleashing an onslaught of projectiles. Once per long rest, as a bonus action, you may instruct your Turret to Hypercharge, enabling it to make one attack and movement on every single creature's turn that is in Initiative until the beginning of your next turn. Your Turret cannot be or become a Knight Turret, or be under the effects of Aimbot during Hypercharge. After Hypercharge ends, the Turret overheats and sustains 3d4 fire damage and is stunned until the beginning of your next turn. Your Turret cannot take reactions during Hypercharge. Touching your Turret while it is stunned as a result of Hypercharge deals 1d6 fire damage to you.
### Level 6 (325 AP): Overdrive
You instruct your Turret to fire one incredibly powerful projectile at the expense of itself. Once per short rest, as a bonus action, you may instruct your Turret to go into Overdrive, firing a single projectile that deals 1d8 damage plus additional dice equal to your Job Modifier. After going into Overdrive, your Turret is rendered broken and you must wait 1 minute before you may repair it. Touching the Turret while it was rendered broken due to Overdrive deals 1d6 fire damage to you. Overdrive also grants a +10 bonus to this attack roll only, and becomes a critical hit if the attack roll is 19 or 20. Overdrive does not work with Role Shift or Hypercharge.
### Limit Break (Level 4): Empirical Mech Suit
In the blink of an eye, you temporarily upgrade your Turret and transform it into a mech suit fit for an emperor or empress, and then hop inside it. For 3 rounds and while inside of the mech suit, you gain the following properties:
- +1 to two ability score modifiers, saving throws or skills of choice.
- Considered a Huge creature.
- Resistant to all non-magical physical attacks.
- Can only attack twice per turn.
- Can use a bonus action to summon an enormous energy longsword which deals 2d8 + Proficiency Bonus force damage. This sword has the finesse and versatile properties while you are inside of the mech suit.
- While inside of the suit, you gain temporary hit points equal to 8 times your Job Modifier.
- Whenever you speak, built-in speakers amplify your voice to up to 120 feet.
- If the mech suit loses its temporary hit points, it is automatically destroyed.
Afterwards, the mech suit reverts back to the Turret and is automatically destroyed and rendered broken due to the strain. All Empirical Mech Suit effects are also removed and neutralized.
\pagebreak
# Monk
Able to utilize the martial arts for combat, the Monk Job is unmatched in speed and strength to fell enemies with ease.
**Job Difficulty:** ★★ **/**
**Playstyle: Offense**
##### Monk Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Fists of Fire|
| 2 | +2| 45 AP| Fists of Water|
| 3 | +2| 95 AP| Fists of Earth|
| 4 | +3| 155 AP| Fists of Wind, Hundred Fists|
| 5 | +3| 225 AP| Elixir Field|
| 6 | +4| 310 AP| Form Shift |
## Abilities
### Level 1 (20 AP): Fists of Fire (Passive)
You begin to utilize your fists as deadly weapons, strengthening unarmed attacks. Unarmed attacks deal 1d4 + Job Modifier bludgeoning damage and uses Proficiency Bonus + Job Modifier for attack rolls. At Monk Job Level 3, the damage die is increased to 1d6. At Monk Job Level 6, your unarmed attacks become magical for the purpose of overcoming resistances.
### Level 2 (45 AP): Fists of Water
While Fists of Water is equipped, you gain +5 walking speed and you may take the Dodge action as a bonus action once per short rest. As a reaction, if you succeed on a dexterity saving throw imposed by an attack or spell, you may instead choose to further decrease any damage taken by half. This consumes the Dodge action use from Fists of Water. If you do not have a Dodge action use available, this automatically fails.
### Level 3 (95 AP): Fists of Earth
Your body is imbued with aether as you strengthen your skin, bracing for the impact of an attack. Once per short rest, as a reaction or bonus action, your body becomes as tough as granite, granting you resistance to all non-magical damage until the beginning of your next turn. Alternatively, you can transfer your aetheric energy to a creature within 30 feet of you as a bonus action or reaction to grant them resistance to all non-magical damage until the beginning of your next turn. After Fists of Earth's effects end, your movement speed is decreased by 10 feet until the beginning of your next turn.
### Level 4 (155 AP): Fists of Wind
You focus on your chakra and gain the ability to strike with both agility and power. While you have Fists of Wind equipped, you may make two unarmed attacks on your turn as an action. Three times per short rest, you may grant yourself the ability to make one additional unarmed attack as a bonus action after you use your action to attack.
### Level 5 (225 AP): Elixir Field (Passive)
You expel excess chakra by firing a beam of incredible aetheric energy from your hands. Once per short rest, you may make an attack roll (Proficiency Bonus + Job Modifier) against all creatures within a 40-foot long line which is 5x5 feet. Elixir Field goes through all creatures within range, but not obstacles or obstructions such as walls. Elixir Field deals a base damage of 3d6 radiant damage and for each creature above the first that was in range of Elixir Field and was successfully hit, the base damage is increased by an additional die. All creatures that were hit by Elixir Field must also succeed on a strength saving throw or be pushed back 15 feet.
### Level 6 (315 AP): Form Shift
Your unarmed attacks take on the properties of true weapons. Three times per long rest, as a bonus action, you may change the damage type of your unarmed attacks to either non-magical bludgeoning, piercing or slashing. This ability lasts for 1 hour per individual use.
### Limit Break (Level 4): Hundred Fists
Your fists begin glowing the same color as your aura as you unleash a flurry of lightning-fast punches which strike simultaneously at a foe. You may make on unarmed attack (Proficiency Bonus + Job Modifier) against a creature within melee range. If you successfully hit the creature, you deal 10d4 + Job Modifier + Proficiency Bonus bludgeoning damage. At Monk Job Level 6, the damage is increased to 15d4 + Job Modifier + Proficiency Bonus. After you unleash Hundred Fists and if Hundred Fists successfully lands and deals damage, on your next turn only, the first attack roll you make becomes a critical hit if you roll 19 or 20.
\pagebreak
# Ninja
Attacking from a distance to deal deadly damage, the Ninja Job is also a master of utilizing illusions and ranged lethality.
**Job Difficulty:** ★★★ **/**
**Playstyle: Offense and Support**
##### Ninja Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Throw|
| 2 | +2| 55 AP| Sakkaku|
| 3 | +2| 100 AP| Korusu Geijutsu|
| 4 | +3| 165 AP| Zanzo, Fuma Shuriken|
| 5 | +3| 230 AP| Korusu Tsuki|
| 6 | +4| 320 AP| Kageboko|
## Abilities
### Level 1 (20 AP): Throw (Passive)
Twice per long rest, as part of your attack and before you throw a weapon, you may utilize the strength of a Ninja to utilize any and all weapons or objects as projectiles. When you use the Throw ability, the weapon gains the following effects:
- You may make attack rolls using Proficiency Bonus + Job Modifier if using the Throw ability.
- The weapon gains the Thrown property if it didn't already have it.
- The Thrown weapon deals additional damage equal to your Job Modifier plus one extra damage die.
- The weapon's Thrown range becomes 20/60. If the weapon already had the Thrown propert, its range is instead increased to 60/90 and has +2 to damage rolls.
- All weapons and items that are Thrown using the Throw ability are destroyed upon contact, regardless if the weapon made its mark or not.
- You gain an extra Throw ability use at Ninja Job Level 4.
### Level 2 (55 AP): Sakkaku
Once per long rest, as an action, you may choose one of the following effects:
- You may cast a free Disguise Self that lasts for minutes equal to your Job Modifier.
- You may cast a free Minor Illusion on a target or location of choice that lasts for minutes equal to your Job Modifier.
- You may cast a free Darkness that lasts for minutes equal to your Job Modifier.
- You use your Job's Save DC for these spells.
Afterwards, you take a -2 penalty on Charisma checks, saves and skills for 1 minute, as it temporarily exerts your ability to speak properly.
### Level 3 (100 AP): Korusu Geijutsu
While Korusu Geijutsu is equipped, you may throw two darts or daggers as a single attack. If you hit the same creature with 4 or more daggers before the end of your next turn, it becomes staggered and cannot take bonus actions until the end of their next turn. You must wait a full round before being able to stagger the same creature again.
### Level 4 (160 AP): Zanzo (Passive)
Once per short rest, as a bonus action, you may create an afterimage of yourself which mirrors your every movements, confusing enemies until your next turn. During Zanzo, creatures lose their Proficiency Bonus on weapon attacks, spell attacks and perception checks against you. Afterwards, the Afterimage disappears and you lose proficiency on a saving throw (DM's choice) until the end of your next turn. Spells that require saving throws are ignore Zanzo.
### Level 5 (230 AP): Korusu Tsuki
Once per long rest, if you make an attack or spell attack and it deals more than one damage die, you may choose to replace any three damage dice with the maximum damage it can deal as a reaction. This can only be done after all damage dice have been rolled and critical hits do not count towards Korusu Tsuki.
### Level 6 (320 AP): Kageboko
Whenever you use Zanzo, you may order your afterimage to make a melee weapon attack against a creature within melee range as a bonus action. This attack has the same properties as your melee weapon attacks and you may use the Extra Attack class feature if you have access to it, but this attack becomes a critical hit if the attack roll is 19 or 20.
### Limit Break (Level 4): Fuma Shuriken
You summon an enormous, pinwheel-like weapon, and then throw it. You may make an attack roll(Job Modifier + Proficiency Bonus). If Fuma Shuriken successfully hits the target and deals damage, it deals 2d8 slashing damage plus additional dice equal to your Job Modifier, and the creature's Armor Class is lowered by 1 for a number of turns equal to your Job Modifier. If Fuma Shuriken reduces the target to 0 hit points, Fuma Shuriken goes through the target's body and continues flying until it strikes something else or until it reaches its maximum range. The range of Fuma Shuriken is 120 feet and, as a bonus action, you may make its trajectory curve to either left or right while it still flies through the air.
\pagebreak
# Onion Knight
Holding the greatest potential and utility out of any Job, the Onion Knight Job can bring out the best or worst in an individual, friends and foes alike.
**Job Difficulty:** ★★ **/**
**Playstyle: Support**
##### Onion Knight Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Hidden Potential|
| 2 | +2| 50 AP| Hidden Potential|
| 3 | +2| 100 AP| Hidden Potential, One for All|
| 4 | +3| 170 AP| Hidden Potential|
| 5 | +3| 250 AP| Diligence|
| 6 | +4| 450 AP| Exponential Growth|
## Abilities
### Level 1 (20 AP): Hidden Potential
Starting at Onion Knight Job Level 1, you may use a special type of aetheric energy that is bestowed upon those who wield the powers of the Onion Knight. You have one Hidden Potential use at Onion Knight Job Level 1. You may use an action to make one Hidden Potential roll, but for each Hidden Potential roll you must also be wary of a Hidden Detriment. The first time you make a Hidden Potential roll, you must also make a Hidden Detriment roll. Then, on the third time, you must roll another Hidden Detriment. The ratio below will demonstrate how Hidden Potential and Hidden Detriment functions. You regain all Hidden Potential uses after you complete a long rest. The ratio also resets after you complete a long rest
- **Hidden Potential : Hidden Detriment**
- **1:1, 2:1, 3:2, 4:2, 5:3, 6:3, 7:4, 8:4, 9:5, 10:5**
This rule also applies when using One for All. You must wait 30 seconds before being able to use this ability again. The Hidden Potential/Hidden Detriment Table will be provided on [Page 83](#p83).
### Level 2 (50 AP): Hidden Potential (Passive)
You gain an extra Hidden Potential use.
### Level 3 (90 AP): Hidden Potential (Passive)
You gain an extra Hidden Potential use.
### Level 4 (150 AP): Hidden Potential (Passive)
You gain your final Hidden Potential use.
### Level 5 (250 AP): Diligence
Once per short rest, as a bonus action, you may expend two Hidden Potential uses to gain a Hidden Potential effect of your choice. Alternatively, you may roll for a Hidden Detriment without rolling for Hidden Potential to gain two Hidden Potential uses.
### Level 6 (480 AP): Exponential Growth
You fulfill a "prophecy" and gain the strength of a hero. You gain +1 to two ability scores of your choice while Exponential Growth is equipped. Maximum of 20.
### Limit Break (Level 3): One for All
You assist your allies with unlocking their individual potentials and strengthen each other's bonds and friendships as a team. Up to 3 creatures of your choice within 30 feet of you may make an individual Hidden Potential roll while still follow the rules of Hidden Potential and Hidden Detriment. Each individual creature gets their individual Hidden Potential and does not stack. If you do not have enough Hidden Potential uses according to the amount of creatures that are to roll for Hidden Potential, this Limit Break automatically fails.
\pagebreak
# Orator
Utilizing speech over swords, the Orator Job can make or break conflicts with mere words.
**Job Difficulty:** ★★★ **/**
**Playstyle: Defense**
##### Orator Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Diplomacy|
| 2 | +2| 65 AP| Entice|
| 3 | +2| 120 AP| Leader of the People|
| 4 | +3| 180 AP| Praise|
| 5 | +3| 250 AP| Diplomatic Immunity|
| 6 | +4| 340 AP| Rally|
## Abilities
### Level 1 (20 AP): Diplomacy (Passive)
Twice per long rest, as an action, you can call upon your voice of reason to make a diplomatic approach towards a creature of choice within 30 feet of you if the creature isn't immune to being charmed. The target must succeed in either a wisdom or charisma saving throw (your choice). On fail, you can choose one of the effects listed below. For every successful Diplomacy, the opposing creature gains +3 to their next charisma or wisdom saving throw against Diplomacy. At Orator Job Level 4, you gain a third Diplomacy use. If the creature has an intelligence of 4 or lower, does not speak your language and is not within 30 feet, this ability automatically fails.
##### Diplomacy Table
| Diplomacy | Effect |
|:----:|:-------------:|
| Evasion | The target has -2 to all attack rolls until the beginning of your next turn. |
| Peace | The target has -2 to all damage rolls until the beginning of your next turn. |
| Stall | The target is calmed or pacified until the end of its next turn. |
| Treaty | The target has -2 to its Armor Class until the beginning of its next turn. |
### Level 2 (65 AP): Entice
You talk in a very calm manner, enticing a creature to become an ally. Once per long rest, as an action, you may attempt to entice a creature if it is not immune to being charmed and within 30 feet of you. The creature must succeed in either a wisdom or charisma saving throw (your choice). If the creature fails the saving throw, the creature temporarily becomes an ally for 3 rounds. Afterwards, the
creature is immune to Entice. Each time the creature is damaged while under the effects of Entice, it may repeat the saving throw; if it succeeds, it becomes aggressive towards you and your allies. If the creature has an intelligence of 4 or lower, does not speak your language and is not within 30 feet, this ability automatically fails.
### Level 3 (120 AP): Leader of the People
Once per short rest, you may make an Orator Check while in a town or city on up to 5 ordinary guards and citizens. If you roll 13 or higher, they will listen to your request and attempt to fulfill the task that you give them if it does not put them in danger or is obviously unreasonable for any common people to do.
If the affected people do a task that results in a good deed, those people will be more likely to help you in the future. If the creature has an intelligence of 4 or lower, does not speak your language and is not within 30 feet, this ability automatically fails.
### Level 4 (180 AP): Praise (Passive)
Once per short rest, as a bonus action,. you may praise one of your allies within 30 feet of you, bestowing them with courage and might. The target gains an extra bonus action on their next turn and advantage against either charisma or wisdom saving throws (your choice) until the beginning of their next turn next turn. This ability automatically fails if the target has an intelligence of 4 or lower or if the target is not within 30 feet of you.
### Level 6 (340 AP): Rally
You rally your comrades as you prepare for combat. Once per long rest, after rolling for Initiative and before the beginning of the first turn during combat, you may rally all allies within 30 feet of you and bestow them with the effects of the *Aid* spell at its lowest level. Upon using this ability, your initiative automatically becomes the lowest possible initiative, and you cannot use your bonus actions for 2 rounds. Alternatively, you may make an Orator check; if you roll 18 or higher, the spell is cast at 3rd Level instead.
### Limit Break (Level 5/250 AP): Diplomatic Immunity
You may make an Orator Check against a creature within 30 feet of you and not immune to charm effects; the target must succeed on a wisdom or charisma saving throw (your choice). If it fails the saving throw, the target actively attempts to avoid hurting you in every single way for 3 rounds. While it is under the effects of Diplomatic Immunity, the creature has disadvantage on attack rolls against you and you have advantage on strength, dexterity and constitution saving throws imposed by the affected creature. If the affected creature is damaged or affected by your attacks or spells during the duration of this Limit Break, the creature may repeat the saving throw with advantage. Either way, the affected creature becomes immune to Diplomatic Immunity afterwards. If the affected creature manages to damage you, you take half damage instead. If the creature has an intelligence of 4 or lower, does not speak your language and is not within 30 feet, this Limit Break automatically fails.
\pagebreak
# Orator
\pagebreak
# Paladin
Protecting the weak and defending the vulnerable, the Paladin Job specializes in defense to ensure the survival of allies.
**Job Difficulty:** ★★ **/**
**Playstyle: Defense**
##### Paladin Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Cover|
| 2 | +2| 55 AP| Radiant Aura|
| 3 | +2| 105 AP| Clemency, Passage of Arms|
| 4 | +3| 170 AP| Divine Veil|
| 5 | +3| 240 AP| Hallowed Shield|
| 6 | +4| 330 AP| Holy Spirit|
## Abilities
### Level 1 (20 AP): Cover (Passive)
Twice per short rest, before or after you have made your movement, you may rush up to a creature within 5 feet away and shield them from oncoming attacks as a bonus action. While Covering a creature, all attacks meant for the original target are now directed towards you; you also sustain the damage instead of them. The creature that is Covered takes half damage if you are Covering them from an Area of Effect attack or spell. You cannot Cover spells like Magic Missile. You may also use Cover as a reaction if the creature within 5 feet, but must do so before an attack roll is made. At Paladin Job Level 4, you gain an additional Cover use and while Covering a creature, you gain temporary hit points equal to your Job Modifier.
### Level 2 (55 AP): Radiant Aura
Once per long rest and as an action, you may cast Detect Evil and Good for free which gains a radius of 40 feet and lasts for 15 minutes. While Radiant Aura is equipped, you may also make a Paladin Check and use this check as an insight check.
### Level 3 (105 AP): Clemency
Once per short rest, as an action, you may heal a creature (excluding yourself) for an amount of your class' hit dice equal to your Job Modifier. Your class' hit dice are used to calculate hit points regained. After using Clemency, you lose the amount of hit dice you used on the creature. You must also be within melee range to use Clemency on the target. Alternatively, as an unarmed attack, you may use this on an Undead creature to deal radiant damage instead of healing.
### Level 4 (170 AP): Divine Veil (Passive)
Once per long rest, as an action, you may imbue a veil of light on two other creatures of choice within 40 feet of you. Until the end of your next turn, all veiled creatures gain temporary hit points equal to your Job Modifier + Proficiency Bonus. Before using this ability, you may instead expend a Cover use to increase the creatures this can target to 4.
### Level 5 (240 AP): Hallowed Shield
Once per long rest, before you or a creature of choice within 40 feet is about to be attacked and as a reaction, you may bestow a Hallowed Shield on the target that reduces that attack's damage by half. If the attack or spell attack has a secondary effect, the target has advantage on the required saving throw. Hallowed Shield must be used before any damage is rolled.
### Level 6 (330 AP): Holy Spirit
Your aura manifests itself into an offensive presence. Once per short rest, as an action, you may expend an amount of hit dice equal to your Job Modifier. A creature within 60 feet of you must succeed on a wisdom saving throw or take damage equal to the expended amount of hit dice, or half as much on a success. You regain a Cover use if you expend the maximum amount of hit dice.
### Limit Break(Level 3): Passage of Arms
You summon an incredibly powerful barrier of light behind yourself which shields allies from danger which lasts until the beginning of your next turn. You cast the *Wind Wall* spell at the base level (reflavoured as *Passage of Arms*), which lasts until the beginning of your next turn. During the duration, you are forced to remain in front of the wind wall, serving as a sentinel; you cannot take any movements or reactions for the duration. Instead of its normal properties, *Passage of Arms* deals radiant damage, absorbs 4d8 damage, plus additional dice equal to your Job Modifier, is 30 feet long and can only be formed as a straight line. Creatures must stand behind you and the wall in order to be protected from any oncoming damage. While you stand in front of *Passage of Arms*, you gain 2d8 temporary hit points for the duration.
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# Pyrotechnician
Utilizing deadly fireworks as a spectacle and weapon, the Pyrotechnician Job is both dangerous and hectic. This Job is the easiest and quickest to master.
**Job Difficulty:** ★★★★ **/**
**Playstyle: Defense and Support**
##### Pyrotechnician Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Pyrotechnics|
| 2 | +2| 60 AP| Magemeshian Candle|
| 3 | +3| 110 AP| Fire Hazard|
| 4 | +4| 220 AP| Garrian Rain, Spectacle of Death|
## Abilities
### Level 1 (20 AP): Pyrotechnics
You conjure aetheric fireworks that not only serve as a spectacle but also serve as a potent magic capable of destruction. Twice per long rest, as an action, you can create aetheric fireworks and combine up to 2 different colors listed to the left for a combination firework, which you then fire as part of your action. The range of all Pyrotechnics fireworks is 90 feet. You gain an additional Pyrotechnics use at Pyrotechnician Job Level 3. The fireworks can be blown away if the wind or some other force is sufficiently strong enough to do so, such as the *Gust of Wind* spell. Creatures that step within the range of a firework after it has been detonated must also make any necessary saving throws, provided the firework has not dispersed and remains where it landed.
### Level 2 (60 AP): Magemeshian Candle (Passive)
You conjure a magic tube of concentrated aether, then fire it as *Magic Missiles*. Once per short rest, as an action, you may cast a free *Magic Missile* at the lowest level. At Pyrotechnician Job Level 3 and 4, the spell level of Magemeshian Candle's *Magic Missile* is increased by 1 (the maximum is 3rd Level).
### Level 3 (110 AP): Fire Hazard
You ignore safety precautions as you temporarily gain the ability to enhance all attacks and spells with fire. Once per long rest, as a bonus action, for a number of rounds equal to your Job Modifier, you may change the damage type of your attacks and spells to fire damage. Any creatures wearing metal armor that are damaged by you while you are under the effects of Fire Hazard take extra fire damage equal to your Job Modifier + 1. For each attack or spell which you change the damage type to fire while under the effects of Fire Hazard, you take fire damage equal to the half of that attack or spell's damage dealt.
| Firework Color | Effect |
|:----|:-------------:|
| Blue Shroud | In a 15-foot circle where the firework landed, a blue smoke cloud appears which grants +3 to stealth rolls and -3 to perception checks for all creatures inside of the smoke. This cloud disperses after 12 seconds. |
| Green Thorn | The firework shoots tiny green caltrops in all directions. The caltrops are placed in a 15-foot circle where the firework landed. Any creature that steps on this area must succeed on a dexterity saving throw or stop moving, taking 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet while in this area. A creature moving through the area at half speed is unaffected. The caltrops turn into fine dust after 30 seconds.|
| Indigo Mystery| All creatures within a 10-foot circle where the firework landed must succeed on a wisdom saving throw or become temporarily distracted by a luminescent indigo orb, taking a penalty equal to your Job Modifier to their next attack roll on their next turn only. The orb dims after 6 seconds.|
| Orange Death| All creatures within a 10-foot circle where the firework landed must succeed on a constitution saving throw or succumb to the virulent, orange gas, taking necrotic damage equal to your Job Modifier on the beginning of each affected creature's turns for rounds equal to your Job Modifier. Creatures immune to disease, necrotic damage and creatures who do not need to breathe are unaffected. This gas disperses after 18 seconds.|
| Red Spark| All creatures within a 10-foot circle where the firework landed must succeed on a constitution saving throw or sustain a burn, taking fire damage equal to your Job Modifier at the beginning of their turns for rounds equal to your Job Modifier. Creatures immune to fire are unaffected. These sparks fade away after 18 seconds.|
| Violet Burst| All creatures within a 10-foot circle where the firework landed must succeed on a strength saving throw or be pushed back 15 feet and also taking damage equal to your Job Modifier on a fail. Half as much damage on success. This firework is instantaneous.|
| Yellow Ember| All creatures within a 10-foot circle where the firework landed must succeed on a dexterity saving throw. Yellow embers latch onto all creatures who do not succeed the saving throw, and the first attack roll made against each affected creature before the end of your next turn has advantage. This firework is instantaneous. |
\pagebreak
# Pyrotechnician (Continued)
### Level 4 (220 AP): Garrian Rain
You create an aetheric rocket and fire it at the sky, after which it rains down dangerous projectiles unto its victims below. Once per long rest, as an action, you fire a rocket firework that rises 70 feet in the air in any direction and then explodes, raining down projectiles unto all creatures in a 20 foot circle directly under the area of detonation. The rocket releases up to three separate explosions over the course of 3 rounds, with each explosion happening at the beginning of your turn; the damage of this ability increases accordingly, as demonstrated below. Creatures directly under the area of effect must succeed on dexterity saving throws for each round they remain under the Garrian Rain. Creatures take half damage upon succeeding their respective saving throws.
- First Round: 1d8 + Job Modifier magical piercing damage.
- Second Round: 1d10 + Job Modifier magical piercing damage.
- Third Round: 1d12 + Job Modifier magical piercing damage.
### Limit Break (Level 4): Spectacle of Death
You cackle maniacally as you create a firework of unparalleled power and destruction. As long as you have a Pyrotechnics use available, you may make a single Pyrotechnics firework which contains up to 5 colors of your choice. The range of this firework is also extended to 120 Feet. This firework has +1 to the required saving throw.
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# Ranger
Possessing unparalleled accuracy, the Ranger Job guarantees that your attacks are accurate, deadly and quick.
**Job Difficulty:** ★★ **/**
**Playstyle: Offense**
##### Ranger Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Aim|
| 2 | +2| 55 AP| Deadly Venom|
| 3 | +2| 95 AP| Nature's Whisperer|
| 4 | +3| 160 AP| Trickshot|
| 5 | +3| 240 AP| Rapid Fire, Barrage|
| 6 | +4| 330 AP| Iron Jaws|
## Abilities
### Level 1 (20 AP): Aim (Passive)
Twice per long rest, before attacking and as a bonus action, you may add a bonus equal to your Job Modifier to your next attack roll. If, after using Aim, the attack roll is 25 or higher, the attack deals extra damage equal to your Job Modifier. You gain an additional Aim use at Ranger Job Level 3 and 5.
### Level 2 (55 AP): Deadly Venom
Once per long rest, as a bonus action, you envelop your weapon or ammunition with a thin coating of venom. Your next weapon attack deals an additional 1d4 poison damage. At Ranger Job Level 4, the 1d4 poison damage is increased to 1d6 poison damage. Any creature that is damaged by your weapon or the ammunition while the weapon or ammunition has the coating of venom must succeed on a constitution saving throw or become poisoned for 30 seconds; it may repeat this saving throw at the beginning of each of its turns. While the affected creature is poisoned, it takes poison damage equal to your Job Modifier at the beginning of each of its turns. If the creature succeeds the saving throw or overcomes the venom, the creature is immune to Deadly Venom. Creatures immune to poison are immune to this ability.
### Level 3 (95 AP): Nature's Whisperer
You call upon your knowledge of nature to assist you. You may make a Ranger Check and use this check as a nature or survival check for any knowledge concerning all that is natural, such as forests or rivers. Additionally, while you have this ability equipped, you may speak to any tiny beasts freely and they may understand you, but they cannot speak to you.
### Level 4 (160 AP): Trickshot (Passive)
Twice per short rest, if a creature is hiding behind full cover, three quarters cover or half cover, you may make one ranged weapon or spell attack against the creature as if it was not hiding behind any cover, ignoring cover bonuses. This attack ricochets off of any obstructions and obstacles to strike the target. If the creature is hiding behind any form of cover and you use this ability against them, their movement speed is reduced by 5 feet for 1 minute.
### Level 5 (240 AP): Rapid Fire
Twice per long rest, as an action, you may make four separate weapon attack rolls that deal half damage. Targets are chosen at random and you must roll a die based on the number of enemies within range when attacking to determine which creature is attacked, with the targets being chosen based on their initiative order. If there is only one target available, then all attacks are directed towards the target.
### Level 6 (330 AP): Iron Jaws
Twice per short rest, as a bonus action, you may imbue your next melee or ranged attack with binding effect. On your next attack after activating this, if a creature is hit by this attack, it must succeed on a strength saving throw or become restrained to the ground from the waist down as rope magically attaches the creature to the ground. This ability fails if the creature does not have legs or is flying. The creature can repeat the saving throw at the beginning of its turns.
### Limit Break (Level 5): Barrage
Time slows down for you as you begin to strategize, seeing opportunities and openings which you can take advantage of. Instead of using your action to activate this Limit Break, you may use your bonus action. At the end of the turn this Limit Break was activated on, you gain an extra turn, but all attacks and spells have their damage reduced by half and all saving throws imposed by any of your abilities, traits or spells have their save DC reduced by 2.
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# Red Mage
Wielding a diverse list of spells and utility, the Red Mage Job trades strength for aetheric support and versatility.
**Job Difficulty:** ★★★ **/**
**Playstyle: Support**
##### Red Mage Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Red Magic|
| 2 | +2| 60 AP| Crimsonia|
| 3 | +2| 100 AP| Aetherology|
| 4 | +3| 170 AP| X-Magic, Chainspell|
| 5 | +3| 260 AP| Aetherobalance|
| 6 | +4| 360 AP| Swiftcast |
## Abilities:
### Level 1 (20 AP): Red Magic (Passive)
Upon unlocking this ability, you gain access to one 1st Level **Bard, Cleric, Druid, Paladin, Sorcerer, or Wizard (Classes)** spell of your choice. You also gain a spell slot for the chosen spells.
##### Red Magic Table
| Job Level | Spell Attack Modifier | Spell Save DC | Red Magic Spells and Spell Slots |
|:-------:|:-----:|:-------:|:-------:|
| 1 | 1 + Proficiency Bonus | 9 + Proficiency Bonus | 1 |
| 2 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 1 |
| 3 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 2 |
| 4 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 2 |
| 5 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 2 + 1 Cantrip |
| 6 | 4 + Proficiency Bonus | 12 + Proficiency Bonus | 2 + 1 Cantrip |
- The spells that you chose cannot be cast at higher levels until you reach Red Mage Level 5, provided your class and the spell allows you to cast spells at higher levels.
- If Red Magic is unequipped, you cannot use these spells or the spell slots; these spells can never be swapped. These spells are always considered prepared.
- At Red Mage Level 3, you gain an additional 1st Level spell from the chosen list, along with a spell slot. At Red Mage Level 5, you gain a cantrip of your choice from the chosen list.
### Level 2 (60 AP): Crimsonia
Once per short rest, as a bonus action, an opposing creature within 60 feet of you must succeed on a wisdom saving throw. If the target fails the saving throw, you may either reduce its AC by 2 or one of the target's ability score modifiers by 1 for 1 minute. It becomes immune to Crimsonia afterwards.
### Level 3 (100 AP): Aetherology
You may make a Red Mage Check and use this check as either an arcana or history check for any knowledge concerning the arcane or aether.
### Level 4 (170 AP): X-Magic (Passive)
Once per long rest, as an action, you may cast three cantrips at the same time. If all cantrips are damaging cantrips and successfully deal damage to a single target, you may cast another cantrip on the same target. These cantrips cannot be casted any higher than your class' 5th Level.
### Level 5 (260 AP): Aetherobalance
You focus on your mind, spirit and willpower to augment your concentration. Once per long rest, as a bonus action, you may choose to maintain concentration on two separate spells. You must make individual concentration checks for each spell. If you lose concentration on one spell or decide to drop concentration on one spell, both spells are dropped instead. Also, the combined Spell Level of both spells cannot exceed 4th Level. For example, you may concentrate on a 1st and 3rd Level Spell, but you cannot concentrate on a 2nd and 3rd Level Spell.
### Level 6 (360 AP): Swiftcast
Once per short rest, you may change the casting time of a spell from an action to a bonus action if its spell level is 4th Level or lower, or your Class' 5th level if you are about to cast a cantrip. If you cast a spell using your Red Magic ability, you do not expend a spell slot.
### Limit Break (Level 4): Chainspell
You temporarily gain the ability to chain spells together for maximum effectiveness. If you cast a spell using your Red Magic ability, you do not expend spell slots.
You must cast spells in this order: **Cantrip, 1st Level Spell, Cantrip, 1st Level Spell**.
If all spells are successful, you may cast a 1st Level spell at 4th Level for free. You cannot cast spells that require concentration this way. You cannot cast spells at a higher level this way.
\pagebreak
# Red Mage
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# Samurai
Requiring patience and strategy, the Samurai Job rewards those who can bide their time, waiting for the right opportunity to strike. Has a longer mastery curve than other Jobs.
**Job Difficulty:** ★★★ **/**
**Playstle: Defense and Offense**
##### Samurai Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Bushido|
| 2 | +2| 60 AP| Mineuchi|
| 3 | +2| 110 AP| Denkou|
| 4 | +3| 170 AP| Iaido|
| 5 | +3| 255 AP| Meiyo, Zokyo|
| 6 | +4| 340 AP| Tenka Goken|
## Abilities
### Level 1 (20 AP): Bushido
You patiently bide your time, gaining strength as time passes for both yourself and your enemies. While you have Bushido equipped and while you are in combat, you may choose to forfeit either an action or bonus action, but only one on each of your turns and you cannot use Action Surge or any effects or spells that would grant you an extra action or bonus action to increase the Bushido Gauge. For each action or bonus action forfeited, your Bushido Gauge is increased by 1. Once per long rest, you may use your action to unleash a Bushido Art corresponding to your Bushido Gauge.
##### Bushido Gauge
| Bushido Art | Effect |
|:----:|:-------------:|
| **1: Kiba** | Your next attack roll has a bonus equal to your Job Modifier. |
| **2: Sora** | Your next attack's damage type is non-resistable, ignores immunities and deals one more damage die. |
| **3: Tora** | Your next attack lowers the AC and a saving throw of choice by 1 for 3 rounds. This attack also deals one extra damage die.|
| **4: Sokudo** | You may make four separate +1 attacks. If all attacks successfully hit, you may make an additional +1 attack that deals half damage.|
| **5: Ryuu** | Your next attack has +3 to its attack roll, deals three extra damage dice, and you regain hit points equal to the damage you dealt. |
| **6: Arashi**| You may make four separate +4 attacks. If all attacks successfully hit, you may make another +4 attack.|
The maximum the Bushido Gauge can reach is 2 at Samurai Level 1, and this maximum is increased by 1 at Samurai Level 2, 3, 4 and 5 to a total maximum of Bushido Gauge 6. At Samurai Level 5, you gain an additional Bushido use. Your Bushido Gauge resets, going back to 0, if it is not used during the same combat encounter you were increasing the Bushido Gauge.
### Level 2 (60 AP): Mineuchi (Passive)
Twice per long rest, if you are carrying a weapon that classifies as a blade (such as a sword), you may strike a creature within melee range with the blunt side of the blade as an attack. This strike deals the same damage as the blade but the damage type is changed to bludgeoning. If you successfully hit the target, it must succeed on a constitution saving throw or become staggered, unable to make bonus actions until the end of their next turn. Afterwards, the creature becomes resistant to Mineuchi. Gains additional properties when combined with Denkou or Iaido.
### Level 3 (110 AP): Denkou
Once per short rest, before Initiative is rolled and if you have not attacked anyone or drawn your weapon, you have +3 to your initiative roll and may make one attack roll against a creature within melee range regardless of who has the first turn. Afterwards, your walking speed is reduced by 5 feet on your next turn only. If you combine Denkou and Mineuchi, your AC is increased by 1 until the end of your next turn.
### Level 4 (170 AP): Iaido
Twice per long rest, if you are about to be attacked and as a reaction, you may make a -3 attack roll against the opposing creature if it is within melee range of you. If your attack successfully hits, its movement speed is lowered by 15 feet for rounds equal to your Job Modifier. Additionally, if the creature has a flying speed, it cannot remain airborne for the duration. If you combine Iaido and Mineuchi, the AC of an ally of your choice within 30 feet of you is increased by 1 until the end of your next turn.
### Level 5 (255 AP): Meiyo (Passive)
While this ability is equipped, you have advantage against any charm effects that may result in you being forced to harm your allies. Once per long rest, as an action, you may force a target to make either a charisma or wisdom saving throw (your choice). If the target fails, you may cast the *Compelled Duel* spell on the creature for free. If the target has an intelligence score of 4, is immune to being charmed, or cannot understand you, this ability automatically fails.
### Level 6 (340 AP): Tenka Goken
Your melee weapon's range is dramatically increased as your mastery of the Samurai Job brings out its full potential. Once per long rest, as a bonus action, you may increase the range of your melee weapon by 5 feet until the end of your next turn. For each consecutive attack you make after activating this ability, the range of your melee weapon is increased by another 5 feet, to a maximum of 30 feet. If the weapon reaches the maximum, your Armor Class is increased by 5.
\pagebreak
# Samurai
### Limit Break (Level 5): Zokyo
You gather your strength patiently, then strike with incredible force that can even topple the greatest of foes. You automatically skip to Bushido Gauge 4: **Sokudo**. After using this Limit Break, you become resistant to all non-magical attacks until the end of your next turn. Bushido must be equipped in order for this Limit Break to work.
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# Summoner
Utilizing the very power of the Great Gods in the form of Egi summons, the Summoner Job specializes in mastering their Egi's potential.
**Job Difficulty:** ★★★ **/**
**Playstyle: Offense**
##### Summoner Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 25 AP| Summon|
| 2 | +2| 60 AP| Communion|
| 3 | +2| 105 AP| Dreadwyrm Trance|
| 4 | +3| 160 AP| Dolorous Sustenance|
| 5 | +3| 230 AP| Enkindle|
| 6 | +4| 320 AP| Aetherpact
## Abilities
### Level 1 (25 AP): Summon (Passive)
Once per long rest, as a ritual of at least 5 minutes, you may call upon the might of the Great Gods and summon a fragment of their power, which manifests into the physical aetheric form of an Egi. You can choose to switch your Egi type once per short rest as a ritual of at least 5 minutes. You can unsummon the Egi at any time by using your action to do so. The Egi acts on your turn, but can only move and take an action. Your Egi must always remain within 100 feet of you or it will unsummon itself. Only one Egi summoned by you can exist at a time. You may restore the hit points of your Egi as you would a normal creature.
- A list of Egi properties and types will be provided on [Page 84](#p84).
### Level 2 (60 AP): Communion
While Communion is equipped, you may cast Commune for free once per short rest. You also gain the ability to speak, read and write in Celestial.
### Level 3 (105 AP): Dreadwyrm Trance
Once per long rest, as a bonus action, you may permit the Elder God Bahamut to bless you with His infinite power and fury. Dreadwyrm Trance lasts for rounds equal to your Job Modifier. While under the effects of Dreadwyrm Trance, once per turn, you and your Egi may add damage equal to your Job Modifier to one of your attacks or spells.
### Level 4 (160 AP): Dolorous Sustenance
Once per short rest, as a bonus action, you may sacrifice your own hit points equal to half of your Egi's maximum hit points to either bring it back to full hit points or revive it.
Its hit point maximum is temporarily increased by 2d4 hit points, becomes resistant to one damage type and is immune to one condition of your choice (excluding unconscious and incapacitated) for 1 hour after using Dolorous Sustenance.
### Level 5 (230 AP): Enkindle (Passive)
Once per long rest, as a bonus action, you can spur the aetheric concentration of your Egi and have it unleash its Signature Move. Also, while you have this ability equipped, any Eidolon you summon through the use of summon-type materia has its damage increased by one die.
### Level 6 (320 AP): Aetherpact
You and your Egi share the same vitality during the heat of combat. Once per short rest, as a bonus action, you and your Egi's hit points are combined until the end of your next turn. You gain any damage resistance, vulnerability and condition immunities that your Egi may have. If, at the end of this ability's duration, any damage you sustained exceeds the maximum hit points which your Egi has, excess damage is transferred to you.
### Limit Break (Level 4): Primal Resurgence
Your Egi temporarily assumes its true Eidolon form, bending the very fabric of reality. For a number of rounds equal to your Job Modifier, your Egi gains the following properties:
- Your Egi gains a bonus to all attack rolls equal to twice your Job Modifier, except for Signature Moves.
- Your Egi may attack three times as an action; Titan-Egi may only attack twice as an action.
- Your Egi cannot fall below 0 hit points.
- Your Egi becomes a Huge creature.
- Your Egi's Signature Move's damage is increased by one die.
After Primal Resurgence ends, your Egi begins to "cool-down", paralyzing it for one round.
\pagebreak
# Thief
Through trickery, stealth and theft, the Thief Job manages to make its mark. Those who undertake this Job can easily disable enemies and turn the tide of battle.
**Job Difficulty:** ★★ **/**
**Playstyle: Offense and Support**
##### Thief Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 25 AP| Mug|
| 2 | +2| 65 AP| Misdirection|
| 3 | +2| 110 AP| Incognito|
| 4 | +3| 170 AP| Gil Toss, Thief's Shroud|
| 5 | +3| 250 AP| Aetherolarceny|
| 6 | +4| 350 AP| Evasive Maneuvers|
## Abilities
### Level 1 (25 AP): Mug (Passive)
Twice per long rest, after you take the attack action and deal damage, you may make a Thief Check, which counts as a sleight of hand check, as long as it is still the same turn you attacked on; the opposing creature must succeed on a dexterity saving throw versus this check. If the target fails, you may attempt to steal an item on the creature that was attacked by you as long as the item is visible and within melee range. If you are attempting to Mug something that may be concealed, you have disadvantage on Mug. If you are attempting to Mug a weapon or item that is currently equipped by the target, do not add your Job Modifier to the check. If you are not within melee range of your target, Mug automatically fails. If you fail your Mug attempt, you may retreat 5 feet in any direction as a bonus action but suffer an attack of opportunity. At Thief Job Level 3, you gain another Mug use.
- Mug deals 1d4 damage + additional dice equal to your Job Modifier if used on machine-type creatures. If you fail, you take 3d4 lightning damage.
### Level 2 (65 AP): Misdirection
Once per long rest, as a reaction and before you are about to be attacked, you may attempt to Misdirect the creature to attack another creature of your choice as long as it is within range. The opposing creature you are trying to Misdirect must succeed on a wisdom saving throw. If the creature fails the saving throw, its attack is directed towards another creature of your choice. Afterwards, it is immune to Misdirect. Creatures immune to charm effects are unaffected. The creature cannot target itself.
### Level 3 (110 AP): Incognito
Twice per long rest, as a bonus action, you may make a Thief Check to go Incognito. Incognito counts as a stealth
check. While you are under the effects of Incognito, your next weapon attack deals an extra damage die. If you attempt to use the Mug ability while under the effects of Incognito, the opposing creature has a penalty to its saving throw equal to your Job Modifier.
- Rogues do not benefit from Sneak Attack while under the effects of Incognito.
### Level 4 (170 AP): Thief Rush (Passive)
You get a rush of adrenaline after Mugging someone. After a successful Mug, you can use a bonus action to activate one of the following effects listed below. You can use this ability only once per turn.
**Pillage:** You can Mug the same creature you Mugged again.
**Quick Feet:** You gain 15 feet of additional walking speed this turn only.
**Bamboozle:** The creature you Mugged has a penalty to its next attack roll against you equal to your Job Modifier.
**Assault:** You may make one melee weapon attack against the creature you Mugged.
### Level 5 (250 AP): Aetherolarceny
You defy the laws of aether and attempt to steal a beneficial magic effect from a creature. Once per long rest, if you have the Mug ability equipped (while still following its rules), you may instead attempt to steal a beneficial magic effect from the target that is 3rd Level or lower. The opposing creature must succeed on a wisdom saving throw instead of a dexterity saving throw. If you Mug an effect that requires concentration, you must now maintain concentration for it.
### Level 6 (350 AP): Evasive Maneuvers
Your mastery over the Thief Job grants you the ability to escape danger. Twice per short rest, you may Disengage as a bonus action. If you use this ability twice in the same encounter, you regain a Mug use.
### Limit Break (Level 4): Thief's Shroud
You shroud yourself in a nearly invisible cloak of shadow. Make a free Incognito check with a +8 bonus to the roll; this Incognito lasts for 2 rounds. While under the effects of Thief's Shroud, you can remain hidden, even after attacking. If the Incognito check is 24 or higher, the duration instead becomes 3 rounds.
\pagebreak
# Time Mage
Able to manipulate space and time, those who undertake the Time Mage Job can shift the flow of battle easily.
**Job Difficulty:** ★★★★ **/**
**Playstyle: Support**
##### Time Mage Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| Quick|
| 2 | +2| 55 AP| Grandfather Clock|
| 3 | +2| 105 AP| Comet|
| 4 | +3| 175 AP| Return, Meteorain|
| 5 | +3| 250 AP| Royal Road|
| 6 | +4| 345 AP| Immobilize|
## Abilities
### Level 1 (20 AP): Quick (Passive)
Once per short rest, as an action, you call upon the powers of space and time to favor you and your allies. Before Initiative is rolled, you may choose to bestow one of the following effects listed below to either yourself or targets of your choice within 60 feet of you. At Time Mage Job Level 3, you gain an additional Quick use. If, after using this ability, a target's initiative is above 21, their movement speed is increased by 10 feet until the end of their next turn.
- +6 to one creature's initiative.
- +3 to 2 creatures' initiatives.
- +2 to 3 creatures' initiatives.
- +1 to 4 creatures' initiatives.
### Level 2 (55 AP): Grandfather Clock
Once per long rest, as an action, you may slow down time for a creature of choice within 60 feet, forcing it to act more slowly. You may make a Time Mage Job Check; the opposing creature must succeed on an intelligence saving throw. or have its Initiative begin decreasing by 1 for 1 minute down to a minimum of 1 on either the beginning or end of your turns (choose one). The creature sustains force damage equal to twice your Job Modifier once per combat if its initiative is below 5 while under the effects of Grandfather Clock. You gain another Grandfather Clock use at Time Mage Job Level 4.
### Level 3 (105 AP): Comet (Passive)
Twice per long rest, you may summon the might of the vast reaches of space and call forth a Comet to strike at your opponent. As an action, you may make a spell attack (Proficiency Bonus + Job Modifier) against a creature within 120 feet of you. A Comet plummets from a spacial rift and onto the target, dealing 1d4 cold damage plus additional dice equal to your Job Modifier. If Comet
damages a creature whose Initiative is lower than your Initiative, roll a 1d4; their Initiative is reduced by that amount. If the same creature is damaged by Comet two or more times in the same encounter, roll a 1d6; their Initiative is reduced by that amount.
### Level 4 (175 AP): Return
Once per long rest, as an action or reaction, you can defy the laws of physics and turn back time for either yourself or a creature of choice within 30 feet of you, reverting back to the state the target was at on the previous turn. If the target is unwilling, it must succeed on a wisdom saving throw. Hit points, position, distance, spell slots, and other such things are reversed to how it was the previous turn. Any damage, spells or effects inflicted on or by either you or the target are also reversed. You cannot regain Return by using this same ability. A creature may be revived this way, but you sustain damage equal to what killed the creature on the previous turn; if the target of this ability killed a creature on the previous turn, the creature is also revived and you sustain damage equal to what killed the creature. Damage taken this way cannot be reduced or prevented in any way.
### Level 5 (250 AP): Royal Road
Once per long rest, as an action, you warp time, extending certain boons that were activated by you or your allies within 60 feet. As long as the abilities listed below were activated before you used Royal Road, their duration is extended by 1 round; this also includes any potential side effects from the affected abilities.
##### Royal Road Table
| Job | Elligible Abilities |
|:----:|:-------------:|
| Bard | Performer's Intuition |
| Black Mage | Timed Aetherflux |
| Dark Knight | Shadow Mind, Delirium |
| Dragoon | Geirskogul, Blood for Blood |
| Geomancer | Natural Ward |
| Judge | Judgment, Jury, Solitary Confinement|
| Machinist | Aimbot, Role Shift, Hypercharge |
| Monk | Fists of Earth, Fists of Wind|
| Ninja| Sakkaku, Zanzo|
| Onion Knight| Hidden Potential/Hidden Detriment|
| Orator| Diplomacy, Entice|
| Paladin| Divine Veil|
| Pyrotechnician| Pyrotechnics, Fire Hazard, Garrian Rain|
| Red Mage| Crimsonia|
| Samurai | Bushido Gauge 3: **Tora**, Mineuchi(+Denkou)(+Iaido), Iaido |
| Summoner | Dreadwyrm Trance, Aetherpact |
| Time Mage | Quick, Grandfather Clock, Immobilize|
| Warrior | Wild Swing, Warface |
| White Mage | Benison, Medica, Diffracted Light, Blessing of Dawn|
\pagebreak
# Time Mage
### Level 6 (345 AP): Immobilize
Your mastery over the Time Mage Job grants you the ability to halt a creature altogether. Once per long rest, as an action, if a creature's Initiative is equal to or lower than your Job Modifier, you may stop that creature's own flow of time. The creature must succeed on a wisdom saving throw or become stunned until the beginning of its next turn. If the creature is immune to being stunned, its movement speed is instead lowered by half and it cannot take reactions until the end of its next turn.
### Limit Break (Level 4): Meteorain
You conjure multiple Comets to strike at your opponent. You may make three separate Comet ability attacks with a +2 bonus to their attack rolls for free. If all Comets successfully hit, you may make another free Comet ability.
\pagebreak
# Warrior
Hardy and difficult to take down, those who undertake the Warrior Job will find themselves able to shrug off attacks with ease due to their durability.
**Job Difficulty:** ★ **/**
**Playstyle: Defense**
##### Warrior Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 25 AP| Defiance|
| 2 | +2| 55 AP| Wild Swing|
| 3 | +2| 95 AP| Thrill of Battle, Unbreakable Body|
| 4 | +3| 160 AP| Warface|
| 5 | +3| 230 AP| Provoke|
| 6 | +4| 315 AP| Savage Cyclone|
## Abilities
### Level 1 (25 AP): Defiance (Passive)
While this ability is equipped, at the start of your turns while in combat, you gain temporary hit points equal to your Job Modifier and you also gain a bonus to saving throw against being frightened equal to your Job Modifier.
### Level 2 (55 AP): Wild Swing
Twice per short rest, before you make a melee weapon attack, you may instead choose to make an attack on all creatures within a 20 foot circle around you and deal half damage. If 2 or more creatures are damaged this way, all creatures must succeed on a constitution saving throw or become staggered, being unable to make legendary actions until the beginning of your next turn.
### Level 3 (95 AP): Thrill of Battle (Passive)
Once per long rest, as an action, you gain temporary hit points equal to four times your Job Modifier. Afterwards, on the beginning of your next turn, you may expend any remaining temporary hit points to make an unarmed attack roll (Proficiency Bonus + Job Modifier) against a creature within melee range as a free action. On a successful hit, you deal magic bludgeoning damage equal to the remaining amount of temporary hit points you had.
### Level 4 (160 AP): Warface
Once per long rest, as an action, you may lose yourself to seething anger for 30 seconds. During Warface, the following effects happen:
- You cannot be deceived, persuaded, or threatened while in combat, even through magical means like spells.
- You have a bonus equal to your Job Modifier on saving throws against spells that can charm or frighten you.
- If an ally attempts to speak to you, you must succeed on a wisdom saving throw or be forced to attack them with a melee weapon, or a ranged weapon if they are not within melee range, as your reaction. This attack has advantage.
- You may roll a Warrior Check and use this check as an intimidation check as long as this ability is equipped.
### Level 5 (230 AP): Provoke
Once per long rest, as an action, you may taunt a creature within 30 feet, redirecting its attention towards you. The opposing creature must succeed on a wisdom saving throw . If the target fails its saving throw, it becomes angered and distracted, directing all of its attacks towards you for 2 rounds. The affected creature can repeat the saving throw if it is attacked or damaged, or whenever you attack a creature other than it. Any damage dealt to you or the creature is reduced by an amount equal to your Job Modifier for the duration. The affected creature has disadvantage on any attacks or spell attacks against any other creature that is not you.
### Level 6 (315 AP): Savage Cyclone
Your Wild Swing is greatly enhanced, to compliment your brutality. While this ability is equipped, Wild Swing becomes a twice per long rest ability, the range is increased to 50 feet and damage is no longer halved. If you attack with a heavy two-handed melee weapon, the range instead becomes 90 feet and also ignores three quarters cover.
### Limit Break (Level 3): Unbreakable Body
You force your body to go into overdrive, expanding your muscle mass and making your skin as tough as steel. While under the effects of Unbreakable Body, you gain temporary hit points equal to twice your Job Modifier at the beginning of each of your turns (including the turn this was activated on) for rounds equal to your Job Modifier. On the final turn, you instead gain temporary hit points equal to three times your Job Modifier.
If, at the start of each of your turns (excluding the turn this was activated on) and while you are under the effects of Unbreakable Body, you have some temporary hit points remaining, you may make an unarmed attack (Proficiency Bonus + Job Modifier) against a creature within melee range as a free action. On a successful hit, you deal magic bludgeoning damage equal to the remaining amount of temporary hit points you had.
\pagebreak
# White Mage
Wielding holy aether, the White Mage Job is excellent at ensuring the survival of oneself or allies.
**Job Difficulty:** ★★ **/**
**Playstyle: Defense and Support**
##### White Mage Job
| Job Level| Job Modifier| AP Requirement| Ability or Limit Break
|:---:|:---:|:---:|:---------:|
| 1 | +1| 20 AP| White Magic|
| 2 | +2| 55 AP| Benison|
| 3 | +2| 100 AP| Medica, Benediction|
| 4 | +3| 165 AP| Diffracted Light|
| 5 | +3| 240 AP| Plenary Indulgence|
| 6 | +4| 325 AP| Largesse |
## Abilities
### Level 1 (20 AP): White Magic (Passive)
Upon unlocking this ability, you gain access to one 1st Level **Cleric, Druid or Paladin (Classes)** spell of your choice. You also gain a spell slot for the chosen spell.
##### White Magic Table
| Job Level | Spell Attack Modifier | Spell Save DC | White Magic Spells and Spell Slots |
|:-------:|:-----:|:-------:|:-------:|
| 1 | 1 + Proficiency Bonus | 9 + Proficiency Bonus | 1 |
| 2 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 2 |
| 3 | 2 + Proficiency Bonus | 10 + Proficiency Bonus | 2 |
| 4 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 3 |
| 5 | 3 + Proficiency Bonus | 11 + Proficiency Bonus | 3 |
| 6 | 4 + Proficiency Bonus | 12 + Proficiency Bonus | 3 + 1 Cantrip |
- The chosen spells cannot be cast at higher levels until you reach White Mage Job Level 3, provided your class and the spell allows you to cast spells at higher levels.
- If White Magic is unequipped, you cannot use these spells or the spell slots; these spells can never be swapped. These spells are always considered prepared.
- At White Mage Job Level 2 and 4, you gain an additional 1st Level spell from the chosen list, along with a spell slot. At White Mage Job Level 6, you gain a cantrip of your choice from the chosen list.
### Level 2 (55 AP): Benison
Once per short rest, you may cast a free *Bless* at 1st Level. You have advantage on maintaining concentration with *Bless* this way. *Bless* cannot be cast at higher levels this way. At White Mage Level 4, You may use this ability to cast *Bless* at 2nd Level and no higher.
### Level 3 (100 AP): Medica
Once per long rest, as an action, you may expel a wave of healing aether that affects up to 3 creatures of choice within 30 feet. For 3 rounds (starting on the beginning of your next turn), at the beginning of your turns, each affected creature regains hit points equal to your Job Modifier. This effect is considered a 3rd Level spell and can be dispelled.
### Level 4 (165 AP): Diffracted Light (Passive)
Once per long rest, as a bonus action, you wreathe yourself in a halo of light; your healing spells, traits and abilities restore one additional die until the end of your next turn (if they use dice when calculating hit points restored), and you also regain hit points equal to your Job Modifier after casting spells with the White Magic ability during the duration. Spells that are cast with the White Magic ability cannot be dispelled or counterspelled during Diffracted Light; if an attempt to dispel or counterspell is made, the opposing creature sustains 3d8 radiant damage and is silenced until the beginning of its next turn.
### Level 5 (240 AP): Plenary Indulgence
Once per long rest, as a bonus action, you may envelop a creature within 60 feet in a blue aura. The next spell you cast on it has its spell level increased by 1 if it does not deal damage and, if you use your White Magic ability to cast the spell, its spell level is instead increased by 2. You expend only the lowest level spell slot it can be cast at.
### Level 6 (325 AP): Largesse
Your mastery of the White Mage Job greatly enhances the potency of your White Magic. While Largesse is equipped, spells cast using White Magic ability are instead cast at 2nd Level without expending 2nd Level spell slots if the spells do not deal damage. Your White Magic ability's spell slots are still expended when casting the spells this way.
\pagebreak
# White Mage
### Limit Break(Level 3): Benediction
You gather life aether residue all around you and strengthen it, then you restore the vitality of a creature, saving them from a sure death. A creature within 60 feet of you regains 6d6 hit points plus additional dice equal to your Job Modifier, while also becoming immune to being stunned, paralyzed and charmed until the beginning of their next turn. Alternatively, you may choose to use this Limit Break on yourself but you do not gain the temporary immunities if you do so. If this Limit Break is used on an undead creature, it deals radiant damage instead of restoring hit points.
\pagebreak
# Blue Mage: Blue Magic List
##### Blue Magic is categorized by amount of Mana required to cast each spell.
##### 0
- Blue Armoire
- Bubble
- Cait Sith's Tricks
- Goblin Punch
- Libra
- Osmose
##### 1
- Atomic Ray
- Bio
- Brace
- Concussive Strike
- Gravity
- Gummer
- Heat Wave
- Speed Enforcer
- Steam Burst
- Tail Screw
##### 2
- Blaster
- Bone Grenade
- Brain Drain
- Ink'd
- Mind Blast
- Stat Sap
- Tornado Kick
- Vacuum
- Vanish
- Ymir's Coating
##### 3
- Clanging Armor
- Dawn and Dusk's Pillar
- Elemental Barrier
- Self Destruct
- Snort
- Transfusion
- Wrath of Sephilos
- Zeal of Sophia
- Zurvan's Malice
##### 4
- Bone Rattle
- Break
- Durommnag's Light
- Trumpet of Despair
- Unguard
##### 5
- Bad Breath
- Dragonsong
- Gaze
- Twister
##### 6
- Delta Attack
- Old
- White Wind
##### 7
- Ancient Pulse
- Limit Snatcher
- Thousand Needles
##### 8
- Doom
- Wave Cannon
##### 9
- Mythical Blue Magics
- Protostar
- Ultima
### 0
#### Aero
*Mana Cost: 0*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
You use wind aether to slice a foe. A creature within range must succeed on a dexterity saving throw or take 1d8 slashing damage, or half as much on a success.
At Blue Mage Job Level 3, the damage of Aero is increased to 2d8 and at Blue Mage Job Level 5, the damage is increased to 3d8.
#### Blue Armoire
*Mana Cost: 0*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Duration:** Instantaneous
You temporarily summon either a hammer, sword or rapier and strike a creature with it. An attack made with a weapon summoned by this spell deals 1d8 bludgeoning, slashing or piercing damage respectively. Make a spell attack against a creature within melee range. You may add your Job Modifier to damage rolls.
At Blue Mage Job Level 4, you may attack twice instead with this Blue Armoire.
#### Bubble
*Mana Cost: 0*
___
- **Casting Time:** Reaction
- **Range:** Self
- **Duration:** 1 round
You slightly enhance your armor to defend against attacks. You gain +1 to your AC until your the beginning of your next turn.
#### Goblin Punch
*Mana Cost: 0*
___
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Duration:** Instantaneous
You punch with the ferocity of a goblin. Make a spell attack against a creature within melee range. This deals 1d8 force damage. If the creature's Challenge Rating is equal to your class level, the attack roll becomes a critical hit. If the Challenge Rating is higher than your class level, this spell's damage is increased by one die.
#### Libra
*Mana Cost: 0*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 90 Feet
- **Duration:** Instantaneous
A reticle appears on a creature, and you focus on the creature as you scan it. You learn the challenge rating, type and size of the creature if you did not already encounter it before. If you have encountered the creature before and not in the same day, you learn one immunity, resistance or vulnerability (your choice) which the creature may have. Once you obtain information this way, you will never be able to forget it.
#### Osmose
*Mana Cost: 0*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** Instantaneous
You siphon the aetheric energy of a creature within 30 feet of you. The opposing creature must succeed on a charisma saving throw or have a 1st Level spell slot absorbed from it, and you regain one 1st Level spell slot. If the target does not have 1st Level spell slots available, this spell automatically fails.
\pagebreak
### 1
#### Atomic Ray
*Mana Cost: 1*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 120 Feet
- **Duration:** Instantaneous
You fire a laser beam from your eye. Make a spell attack roll. This deals 3d4 fire damage.
**At Higher Mana.** When you cast this spell using a Mana of 2 or higher, the extra damage increases by 1d4 for each Mana above 1.
#### Bio
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** 50 Feet
- **Duration:** 1 Minute
You create large amoeba-like creatures that latch onto the body of a creature within range which leech on its life aether for the duration. On the beginning of each of the creature's turns, it must succeed on a constitution saving throw or take 1d4 poison damage.
#### Brace
*Mana Cost: 1*
___
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Duration:** 1 round or until you are attacked
You brace yourself as you raise your defenses and prepare to counterattack. Until your the beginning of your next turn, you gain +4 to your Armor Class and if you are attacked while you are under the effects of Brace, you deal bludgeoning damage equal to twice your Job Modifier to the attacker if they are within melee range, after which you are no longer under the effects of Brace. Upon casting Brace, you become immobile and cannot make movements or reactions other than retaliating as a result of Brace.
#### Concussive Strike
*Mana Cost: 1*
___
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Duration:** Instantaneous
You imbue your fists with magic and strike at a creature. Make a spell attack roll. This deals 2d4 bludgeoning damage. This deals double damage to constructs.
**At Higher Mana.** When you cast this spell using a Mana of 2 or higher, the extra damage increases by 1d4 for each Mana above 1.
#### Gravity
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
You summon the might of space to damage a creature, enveloping them in a blobby, dark anti-matter sphere. The target must succeed on a strength saving throw or take force damage equal to two of your class' hit die. Creatures that are Small or lower or resistant to force damage are immune to Gravity.
**At Higher Mana.** When you cast this spell using a Mana of 2 or higher, the extra damage increases by one hit die for
each Mana above 1.
#### Gummer
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet (10 Foot Circle)
- **Duration:** Concentration, up to 31 minute
You belch a foul, gummy liquid that persists for 1 minute. All creatures that step on Gummer must succeed on a strength saving throw or have their movement speed reduced by 5 feet. This area is also considered difficult terrain.
#### Heat Wave
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** Self (40 Foot Circle)
- **Duration:** 1 Minute
You force the air within range of you to heat up to intolerable temperatures. All creatures within range, including yourself, must succeed on a constitution saving throw or succumb to the heat, sustaining 1 fire damage at the beginning of each affected creatures' turns for the duration. Affected creatures cannot repeat the saving throw. Creatures that are accustomed to high temperatures and deserts, such as an Amalj'aa, are immune to Heat Wave.
**At Higher Mana.** When you cast this spell using a Mana cost of 2 or higher, the extra damage increases by 1 for each Mana above 1.
#### Speed Enforcer
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Concentration, up to 1 minute
You imbue a creature with heavy aetheric fetters. The target must succeed on a strength saving throw or have its movement speed reduced by 10 feet for the duration.
#### Steam Burst
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** Self (10 Foot Circle)
- **Duration:** Instantaneous
You blast scalding steam in all directions. All creatures within range of you must succeed on a constitution saving throw or sustain 2d6 fire damage and be pushed back 5 feet. Half damage on success. Aquatic beasts take double damage from this spell.
**At Higher Mana.** When you cast this spell using a Mana cost of 2 or higher, the extra damage increases by 1d6 for each Mana above 1.
#### Tail Screw
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Duration:** Instantaneous
You form a temporary tail with a stinger and stab a creature in range with it, after which this tail disappears. Make a spell attack. This spell always deals piercing damage equal to your Job Modifier + Proficiency Bonus and ignores resistances, immunities and vulnerabilities.
\pagebreak
#### Zeitgeist
*Mana Cost: 1*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Duration:** 1 Round
Your mind becomes temporarily enlightened. The next intelligence check you make gains a bonus equal to your Job Modifier.
### 2
#### ????
*Mana Cost: 2*
___
- **Casting Time:** 1 Reaction
- **Range:** 10 feet
- **Duration:** Instantaneous
A mysterious force attacks a creature within range. Make a spell attack roll. This deals 2d6 piercing damage, and deals one more damage die against aberrations and celestials.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d6 for each Mana above 2.
#### Blaster
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** 1 Minute
You fire electrical beams at a creature within range. The target must succeed on a constitution saving throw or take 3d6 lightning damage and have its movement speed reduced by 5 feet for the duration. Machines that fail the saving throw instead become paralyzed until the beginning of their next turn.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d6 for each Mana above 2.
#### Bone Grenade
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 20 Feet (10 Foot Circle)
- **Duration:** Instantaneous
You fling a small explosive which detonates, sending bone shards in all directions. Creatures within range must succeed on a dexterity saving throw or take 5d4 piercing damage. Half as much on success.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d4 for each Mana above 2.
#### Brain Drain
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** Self (5 feet)
- **Duration:** Instantaneous
A tentacle-like appendage sprouts from your mouth, and lashes out at a creature in an attempt to penetrate its skull and drain the juices from its brain. Make an attack roll. This deals 3d4 necrotic damage and you regain hit points equal to the damage you dealt. This spell automatically fails if the target does not have a brain or is made of inorganic materials, such as constructs or machines.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d4 for each Mana above 2.
#### Ink'd
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** 2 Rounds
You shoot ink... from somewhere. The target must succeed on a dexterity saving throw or sustain 3d8 poison damage. Its sight is also reduced to 15 feet of visibility for the duration. Half damage on success.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d8 for each Mana above 2.
#### Magic Hammer
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
A toy hammer materializes out of thin air, then bops a creature from above to deny them of their magics. A creature with range must succeed on a charisma saving throw or be bopped by the toy hammer, losing a 2nd Level Spell Slot as if they had just cast a spell. If the target does not have any 2nd Level Spell Slots, they lose a 1st Level Spell Slot instead. This spell automatically fails if it does not have any spell slots.
#### Mind Blast
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 40 Feet
- **Duration:** 1 Minute
You invade the mind of a creature within range. The target must succeed on an intelligence saving throw or sustain 3d8 psychic damage and have its intelligence score reduced by 2 for the duration. This does not stack with any effects, including this same spell, which reduces intelligence scores.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d8 for each Mana above 2.
#### Stat Sap
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 40 Feet
- **Duration:** 1 Minute
You may choose to sap one ability score modifier of your choice from a target within range. The target must succeed on a saving throw corresponding to the ability score you wish to sap. If the target fails the saving throw, you temporarily add that ability score modifier which was sapped to your own for the duration, while its own ability score is reduced for the duration. You may not sap the same ability score again until the duration ends.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, you sap a single ability score (must be the same one that is to be sapped) for each Mana above 2.
\pagebreak
#### Tornado Kick
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Duration:** 1 Minute
You jump up into the air and kick with the force of a tornado. Make a spell attack. This deals 3d8 bludgeoning damage and the target's intelligence is lowered by 1 for the duration. This spell deals 1d8 more damage if you are not wearing armor, and deals 1d8 less damage if you are wearing armor.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the extra damage increases by 1d8 for each Mana above 2.
#### Vacuum
*Mana Cost: 2*
___
- **Casting Time:** 1 Action
- **Range:** 30 Foot Cone
- **Duration:** Instantaneous
You inhale deeply, forcing all creatures within range to be pulled towards you. All creatures within range must succeed on a strength saving throw or be pulled within 5 feet of you. This spell's save DC becomes more powerful if there is more than one creature within range, with the save DC growing by 1 to a maximum of 5.
**At Higher Mana.** When you cast this spell using a Mana cost of 3 or higher, the range increases by 10 feet for each Mana above 2.
#### Vanish
*Mana Cost: 2*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 30 Feet
- **Duration:** Instantaneous
You vanish into thin air and appear in a spot you can see within range.
### 3
#### Clanging Armor
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** Instantaneous (30 Seconds)
Your armor begins clanging about, which creates a deafening sound. Creatures within range must succeed on a constitution saving throw or take 4d8 thunder damage and become deafened for 30 seconds. This Blue Magic fails if you are not wearing heavy or medium armor.
**At Higher Mana.** When you cast this spell using a Mana cost of 4 or higher, the extra damage increases by 1d8 for each Mana above 3.
#### Dawn and Dusk's Pillar
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet (5 Foot Circle)
- **Duration:** Concentration, up to 30 Seconds
You summon a pillar of light, which either gives off a warm glow or a harsh aura depending on your alignment. When you cast this spell and if your alignment is good, the summoned pillar heals any creatures that step inside
an amount of hit points equal to your Job Modifier, but only once per round; if your alignment is evil, the summoned pillar instead deals damage equal to your Job Modifier, but only once per round. If you are neutral, you may choose either effect.
#### Tri-Barrier
*Mana Cost: 3*
___
- **Casting Time:** 1 Reaction
- **Range:** Self
- **Duration:** 1 round
You shroud yourself in a barrier of aether which absorbs an element of choice and converts it to healing. You may choose either cold, fire or lightning; until the end of your next turn, any damage you sustain which deals the damage type you chose makes you regain hit points instead of taking damage. You are vulnerable to any other damage type not chosen.
#### Self-Destruct
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** Instantaneous
You self-destruct. All creatures within range must succeed on a dexterity saving throw or take bludgeoning damage equal to your maximum amount of hit dice, or half as much on a success. You sustain the maximum possible damage you deal this way, and you cannot resist or be immune to this damage as well.
#### Snort
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 30 Foot Cone
- **Duration:** Instantaneous
You exhale loudly and with extreme force. Creatures within range must succeed on a strength saving throw or be pushed back 30 feet and sustaining 3d8 bludgeoning damage if they are pushed against any objects or obstacles, such as a wall or a barrel.
**At Higher Mana.** When you cast this spell using a Mana cost of 4 or higher, the extra damage increases by 1d8 for each Mana above 3.
#### Missile
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 90 feet
- **Duration:** Instantaneous
You summon a small missile which is then fired at a creature. Make a spell attack against a creature within range. Missile always deals fire damage equal to 1/8th of your maximum hit points. Critical hits do not increase the damage of Missile. If you are below half of your maximum hit points, Missile's range is increased by 30 feet. If your hit points are in single digits (if you have been damaged), the range is increased by an additional 30 feet and Missile deals fire damage equal to 1/4th of your maximum hit points instead of 1/8th of your maximum hit points.
**At Higher Mana.** When you cast this spell using a Mana cost of 4 or higher, the extra damage is increased by an amount equal to one of your hit dice for each Mana above 3.
\pagebreak
#### Ultimatum
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Concentration, up to 1 Minute
You set an ultimatum on a creature within range. The ultimatum must be no more than one sentence, and cannot be anything that is unreasonable for the creature or cause it to inflict harm onto itself. If the creature does not fulfill your ultimatum before the duration ends, your next melee weapon attack deals double damage against the creature. This spell automatically fails if the creature does not understand you or cannot hear you.
#### Wrath of Sephirot
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet (5-Foot Circles)
- **Duration:** 1 Minute
Your anger manifests itself into a corporeal form, creating runes on the floor that act as traps. You may place up to 3 runes around you within range; these runes are 5-foot circles. If a creature steps on a rune, it must succeed on a wisdom saving throw or sustain 2d6 lightning damage, after which the rune disappears. The runes are invisible to all creatures except you and creatures with truesight.
**At Higher Mana.** When you cast this spell using a Mana cost of 4 or higher, you create an additional rune for each Mana above 3.
#### Zeal of Sophia
*Mana Cost: 3*
___
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Duration:** 1 round
You form a protective barrier around your body which brings equilibrium and retribution. The first time you are attacked and sustain damage before the beginning of your next turn, the attacker suffers the damage instead of you. This spell automatically fails if you resist the damage.
#### Zurvan's Malice
*Mana Cost: 3*
___
- **Casting Time:** 1 Action
- **Range:** Self (5 Feet)
- **Duration:** Concentration, up to 1 Minute
Your ire takes a physical form, creating three spears which orbit around you. Any creatures that are within 5 feet of you during the duration must succeed on a dexterity saving throw or take 2d6 piercing damage whenever they step within range or begin their turn within range. Alternatively, you may fire a spear at a creature within 60 feet. Make a spell attack. This deals 2d6 piercing damage. Spears are expended upon use and when the spell ends.
**At Higher Mana.** When you cast this spell using a Mana cost of 4 or higher, you create an extra spear for each Mana above 3.
### 4
#### Bone Rattle
*Mana Cost: 4*
___
- **Casting Time:** 1 Action
- **Range:** Self(20 Foot Circle)
- **Duration:** Two rounds
You simulate the sound of bones rattling about, unnerving creatures within range. Creatures within range must succeed on a wisdom saving throw or sustain 3d4 psychic damage and become frightened for the duration. Creatures frightened by Bone Rattle take double damage from Bone Rattle.
**At Higher Mana.** When you cast this spell using a Mana cost of 5 or higher, the extra damage increases by 1d4 for each Mana above 4.
#### Break
*Mana Cost: 4*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Duration:** 7 Days
You touch a creature and its body begins to slowly petrify. Make a spell attack against a creature within melee range. The creature must then succeed on a constitution saving throw or begin to slowly petrify. After 7 days, the petrification is completed, and it turns to stone. The target may succeed the saving throw at the end of each day, with the effects ending on two successful saves.
#### Durommnag's Light
*Mana Cost: 4*
___
- **Casting Time:** 1 Action
- **Range:** 90 Feet
- **Duration:** Instantaneous
You call upon the powers of the otherworldly Durommnag as you summon a ray of energy to strike at a creature from above. Make a spell attack. This deals 5d10 radiant damage. If there are other creatures within 10 feet of the target, they sustain damage equal to half of what the original target sustained. This Blue Magic fails if there is no light source or you cannot produce light through non-magical means.
**At Higher Mana.** When you cast this spell using a Mana cost of 5 or higher, the extra damage increases by 1d10 for each Mana above 4.
#### Trumpet of Despair
*Mana Cost: 4*
___
- **Casting Time:** 1 Action
- **Range:** Self (30 Foot Circle)
- **Duration:** 1 Minute
You bellow a deep- ominous trumpet-like sound which strikes fear into the hearts of all whom hear it. Creatures within range must succeed on a wisdom saving throw or become frightened for the duration. Affected creatures may repeat the saving throw at the beginning of their turns.
**At Higher Mana.** When you cast this spell using a Mana cost of 5 or higher, the range increases by 30 feet for each Mana above 4.
#### Unguard
*Mana Cost: 4*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 60 Feet
- **Duration:** 1 round
You lower the quality of a creature's armor through the use of powerful aether. The target must succeed on a wisdom saving throw or have its AC lowered by an amount equal to your Job Modifier for the duration.
\pagebreak
### 5
#### Aqua Breath
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** 30 Foot Cone
- **Duration:** Instantaneous
You expel virulent water aether in the form of a breath attack. All creatures within range must succeed on a dexterity saving throw or take 5d8+6 cold damage, or half as much on a success. Plants make their saving throws with disadvantage and, if a plant is killed by Aqua Breath, it is turned into mulch and cannot be brought back to life without the use of the *True Resurrection* or *Wish* spells.
**At Higher Mana.** When you cast this spell using a Mana cost of 6 or higher, the extra damage increases by 1d8 + 2 for each Mana above 5.
#### Bad Breath
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** 30 Foot Cone
- **Duration:** 1 Minute
You burp a wave of a horrid, putrid gas from your mouth. Make a spell attack. All creatures within range must then succeed on a constitution saving throw or become blinded, silenced, poisoned and have their movement speed halved for the duration. Affected creatures may repeat the saving throw at the beginning of their turns, ending a single condition on a successful save, starting with the blinded condition. Afterwards, affected creatures must make a saving throw to rid themselves of being silenced, and then so forth.
**At Higher Mana.** When you cast this spell using a Mana cost of 6 or higher, the save DC increases by 1 for each Mana above 5.
#### Dragonsong
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** Self (30 Foot Circle)
- **Duration:** 1 Minute
You sing an ancient draconic ballad. All creatures within range that are able to hear you must succeed on a wisdom saving throw or sustain 2d10 psychic damage and are also calmed or pacified for the duration. Creatures immune to being charmed are unaffected.
**At Higher Mana.** When you cast this spell using a Mana cost of 6 or higher, the extra damage increases by 1d10 for each Mana above 5.
#### Gaze
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** Self (40 Foot Circle)
- **Duration:** Instantaneous
Your eyes glow blood red as you send shivers down the spines of all creatures that are looking at you. All creatures that are looking at you must succeed on a wisdom saving throw or sustain 8d8 psychic damage. Half as much on a success.
**At Higher Mana.** When you cast this spell using a Mana cost of 6 or higher, the extra damage increases by 1d8 and the range increases by 10 feet for each Mana above 5.
#### Twister
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Duration:** Instantaneous
You summon a powerful twister from under a creature, which then proceeds to be ragdolled. The target must succeed on a strength saving throw or sustain damage equal to five of your class' hit dice. The affected creature is also pushed 40 feet back. Creatures that are Huge or larger are unaffected. Flying creatures make their saving throw with disadvantage. You may choose in which direction the creature is pushed back.
**At Higher Mana.** When you cast this spell using a Mana cost of 6 or higher, the extra damage increases by one hit die for each Mana above 5.
### 6
#### Delta Attack
*Mana Cost: 6*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** 8 Hours
You fire a beam of energy that assumes the shape of a triangle. Make a spell attack. This deals 6d8 force damage and the creature must then succeed on a constitution saving throw or start to petrify. The creature may repeat the saving throw just after the duration ends; if the creature fails this saving throw, it becomes petrified.
**At Higher Mana.** When you cast this spell using a Mana cost of 7 or higher, the extra damage increases by 1d8 for each Mana above 6.
#### Old
*Mana Cost: 6*
___
- **Casting Time:** 1 Minute
- **Range:** 30 Feet
- **Duration:** Until dispelled
You point at a creature within range, subjecting its body to the passage of time. The target must succeed on a wisdom saving throw or gain the "Old" condition; creatures under the "Old" condition sustain a -1 penalty to all ability score modifiers, gaining 2 exhaustion levels per day if the creature did not take a short rest, and only regain half hit points from abilities, features, rests and spells. This spell does not affect creatures immune to aging or being charmed. The "Old" condition may be removed only through the *Greater Restoration* or *Wish* spells.
**At Higher Mana.** When you cast this spell using a Mana cost of 7 or higher, the casting time of this spell is reduced by 12 seconds for each Mana above 6.
#### White Wind
*Mana Cost: 6*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
You expel a soothing magical wave. Three creatures of your choice within range regain hit points equal to half of your maximum hit points.
\pagebreak
### 7
#### Ancient Pulse
*Mana Cost: 5*
___
- **Casting Time:** 1 Action
- **Range:** Self (20 Foot Circle)
- **Duration:** Concentration, up to 1 Minute
You mutter beneath your breath and a wave of negative energy permeates through the air. All creatures within range must succeed on a charisma saving throw or succumb to one of the following effects. You must roll a 1d4 to determine the effect. Affected creatures can repeat the saving throw at the end of each of their turns.
- **1:** -2 Armor Class.
- **2:** -2 to attack and damage rolls.
- **3:** -2 to two saving throws.
- **4:** 2d8 psychic damage at the beginning of each affected creature's turn.
#### Karma
*Mana Cost: 7*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
You inflict the pain which you have endured unto a creature, which is surely a sign of karmic retribution. A creature within range must succeed on a wisdom saving throw or sustain necrotic damage equal to the difference between your maximum hit points and current hit points. Tonberries and undead creatures are immune to Karma, and if Karma is used on a Tonberry, it can reverse the effects unto you instead (your own save DC is used instead of the Tonberry's).
#### Limit Snatcher
*Mana Cost: 7*
___
- **Casting Time:** 1 Reaction
- **Range:** 50 Feet
- **Duration:** Instantaneous
You steal the Limit Break of a creature of choice within range. The target must succeed on a charisma saving throw or have its Limit Break interrupted and stolen. You may use the target's Limit Break on your next turn if you succeeded. This only works if the target was about to use its Limit Break.
#### Thousand Needles
*Mana Costt: 7*
___
- **Casting Time:** 1 Action
- **Range:** Self (100 Foot Circle)
- **Duration:** Instantaneous
You fling a thousand small, sharp needles in all directions. All creatures within range must succeed on a dexterity saving throw or take 10d10 + 10 piercing damage or half as much on a success.
### 8
#### Doom
*Mana Cost: 8*
___
- **Casting Time:** 1 Minute
- **Range:** 30 Feet
- **Duration:** Instantaneous
You condemn a creature to death within range. The target must first succeed on a wisdom saving throw or begin to slowly die. After the casting time ends, the creature dies. Creatures immune to instant death or necrotic damage are unaffected. If, during the casting time, the creature moves away from the range, this spell automatically fails.
#### Wave Cannon
*Mana Cost: 8*
___
- **Casting Time:** 1 Action + 1 Bonus Action
- **Range:** 100 Foot Line (10x10 Feet)
- **Duration:** Instantaneous
You focus your aether into a single point, and harness the incredible powers of Omega to fire a beam of epic proportions, razing all in its path. All creatures within range must succeed on a dexterity saving throw or take 8d10+15 radiant damage or half as much on a success.
### 9
On rare occasions, there are Blue Magics that are so incredibly powerful, they have been erased from history altogether...
#### Protostar
*Blue Magic Slot: 9*
___
- **Casting Time:** 1 Action + 1 Bonus Action
- **Range:** 60 Feet (20 Feet)
- **Duration:** Instantaneous
You create a small, condensed sphere of pure energy equal to that of a newborn star and use it to deal incredible destruction, just like Shinryu, Rage Unbound, did thousands of years ago to the mythical land of Leath Gealai, erasing it from existence. Make a ranged spell attack against a creature within range. Protostar deals 15d6 force damage and half as much to all creatures within 20 feet of the original target. On the original target's next turn, it must succeed on a constitution saving throw or take half of the original damage as well.
#### Ultima
*Blue Magic Slot: 9*
___
- **Casting Time:** 1 Action + 1 Bonus Action + 1 Reaction
- **Range:** 120 Feet (5-30 Feet)
- **Duration:** Instantaneous
You temporarily gain access to a spell capable of rending even the Great Gods and harness it to annihilate your enemies. You may choose any point within 120 feet of you; an orb of light descends from the heavens and then explodes, dealing 6d6 radiant damage to all creatures within 5 feet of the chosen point. The damage a creature takes increases by 5d6 radiant damage for each additional 5 feet the creature is from the point of origin. A creature that is 30 feet away takes 30d6 radiant damage, while a creature at point-blank range takes 5d6 radiant damage.
\pagebreak
## Geomancer: Geomancy
Based on the terrain in which Geomancy is used, the properties of your Geomancy will vary greatly.
##### Geomancy
|Terrain| D4 | Geomancy Name | Range | Properties |
|:---|:---:|:---:|:---:|:----:|
|**Forest/Rainforest** | 1 | Wood Arrow | 150/600 | A tree near you fires small branches. Make a spell attack against a creature within range. This deals 3d4 piercing damage. |
|**Forest/Rainforest** | 2 | Branch Spear | 20/60 | A tree flings a large branch. Make a spell attack against a creature within range. This deals 3d6 piercing damage. |
|**Forest/Rainforest** | 3 | Vine Hell | 60 feet | Vines sprout from the soil and constrict a creature. The creature must make a strength saving throw or become restrained by the vines.|
|**Forest/Rainforest** | 4 | Leaf Dance | Self (20 foot cone) | Leaves flutter around you, then slice the air. Creatures within range must succeed on a dexterity saving throw or take 3d6 slashing damage, or half as much on a success. |
|**Desert**| 1 | Dune | 90 feet | A small dune slams into a creature. Make a spell attack against a creature within range. This deals 3d4 bludgeoning damage. |
|**Desert**| 2 | Sandstorm | 60 feet | Burning sand swirls around a creature. The creature must succeed on a constitution saving throw or be consumed by the sandstorm, taking 2d8 fire damage and then half as much on the beginning of their next turn. |
|**Desert**| 3 | Blinding Mirage | Self (10 foot circle) | The sand around you becomes highly reflective. Creatures within range must succeed on a constitution saving throw or become blinded until the beginning of your next turn.|
|**Desert**| 4 | Quicksand | 30 feet | The sand under a creature becomes loose. The creature must succeed on a strength saving throw or become restrained. After 1 minute and if the creature is struggling, it is dragged under and dies. Creatures that hover or fly are immune to this. |
|**Water/Coastal**| 1 | Water Jet| 100/400| You fire a jet of pressurized water. Make a spell attack against a creature within range. This deals 2d6 piercing damage.|
|**Water/Coastal**| 2 | Rouge Wave| 60 feet| A rouge wave knocks a creature off of its feet. A creature within range must succeed on a dexterity saving throw or be knocked prone.|
|**Water/Coastal**| 3 | Saltado| 60 feet| Salt forms on a creature and drains it of its fluids. A creature within range must succeed on a constitution saving throw or take 2d10 necrotic damage, or half as much on a success. Constructs and machines are unaffected.|
|**Water/Coastal**| 4 | Whirlpool| 60 feet| A whirlpool forms under a creature and batters them. A creature within range must succeed on a strength saving throw or take bludgeoning damage equal to four of your Class' hit dice.|
|**Swamp**| 1 | Bog | 30 feet| A bog forms under a creature. It must succeed on a strength saving throw or become restrained by the bog. This deals 1d4 acid damage each turn until the creature frees itself. Creatures that hover or fly are immune to this.|
|**Swamp**| 2 | Muddy Embrace| 50 feet| Magic mud envelops a creature. A creature within range must succeed on a wisdom saving throw or have its movement speed lowered by half for 1 minute. |
|**Swamp**| 3 | Pantana's Miasma | Self (10 foot circle)| You expel a toxic miasma. All creatures within range must succeed on a constitution saving throw or become poisoned for 1 minute. Creatures can repeat the saving throw at the beginning of each of their turns.
|**Swamp**| 4| Gold Dart| 20/60| You shoot a gold dart at a creature. Make a spell attack against a creature within range. This deals 3d4 poison damage and 1d6 piercing damage.
|**Grasslands/Mountains/Hills**| 1 | Sonic Boom | 120 feet| You punch with such force, you send a thundering shockwave at a creature. Make a spell attack roll against a creature within range. This deals thunder damage equal to three of your Class' hit dice.
\pagebreak
## Geomancer: Geomancy
##### Geomancy
|Terrain| D4 | Geomancy Name | Range | Properties |
|:---|:---:|:---:|:---:|:----:|
|**Grasslands/Mountains/Hills**| 2 | Gale Force | 90 feet| Pressurized air is fired at a creature. Make a spell attack roll against a creature within range. This deals 3d4 bludgeoning damage and pushes the creature back 5 feet if they are Large or smaller.
|**Grasslands/Mountains/Hills**| 3 | Grassy Thorns | Self| As you walk, the grass under you forms into incredibly sharp thorns. Until the end of your next turn, you leave behind a trail of sharp grass equal to your movement speed whenever you walk or run. Creatures that step on the Grassy Thorns take piercing damage equal to your Job Modifier. This grass reverts back to its original state after the ends of your next turn.
|**Grasslands/Mountains/Hills**| 4| Quake I - IV| 30 - 120 foot line | You stomp the ground as the earth begins to send enormous boulders upwards. Upon rolling this Geomancy, you must roll another 1d4. Make a spell attack roll against a creature within range. Depending on the roll, Quake's damage is increased by one die and its range is increased by 30 feet; the base is Quake I, which deals 1d8 bludgeoning damage and has a range of 30 feet.|
|**Caves/Underground**| 1| Stalactice/Stalagmite| 50 feet| A stalagmite or stalactite forms under or above a creature, then strikes. A creature must succeed on a dexterity saving throw or take 3d6 piercing damage.
|**Caves/Underground**| 2| Cavernite Weapon| Self| Your melee weapon, if you have one equipped, becomes a magical +1 weapon for 1 minute.
|**Caves/Underground**| 3| Echolocation| Self| Until the end of your next turn, you have advantage on perception checks that rely on hearing.
|**Caves/Underground**| 4| Spelunker's Rope| 30 feet| You fire rope from the palm of your hand at a creature. A creature within range must succeed on a dexterity saving throw or become restrained by the rope. The rope lasts for 1 minute. The rope disintegrates after the duration ends or if the creature breaks free.
|**Arctic**| 1 | Frost Winds | 60 feet| The air around a creature freezes it. A creature within range must succeed on a constitution saving throw or take 3d6 cold damage, or half as much on a success. Any creatures within melee range of the target also take half of the damage the original target sustained.
| **Arctic**| 2| Icicle| 30/60| An icicle forms in your hand and you throw it. Make a spell attack against a creature within range. This deals 2d4 piercing damage and 2d4 cold damage.
|**Arctic**| 3| Lil' Ice Golem| Self| You create a Lil' Ice Golem (CR 1) which you can control as a bonus action on your turns. As a bonus action, you may command it to use its action and movement. The Lil' Ice Golem disappears after 5 rounds.
|**Arctic**| 4| Hailstorm| 60 feet (10 foot circle)| A small storm cloud appears above and pelts the ground with hail. In a point of choice within range, a 10-foot circle cloud appears. For 1 minute, at the end of your turns, all creatures under the cloud must succeed on a dexterity saving throw or take 1d4 bludgeoning damage and 1d4 cold damage. You may move it 20 feet in any direction as a bonus action.
|**Urban**| 1| Brick Fist| 10 feet| A giant fist made out of rock appears next to you. Make a spell attack against a creature within range. This deals 3d6 bludgeoning damage and pushes the creature back 5 feet.
|**Urban**| 2| Pothole| 60 feet(5 foot radius)| A pothole appears in the ground. Any creatures that are Medium or smaller may use this pothole as three quarters cover. Creatures in the pothole must succeed on a Strength (athletics) check of 11 or higher to escape.
\pagebreak
## Geomancer: Geomancy
##### Geomancy
|Terrain| D4 | Geomancy Name | Range | Properties |
|:---|:---:|:---:|:---:|:----:|
|**Urban**| 3| Lil' Brick Golem| Self| You create a Lil' Brick Golem (CR 1) which you can control as a bonus action on your turns. As a bonus action, you may command it to use its action and movement. The Lil' Brick Golem disappears after 5 rounds.
|**Urban**| 4 | Sewage Shot | 60 feet| Sewage is shot from... somewhere, enveloping a creature in toxic substances. Make a spell attack roll against a creature within range. This deals poison damage equal to your Class level, and acid damage equal to double your Proficiency Bonus.
|**Firelands/Volcano**| 1| Magma Fist| 10 feet| A giant fist made out of magma appears next to you. Make a spell attack roll against a creature within range. This deals 3d6 fire damage.|
|**Firelands/Volcano**| 2| Noxious Fumes| Self(10 foot circle)| You expel toxic, volcanic gases. All creatures within range must succeed on a constitution saving throw or become poisoned for 1 minute and also take 2d6 fire damage. Creatures may repeat the saving throw at the start of each of their turns to overcome the poisoning.
|**Firelands/Volcano**| 3| Cerberus' Bite| 20/60| A flame takes the form of Cerberus and bites a creature. Make a spell attack against a creature within range. This deals 3d4 fire damage and 2d4 piercing damage.
|**Firelands/Volcano**| 4| Pyretic Aura| Self (5 foot circle)| Your aura exudes intolerable heat. Creatures within range, including yourself, must succeed on a constitution saving throw or sustain a level of exhaustion.
|**Crystal Lands/Void**| 1| Crystalloid Shield| Self| Your body is wreathed by a protective crystal. You gain +5 to your Armor Class until the beginning of your next turn.
|**Crystal Lands/Void**| 2| Void Missiles | 120 feet| You may cast Magic Missile at 2nd Level.
| **Crystal Lands/Void**| 3| Vastness of Nothing| 20 feet| You subject a creature to the concept of nothingness. A creature within range must succeed on an intelligence saving throw or take 3d6 psychic damage. Creatures with an intelligence score of 4 or lower are immune to this.
|**Crystal Lands/Void**| 4| Ruinga| 90 feet (10 foot circle)| You lob a blob of unknown energy. Make a spell attack roll against a creature within range. This deals 4d4 force damage and half damage to all creatures within 10 feet of it.
|**Factory/Fortress/Metal Structures**| 1| Metallurgy| 30 feet(5 foot radius)| Metal begins to melt in an area of your choice. In a point of choice within range, metal begins to slowly melt for 1 minute. Creatures within the radius that end their turn in the area must succeed on a constitution saving throw or take 3d4 fire damage, and if the creature is wearing metal armor that is non-magical, the armor melts as well and is destroyed after 1 minute.
|**Factory/Fortress/Metal Structure**| 2| Waltzing Swords| Self| Two longswords form next to you and begin to orbit around you until the end of your next turn. As a bonus action, you may make a spell attack against a creature within melee range. This deals 2d8 slashing damage. The swords turn into globs of molten metal at the end of your next turn.
|**Factory/Fortress/Metal Structure**| 3| Bulletstorm| 30 feet (30 foot cone)| A wall forms perforations, and fires a swarm of bullets from the perforations. All creatures within range must succeed on a dexterity saving throw or take 5d4 piercing damage, or half as much on a success. Creatures that are prone automatically succeed.
|**Factory/Fortress/Metal Structure**| 4| Full Metal Jacket| Self| Your body is temporarily enhanced and enveloped by metal. Until the end of your next turn, you are immune to non-magical piercing damage and your unarmed attacks deal 1d8 magical bludgeoning damage. Your weight is also increased by 2500, but you suffer no penalties from overencumberance while under the effects of Full Metal Jacket.
\pagebreak
# Onion Knight: Hidden Potential and Hidden Detriment Table

### Miscellaneous Rules
The duration of all Hidden Potential and Hidden Detriment effects is 1 minute, ignoring any spell durations. Hidden Potential and Hidden Detriments cannot be removed or dispelled until the end of its duration. All Hidden Potential and Hidden Detriment effects are cast at their original spell level unless specifically stated otherwise. All Hidden Detriment targets are chosen by the DM. Also, Hidden Potential and Hidden Detriments do not require concentration checks because the effects cannot be dispelled or removed. You must wait 5 rounds before being able to use this ability again.
##### Hidden Potential
| 1d12 | |
|:----:|:----------------------------------------|
| 1 | **Growth Spurt**: Cast Enlarge on yourself. |
| 2 | **Hardy**: Cast Stoneskin on yourself. |
| 3 | **Blessed**: Cast Bless on yourself |
| 4 | **Dasher**: Cast Longstride on yourself. |
| 5 | **Elemental Resilience**: You gain resistance to fire, lightning or cold damage (choose one). |
| 6 |**Inspired**: You gain a Bardic Inspiration (1d8). |
| 7 |**Strong Vitality**: Your hit points' maximum is increased by an amount equal to your Job Modifier + Proficiency Bonus.|
| 8 |**Vaulter**: Cast Jump on yourself. |
| 9 |**Commander**: You may cast Command on a target of choice. |
|10 |**Inner Strength**: +2 bonus to your damage rolls. |
|11 |**Soothing Presence**: Cast Mass Healing Word at 4th Level. Job Modifier for spellcasting modifier. |
|12 |**Luck of the Onion**: You may make two rolls for Hidden Potential without Hidden Detriments.
##### Hidden Detriment
| 1d12 | |
|:----:|:----------------------------------------|
| 1 | **Stunted Growth**: Cast Reduce on yourself. |
| 2 | **Toughens Enemy**: Cast Stoneskin on an enemy or aggressive creature within 60 feet. |
| 3 | **Cursed**: Cast Bane on yourself |
| 4 | **Lethargy**: Your movement speed is reduced by 15 feet. |
| 5 | **Elemental Weakness**: You gain a weakness to fire, lightning or cold damage (DM's choice). |
| 6 |**Stoking the Fire**: Give an enemy within 60 feet a Bardic Inspiration (1d8). |
| 7 |**Frail**: Your hit points' maximum is reduced by an amount equal to your Job Modifier + Proficiency Bonus.|
| 8 |**Gravity-Bound**: You cannot move yourself vertically, you cannot jump and you immediately fall to the ground if you are not touching the ground. You sustain double fall damage. |
| 9 |**Pawn**: An enemy within 60 feet may cast Command for free. Your Job's Save DC is used. |
|10 |**Moxie**: +2 bonus to damage rolls of one enemy within 60 feet. |
|11 |**Enemy's Friend**: Cast Mass Healing Word at 4th Level for all enemies within range. Job Modifier for spellcasting modifier. |
|12 |**Dismay of the Onion**: You must make two rolls for Hidden Detriment without Hidden Potentials.
\pagebreak
# Summoner: Egi
As a summoner, you have the ability to summon Egi, a fraction of the power of the Great Gods.
### Properties
| Properties | Egi |
|:---:|:---:|
| **Hit Points** | (4 x Job Modifier) + Proficiency Bonus |
| **Ability Scores** | 10 in all ability scores |
| **Condition Immunities** | Aging, Charmed, Disease, Exhausted, Poisoned|
| **Saving Throws** | +1 on all saving throws |
| **Armor Class**| 7 + Job Modifier + Proficiency Bonus|
| **Attack Properties**| Attacks are considered magical, Attack modifier is Job Modifier + Proficiency Bonus |
| **Size/Type**| Small Celestial|
| **Damage Increase @ Summoner Job Level 3**| Damage die of all Egi attacks, except for Signature Moves and Titan-Egi's attacks, are increased to 1d6|
| **Signature Move**| Can only be used once per long rest and with the Enkindle ability|
| **Unique Abilities**| Can be used once every hour; requires the Egi's action to use|
| **Communication**| Can speak to their summoner via telepathy|
| **Eligible Actions**| Attack, Dash, Disengage, Dodge, Help, Ready|
## World of Light
### Ifrit-Egi
| *Specifics* | *Description* |
|:---:|:---:|
| **Walking Speed** | 35 Feet |
| **Elemental Affinity** | Resistant to fire, vulnerable to cold |
| **Skill Specialization** | Can make intimidation checks (Job Modifier)|
##### Attacks
- **Unique Ability: Sacred Burn** - A creature within 30 feet must succeed on a constitution saving throw or become burned, taking 1d4 fire damage at the beginning of their turns for 1 minute.
- **Claw**: Ifrit-Egi may make a melee attack; Claw deals 1d4 + Job Modifier slashing damage.
- **Spitfire**: Ifrit-Egi may make a ranged attack (20/60); Spitfire deals 1d4 + Job Modifier fire damage.
- **Signature Move: Hellfire**: Ifrit-Egi summons an infernal pillar of blood red fire from below a creature, lighting up the creature. A creature within 30 feet must succeed on a dexterity saving throw or take 3d10 fire damage, or half as much on a success.
### Shiva-Egi
| Specifics | Description |
|:---:|:---:|
| **Walking Speed** | 30 Feet |
| **Elemental Affinity** | Resistant to cold, vulnerable to fire |
| **Skill Specialization** | Can make insight checks (Job Modifier)|
#### Attacks:
- **Unique Ability: Snow's Embrace** - A creature within 30 feet is enveloped in a sheet of snow. The creature regains 2 hit points at the beginning of their turns for 1 minute.
- **Icicle**: Shiva-Egi may make a melee attack; Icicle deals 1d4 + Job Modifier piercing damage.
- **Powder Snow**: Shiva-Egi may make a ranged attack (20/60); Powder Snow deals 1d4 + Job Modifier cold damage.
- **Signature Move: Diamond Dust**: Shiva-Egi envelops a creature in ice, then shatters the encased creature. A creature within 30 feet must succeed on a constitution saving throw or take 3d10 cold damage, or half as much on a success.
### Ramuh-Egi
| Specifics | Description |
|:---:|:---:|
| **Flying Speed** | 25 Feet |
| **Elemental Affinity** | Resistant to lightning, vulnerable to bludgeoning |
| **Skill Specialization** | Can make perception checks (Job Modifier)|
#### Attacks:
- **Unique Ability: Build-Up** - Static begins to build up on a creature. A creature within 30 feet is covered in static for 1 minute; for each 10 feet it moves, it takes 2 lightning damage.
- **Boom Burst**: Ramuh-Egi may make a melee attack; Boom Burst deals 1d4 + Job Modifier bludgeoning damage.
- **Bolt Toss**: Ramuh-Egi may make a ranged attack (20/60); Bolt Toss deals 1d4 + 4 lighting damage.
- **Signatue Move: Judgment Bolt** - Ramuh-Egi summons a dark cloud, and rains down multiple lightning bolts to strike at a creature. A creature within 30 feet must succeed on a dexterity saving throw or take 3d10 lightning damage, or half as much on a success.
\pagebreak
## World of Darkness
### Diabolos-Egi
| Specifics | Description |
|:---:|:---:|
| **Flying Speed** | 25 Feet |
| **Elemental Affinity** | Resistant to necrotic, vulnerable to radiant |
| **Skill Specialization** | Can make deception checks (Job Modifier)|
#### Attacks
- **Unique Ability: Enigmatic Burst** - A creature is surrounded by residual, dark aether. Diabolos-Egi marks a creature within 30 feet. If, by the beginning of your next turn, you deal damage greater than or equal to the maximum hit points of Diabolos-Egi, your next weapon or spell attack deals half more damage towards that same creature.
- **Rake**: Diabolos-Egi may make a melee attack; Rake deals 1d4 + Job Modifier slashing damage.
- **Demi**: Diabolos-Egi may make a ranged attack (20/60); Demi deals 1d4 + Job Modifier necrotic damage.
- **Signature Move: Dark Messenger** - Diabolos-Egi raises its hand up in the air as it creates a large orb of dark aether, then throws it at a creature. Diabolos-Egi may make a ranged attack (50 feet); Dark Messenger deals 3d10 necrotic damage.
### Titan-Egi
| Specifics | Description |
|:---:|:---:|
| **Flying Speed** | 35 Feet |
| **Elemental Affinity** | Resistant to bludgeoning, vulnerable to lightning and thunder |
| **Skill Specialization** | Can make athletics checks (Job Modifier)|
#### Attacks
- **Unique Ability: Earthen Wall** - Titan-Egi imbues a creature with a rock-like barrier. A creature within 30 feet gains 1d6 + Job Modifier temporary hit points until the beginning of their next turn.
- **Strike**: Titan-Egi may make a melee attack; this deals 1d8 + 2 + Job Modifier bludgeoning damage.
- **Signature Move: Earthen Fury** - Titan-Egi jumps up in the air then slams its fists onto the ground, creating a fissure in the earth. Titan-Egi may make an attack roll against all creatures within a 20-foot line; Earthen Fury deals 2d10 + Job Modifier bludgeoning damage.
### Maduin-Egi
| Specifics | Description |
|:---:|:---:|
| **Flying Speed** | 30 Feet |
| **Elemental Affinity** | Resistant to radiant, vulnerable to mecrotic |
| **Skill Specialization** | Can make acrobatics checks (Job Modifier)|
#### Attacks
- **Unique Ability: Light of the Esper** - A creature's reflexes are enhanced temporarily, thanks to Maduin-Egi. A creature within 30 feet may be granted the ability to use their reaction to make a bonus action instead.
- **Pressure Point**: Maduin-Egi may make a melee attack; Pressure Point deals 1d4 + Job Modifier piercing damage.
- **Crepuscular Orb**: Maduin-Egi may make a ranged attack (20/60); Crepuscular Orb deals 1d4 + Job Modifier radiant damage.
- **Signature Move: Chaos Wave** - Maduin-Egi temporarily goes mad as it releases a wave of destructive force. All creatures within a 10-foot cone of Maduin-Egi must succeed on a strength saving throw or take 3d10 radiant damage, or half as much on a success.
\pagebreak
# Role Abilities
There are certain abilities that, although they are not tied to any particular Job, are instead tied to the role of your Job. All Role Abilities are considered "Equipped Abilities". As long as your Job and the respective Role Ability share the same role, then you may equip it; otherwise, you cannot use these abilities. Some Role Abilities have prerequisites in order to equip them.
## Defense Role Abilities
### Awareness
*Prerequisite: Level 2 on any Defense Job*
Once per short rest, if you are hit by an attack roll that is a critical hit, you may use your reaction to take normal damage instead.
### Convalescence
Once per long rest, you may use your action to regain hit points equal to twice your current Job's Modifier.
### Interject
*Prerequisite: Level 3 on any Defense Job*
After you use a Job Ability and as a reaction on the same turn, you may lower the next attack roll of a creature within 30 feet of you by 1.
### Reprisal
*Prerequisite: Level 4 on any Defense Job*
Twice per long rest, as a reaction, if a creature within melee range of you makes a weapon attack against a creature other than you, you may reduce that attack's damage by an amount equal to your Job Modifier.
## Offense Role Abilities
### Addle
*Prerequisite: Level 2 in any Offense Job*
Whenever you use a Job Ability that deals damage against a creature and it successfully deals damage, you cannot be grappled or restrained by that creature until the end of your next turn. Any spells or effects that would render you grappled or restrained are also removed under the same circumstances.
### Feint
*Prerequisite: Level 4 in any Offense Job*
Whenever you use a Job Ability that deals damage, your Armor Class is increased by 1 until the beginning of your next turn.
### Invigorate
*Prerequisite: Level 5 in any Offense Job*
While this Role Ability is equipped, your Passive Abilities have an additional use per short/long rest (whichever applies to the ability) if the they deal damage.
### True North
Three times per short rest, as a bonus action, you may increase the range of your ranged weapon and spell attacks
by 10 feet until the beginning of your next turn.
## Specialization Role Abilities
### Bolt
Twice per long rest, as a reaction, you can move 10 feet in any direction.
### Goad
*Prerequisite: Level 3 on any Specialization Job*
Once per short rest, as a reaction and before the target makes any movements, you may grant an ally within 60 feet of you the benefits of Disengage.
### Lucid Dreaming
*Prerequisite: Level 2 on any Specialization Job*
Once per long rest, you may use your bonus action to increase the duration of the next Job Ability you use by two rounds.
### Protect
*Prerequisite: Level 4 on any Specialization Job*
Once per short rest, as a bonus action, you may mark a creature within 30 feet, and an ally within that same range. The marked creature deals 2 less damage on all attacks against the marked creature until the beginning of your next turn.
## Support Role Abilities
### Apocatastasis
*Prerequisite: Level 4 on any Support Job*
Twice per long rest, as a reaction, if a creature within melee range of you makes a spell attack against a creature other than you, you may reduce that spell's damage by an amount equal to your Job Modifier.
### Esuna
Once per short rest, you may use your action to end the Blinded, Deafened or Poisoned conditions on a creature within melee range of you.
### Surecast
*Prerequisite: Level 3 on any Support Job*
Once per short rest, as a bonus action, you may give yourself advantage on the next concentration check you must make within the next minute.
### Rescue
Twice per short rest, as a reaction or bonus action, you may pull a creature within 10 feet towards you. Unwilling creature must succeed on a strength saving throw of your Current Job's Save DC or be pulled towards you.
\pagebreak
# Part 6: Equipment of Chronicles of Eallin
There is equipment in Chronicles of Eallin that is not seen anywhere else. Some may be fantastical, while others are catastrophically powerful One must always be wary of the items they pick up, lest it bring ruin to them and their loved ones. Here are but a few examples which you may encounter throughout your journey.
### Weapons, Armor, Shields and Trinkets
#### Adamantoise Shell Shield
*Armor (shield), rare (requires attunement)*
A shield made with the incredibly sturdy shell of an adult Adamantoise. While holding this shield, you gain +2 to your Armor Class. You are also resistant to bludgeoning damage while holding this.
#### Artemis Bow
*Weapon (longbow), very rare(requires attunement)*
The bow of the Eidolon of the Hunt. While attuned to the Artemis Bow, the Artemis Bow has an infinite supply of arrows that only it can use to shoot. The Artemis Bow deals an additional 2 radiant damage.
#### Bravura
*Weapon (greataxe), very rare(requires attunement)*
The war axe of a fabled warrior, said to have had an insatiable bloodthirst during combat. Bravure deals an additional 1d4 necrotic damage.
#### Byblos' Tome
*Wondrous item, very rare*
A tome written by an ancient fiend that sought out knowledge and killed those who stood in its way. This book contains knowledge on how to augment aetheric capabilities. If you spend 48 hours over a period of 7 days or fewer studying the book's contents and practicing its guidelines, you gain an additional 1st and 2nd Level spell slot. The tome then loses its magic, but regains it after a century.
#### Carbuncle Plush
*Wondrous item, uncommon*
A small plush toy resembling the fabled Carbuncle. If you are below the age of your race's adulthood and while this is in your hands, you may spend your action to embrace it, removing the Frightened condition from you. This plush has 3 charges, after which it loses its fluff and magical properties.
#### Chocobo Whistle
*Wondrous item, uncommon*
A whistle that simulates the calls of a Chocobo. You may use this whistle as an action to call your Chocobo towards your position, if it is within 1 mile.
#### Cold Cut
*Weapon (longsword), very rare(requires attunement)*
A longsword chiselled and forged from a glacier. For some strange reason, it always remains cold. Cold Cut deals an additional 1d6 cold damage.
#### Deck of Many Tings
*Wondrous item, uncommon*
A deck of cards which create incredibly pleasing bell sounds that soothe the soul. The deck is similar to a standard 52-card deck used in casinos. The pitch of the "ting" depends on the card.
#### Dragon Whisker
*Weapon (whip), very rare(requires attunement)*
The whisker of a dragon species that has been driven to extinction. After each hit with Dragon Whisker, the opposing creature must succeed on a constitution saving throw or be pushed back 5 feet. Dragon Whisker also deals 1d8 thunder damage.
#### Encyclopedia of Monsters
*Wondrous item, uncommon*
An encyclopedia of many monsters that have been discovered. Often used by mercenaries, new entries are added whenever you encounter a new monster that has never been seen before.
#### Gunblade
*Weapon (longsword, gun), uncommon*
The fusion of close and ranged combat, gunblades are difficult to utilize properly, also requiring high maintenance. While attacking and as a bonus action, you can pull the trigger on the gunblade to fire a bullet as you attack. This weapon has both the properties of a longsword and a pistol, except the pistol deals 1d6 piercing damage instead.
#### High Queensguard Scale Mail
*Armor (medium), uncommon*
Sturdy scale mail armor sets that were mass-produced during the Second Perithian Age. This acts as +1 scale mail.
\pagebreak
#### Holgrif's Maw
*Wondrous item, very rare*
The calcified jaw of an ancient Behemoth that, for some strange reason, still moves as if it is alive. The maw is 5 feet tall and 5 feet wide, and anything that is placed inside, the maw begins to chew on it. While chewing, the maw has a strength score of 16.
#### Ignis' Daggers
*Weapon (daggers), very rare (requires attunement)*
Replicas of the weapons of a fabled warrior. These daggers must be equipped as a set, or else their magical properties disappear. While you have these daggers equipped and while you are using these daggers, you have the Two-Weapon Fighting Style.
#### Iridescent Torch
*Wondrous item, common*
A torch that gives off a strong, multicolored glow. The fire on this torch does not die down unless you deactivate it as an action. This torch's fire does not spread to other objects.
#### Junker Claw
*Wondrous item, common*
Extending hands that junkers use to grab things that are out of reach. The reach of the Junker Claw is 5 feet, and the Junker Claw has a strength score of 10.
#### Karthra's Helmet
*Armor (helmet), common*
A helmet modeled after an infamous blacksmith's terribly-made helmets. This helmet gives you +2 to your armor class, but breaks immediately if you are hit.
#### Kun's Signet Ring
*Wondrous item, very rare (requires attunement)*
A signet ring once worn by a man fabled to have mastered the arts of defense. This ring has 3 charges, and you can expend a charge to cast the *Shield* spell. One charge is replenished after 24 hours.
#### Lightbringer
*Weapon (warhammer), rare (requires attunement)*
A hammer made by priests to destroy the undead which plague the lands. Lightbringer deals 1d6 extra radiant damage to undead and fiends.
#### Logith Nightgown
*Wondrous item, very rare (requires attunement)*
A nightgown that is impossibly comfortable and soft. While wearing this, short rests taken at night count as long rests.
#### Masamune Model: Washing Pole
*Weapon (greatsword), uncommon*
A replica of the replica of Masamune, known as the Washing Pole. As an attack, you can slash at the air, sending a shockwave flying towards a creature within 20 feet, which deals thunder damage. After you send a
shockwave this way, the sword breaks permanently and cannot be repaired. Truly, a masterful work.
#### Onion Armor
*Armor (light armor), rare*
Armor worn by aspiring adventurers that are but fledglings. If you are below the 2nd Level of your class, this armor grants +2 to your armor class. This armor acts as studded leather armor.
#### Odin Totem
*Wondrous item, uncommon*
A small totem of Odin, an Eidolon of Death. If you are not worshipping an Eidolon or any deity of sorts, you may attempt to speak to Odin by spending 30 minutes praying to him while this is in your possession. The totem breaks after one use, regardless of making contact or not.
#### Pirate Tricorn
*Cursed, common*
A tricorn created by Cait Sith as a simple prank, which was accidentally mass produced. When placed on one's head, the tricorne forces them to speak in a pirate-like accent. The wearer also has pirate-like tendencies.
#### Pyretic Blaster
*Weapon (gun), rare*
A blaster that was repurposed to pack the pain, and bring death. The Pyretic Blaster deals 3d6 fire damage, but you can only attack once per turn. You must reload as a bonus action. The range of the Pyretic Blaster is 45/90.
#### Questing Robo-Mouse
*Wondrous item, common*
A tiny robotic mouse that attempts to fulfill simple commands to the fullest of its ability. You can issue the following commands: Follow, Play, Search, Retreive, Test. This robotic mouse cannot attack and has the statistics of a mouse. Only the owner can issue commands. The questing robo-mouse self destructs if it is captured by someone that is not its owner or the allies of its owner.
#### Rope Shot
*Weapon (gun), common*
A simple one-use firearm that shoots rope in order to restrain someone. You may fire at a creature within 20 feet from you, and the creature must succeed on a dexterity saving throw of 10 or become restrained and also taking 1d4 bludgeoning damage.
#### Save The Queen
*Weapon (longsword), armor (shield), very rare (requires attunement)*
A magical sword and shield famously used by a righteous and fair paladin of long ago. Both the sword and shield must be equipped and used at the same time, or else both items lose their magical properties. The sword grants +2 to attack and damage rolls, while the shield grants +2 to your armor class. Can only be attuned properly to good characters. Evil characters take 25 radiant damage per day when attuned to Save The Queen.
\pagebreak
#### Seifer's Hyperion
*Weapon (longsword, gun), very rare*
The gunblade of a traitor which sided with an evil who transcended both time and space. The sword and gun deal fire damage instead of their normal damage types.
#### Spear of Destiny
*Weapon (spear), very rare (requires attunement)*
A spear used by a heretic that killed a king chosen by the gods in cold blood, due to pure jealousy. This spear has +2 to attack and damage rolls. If you throw this spear, you may use your bonus action to make it reappear in your hand, regardless of its position and distance. This spear deals one extra damage die to Eidolons/Celestials and Undead, but deals half damage to any other creatures.
#### Talisman of the Aspect
*Wondrous item, legendary (requires attunement)*
A talisman that possesses the essence of an individual that mastered the arts of war. Depending on the Aspect of the talisman, different properties are given. If you remove the talisman, it permanently breaks and loses its magic properties. Maximum of 20 on any given ability score.
- **Aspect of Might:** +1 to your strength score. +2 if you are a Barbarian, Fighter or Paladin.
- **Aspect of Dexterity:** +1 to your dexterity score. +2 if you are a Monk, Rogue or Ranger.
- **Aspect of Fortitude:** +1 to your constitution score. +2 if you are a Barbarian, Paladin or Sorcerer.
- **Aspect of Intelligence:** +1 to your intelligence score. +2 if you are a Rogue, Warlock or Wizard.
- **Aspect of Willpower:** +1 to your wisdom score. +2 if you are a Cleric, Druid or Monk.
- **Aspect of Speech:** +1 to your charisma score. +2 if you are a Bard, Sorcerer or Warlock.
#### Tome of Eidolon Might
*Wondrous item, legendary*
A tome written by a person whom was given knowledge by Ramuh, Great God of Wisdom. If you spend 48 hours over a period of 8 days or fewer studying the book's contents and practicing its guidelines, you permanently gain the ability to summon Tier 1 Eidolons twice per long rest. The tome loses its magic, but regains it after three centuries.
#### Uchen's Goggles
*Wondrous item, uncommon*
Goggles made by an inventor-turned-thief. While wearing these goggles, you have x-ray vision and can see through creatures, objects, things and walls that are up to 1/2 feet thick, except for any obstacles made of lead.
#### Umbral Era Vase
*Wondrous item, rare*
A vase that has been preserved rather well after centuries. The vase is similar to any other vase, except it can store up to 50 pounds of materials, as it has a pocket dimension where things can be stored (it is similar to Bag of Holding). If the vase is broken, all stored objects are destroyed, magical or not.
#### Valeforian Tome
*Wondrous item, very rare*
A tome written by ancient people who dedicated their worship to Valefor, an Eidolon of Wind and Speed. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelins, your walking speed is permanently raised by 10 feet. The tome loses its magic, but regains it after one century.
#### Vjraisvdrijyf
*Wondrous item, rare*
A walking cane created by a madman that was more known for his wacky nantics than inventions. If you successfully pronounce the name of the cane, you become immune to either being poisoned, paralyzed or blinded permanently but you are permanently aged by 15 years. If you unsuccessfully pronounce its name, you are silenced for 1 day. Once a person has correctly pronounced its name, the cane loses its magic properties permanently.
#### Wolfhearth Cloak
*Wondrous item, rare*
A cloak adorned with the fur of an ancient dire wolf, complete with skull and fangs. Wolves and Werewolves will not attack you preemptively If you are evil, you can shapeshift into a wolf while this is equipped.
#### Zodiac Globe
*Wondrous item, common*
A globe that contains the signs of the Zodiac Eidolons. Commonly found in various households as decorations or placed on altars of worship.
### Specialized Weapons
There are weapons that have been created for use by certain classes. These weapons, known as specialized weapons, are unique weapons that greatly benefit the class which is meant to use it. While classes can use specialized weapons made for other classes, the classes that are intended for the specialized weapons will always gain the benefits meant for them.
##### Specialized Weapons Examples
| Name | Cost | Damage | Weight | Properties|
|:---:|:---:|:---:|:---:|:----:|:-----:|
| *Martial Weapons* | | | | |
| Bagh Nakh | 25 GP | 1d4 piercing | 2 lb. | Finesse, Light, Specialized (Monk: Martial Arts may be used instead of this weapon's damage), |
| Pinwheel Shuriken | 16 GP | 1d4 slashing | 2 lb. | Finesse, Specialized (Rogue: Can catch on the next turn as a bonus action if thrown), Thrown (range 20/60)
\pagebreak
##### Specialized Weapons Examples
| Name | Cost | Damage | Weight | Properties|
|:---:|:---:|:---:|:---:|:----:|:-----:|
| *Martial Weapons* | | | | |
| Lore Tome | 35 GP | 1d4 bludgeoning | 2 lb. | Specialized (Wizard: deals 1d8 instead to creature previously encountered in combat)|
| Gestahlian Lyre | 30 GP | N/A | 3 lb. | Specialized (Bard: As an action, play instrument and deal 1d6 psychic damage to a creature within 35 feet) |
| Harvester Scythe | 24 GP | 1d8 slashing | 3 lb. | Finesse, Reach, Specialized (Fighter: Can change damage type to piercing instead)
| Geomantic Bell | 29 GP | 1d4 thunder damage | 1 lb. | Specialized (Druid: 1d4 thunder damage to a creature within 30 feet as bonus action, 1d6 thunder damage if the creature is a construct)|
| Morning Star | 20 GP | | 4 lb. | Specialized (Barbarian: Can change damage type to bludgeoning instead)|
| Hollow Rod | 35 GP | 1d4 bludgeoning | 2 lb. | Specialized (Warlock: Range of Eldritch Blast is increased by 10 feet)|
| Goldbile Scepter | 29 GP | 1d4 bludgeoning | 3 lb. | Versatile (1d6), Specialized (Sorcerer: On a hit, acid splashes from scepter and deals 1d4 acid damage to a creature within melee range)|
### Mounts and Vehicles
In Chronicles of Eallin, magic and technology have been integrated into various modes of transportation, both organic and inorganic. For this reason, in various
continents, horses have been made obsolete. In turn, Chocobos were domesticated and sometimes have prosthetics which enhance their speed, and vehicles such as trains or airships have been created. Here are but a few examples of mounts.
### Chocobo
Chocobos are large, bipedal birds that lack the ability to fly. Many have evolved to have great stamina and powerful legs, which in turn allows them to run long distances in short periods of time while being able to not tire out easily. However, not all Chocobos are created equally; there are different breeds of Chocobos that have different characteristics and advantages. But, all of them pale in comparison to the incredibly rare Gold Chocobo, which are thought to be extinct.
- **Yellow Chocobo:** The most common of all Chocobos. They are, on average, twice as fast as humanoids and serve as mounts for many people. Their accessibility, training and intelligence makes Yellow Chocobos the easiest of any Chocobos to care for.
- **White Chocobo:** The second most common of all Chocobos. There's virtually no difference between Yellow and White Chocobos, with the exception of being slightly faster.
- **Red Chocobo:** Stronger than other Chocobos, with the exception of Gold Chocobos, Red Chocobos are known as the "mules", usually doing heavy lifting and carrying around cargo. Though they're slower than all other Chocobos, their strength is admirable.
- **Black Chocobo:** The only type of Chocobos that can actually fly, Black Chocobos are both incredibly rare and difficult to train. Only the greatest of beast tamers could ever hope to conquer a Black Chocobo.
- **Gold Chocobo:** Chocobos that are believed to be extinct. Due to their incredible attributes and usually being twice as strong as even the best of humanoids, many began to fear their strength and started to hunt them until their population dwindled to 0. Gold Chocobos could do anything that other Chocobos could, with the exception of Black Chocobos.
### Airships
Thousands of years ago, the Druids of Chiegus Meahcci discovered the benefits of Magitek, the fusion of technology and magic, and began creating incredible machines in the hopes of restoring balance to mortals and nature. Using sustainable aether, the Druids continued to adapt and create marvelous inventions that made life easier for all, but their greatest invention was the airship. Because of the Peaks of Creation, an enormous mountain range that spans the entire continent of Eallin, Druids found that it would be convenient to have air travel, thus creating airships which promised both maneuverability and speed. While normal ships still existed, airships took Plainead Cre by storm and were once the best mode of transportation. However, after some years passed, the War of the Great Gods began, plunging the planet into chaos. Dismantling airships and using those parts for weapons, airships became relics of the past, and were forgotten. Airships that did survive were easily destroyed by flying monsters and demons due to being large targets in the air, despite their speed and maneuverability .Lost to time, many airship blueprints were destroyed... With the exception of a lone airship, located deep within the mythical druidic land of Chiegus Meahcci, where it all began.
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### Trains
While airships were forgotten, the technology was not; instead of having everything go to waste, some inventors reverse-engineered surviving airships and turned them into what is now known as trains. Though air travel became dangerous due to the threat of various airborne monstrosities and demons, most notably the Deathgaze, it was still essential to transport supplies during wars without the risk of having everything destroyed in the case of dogfights. With this reasoning, trains began to see use as it was much easier to defend the ground than the skies. Creating thousands of miles of tracks, including on the oceans, and also equipping tracks and trains with weapons to fend off monsters, trains became more successful and easier to defend. After the War of the Great Gods came to a conclusion, Plainead Cre was split in two, bringing up a serious issue: the tracks that once connected each part of the planet are now essentially useless, since the planet was now essentially in two different planes of existence. While the World of Light suffered from the loss and was not able to recover the trains, the World of Darkness prospered and continued to benefit from trains. To this day, while not all parts of the World of Darkness are connected by train tracks, trade has been made infinitely easier. Remnants of this relic remain in the World of Light, with many archaeologist discovering abandoned tracks and even train cars. Some engineers and inventors in the World of Light have begun to reverse engineer the technology that has been left behind in hopes of one day, reconnecting all parts of their World, just as their brothers and sisters of the World of Darkness once did and still do.
### Materia
Materia, which are smooth spherical gemstones, contain pure, concentrated aether that has been compacted into a single point. Materia is used to either enhance one's own capabilities and strengths or summon mythical Eidolons. Thanks to their magic properties, materia can easily be melded on to any non-magical equipment or weapons. While you cannot apply materia into basic items such as cups or backpacks, it can be "inserted" into weapons and armor and equipment such as swords, chainmail or a staff. You may only apply one materia on each appropriate equipment respectively, and you may not have more than three materia in your possession at any given time. Using materia does not require attunement, but it does require time to apply or remove, depending on the rarity and type.
There are two primary types of materia. The first is Enhance-Type materia, which can enhance ability scores, grant resistances or immunities, and even bestow traits that would otherwise be impossible for you to obtain normally. The second is Summon-Type materia, which is used to summon Eidolons, however summoning Eidolons isn't their only function. As long as the Eidolon is willing, you may speak to it freely and can use it for a multitude of different functions, which largely depend on the Eidolon's capabilities.
### Mythical and Legendary Items
On certain occasions, there are items that are so rare, some even speculate that they are mere fables and fabrications. Mythical items are more rare than legendary items.
#### Abel's Lance
*Weapon (lance), legendary (requires attunement)*
The lance of a mighty warrior from an age that is all but forgotten. Abel's Lance has +2 to attack and damage rolls, and deals radiant damage instead of its normal damage. If you throw Abel's Lance, the lance splits into two and attacks the target at the same time, after which reverting back into a single lance. As a bonus action, you can make Abel's Lance reappear in your hand.
#### Assassin's Dagger
*Weapon (dagger), legendary (requires attunement)*
The dagger of the deadliest assassin to have ever existed. If you are a Rogue, whenever you score a critical hit with Assassin's Daggers and if the attack is enough to hit, the opposing creature must succeed on a constitution saving throw of 8 + Your Proficiency Modifier + Your Dexterity Modifier. If the creature fails, its maximum health is permanently reduced by the amount of damage you dealt. Creatures immune to poison are unaffected by this. Assassin's Dagger also has +2 to attack and damage rolls.
#### Blood Sword
*Weapon (longsword), legendary (requires attunement)*
The weapon of choice of a warrior that fought off a mad emperor, hellbent on total domination. Whenever you deal damage using Blood Sword, you regain health equal to half of the damage dealt. The damage of Blood Sword is necrotic. Additionally, if you are a Fighter, whenever you regain health using Second Wind, you regain health equal to twice your Fighter level instead of the normal amount.
#### Braveheart
*Armor (hide), legendary (requires attunement)*
The hide armor of a berserker that singlehandedly sundered a city. While wearing this armor, you have +3 to your armor class and you are immune to being charmed and frightened.
#### Deneb
*Wondrous item, legendary*
A small, condensed star that fits in the palm of your hand perfectly. If you spend 48 hours over the course of 6 days concentrating on it, you learn 2 spells of your choice, from any class, that is 7th level or lower, gaining a spell slots with the spells as well. During this period of concentration, you cannot cast spells. Afterwards, Deneb loses its magic and regains it after 500 years.
#### Ehrgeiz
*Weapon (claw), legendary (requires attunement)*
The preferred weapon of a famous pugilist that fought toe-to-toe with Eidolons, alone. You must equip Ehrgeiz on your hands; while you have Ehrgeiz equipped, your unarmed attacks deal 1d6 force damage. If you are a Monk, Ehrgeiz' damage scales with your Martial Arts. Additionally, you gain an extra Ki point if you are a Monk while this is equipped. Ehrgeiz also has +2 to attack and damage rolls.
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#### Excalibur
*Weapon (greatsword), mythical (requires attunement)*
The weapon of Arthur, the famed king of Camelot and Great God of Justice. As long as you are attuned to Excalibur and as long as you have it equipped, you cannot be killed outright by spells that would kill you when your health reaches 0 or when meeting certain conditions, such as Power Word Kill or Disintegrate. Excalibur has +3 to attack and damage rolls, and deals an extra 2d4 radiant damage. Excalibur will reject you if you are not good, and if you are chaotic neutral or evil, you are smitten by a higher force, taking 8d8 radiant damage every hour if Excalibur is still within your possession.
#### Finishing Touch
*Weapon (warhammer), legendary (requires attunement)*
An impeccably crafted warhammer, created by an Eidolon of Toil. Finishing Touch has +2 to attack and damage rolls, and deals radiant damage. Any undead whose CR is lower than 1/4th of your class level are destroyed when hit by Finishing Touch. Additionally, if you are a Paladin or Cleric, you gain an additional Channel Divinity use while this is equipped.
#### Gigant Axe
*Weapon (greataxe), legendary (requires attunement)*
The axe of a Gigas that was deemed invincible. Gigant Axe has +2 to attack and damage rolls. Any creatures hit by Gigant Axe whose constitution score is 12 or lower are staggered and cannot make bonus actions until the beginning of your next turn. If you are a Barbarian, your maximum health is increased by an amount equal to your current Barbarian level while this is equipped.
#### Holy Wand
*Wondrous item, mythical (requires attunement)*
The wand used by the mischievous Cait Sith, Great Goddess of Stratagem, during the War of the Great Gods. You can use this wand as your spellcasting focus. As long as this is equipped, you gain +2 to your intelligence score, your intelligence score's maximum is increased to 22, and you cannot be surprised. Holy Wand has 3 charges, with which you may cast a 3rd level abjuration spells of your choice. If you are a Wizard, you are resistant to psychic damage.
#### Icarus Wings
*Wondrous item, legendary (requires attunement)*
The wings of an ancient Eidolon worshipped by mortals. While wearing these wings, you have a flight speed equal to twice your walking speed, you are immune to being knocked prone and resistant against spells or effects that would restrain you or make you earthbound. If you are knocked unconscious, you are not knocked prone; instead, you float 5 feet above the ground. You cannot wear any armor while wearing the Icarus Wings.
#### Judgment Staff
*Weapon (quarterstaff), mythical (requires attunement)*
The staff of Ramuh, Great God of Wisdom, which has been known to be a catalyst for lightning storms that have ravaged the lands. Judgment Staff can be used as your
spellcasting focus. You gain +2 to your wisdom score, and your wisdom score's maximum is increased to 22 as long as this staff is equipped. Additionally, Judgment Staff has 5 charges with which you can cast the *lightning bolt* spell. Charges are regained after 24 hours. If you are a Druid, you are resistant to lightning damage.
#### Kagenui
*Weapon (shortsword), legendary (requires attunement)*
A shortsword said to have been wielded by the Night Huntress, Oboro. Kagenui has +3 to attack and damage rolls. Kagenui has 2 charges with which you can make yourself invisible for 1 minute. While invisible, you are resistant to all non-magical attacks and you have truesight to up to 60 feet.
#### Last Resort
*Wondrous item, legendary*
A small, portable bomb that was created by the ancient druids of Chiegus Meahcci as a literal last resort in case of an unavoidable fate. As an action, you can activate Last Resort, which creates a bubble around yourself that has a radius of 5 feet. The bubble moves with you, and Last Resort absorbs half of all damage you take for 1 minute. Afterwards, Last Resort detonates. All creatures within 1 mile must succeed on a constitution saving throw or sustain fire damage equal to what Last Resort sustained. Additionally, all creatures within range are poisoned for 1 year if they fail their saving throw; affected creatures cannot be cured of this poison unless the *Wish* spell is used on them or until after 1 year passes. Alternatively, Last Resort can be implanted in your chest and activated by willingly piercing your own heart and killing yourself in the
process. If you activate Last Resort this way, the damage instead becomes equal to your hit points. Creatures killed by Last Resort are vaporized, turning into dust. After detonation, the entire area becomes irradiated, and any creatures that stay in the area for more than 1 minute become poisoned for 1 month. After 10 years, the area no longer is irradiated.
#### Masamune
*Weapon (greatsword), mythical (requires attunement)*
The massive katana of a master swordsman that was undefeated, even at death. Masamune has +3 to attack and damage rolls. Attacks you make with Masamune have a 5-foot reach, and you can send a shockwave as an attack that deals the thunder damage and pushes hit creatures back 10 feet. Additionally, while having Masamune equipped, you cannot be disarmed.
#### Neverreap Armor
*Armor (leather), legendary (requires attunement)*
Armor woven from the thin, magical fibers of the famed solid clouds of the Cloudlands, made to fit only the mightiest of warriors. While wearing the Neverreap Armor, your AC is 17, you are immune to non-magical attacks, you have advantage against saving throws imposed by spells that deal thunder or lightning damage, and you have advantage on high and long jumps.
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#### Omega Cannon
*Weapon (heavy crossbow), legendary (requires attunement)*
A cannon torn from the body of Omega, the Perfect Garrian. As an attack, you can fire the Omega Cannon. Omega Cannon deals 3d12 force damage. Omega Cannon's attacks go through creatures that are no larger than Huge. You must recharge the Omega Cannon as a bonus action. Omega Cannon does not require ammunition. Alternatively, you can expend all of your attacks to charge the Omega Cannon, and on your next turn, the first attack you make with the Omega Weapon, its range minimum and maximum is increased by 150 feet and it instead deals 6d12 force damage. You must have a minimum strength score of 16 to properly wield the Omega Cannon.
#### Phoenix Down
*Wondrous item, mythical*
The feather of Phoenix, the Eidolon of Rebirth and Redemption. The Phoenix Down can resurrect any creatures that have not been dead for more than 7 days. Once used, the Phoenix Down loses its magical properties. The Phoenix Down regains its magic after one millennium. However, the Phoenix Down also absorbs a portion of the creatures it resurrects; if the Phoenix Down resurrects an evil creature, the Phoenix Down becomes bathed in a dangerous aura and taints the soul of the next creature it resurrects, changing its alignment to evil or neutral, depending on its alignment. This also works vice versa; if the Phoenix Down resurrects a good creature, the Phoenix Down becomes bathed in a gentle aura and lessens the hatred or malice in the next creature it resurrects, changing its alignment to neutral or good, depending on its previous alignment. Once the Phoenix Down has been used three times, it permanently loses its magic.
#### Pyretic Glands
*Wondrous item, legendary*
Dragon glands that are implanted in your body, allowing you to breathe fire, akin to dragons of ancient times. Once per short rest, you can use your action to breathe fire. All creatures within a 45-foot cone must succeed on a dexterity saving throw of 12 + Your Proficiency Bonus or take 7d10 fire damage, half as much on a success. You can consume items that would otherwise burn your internal organs but if you do this, you take 1d4 fire damage plus additional dice equal to the weight of the item. Also, you can breathe in environments that would otherwise suffocate you due to natural gases, such as volcanic caves or swamps riddled with marsh gases.
#### Ragnarok
*Weapon (longsword), mythical (requires attunement)*
The weapon of choice of Midgardsormr, father of wyrms and paragon of magics. Ragnarok has +2 to attack and damage rolls. While you have this equipped, if a spell is to target you, the caster must succeed on a wisdom saving throw equal to 8 + Your Proficiency Bonus or be forced to target another creature. If the caster does not target another creature, the spell is wasted. Additionally, you gain the ability to cast two Wizard cantrips of your choice. Intelligence is your spellcasting ability.
#### Superhero Cape
*Wondrous item, legendary (requires attunement)*
Despite its meager appearance, this cape has been known to bestow unimaginable might to those who don it. While wearing this cape and also being attuned to it, your strength, dexterity and constitution scores are increased by 1, to a maximum of 20. Additionally, you can cast the *flight* spell once per day without expending components. Your appearance also changes to that of a more muscular version of yourself. However, due to your flashy presence, you have are permanently under the effects of *Zone of Truth*, even when not wearing the cape; unattuning removes this penalty. If you are not good or neutral, the Superhero Cape will reject you.
#### Thadalfus' Avarice
*Weapon (quarterstaff), legendary (requires attunement)*
The staff of the mastermind who is thought to have begun the War of the Great Gods. Thadalfus' Avarice can be used as your spellcasting focus. You gain +2 to your charisma score, and your charisma score's maximum is increased to 22 as long as this staff is equipped. Additionally, Thadalfus' Avarice has 2 charges with which you can summon a Muud Suud (CR 5 Demon), but only one can exist as your summon at a time. You can issue certain commands which the Muud Suud will obey, but you cannot forcibly control it. After 1 hour, the Muud Suud becomes aggressive and will attack anyone within its vicinity, including you. Charges are regained after 24 hours. If you are a Warlock, you are resistant to necrotic damage and cannot be possessed.
#### Wabbajack
*Wondrous item, legendary*
A brick that somehow transforms those that it hits
into
other creatures. The Wabbajack has 3 charges. You may throw Wabbajack; it counts as an improvised weapon. If it hits a creature, the creature must succeed on a wisdom saving throw of 21 or be transformed into a CR 0 creature of the attacker's choice for 1 minute. Wabbajack has an extra charge if you are chaotic neutral. After the final charge is expended, it loses its magic permanently.
#### Weldrid's Ring
*Wondrous item, legendary (requires attunement)*
A ring that enhances your capabilities instantly. Immediately after attuning to this ring and while wearing it, you instantly gain a level on your current class, but your experience points remain the same as it was before you attuned to this ring. For example, if you are 3rd Level and have 950 experience points, after attuning to Weldrid's Ring, you become 4th Level but your experience points remain at 950. Gaining enough experience points to reach the level you were raised to destroys the ring permanently. Removing the ring also destroys it permanently. You cannot gain more than one level this way.
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#### Xande's Void Staff
*Weapon (quarterstaff), legendary (requires attunement)*
A staff used by a warlock who, through the summoning of the Cloud of Darkness, sought out immortality. While you are attuned to Xande's Void Staff, you cannot age and you cannot be killed by natural means, such as natural diseases or old age. You have 2 charges with which you can cast the *banishment* spell. Charges are regained after 48 hours. You may change the damage type of any of your spells to force damage while you have Xande's Void Staff equipped.
#### Yoichi's Bow
*Weapon (longbow), legendary (requires attunement)*
The bow of a legendary warrior that fought alongside the Great God of Justice during the "endtimes". Yoichi's Bow has +2 to attack and damage rolls. Your strength and dexterity scores are increased by 1, to a maximum of 20, while you are attuned to Yoichi's Bow. If you are a Ranger, when you miss an attack with Yoichi's Bow, you can use your reaction to redirect the arrow to hit another creature within range, but not the original target.
#### Zodiark's Grasp
*Wondrous item, mythical*
A fragment of Zodiark's power, imbued into a device that absorbs aether. When activated, Zodiark's Grasp creates a force field that extends up to 120 feet, and this force field lasts for 10 minutes. Any creatures within 120 feet that fall to 0 hit points and are knocked unconscious are instead transformed into crystalloid aberrations devoid of consciousness and intelligence that are left to wander aimlessly for the rest of eternity. Creatures cannot be transformed back into their original forms unless the *true polymorph* or *wish* spells are used on the creatures. Alternatively, Zodiark can will them back into their original forms.